Event name to common_event

XGuarden

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I looking for a script that can trigger common event based on the event name.
For exemple, if i call an event @box@, that will trigger a specific common event and i will put event for this objet inside the code of the common event.

Optionaly, that will be great to be able to get the tag of the event inside the common event code.

Thanks for your help.
 

mlogan

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Why not use the script call that would call it by number?
 

Andar

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Please give more information on what you want to do (from a player perspective) instead of how you want to do it.
I think you're approaching the problem from the wrong side, and we can't help you without knowing what you want to do.
"Calling a common event by name" is how you want to do something, but you never explain that something.
(and If my assumptions about what you're trying to do are correct, you should not use a common event at all for this)
 

XGuarden

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Please give more information on what you want to do (from a player perspective) instead of how you want to do it.
I think you're approaching the problem from the wrong side, and we can't help you without knowing what you want to do.
"Calling a common event by name" is how you want to do something, but you never explain that something.
(and If my assumptions about what you're trying to do are correct, you should not use a common event at all for this)
I understand what you mean, but the point is, that was exactly what I want to do....
I want to use it for many thing, not only one.

Let get more in detail.
I curently paid for a pluggin that was in developpement, but programmer take time and I cant test thing myself because I didt have it....
The pluggin will automaticly look the event name and if its for exemple @box@ the event will act as a box.

Many of these thing can be done by common event. So of course I can call a common event, but that will force me to change everything back once the pluggin will be complete. So if I can call a common event directly from the objet name, then when the pluggin will be complete, I will have nothing to change on the map.

They have arround 100 differents objet type. For exemple a box can be push, protect from projectile,etc.. So basicly any code can be put inside the common event as replacement for the event code.
 

Andar

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And I answered in that plugin topic, that is the wrong way to go.

What you need to do is to make one master event, where you use eventing to make the box behave exactly like you want it to behave in all other maps. And then you use one of the clone event scripts like for example http://mvplugins.com/plugin/EvilCat/ReferByTitle

But the key is NOT to use common events (and NOT to use a plugin to create event functionality), but to make it work as a map event to use as an original master.
And no plugin can make that master event for you, you need to provide that before you start mapping.
 

XGuarden

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And I answered in that plugin topic, that is the wrong way to go.

What you need to do is to make one master event, where you use eventing to make the box behave exactly like you want it to behave in all other maps. And then you use one of the clone event scripts like for example http://mvplugins.com/plugin/EvilCat/ReferByTitle

But the key is NOT to use common events (and NOT to use a plugin to create event functionality), but to make it work as a map event to use as an original master.
And no plugin can make that master event for you, you need to provide that before you start mapping.
I need to understand. The way you propose need a pluggin to... Why making a copy of a event is better to call a common event...
Also, if I copy event, that will be harder(i guess) to handle all interaction between each kind of event then by centrilizing it in common event, did im wrong^

I want to understand please what wrong with calling common event.
Of course your way will work too.

Also
when you said@And no plugin can make that master event for you, you need to provide that before you start mapping.@
im not understand what you mean. If you mean that i must put code for eventing inside the event and not using a pluggin, that will be imposible....
No jocking...... I didt explain all because i think its pointless, but let say that they have some much interaction between event in my game... also interaction work by half tile movement, have special effet that absolutly cant be done by eventing.. etc... Its the reason why all these specific event that must use pluggin for special animation will eventually be in a plugging. Curently i cant do many event(objet) that was just not possible with eventing, but some objet can be done by eventing and i will try to make them work.

Im just so confuse why everyone told me to do thing by eventing that cant be done without a plugging...
I feel like I need to explain every element of my game each time. That go far away of my original question some time.
I understand people want to help, but I feel like some time like if people think im idiot and have no idea what I doing at all.

Anyway, your way of doing it can work too, eventually, everything will be in plugging, but curently, eventing with pluggin call when needed and extremely slow execution because to much calculation need to be done. I hope my pluggin that i pay for to be finish one day for share it.
 

