I've been considering making an eventing tutorial for an RM site for a while. Are there any systems anyone would be interested in knowing how to do? I've been considering doing a tutorial on a traditional text-based adventure game, but that is pretty in-depth, .
Having a friend quiz me tonight on all I've learned recently regarding music theory. I spent four hours last night studying the stuff in preparation. xD.
So, I've begun studying music theory as part of practice to further my ability as a composer. Doing roughly 3 hours of study a day, and some reviewing on the weekends, and having a friend quiz me on certain aspects.
I asked this before in a status update in RMCentral and now I am going to ask it here. Do any of you have a very specific manner of naming things in the RM Engine? Like your switches/variables/events and the likes? I am very anal about how I name my stuff. I always put it in brackets, and depending on certain circumstances I capitalize it. I also shorten things sometimes. If a switch is for a game mechanic I call it MECHAN. Like an attack event would be [MECHAN_ATT]. xD. I'm very organized in my naming conventions. It bothers me not to be.
The second draft of my script is almost done, and I don't think I'm going to write a third draft. I'll make changes to dialogue here and there, but I'm happy with the series of events the way they are.
Just found an obviously custom effect (i.e. edited by me) in my resources>sounds folder called "rip jaw off". Dear Lord what is wrong with me as a person that at some point I needed a sound *specifically* for THAT??
(...rhetorical question.)
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