Hey everyone! Hope this finds you well.
Soooooo i have an item in my game (beer) which applies a state 100% of the time (drunk, which is an attack buff).
What i want to do is when the state 'drunk' is removed, to have a chance to apply a different state (hangover which is a attack de-buff)...
Hi everyone! Hope the holidays are treating you well.
My question: I have a "heal all" ability. In battle, when used, it still asks you to select a (single) target. However, i also have spells that attack all enemies, and that seems to target all of them automatically. Is there something im...
Thank you so much for this detailed reply. I’ll try this next time I can work on the game.
Out of curiosity, is this workaround meant to change the way the game saves information? By creating a drive image, this allows you to change permissions that you otherwise aren’t able to in the regular...
Plugin list is below. I dont think any of these have anything to do with saving.
Is it possible that ticking "exclude unused files" might have caused a problem? or that zipping and unzipping the game could cause an issue?
Thanks again <3
Hey folks! I've been putting my game out for testing over the last two weeks, and i common problem i am having is that: when players access the options menu in game, they are given an error message and must force quit the game. I've attached a screenshot of the error message.
This happens on...
Hey all! I'm attempting to change the icon that appears in the dock when my game is loaded.
I've gone into my img folder and deleted the default icon and replaced it with my own. Mine is the exact same size and file type as the default icon.
However the generic RPG Maker Mv icon still pops...
I'd argue that you should really only work on one at a time and write down ideas for future
Projects and table them. The biggest problem I've had as a dev is that I start things and don't complete them..which isn't a waste of time as I've learned but still: the idea never saw the light of day...
THATS IT!!!! i just needed to add a wait into that event and use conditional checks to move.
This is solved. Andar you were very helpful just now, thank you.
I'm attaching a screenshot of what ended up working for me.
Heres my most recent attempt: tracking button inputs with conditional branches in a parallel event...its still not quite there but its closer to what im trying to achieve...i think.
I tried doing it this way just now and it still failed :/
This is the only content in this event, which i am attempting to use to force player movement.
this currently has the car not moving at all.
if i tick 'wait for completion' the car goes to the left but doesnt take player input.
attempted this again today by doing the following
created a event set it to parallel
set player move speed to 6, frequency to highest, and 'move left' and ticked 'repeat movement' and did not tick 'wait for completion'.
the result sucked, as the player cannot control up and down to dodge...
Thanks for your replies!
What i ended up doing (perhaps as a temporary fix?) was to have an invisible event set to autorun which sets the player movement speed and frequency to be as fast as possible. This at least added the excitement of speed.
But i also want there to be some recklessness...
Hey gang i'm cooking up a driving minigame over here. Im trying to figure out how to force my player to move to the left while still giving them control of moving up and down. Set movement route does not accept player input while executing itself and im stuck. Is this possible?
Hello again!
I'm trying to create a feature where if you are moving down a hallway and a guard turns to face you, stuff happens! Whereas if you sneak past them and they dont see, stuff doesnt happen. I've failed in two different ways so far:
The first idea was to have the 'guard' (in this case...
hey gang!
so im creating an obstacle course for my player, and part of that includes a few fences to hop over.
i placed a event in front of the fence, set below characters with an action button trigger. im using set movement route command to jump, and it works fine as long as my player is...
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