Hello and welcome to the forum :kaopride:
My advise in learning is try to know the tools first. What they dos and don'ts.
Then proceed to learn how the logic of event works.
Don't aim for a perfect game at your first try and just fool around till you understand enough :kaopride:
Hoo... I understand, thanks.
So basically don't change what is in the demo version in the full version.
So theoretically, when I finished my full game, I can duplicate the game project to make the demo version. Then delete some maps or items in database to limit the game?
@Shaz, so I can't really remove database stuff to limit the trial version?
@ShadowDragon, so adding content updates would break the savefile then? Ah, it is indeed hard.
@V_Aero, ShadowDragon said that it is hard to transfer save file if both version have different amount of maps, items,and...
@Shaz, oh so a separate duplicated project?
I wanted to do this approach with limited in-game days (I developed Simulation game like Stardew Valley) so i guess instead deleting the map, I deleted story event and items (like food etc) and only provides basic preview of my game.
I'm pretty curious how game devs, especially they that use RPG Maker, approach this.
Does limiting game with switch/variable is enough? or just straight making the game into separate project, and delete everything that is paid part.
Does "key" approach works with RPGMMV?
Added it like what you have said, but now it can't load the map completely.
probably because the map isn't loaded and the plugin can't fetch map notetag to call the xhr request which in turn can't turn DataManager._bgmLoaded = true.
Tried to call the script thru console, and now it can load it.
F.Healer: Here it is,I made the Simple Sandwich
Survivalist: it's so Delicious! Chef: Here you Go! My GourmetSteak. Survivalist: It's Super Delicious,Too! F.Mage: I Made it for you! F.Healer: Uhh...Charcoal? F.Mage No,It's a Toast! Chef: Did you Let it in 10 Minutes? F.Mage: Maybe?