Kaimonkey's Character Creation with Races (Version THREE Released)!

Arisete™

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Hey everyone, I'm new to Ace, trying to get a handle on things. I haven't been able to get this script working, at all.

I have tried to follow the instructions to the letter, but they aren't super friendly for a total novice like myself. The script doesn't ever seem to fire, just the second page with the name event.

Is this the recommended method for getting a good character creation system into the game, or is there a better / newer one?

Thanks!
I don't quite get your issue.
 

madisonx

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I don't quite get your issue.
I have followed the instructions, but when I test it, it doesn't work. I'm sure I am missing something based on my lack of experience, but I'm not sure what. As soon as I start a test, it brings up the 'input name event.' After I fill in a name, it just goes blank. It doesn't ever seem to actually load the character creation script.

It would be helpful to have some more screenshots or a demo or something to help novices like myself.

Thanks...hope I can get this working because it sounds like a great script.
 

Arisete™

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In your event tab (Page 3) at the bottom right.

There is a [script] option, Click it and use this to call the character creation scene.

SceneManager.call(Scene_CharacterCreation)You can choose to call that scene before the name input, or after the name input.
 

madisonx

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In your event tab (Page 3) at the bottom right.

There is a [script] option, Click it and use this to call the character creation scene.

SceneManager.call(Scene_CharacterCreation)You can choose to call that scene before the name input, or after the name input.
I think I have already done that right, but maybe not!

I have attached three screens that show what I have done. I'm fairly confident that I am missing something obvious due to my lack of experience with scripts in Ace, so this is helping me to learn what I am doing...thanks for taking the time to help me.

Ace 01.png

Ace 02.png

Ace 03.png
 

Arisete™

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by the looks of your screenshot, "Page 2" does not have "Switch A" turned on.
On the top left where it says "Self Switch" on page 2 turn that on as "A".

That should fix your issue.



However, to make it easier you should do it like this.
Click Spoiler to see a short Instruction.

Page 1


 

Page 2

Make sure Page 2's Trigger is "Action Button" so it doesn't stay on a loop.
 
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madisonx

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That did it! Thanks for taking the time to help me!
 

Mysticaler

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Hey I know no-one's posted on this since october but I needed a little help. I'm using 8D sprites and a couple are working, however a couple of sprites go to their Diagonal parts and walk around like that and It doesn't keep the proper (up down left right) movement
 

makorn645

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Theres a problem on mine...

I edited the script by adding races and changing their order but when I do play test it says

Script 'Game_Actor' line 336:TypeError occured.

no implicit conversation from nil to integer
The edited script is in the spoiler.

Races = Array.new
RaceAppearanceNames = Array.new
RaceFaceImage = Array.new
RaceFaceIndex = Array.new
RaceChara = Array.new
RaceIndex = Array.new
GenderVar = Array.new
ClassList = Array.new
#############CONFIG######################
#Here list all the names of all races in the game
# Example:
# Races = ["Human","Elf","Dwarf"]
# Creates three races, called Human, Elf and Dwarf
Races = ["Dwarf","Elf","Half-Orc","Human"]
#Which race the player chooses will be stored in a variable, which is defined
#below. This can be used later create effects that only affect, say, Dwarves,
#such as giving them the ability to use heavy armour, regardless of class.
#This can be acheived by having an event check that variable, then run actions
#accordingly
RaceVariable = 25

#Additionally a variable can store information depending on the appearance of the
#character. This can be used so that events can check information related to the
#appearance, such as gender.
AppearanceVariable = 26
#The default is to store the Race in variable 25. By default this will mean that
#if the player is human that varible will be 1, 2 if an elf, and 3 if a dwarf.
#
#Then for each race create a module for showing the Appearance(s)
#Example:
#RaceAppearanceNames << ["Female","Male"]
#RaceFaceImage << ["Actor3.png","Actor3.png"]
#RaceFaceIndex << [6,5]
#RaceChara << ["Actor3.png","Actor3.png"]
#RaceIndex << [6,5]
#GenderVar << [1,0]
#ClassList << [6,-1,2,-4]
#
#The first row shows that the first race we typed in at the start has two
#different Appearances. One called Female, one called Male.
#
#The second row shows the File name for that appearances face. So both Male and
#Female humans use Actor1.png
#The third row shows which face in the file to use, as each image has 8 faces,
#so female humans use the first face in the Actor1.png Image, and Males use the
#second image.
#
#The fourth and fifth line work like the Faces, appart from for defining the
#Character image that is seen walking around the screen. In the example above
#both Male and Female humans have characters to match their faces.
#
#The 6th line is used to set the Appearance variable. In this case having the
#"Male" apperance will set the Appearance variable (Default 26) to 0, while the
#"Female" will set it to 1. This way you can have NPCs react depending on Gender
#
#Finally the seventh line lists all classes, in order, that that class can take.
#Listing a class as negitive (I.e. -3) will mean that it is listed, but you cannot
#select it. This can be used to clearly show what class can and cannot take certain
#classes, while still being able to hide information from the player.
#
#For each race you defined at the start, copy paste these six lines, and customize
#as you wish.