Shaz

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What exactly are you putting the name @box@ on? The event that calls the common event, or the common event that's being called? If you're putting the name on the event, what is the trigger to call the common event? Or are you going to have NO event commands in the event and when it is triggered by whatever means (assume action button), it's going to look for the common event named @box@ and run it?

So are you saying your map event will have a sprite and will be called @box@ and that's all it will have? How are you going to handle the logic that's normally done with self switches and multiple event pages, so you can only interact with it once? How will the plugin know which ones to call common events and which ones to run the event's own commands? Will you be creating multiple events all with the same name? Will they all be doing exactly the same thing - giving the same thing to the player? If not, how are you going to determine when the common event should give a potion and when it should give a weapon (I'm just making an assumption that your box event will be like a chest event - that may not be the case at all).

If you mean what I think you mean, then it's not very difficult to do, but you'd need to consider how those things will be handled, and that an event name is for the entire event and not dependent on which page is active.
 

Andar

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Im just so confuse why everyone told me to do thing by eventing that cant be done without a plugging...
That is because your way can't work, you need to approach it from the other direction.

If you want to build a skyscraper, how do you start? By placing the roof onto empty air or by digging in the ground to build a fundament to build the first walls on?
Plugins can be written to give functions to events, but the events have to come first. And even if a minor part of your ideas require plugins (like the plugin I linked you to above - did you even check that link and learn how that works? because it is perfect for what you want to do, but it needs the events first.)

As for your "special effects that can't work by events" - aside from a half-grid movement (which has nothing to do with events themselves) you have yet to describe a single option that is not easier to do by eventing than by plugin.
If you failed to do a special effect by event, then show us those events and we can tell you how it is done correctly.
 

mlogan

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I think part of the problem may be the language barrier. No one is trying to be mean or discourage you - quite the opposite in fact. People are trying to help you see that, from what we can understand of your descriptions, that much of this can be evented or use existing plugins, instead of needing to spend the time and money commissioning a plugin.

For example, if I were to try to do some of the things you want, I'd look into existing region restriction plugins to limit where a certain event can go.

I do understand that you are wanting to have massive amounts of levels with massive amounts of events that could greatly slow things down - I think this is a large part of why you are wanting a plugin system for it. However, personally, I think for the type of game you are making, rather spend a lot of money on a plugin to try to make this engine do things it wasn't really designed for, I'd look into other game engines. I can't really discuss specific alternatives, but there are some out there with free trials and costs much less than what you want to commission a plugin for, that would do what you want.
 

XGuarden

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I got your point all. Its true that handle multiplage event with common event was not wise idea... In my case I didt nned multi page. The proposal of using copy event is good and I think if that can limit me in any way. I will surely go for it.

For thing that cant be done without pluggin, its true its can be call from inside the event...

I wanted showing you link to the projet detail, but when i posted it to the paid part its get refuse for unknow reason. I will post you description detail here like in the botom of my post as asked so we all know what exactly i try to make.

To be exact, I have 3 exact gold...

- Make developement a lot faster by be able to just put objet on map and automaticly work
- Be able to modify all in one place only and not in all event
- Speed issue

First 2 gold can be solve with your suggestion of copyevent plugging, i will give it a try.

My concern is about speed.
I think doing that with event will require a parralele process with like 10 000+ line of code. I probably wrong...

Exemple, Ennemie that will shot at me if I pass in front of him but only if nothing protect me. I cant have 10 on a single 12 by 12 map.
each time player make a step, that will require to calcculate and compare position. If on same row, then compare each case between them for make sure nothing protect him before shooting him. Just this part already take calculation power, but adding all other stuff the game will lower down to 1 fps on a super powerfull computer. Also compare will probably require using variable. If I make copyevent,that will use same variable and my whole code will be invalidate.... That mean I must not use variable for x y on any event that was multiple time on map.
That mean i will in some case need to use scripting anyway.

