I don't have a mac and can not confirm this, but from what I've seen other people say if you export your game as a mac it basically just shows up as an application. It does not do it in one neat little package if you export to mac while on pc, but it's functionally the same. It's obfuscated when...
Visustella does have a page, though it isn't listed on their itch or website. It looks like the benefits are based more on their sprite assets than plugins, but there's only three updates on the page I can see so I'm not 100% sure.
Edit: The link doesn't work because this forum censors the word...
You can move several NPCs at a time with move routes. If you unclick the "wait for completion" button near the bottom the actions done by the NPCs will happen simultenously.
(These are screenshots from MV but it should work exactly the same)
You can move as many events as you want as long as...
The flashing is probably from the asset being loaded in for the first time. Try using a preloader plugin to remedy that. I personally like Galv's image cache plugin.
I do agree that some of the assets are a little wonky, and what some people are pointing out as "just art style" is not 100% accurate. You can have a cartoon character with off-putting anatomy, especially if that anatomy is trying for the realm of realistic. It's not so much "everyone has big...
I was just looking through the dlc plugin files for MZ and apparently there *is* a plugin to make animations with animation sheets like you could in MV. I haven't touched it yet so I dont know how it works, but at least it gives you an option!
I just wanted to say that this is one of my favorite plugins ever! It's fixed so many tileset problems for me while making my game. I don't know where i'd be without it.
Descriptions are more interesting when they contain some type of lore or context for the game. It's great for world building. I know it's hard to write generic lore as a template but it might help out a bit with some of the items. I've never heard of Brave Frontier, but I do know that the dark...
I'm kind of surprised that they don't make the enemies in the same kind of sprite style as the characters. Not animated, but at least pixel art as opposed to a fully rendered image. But they've been doing it that way since the beginning (i think??) so I guess there's no reason for them to change...
This is my first time posting in this kind of thread!!! *v* I'm actually finally working on a game and it's been a lot of fun so far!
My goals for June are to finish pixelling the indoors part of the apartment complex that the main character and one of her friends lives in. I also need to fix...
I want to make short games because I like to play short games. I don't have time to get through a 20+ hour game in a few days and often leave games alone for large periods of time, so when I come back to them I have no idea what's going on or where I was. I'm much more likely to buy something if...
I'm sorry that people here are awful and Don't Get It. They don't care that there's no controlling what becomes a trigger for someone in the first place. :headshake:
IMO the amount of characters you put in your game should depend on whether you want the game to focus on plot or game mechanics. Game mechanics can allow for big and small teams but with plot?? introducing all those characters + fleshing them out and showing how they grow as people is very time...
a friend of mines said I need an elevator pitch for my game. he then went and gave me his for his comic... then I realized I have no idea how to explain my game the way he did his comic lol.
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