#Race 1:
RaceAppearanceNames << ["Female","Male"]
RaceFaceImage << ["FD.png","MD.png"]
RaceFaceIndex << [1,1]
RaceChara << ["FD.png","MD.png"]
RaceIndex << [1,1]
GenderVar << [1,0]
ClassList << [1,2,3,4,5,6,7,8,9]
#Race 2:
RaceAppearanceNames << ["Female","Male"]
RaceFaceImage << ["FE","ME.png"]
RaceFaceIndex << [1,1]
RaceChara << ["FE.png","ME.png"]
RaceIndex << [1,1]
GenderVar << [1,0]
ClassList << [1,2,3,4,5,6,7,8,9]
#Race 3:
RaceAppearanceNames << ["Female","Male"]
RaceFaceImage << ["FHO.png","MHO.png"]
RaceFaceIndex << [1,1]
RaceChara << ["FHO.png","MHO.png"]
RaceIndex << [1,1]
GenderVar << [1,0]
ClassList << [1,2,3,4,5,6,7,8,9]
#Race 4:
RaceAppearanceNames << ["Female","Male"]
RaceFaceImage << ["FH.png","MH.png"]
RaceFaceIndex << [1,1]
RaceChara << ["FH.png","MH.png"]
RaceIndex << [1,1]
GenderVar << [1,0]
ClassList << [1,2,3,4,5,6,7,8,9]

############END CONFIG############################

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs the status screen processing.
#==============================================================================

class Scene_CharacterCreation < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start
super
create_status_window
@stage = 1
@finished = false
@class_window = Window_Create.new(@actor)
@race_window = Window_Race.new(@actor)
@look_window = Window_Appearance.new(@actor,2)
@status_window.width = Graphics.width
@class_window.index = (@actor.class.id - 1)
@class_window.width = Graphics.width / 3
@class_window.active = false
@class_window.visible = false
@class_window.id = 0
@look_window.active = false
@look_window.visible = false
@race_window.width = Graphics.width / 3
@look_window.width = Graphics.width / 3
@class_window.set_handler:)class,method:)changeActorClass))
@class_window.set_handler:)cancel, method:)back))
@look_window.set_handler:)cancel, method:)back))
@look_window.set_handler:)look, method:)finish))
@race_window.set_handler:)race,method:)changeActorRace))
end
alias oldupdate update
def update()
oldupdate()
if @finished == true
return_scene
end
raceID = @race_window.index
appID = @look_window.index
appIndex = RaceIndex
@actor.set_graphic(RaceChara[raceID][appID],RaceIndex[raceID][appID]-1 ,RaceFaceImage[raceID][appID],RaceFaceIndex[raceID][appID]-1)
#@actor.set_graphic("Animal.png" ,3,RaceFaceImage[raceID][appID],RaceFaceIndex[raceID][appID]-1)
$game_player.refresh
classID = ClassList[raceID][@class_window.index]
@actor.change_class(classID)
@actor.hp = @actor.mhp
@actor.mp = @actor.mmp
@actor.init_exp
@actor.init_skills
@status_window.refresh
end
def finish()
raceID = @race_window.index
$game_variables[AppearanceVariable] = GenderVar[raceID][@look_window.index]
@finished = true
end
def back()
@class_window.active = false
@race_window.active = false
@look_window.active = false
if @stage == 2
@look_window.index = 0
@class_window.index = 0
@race_window.active = true
@stage = 1
elsif @stage == 3
@stage = 2
@class_window.active = true
end
end