Eventually, pluggin, can do all these verification without to worry about performance issue as it will be a lot faster inside a pluggin that can apply some optimisation.


I will probably start to post all event one by one i try to made for get your help for see if its can be done... But what I will do when fps will drop... I want to avoid parralele event most that i can. Even one slowdown all. I think I can avoid it by putting code on player move and on event move.

So i will start posting many question and try to do it the way you said.

Terrains

Use terrain tags

Tagged



Normal


It does nothing special, everything can walk on it





Grass


- Enemies on normal floor can’t walk on grass.

- Enemies on grass can’t leave it.

- Enemies can go on the grass if

- It’s been push by player when frozen

- Walked on ice and slip to the grass

- Enemy has been kill and is respawn point was on grass

- It’s the only move he can do without staying in place




Big Tree


- Nothing can pass through it but lasers

- Can’t be burn

- Moving tower(medusa) can’t shoot through





Water


- Shooting enemies can shoot through

- Only player can pass through with an Egg

- Player and monster can pass through if on ladder(temporary or permanent ladder)

- Eggs in the water will follow the stream often to a sink point.

- Current direction and sinking points are defined using(need to talk about) terrain IDs or region ID





Lava


- Nothing can pass on it unless through a Ladder or an Egg.

- Eggs in the lava will start to sink immediately.

- Ladder added by player destroy after few time

- Anything on that ladder will be destroyed when collapse







Sand

- Make player move stower

- Monster was not affected by sand

- Player was affected only if he both foot touch it

- Object pushed by player was affected only when player is affected too




Ice


- For player
- Slip until been block or completely leave the ice
- Can be immunized with a specific boots equipped
- React if both foot was on ice


- For monster
- Slip until been block or completely leave the ice
- Some monsters are immunized with a specific tag
- React if 100% was on it


- Objet pushed by player
- Slip until been block or completely leave the ice
- React if 100% was on it





Spike


- Make damage to player, by default player have 5 eath shower somewhere with item in possession

- If player lost all their hearth they got game over



Untagged



Ladder


- Can’t be destroyed










Passive Entities

Terrain type



Tree


- Nothing can pass through it but lasers and fireballs

- Tree can be burn if user have a specific consumable item




Rock

- Nothing can pass through it

- Can be destroy with appropriate item



Mapping Arrow


- When player goes on it he will follow the path to the end if not blocked by something like a block

- Enemies and objects are not affected





Event

Arrow

- Player and enemies can’t pass through it from the side
in which the arrow points

- Block player even if he try to pass only by half

- A specific item can rotate arrow orientation clockwise and another one counter-clockwise

- When used item gets removed


Switching

Arrow

- Same as event arrow, except that each time player leave it the arrow change side to the side where the player just left it



Moving type



Block

- It counts as an obstacle for everything.

- Can be pushed by the player if he’s aligned with it

- Can’t be push in water or lava


Floating box

- Basically, player can jump on them with 1 tile empty between them.

- They can fall in water if player stay to long time on it in some case

- They also can be jump on only half of the time (they go up and down)

- They can move following a path

Object type




Heart Box

- It counts as an obstacle for enemies and projectiles.

- If player touch it event by a quarter, tower will not shoot him event if player is between tower and hearth box

- Can be picked up by the player by getting exactly on it.

- It’s can give item to the player(ball, ladder, fire, etc.)(added to the level directly)


Teleportation point

- When walking on a teleportation point, player was teleported to the teleportation point with same tag id, if more than one, random


Exit Door

or stair

- It opens only when the Pearl Box is collected

- Teleportation manually handle




Ladder

- Can be placed only on water or laver

- If placed in water, it’s stay there

- If placed in lava, he get destroy after some time

- Allows the player, monsters and objects to pass on it

- 16:30/16/45



Brick

Ladder

- Can be placed only in laver

- get destroy after player move through it twice

- Monster or objet using it don’t affect the count down





Pearl Box

- It counts as an obstacle for enemies and fireball but not tower.

