I'm making a small gamejam project with a few other people. I'm trying to set up a "developer's grove" where you can find all the developers.
My idea that each one will say something clever, then give you a link to their website. How would I do that without just having a plain link in the text...
I'm currently working on a scene where the lights flicker out, and then (in secret) the player is sent to a different room and then a battle is triggered. However, when the battle starts, it has that flash/zoom effect, which reveals that you're in a new room. how do I stop this from happening?
I don't exactly understand how the 'technical' fix' works or how to implement it...
I'm using the random encounters to make these battles, since sometimes I have the battle occur in a wide area.
Would there be any way to get around the hardcoded inability to transfer during battles? Is that...
I'm working on a project where I'm using a battle as part of the storytelling - basically, you're suddenly attacked, told some cryptic stuff, then the battle ends after a few turns, transferring you to a different map in the process.
What I've been doing is I've got a Troop made up of a single...
I tried making it so that the events were in a priority above the player, but that didn't work.
Also, is it possible to make an event that'll automatically send me to a different map, then put me in the airship? I tried [get on/off vehicle] then [transfer player] but that didn't work.
Hey! In the project I'm working on, I'm trying to have a few special armors that can only be equipped by specific party members. How would I do that?
I was thinking that maybe it could be that these armors would be only usable for the special classes for those characters. Would that work?
Basically, I'm trying to make a game that's got enemies that can notice you from a few tiles away - Like Pokemon Trainers? - but I can't figure it out. Any ideas?
In a project I'm working on, I'm making it so that a few characters have an ability called a 'Bond' that acts like a (semi)passive effect, such as HP Restoring over time in battle or having a small chance to inflict a status effect onto foes.
However, the idea is that Bonds are not a physical...
I'm planning on making a game that takes place over the course of seven days, and I LOVE the idea of having there be different lighting filters for times such as sunset, late night, sunrise, and maybe even rain?
How would I do that, other than adding an additional version of every single map...
Life is strange. I am currently in a train-the-trainer course for Fraud Docs and Counterfeiting Techniques. And our assignment last night was to make several counterfeit documents using simple tools like Paint and such. And I actually learned stuff that might be helpful in trying to make/edit things for RM assets. I don't think that is what the course developer had in mind!
grief rpg maker... why oh why did I have to jump through like 30 hoops to (hopefully) have fixed the engine targeting ko'd people during multi hit/random attacks?
I finally finished the wrong clue death scene. So at least the player can see something cool before they get a Game Over. Prolly be less cool if they have to keep watching it repeatedly.
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