I don't mean to necro-post around a year later but may I ask for an improvement on the motion-parameters? I would like for them to allow movements for "up" and "down" in addition to the current left, right forward and back parameters. That would nearly complete this battle-system for me.
I would like to make a common event that uses a sequence of pictures to emulate the animation effects from videos.
I would like for the animation to be able to loop, branch off into other animation sequences and end via choices and or buttons.
I believe this possible via common events alone...
Hello,
I would like to make a game that can display full images that cut away from the main game screen such as those in you might find in a visual novel. I believe most of the tutorials I've found are to make images appear but not full screen. Also I'm not sure about how to change from image...
Title says it all.
I would like to know how to make those make animated character busts and/or faces as well as video cut scenes with choices.
I would appreciate any assistance.
Thanks.
Something like that, but more specifically, I would like a plugin where the substitute effect can be applied as a state between allies and enemies. Basically a script where you can control who substitutes for who without restriction.
Hello, I hoping this the right place to post this.
I would like to know how to make States where allies protect enemies. It would be something like a substitute status that works between allies and enemies.
There was a script like this for VX Ace but now I can't find anything like for MV.
Any...
What should I do if I want to change a skill based on the state of the one using a skill? In other words if the attacker has a certain state applied how can I get the skill to change?
I don't mean to be a bother but I was wondering if anyone could help me. Is it possible to change the battler/actor graphic to a more specific one when specific sequences of states are applied?
Feeling a tad frustrated designing one map of my project... MC is supposed to grab a key from inside a kofun to escape a certain area. Unfortunately, kofuns are cramped, dark and claustrophobic: not exactly many places to run and hide in horror games.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.