- It starts closed and opens itself once all the Heart Boxes

- It can be taken by player by getting exactely on it.

- If in a row of a tower, and try to take it, player will get kill before ennemie get destroy

- Once collected it destroys once for all all the enemies in the level
Including fireballs and opens the exit door.

- If you are on the box and sleeper touch you, he start sleep



Switch

- When player move on a switch that activate it or desactivate it

- When all switch of same color was activate in same time, that destroy all totem of same color

- They have 4 different color


Temp

Switch

- Act the same way then normal switch except that he as not been desactived by player but by a timer

Enemies



Basic

Enemy

- Player can’t move trough an ennemie

- All ennemi become an egg when shoot

- All enemies respawn at their default location but get destroy if something using the space when they are about to respawn

- Ennemie who die in lava when bridge colapse will not respawn

- It’s becomes active after the first player movement input

-





Egg

- it doesn’t move but can be pushed around by the player

- He get back in the normal ennemy form after some time defined in the script option

- If pushed in water it floats providing a surface for the player to be on but not monster or objet

- to travers water, it moves following the stream and eventually sinks when encouters a water skin point.

- If shot it gets detroyed even if he was in water(explode not fly)

- if they have no sink point in his path he will still turn arround forever



Snake


- It doesn’t move, is basically a basic enemy and can’t hurt

- Eyes alway look at the player direction, but totally optional.

- He will be graficly replaced by the fuzzle monster(cute)

- He respawn at it’s default location when destroy

- If Anything excep player himself is located where it’s supose to respawn, he will go to his second respawn point,

- If a box is on his second respawn point he go to the third,

- If third one have one he just get deleted.

- Respawn point define in a comment



Slime


- If he touche player event partially, player get kill

- It’s stay one second on each time

- He will not run after player but if player is next to him, he will move on the player at is next move

- He alway move by a small jump to the next location

-
- They don’t react like other monster, they have a nest on the map where they reapawn. Each next will produce slime each 5 second until all his slime was on map.

- Slime was not affected by ice




Green Elf

- It keeps moving forward, upon encountering anobstacle it changes

- Alway turnis by90 degrees on the same side(following the border)

- If he get in same row or colomb then the player and see him, he will then run to the player.

- If player move row or columb, the monster keep streigt

- If he touch player event partially, he start to sleep

- If killed asleep, he will respawn awake




Drake

- it doesn’t move, and always faces the same direction.

- If the player gets in its line of site even partially it starts to shoot fireballs, even if there is no line of sight.

- If he touch player event a quarter, the player was dead

- It doesn’t shoot more than one fireball at a time.




Fireball

- When spawned starts moving forward at a fixed speed
until it encounter a partial obstacle and stop to exist.

- If the player get hit even partially he gets killed.

- It’s posible to shoot a ball that will cancel the Drake ball.

- Hearth, ennemie, box, everything block it except tree




Statue

- It doesnt’ move

- if the player gets partially aligned with it, he do nothing

- If player get fully alligned with it, and there is a line of sight, he will shoot and instant kill the player.

- When is manacins a very transparent laser appear to show ther it chets blocked


Laser

- A continuous beam that stops at the nearest partial obstacle.

- If the player is partially touched he gets killed.




Moving

Statue

- Same but move horizontally, vertically, or random defined with tag.


Moving

Laser

- Same but move Horizontally or vertically defined with tag.





Skull

- If active It chases the player and kills him upon partial contact

- He use the fastest way to get to the player

- But if he don’t have a way to get to him, he will moving streigt and only calculate back if he can reach player the next time he touch a wall(in front)

- skull don’t follow border and alway have the same speed




Armadillo

- If active It chases the player and kills him upon partial contact

- He turn arround the map by left or right border.

- He in same row or columb then player he start running faster at him but only streigt.

- If he enconter an obstacle and randomly go right or left.



Walking Block

- Keeps moving aroung slowly changing direction upon ecnountering an obstacle and prefering 90 degrees turns.


