So this is weird... I started a new test project to try and replicate the issue but there doesn't appear to be any problems at all with the text going "out of bounds", although I'm not sure why subsequent "Show Message" commands do not go on a new line even though it did in my own project...
I think you can also use a parallel common event to make your own if that's what you want: https://asset.visualnovelmaker.com/help/index.htm#t=Common_Events_Guide.htm&rhsearch=parallel&rhhlterm=parallel&rhsyns=%20
I'm running into an issue where the show message command is going out of bounds of the actual message area that I have set.
What I did was:
1. Create a new message area (number 1)
2. Message setting has Auto Erase turned off
3. Start using Show Message command on message area 1
So it took me a...
Unless I missed some settings, it won't work for what I need to do since I would need to keep repositioning the text for each new message. I was hoping to use show message so that process is automatic but I'll keep that in mind if there are no other solutions. :kaocry:
Is there any way to set text alignment and possibly add a background image to the text for messages?
I'm basically trying to recreate an instant messenger chat look with chat bubbles and left/right alignments for sender and receiver.
Or is there possible a plugin to allow the use of HTML codes...
AFAIK, the visibility is only shown to those who have your game on wishlist.
You can actually use it without doing any updates, but yeah it’s meant to be used to show potential buyers (those who wishlisted) that you’ve added more new content that might get them to buy.
Seconded. Alhough I don’t foresee Steam Direct being replaced anytime soon, it takes months or even years to finish a game and things might change by then.
Also, Steam isn’t a magic bullet but at the same time it would be foolish to not put your game on it.
Yeah, would be great if anyone else who has any other experience with this could share what they know. I wonder if it has to do with the different formats used in VX Ace and MV. Did you set up steam cloud?
This actually never came up yet, but definitely something to keep in mind. :kaoeh:
In my case, I realized during testing that the save files were being replaced by whatever that was uploaded in the build. If I had nothing in the save folder, when someone updated their game all the files in their save folder were gone as well. It basically mirrors the depot.
It was only after...
I just got it working too. What I did was copy the lib folder (with greenworks-osx64.node) and greenworks.js to Game.app\Contents\Resources\app.nw
Then throw in the following files into the lib folder from the sdk:
libsteam_apidylib (from osx32 folder)...
QTE is Quick Time Events, basically a scene where you have to react by pressing a button at the right moment or making a quick decision that affects what happens next or you just fail and start over.
Personally I enjoy a good cutscene. It's good to have a mix of short and long ones but it's...
You sound very shocked, may I know why? (Genuine question).
FYI, from what I've managed to gather, most players would take about 5-7 hours for a single playthrough and up to 20-30 hours for full completion (cleared all available chapters and endings) without using a guide. If you use a guide...
That's part of a Hidden Puzzle and you can actually refer to the guide here on what to do next :biggrin:
@Skunk Thanks!! I'm glad you enjoyed it! As I've mentioned, I'll be looking into the bugs you've brought up later tonight. This is the first...