def changeActorClass()
classID = @class_window.index
@stage = 3
@look_window.active = true
@look_window.visible = true
@status_window.refresh
end

def changeActorRace()
raceID = @race_window.index
@actor.set_graphic(RaceFaceImage[raceID][0],RaceFaceIndex[raceID][0],RaceFaceImage[raceID][0],RaceFaceIndex[raceID][0]-1)
@status_window.refresh
@stage = 2
@class_window.activate
@class_window.visible = true
@look_window.id=raceID
@class_window.id=raceID
@look_window.index = 0
$game_variables[RaceVariable] = raceID +1
end

def create_status_window
y = 0
@status_window = Window_SkillStatus.new(0,0)
@status_window.viewport = @viewport
@status_window.actor = @actor
end
end

#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
# This window displays full status specs on the status screen.
#==============================================================================

class Window_Create < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super(Graphics.width / 3, fitting_height(4))
self.height = Graphics.height - fitting_height(4)
# create_help_window
@actor = actor
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
for i in ClassList[@id.to_i]
if(i<0)
add_command($data_classes.name, :class,false)
else
add_command($data_classes.name, :class,true)
end
end
end
#------------------------------------------------------------------------
def id=(id)
@id = id
refresh
end
end

############################################################
#
#
# RACE MEANU
#####
class Window_Race < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor)
super(0, fitting_height(4))
self.height = Graphics.height - fitting_height(4)
# create_help_window
@actor = actor
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
count = 0
for i in Races
add_command(i, :race)
end
end
end




class Window_Appearance < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor,id)
super(Graphics.width / 1.5, fitting_height(4))
self.height = Graphics.height - fitting_height(4)
# create_help_window
@actor = actor
@id = id
#item_height = 36
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
# self.item_height = 36
end

def id=(id)
@id = id
refresh
# self.item_height = 36
count = 0
i_id = @id.to_i
lookArray = RaceAppearanceNames#[@id]
for i in (0...(lookArray[i_id].length))
#add_command(" "+lookArray[i_id], :look)
#draw_item(i,RaceChara[i_id],RaceIndex[i_id])
draw_character(RaceChara[i_id], RaceIndex[i_id]-1,16,36*(i+1)-2)
end
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
alias oldCommand make_command_list
def make_command_list
oldCommand
count = 0
i_id = @id.to_i
lookArray = RaceAppearanceNames#[@id]
for i in (0...(lookArray[i_id].length))
add_command(" "+lookArray[i_id], :look)
#draw_item(i,RaceChara[i_id],RaceIndex[i_id])
#draw_character(RaceChara[i_id], RaceIndex[i_id],16,36*(i+1)-2)
end
#draw_character(RaceChara[i_id], RaceIndex[i_id], 0, 0)
end

def draw_item(index,chara="Actor1.png",chaIndex = 1)
change_color(normal_color, command_enabled?(index))
draw_text(item_rect_for_text(index), command_name(index), alignment)
#draw_character(chara,chaIndex,16,36*(index+1)-2)
end
def item_rect(index)
rect = Rect.new
rect.width = item_width
rect.height = 36#item_height
rect.x = index % col_max * (item_width + spacing)
rect.y = index / col_max * 36#item_height
rect
end
def update_cursor
if @cursor_all
cursor_rect.set(0, 0, contents.width, row_max * 36)
self.top_row = 0
elsif @index < 0
cursor_rect.empty
else
ensure_cursor_visible
cursor_rect.set(item_rect(@index))
end
end
def contents_height
[super - super % 36, row_max * 36].max
end
def update_padding_bottom
surplus = (height - standard_padding * 2) % 36
self.padding_bottom = padding + surplus
end
def top_row
oy / 36
end
def page_row_max
(height - padding - padding_bottom) / 36
end
def top_row=(row)
row = 0 if row < 0
row = row_max - 1 if row > row_max - 1
self.oy = row * 36
end
end
The reason it crashed its from

Game_Actor

#--------------------------------------------------------------------------
  # * Get Class Object
  #--------------------------------------------------------------------------
  def class
    $data_classes[@class_id]
  end

Could anyone help me with this?
 

Darthaakesh

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Is there a way to give them a short description of the class when they're picking it? It would be a nice touch.
 

PAC918

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Is there a way to run this more than once in game? I'd like to use this as my job/class selection. What I've done currently is at the start of the game this opens up with only a choice for "Male" or "Female," then choice of birthstone (which determines starting point) and finally there's only one character look to choose per gender. Now, I'd like to use this scene again but this time having the windows display Class/Job then Weapon Type and finally the character looks(sprites). So I guess I'd need two more setups, one for male and the other for females, right? AND lastly I plan on having at least one other class/job change so I'd need a few more setups per class, per gender...

Any help would be greatly appreciated!
 

Whitezone

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I love this script, but is there any way to have their "race" show up on the character status screen ? in my game it is not showing up on the status screen. I should say I am using RPGmaker VX Ace
 

Enreca

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Help!!! I put this script into my game and it doesn´t work. I´ve put in ▼Sprite first than in ▼Scene.

When I run the game it comes the following message:

Script `▼Sprite´ line 97:NameError ocurred.​
uninitialized Object:: Scene_MenuBase​
and in Scene the same but instead of ▼Sprite, ▼Scene.

Now my question is: What should I do?
 

Enreca

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Other question: Where can I find the Name Input?
 

Hunor

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I'm new to using scripts so, I don't really know what to do with them.  I know to put them somewhere in the script manager, but that is all that I know.  Could I please give me some instructions as to where in the script manager that I should put this script?

How do you use the variables with the script?

If let's say you use this script to create your main character, but at some point during the game there is let's say a flash back or something that causes the player to play as another one of the party characters for a while.  You are get into battles and fight as that other party character.  After some time you switch back to the character that you created with this script.  Is that possible with this script?

When I found this script I got the idea to try to create a function in my game where depending on what race you pick determines what starting story you will have in the game.  Like let's say that you pick human.  You will start the game by playing a backstory for your human character.  Most likely you be setting off on an adventure or something.  But, if you picked to play as an elf then you have a different starting backstory that you will play until you reach the main story.  Is that possible with this script?

These are the parts of the instructions for the script that I am having trouble with.

1) Ensure that the default starting character has no name, and no character or face image.

(Do you mean the character in the first actor slot (actor slot #1) has to have no name, no character or face image?)

2) Make a new map, which is entirely black and has the player's starting position on it. 

(Does this map have to be the starting map in the game.  Or can you make a map that have a cut-scene playing out on it and then just transfer the player to the map that is completely black where this script is suppose to activate on?)

:

a ) Then change SelfSwitch A to ON

(What is this "SelfSwitch A" going to do with regards to the script when it is switched ON?)

d) (Optional) Then using a conditional branch run any other effects you only want to effect certain races, by checking the variable defined in the main config (By default 25)

(What do you mean by this?  Do you mean that this is the step that the script will allow the player to pick their character's race?)(How many races can you have be selectable?  I have more then three is that going to be a problem for this script?)

e) (Optional) Then using a conditional branch run any other effects you only want to effect certain genders or appearances, by checking the Variable defined in the main config (By default 26)

(What do you mean by this?  Do you mean that this is the step that the script will allow the player to pick their character's gender?)  (Do you have to have just two genders or can you have an "IT" gender?  Example:  Let's say that you have a game with humans and robots.  The robots' gender would be "IT" while the humans' gender would be either "Male" or "Female".  Is that possible with this script?)

f) Transfer the player to the original starting position.

(What do you mean by this?  I thought that the original starting position was on this black map that the script is taking place on.)

Those are all of the questions in regards to this script that I have that are coming to mind.

Thank you for the script.  I hope to be able to use it for my game.  And don't worry I will credit everyone that you told me to credit and I will send you a copy if you want one when it is done.  Thank you again.

PS:  I was looking through some of the earlier posts and II noticed Whitezone's post.  I had a thought on that one.  I figured that if it is possible to make your script able if possible to write in the nickname slot of the character with "Race:" and then with the character's race.  For example: Race: Human.  After all if you don't put the "Race:" part in then it would just appear as "Human" instead of "Race: Human" in the status screen.
 
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HeroTheWorldCreator

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It won't let me paste this into script area on game, what do I do?
 

gnosis234

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Hello Kai Monkey,

First, I like this script and will want to use it for a project of mine. If this is the wrong place to post this, I apologize. This may need to be placed in script requests, but since it is a request dealing with a modification to this script, I am posting it here..

This is what I would like to request.