- Is reaction is different from right to left and up and down.

.


Right to left:

- He never run

- He stop one space before player

- He never push player

- In fact he don’t care about player


Up and down:


- He run after player and push him even if player partialy touch him

- He can push player over grass but can’t go on grass


But these mouvement are really specific and im worring that will considered as copy. So maybe just create two version, one that alway run after player and another one that never run after player or give possibility to add tag to define reaction for each case.



Whale

- When in row with the player, he aspire him(like grapping slowly)

User still able to move sideways


- Block, protect from it. Must have absolutly nothing between for aspire player. (except grass, water or arrow on floor)



Spike wheal

- They turn arrod the map and never leave border

- Move to the right or to the left. This will kill player and monster if he touch them.

- If two wheal touch together that do nothing, they jsut pass trough



Trempoline

- located in border if the map. Have no effect without ice ground.

- When we push a block or anything to him, he will push it back.



Big hammer

- When something is iced and kicke to the hammer, the hammer make a turn and it back the objet in the other direction

- 40:06



Cannon

- Alwat shoot fast to the player, the player must got protection to move.




























Objects:




FireGum


- Use to destroy one treee




IceGum


- Use to froze an ennemie or block ennemie projectile




Dynamite


- Use to destroy block




Harp


- Make all ennemie sleep for some time




Levelkey


- Get when level finish(not really usefull)




Lader


- Use to add ladder




IceBoot


- Equipement that make player able to walk on ice without slip




IceStick


- When equiped, player can shoot as much as he want of ball








IcePole


- When equiped, player can put a ice button on any ice floor

- He can also remove it when he want

- He can shoot ennemie but theyt got iced instead of a ball

- Ehen shoot twice, it’s just ice them again

- Ennemie iced will turn back original form after few time

- If kiked they reat alwat like if they was on ice

- If fall in water, that create a new ice floor

- Some ennemy can be immunized to ice




IcingSwith


- When activate, all ennemie on map get frooze for some time




Arrow


- When used it’s trow an arrow that will activate self switch defined on the event that he touch.





Grappin


- When a “cible is on a wall or some objet and used shoot on them, that grab player at it like in zelda



Script call /others




Move_to


- Can be use for make cinematic a lot faster.

- Parameter (destination, speed, frequence)




Days/night system


- Can be activate or desactivate by map.

- Can b activate and desactivate manually

- Speed can be change

- Color can be set

- Night can be desactivate inside house, letting light came out by windows and door.




Weather effect

(later)


- Can set various weater effet with sound

- Add ability to set the player to left foot print on snow



Light ffect

(later)


- Candle

- Light

- Etc.


Note:We need to have a fast way to reset level, a button maybe when player get jam. ALso we need a way to show player how many he get from each item


I thinking that maybe that will be better instead of putting all ennemie in a ball to just ice them, more safe for copyright and can do the same thing


Some lightning effect can be usefull, I don’t know if current script will be compatible with your script


A system for ipad iphone to make them able to play will be needed eventually


A swimming system will be needed too. Need to found a way to differenciate when player swim and when is walking in the bottom of the water with metal boot. Passibility was diffetent. I thinking about different map but not look good.



I planing to for developpment of a full half body talking system.
 

Andar

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I wanted showing you link to the projet detail, but when i posted it to the paid part its get refuse for unknow reason.
no, it is not an unknown reason - check that topic and there is a line that the forum software tells you why.

I think doing that with event will require a parralele process with like 10 000+ line of code. I probably wrong...
yes, you are wrong - done correctly it won't require that complex a parallel process. But you need to do the events correctly to prevent that.

