for me titles give me an idea of what the game as a whole is going to feel like and i feel disappointed when i download a game called (for example: )"bird feeder" expecting it to just be a little game where you feed birds when its this fps with this whole lore about some guy...
this is really great advice that i try to follow as closely as possible! i personally do not feel i have a problem with titles in the graphical sense but
my problem is mostly with picking the words themselves that fit the story :0)
ive heard people say simplicity is key such as "within"
some like gibberish like "wamzo ka-zamzo"
while others say the prefer the old fashion "heroman: the legend of the bird"
i cant decide because most of the time i just choose what seems fitting of the theme/art (or if it just sounds funny :0)...
well when you start the fight any states inflicted like poison or death show beneath the hp bar and after the fight if you remove the "recover all: entire party" from the event whoever loses keeps their health from the fight which in the original script was 1 hp which isnt actually dead...
here it is
i should probably tell you i did tweak quite a bit of the script to my liking but i believe the only part that i changed that might affect this conditional branch would have to be: "line 882: @hp = 1 if @hp <= 0"
hello, im using galv's "actor duel mini game" script and its perfect i have no problems with the script itself
however ive stumbled across a problem when the "fight" is over i tried to use this conditional branch
"cond branch: if (main character/player) [death] is inflicted:
@> game over
So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! I'm going to devise secret messages now for them because I'm a terrible wonderful person like that.
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD