So It's 3 a.m in the morning, right? I am working on a little project I have going on and there is a minigame that requires pickup and throw. I grab the one from MOG because I was pleased with how it worked in the master demo; the boulders always landed exactly where they needed to and would...
If I understand your issue, the problem must be that the events get stuck somewhere and the sequence stops before they can complete their move route and turn transparent.
try this approach instead.
1. Tick the box that reads "skip if cannot move" in the move route
2. Add a seperate command...
First off, I know this has been asked before. And I know it is possible to achieve through eventing. But the process is buggy and tedious so why on earth hasn't anyone made one of those yet? I am looking for something similar to
this chain command minigame except I want it to only display one...
It's not working nicely because I need at least one of these switches to be on. Because I want an event to activate say at dusk for example so around 18:00 to 20:00. But if the script does NOT activate the switch when it's supposed to, then I can't have a time system that works.
for instance I...
*Clasps hands together*
So. First things first. This might be a silly/obvious question but I can't for the life of me find a solution. So help would be GREATLY appreciated.
Before you ask, after I ran into this issue I turned off all of my other plugins in order to make sure they didn't clash...
I am most likely the one screwing this up, however:
I did this:
And on the conditional branch I called this:
key?(:item,12) && $game_player.direction == direction_needed
^ this little code snippet is from another script
But now what happens is this:
I am sorry if I am making this more...
SO I need an event (Event ID 002) to check if the player is facing towards it in order to perform a certain action.
I figured out a small portion of the code I need to use but the rest is really lost on me. Can anyone help?
$game_player.direction == (...)
I really hope my description was...
Thank you kindly for taking the time to play through this early build as well as providing me with feedback.
I am very happy that you enjoy the artwork since I put a lot of love and effort in my illustrations.
Now on the subject of your criticism (Which are all valid by the way)
Download here (Mediafire) - Keep in mind this is not even in demo stage yet. There is not even a proper title screen.
This is a horror game that takes place in the Universe of my Webcomic: The strange Seperation of Dr. Jekyll and Mr. Hyde
(Fellow Jekyll and Hyde fan? Follow me at the Jekyll and...
Hey. Thank you for replying.
So my process is:
Made a new project called test
Pasted the hud graphics in the graphics/system folder
Paste and configure the Script
Add the required script calls with parallel process...
And then BAM: Once I hit new game. It's all over.
You just gave me an idea. I think I know what to do. You see, I made the HP bar picture look like this
Whereas to avoid distortion, I should make it something like this and position it myself
It works like a charm now! No overlap, no warping beyond the Frame. Everything is as it should be...
Well, I don't think how changing the syntax will help since my issue is with the x position not the syntax itself. And besides, MV and Ace use drastically different terms not just in java script but in the interperter so the only thing it would achieve would be crashing the game completely.
The code reads as follows: screen.pictures[ID].move(position (top left or center) , x, y, x zoom, y zoom, opacity, blend type, wait)
But that plugin you mentioned sounds interesting. Is it for VX ace (The maker I am using) because I can only find hud makers for MV which are in java and by...
That moment when I am listening to another instructor teach and I am thinking…I have been doing this for almost 30 years…I know this material…I teach this material…and you are confusing the crap out of me…let alone the students. What the actual $&@#! are you talking about?
Help me make a choice. Which one makes more sense? A.Diamond shape B. Square shape
I created a skill that can only be used if there are enemies within the player's range. When the player's range is 2, which one do you think is more appropriate to describe the range area?