Hello, I decided to change the font for my game by replacing the "main" script to this:
So I changed the font to Papyrus, but when I compress the game data into the autoinstaller, the font ends up changing to the default Ace one. How can I fix this?
So I was reading up the help file for Fonts, and saw that you can feed it an array for Font.default_name
so I tried writing this line out:
Font.default_name = ["VL Gothic","Arial","Times New Roman"]Which I think should have made it such that if the first font is not there, it will check for...
Hello I am fairly new to the VX version of software, and I am currently working on a Pokemon game. I Want this game to have:
-Black as default so its in the menus as well
-No font borders
-a way to test and change the default font
-A unique cursor for selecting. Not the box...
Is there already some (build-in) code that allows me to use bitmap fonts? Like I have the numbers 0-9 in a 32x32 grid in a bitmap and I want to use that to display numeric values like scores, hp, mp, etc.
Yes I could code one myself but I was wondering if it didn't already exist. Or perhaps it...
Maybe it's because I grew up in the 56k era, but when I release a game, I'm always trying to get the file size as small as possible without sacrificing quality. I also make largely custom games, so I prefer to make the files not require the RTP. One thing that has always bugged me is the fact it...
I am working on a game and decided very early on to use two specific fonts, one for the title and another for the rest of the game. I got these fonts from dafont.com. Now everything works fine on my end, but when I compress the data and send it out to a friend, the game switches to...
I'm not sure if this is where this belongs but I'm looking for where/how I'd change the font padding and/or origin for text in the default menus. When using some custom fonts the text gets cut off at the beginning of the selection and it I'd like to give each selection a few pixels more wiggle...
I am using Lite, so changing Fonts is not possible as far as I can tell, because no script lines can change.
But when I add text, sometimes the little arrows work as expected, showing where the text will be cut off when I am using a faceset, like this:
Show Text Window 1.bmp
Bug Fixes List
December 23, 2018 UPDATE:
Bug Fixes are now downloadable in .rb format here.
VXAce SP1 Bug Fixes
Compilation of Official Bug Fix List by Enterbrain.
Yanfly Bug Fixes List
Composes of bug fixes and visual enchantments. They can be disabled at will.
Lonewolf's Unofficial Bug...
Some people have too strong of an opinion about what maker is the best, I've seen discussions like:
- I prefer VXAce because I like the style of the RTP better than the older releases
- You're worse than Hitler
My number one take away from this game jam is to make small games that are as polished and bug free as possible. Far less dev time, and if the game flops, it matters less because my time investment is much lower. Also, whatever ambitions I have... aim for about 10% of them. They are clearly too high, and will involve stuff that likely won't matter.
I'm finally back!
A lot of RL issues happened this year which didn't let me work on Aithne as much, but I am back with new inspiration!
In that time my art style also changed a little, so I'll be doing a small art change with busts/menu art
opening old GIMP files is a blessing and a curse because it can be fun to look at art you started once upon a time and want to finish BUT come to a total halt when you remember your past self forgot to create separate layers for most files