Also compare will probably require using variable. If I make copyevent,that will use same variable and my whole code will be invalidate.... That mean I must not use variable for x y on any event that was multiple time on map.
again wrong - it depends on how the variable is used.
Yes, a variable is identical for every event in the entire project - but that only concerns cases where that variable is used as a condition or used to store data. If the event is done in the correct way, the variable will not store data but recheck it inside the event, and if you do it that way there is no matter how many events used the same variables.
In fact, in my project I even assigned variables with names like "Temp X" and "Temp Y" so that I know this is used for calculations by hundreds of events, but shouldn't store data (because storing data would indeed invalidate the process).


Additionally, your "project description" is absolutely useless, because you sorted it in the wrong way.
There is a reason why people talk about "object oriented programming" as the way to go.

You need to focus your description in the same way for it to be usable at all.
That means the header of each section are the objects that you have in your game/on the map.
Each of those map objects has to become one event no matter what else, and you need to describe everything that affects that event and nothing else.
So for example, one header would be the object "tree" - and contain what effects trees but nothing else. But you spread that info all over your description, listing for example the object that can destroy trees only several pages below that.
And you say that "XY" should pass through it, but you don't explain what that is - what is a laser for your game?
That way of describing it makes your topic difficult to read and absolutely useless for a programmer.

You should list that by object, and then order the objects in the sequence you need them - you won't use everything on the first tutorial map.
And then pick one of those objects, make the event for it containing everything that needs to be checked there, and make it as the master event so that it can be used multiple times in the game.
 

mlogan

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Your classified request has not been refused for unknown reasons. It's not been refused at all - it's just not been approved yet. And that is because we mods and staff have concerns - concerns that are to your benefit. We hate to see you get ripped off. That is why the requests that have been made of you in that topic have been made.

It seems you are wanting to get this game made as fast as possible and you think a plugin will accomplish that. The problem is though, if you don't fully understand how RM works, you won't know if you you are getting your money's worth or not for the plugin.

My suggestion is to spend some time testing things - build a test level or two with the advice you've been given here and see exactly how things work. See if they will cause too much lag and if so, how you can simplify things so that don't. And spend time seeing what Plugins already exist that could help you - for example, the enemy thing you are talking about, that would be a "Line of Sight" type plugin, and I'm pretty sure one exists. (Though I could be mistaken for Ace Scripts.)

But without time spent testing and learning what you actually need, you only increase your chances of getting ripped off. Which is why we've held off on approving - it's concern for you.
 

XGuarden

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Your classified request has not been refused for unknown reasons. It's not been refused at all - it's just not been approved yet. And that is because we mods and staff have concerns - concerns that are to your benefit. We hate to see you get ripped off. That is why the requests that have been made of you in that topic have been made.

It seems you are wanting to get this game made as fast as possible and you think a plugin will accomplish that. The problem is though, if you don't fully understand how RM works, you won't know if you you are getting your money's worth or not for the plugin.

My suggestion is to spend some time testing things - build a test level or two with the advice you've been given here and see exactly how things work. See if they will cause too much lag and if so, how you can simplify things so that don't. And spend time seeing what Plugins already exist that could help you - for example, the enemy thing you are talking about, that would be a "Line of Sight" type plugin, and I'm pretty sure one exists. (Though I could be mistaken for Ace Scripts.)

But without time spent testing and learning what you actually need, you only increase your chances of getting ripped off. Which is why we've held off on approving - it's concern for you.
I agree, but in fact I already past 6 mouth almost 2 year ago trying to do everything by eventing. At the end, i realise that was less optimal then plugging, for exemple: A tower that shoot laser at you if you past in front of it... With event I can use an animation or an event ta move to the player but that will not look like a laser. With plugging, I can use sprite manipulation to get the exact thing done.

In fact my main job in life was programmer lol. I only decide to ask for a pluggin after I try do not use it. My biggest concern was about speed too, and at this point nobody never told me that pluggin will not be faster. Of course I know plugging exist, but i was looking for a all in one pluggin that will handle almost everything, I see big hahahaha.

But event if I past 6 mouth do it by event, I wil try again. my projet will probably end up with 100+ pluggin and I will pay anyway for fix imcompatibility between them lol. But I didt have that much choice anyway.
 

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