I would like to know if it is possible to have this script create the new character using the first empty actor slot. What I mean is, can the script either A-check on available actors(hard to script) or B- a value that can be manually set in the script by the user to identify the first empty slot and maximum empty slots available, and a variable to use to enable the script to reference to see if the maximum number of created actors has been reached.

My desire for this is that I want to use this script as a troop creator for an army battle system I am attempting to create in my project, using this and an unsupported troop management script I remember seeing before. I will also use a party management script (by Yanfly) and for the regular game make the "troop" units unselectable in the regular game, and the regular actors unselectable for army battles. I will get more involved as my project progresses( I am not at the point of inserting army battles at this time), but I am attempting to get the overall system for the battles set up before I need them in my project. I will also be using a battle engine manager system made by Tsukihime.

So, that is the long way of explaining why I am requesting this add on for the script. Simply put, I can make the changes for visual( a simple matter of custom actor graphics), and by customizing the battle script I will use for army battles(As of now I may be using Gubids, an excellent script but I am looking for alternatives as it is not exactly what I want) and have the battle script to simply state HP as Troop numbers, and this (The race creation script) script is so open I can use it to create troops. My problem is the script (As far as my limited understanding of Ruby leads me to believe) only allows the ability to create an actor in the first actor slot.

So if the script can be altered to create more than one "actor" and place that actor in the first available empty slot, I would be grateful and be that much closer to releasing my project.(I would give you a copy, but it will have adult themes, and will require age verification on my eventual blog, but the download itself will be free, so it will be available. But when I have a demo ready for release, I can let you know if you want. I want to release a quality product that also happens to have adult themes, thus it will be a NSFW game.)

I am attempting to learn RUBY scripting, but at this time I know enough to destroy a good script. So again, if you have the time and inclination, thank you for the help. If not, I still say thank you for the script as is.

*EDIT*

*Facepalm*

I just realized a problem with my request. In the 25 and 26 variable, it uses this variable to know for event purposes what the gender and race is. This will be overwritten for each character created. Can the variable be a series of variables updated by the script? So if one allowed a player to create say 10 actors, they manually enter the values of starting with actor 15-25 in the actor database, and must set aside variables 25 through 45 (since two variables are needed per "actor") If this is not possible, then I can use the variables 25 and 26 used by this script to identify type of overall army type and training level, or something else if needed. But it would be cool to have each "Troop type" have their race and gender recorded when chosen by the player, so I can assign events based on that aspect. 

If it is not too greedy a request, could there also be a script call to delete a slot (created actor?) This way, I could have the actor deleted (troop dismissed) and give the player the feeling of being a leader of an army. If the script could then identify that actor slot as empty and use that empty slot to create a new actor. I realize this last one may be impossible to set up, but it would be a godsend if you find a way. I totally forgot to ask about this option.-----Never mind----- I just realized the project creator (me) can manually assign variables to record if a "Slot" is filled or not. With this in mind, could the script be manually altered to reference a variable string (set by the game creator prior to installing the script) that identifies if an actor slot is used (filled) or not?

Again, thank you if this is possible. I realize what I am asking may be difficult.
 
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Jakemf

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I am new to this tool and scripting so this may be me being stupid but I have followed alll of the config processes and pasted the script but when i start it keeps looping the name creation screen.

I have a few questions:

  1. What section do I imput the script into?
  2. What parts under the script section do i put in? (I assume not the section #CONFIG#)
  3. When I paste the script in what do i start with 
#==============================================================================

# ** Scene_Status

#------------------------------------------------------------------------------

#  This class performs the status screen processing.

#==============================================================================

Or​
Races = Array.new

RaceAppearanceNames = Array.new

RaceFaceImage = Array.new

RaceFaceIndex = Array.new

RaceChara = Array.new

RaceIndex = Array.new

GenderVar = Array.new

ClassList = Array.new

 

Help would be apreciated.​
 
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The Old Ferret

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Hello ! Nice script ! :)
Is it possible to add some extra text box , so we can write characteristic about the selected race / class ?
 

Kai Monkey

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Hey everyone!

I am amazed people are still using this two years since I wrote it!

Unfortunately I no longer have my copy of Ace, meaning that I can make any but the simplest change to the script. (Unless someone with more-money-than-sense wants to steam-gift it to me  :p )

I am still able to give support however, so if anyone has problems just post them here and I will either reply or PM you 
 

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People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

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