Eternidade_1

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Nova gravação! :hfeliz:



Olá, meu protótipo.
sistema de eventos.
para jogo rpg.

quatro estilos diferentes de combate.

menu principal personalizar para o jogador.

E programa para quatro caracteres.
 
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Eternidade_1

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This prototype of systems has:

Relevant data;

Common Events: 112
Switches: 203
Variables: 1924
Pictures: 77
Characters: 155
Plugins: Community_Basic and MadeWithMv.

Type of systems

Diagonal movement system.
Button System.
Menu System.
Battle system.

##################################
from google translate
##################################
I've been focusing on making the systems that I like, and then inserting the new graphics.
I use RTP as an initial tool to build the project.
I avoid writing on the images so that the game is easy to translate.
I have game references I like and clearly the mechanics
similar ones are identified.

 

Eternidade_1

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Continuing with my systems, this time a fight system.
In the style of retro games. The graphics are sloppy because I did it in a hurry,
It's just for visual impact :)
Hit data frame is at 10, gravity is at 2 frames,
and the graphics exchange is out of preload, I will try to insert more blows and spells,
or maybe make a system for a racing game.

 

Eternidade_1

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I underestimated the racing system, it's a little more complex.
Things I want to add:
“Mário kart” curve/skid or jump graphics
Fuel consumption/upgrades
Braking and shifting gears.
Still developing.bandicam 2022-03-14 00-50-46-818.jpg
 

Eternidade_1

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Which is the best for building houses abroad?
The drawn one or the one from (+or -) chivalrous perspective?

L93neDH.jpg


Let's say that to maintain a proportion of the interiors with the view from the outside, with the common tiles the houses and buildings have many tiles, taking up a lot of space on the map.

2 system
TjBgRfJ.png
 

Eternidade_1

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New recording! :hfeliz:

 

Eternidade_1

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Updates -

Playlist on Youtube.
Particle menu.
Added development core system.

Removed the switch checking system, it was causing
developmental complications.

Current job
- Assembly of parts for the generator.
- Mounts of icons for skills.
- Hud slot configuration.

Defined conditions

Do not use words in images.

This project is a work of fiction based on the book eternity 1 - facts 2020 and 2021.
 

Eternidade_1

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Classes and skills


Step by step to add skills


In system 3.0 in the Huds Screen section

esolher mode skill bar 1, and insert before
branch. Within the execution of this switch.

The skill must have a swithc for each slot
Screen, example attack on slot 1 until attack on slot8.

Add the condition if it is connected, within this
Execution, add the condition of the skill level.

Each skill has a level of 0 to 10, for each
numerical variation insert the image display,
Each image has its specific number by position
in the slot.

For example image number 90 is corresponding to the position
of slot 7, each image change keeps the numbering and
the coordinates. See the positions and coordinates below
Skill Bar mode 1.

Thus in each variable of level there is a variable of image,
which is the HUD that will appear on the screen.

Completing the skill grid the next step is in
Section "Combat Mode Verification" is divided
in eight parts of the control control execution.

Each button drive displays the associated check
to the specific slot. Soon if attack on slot 1 was added
This must be within the Slot 1 combat check.

The verification is similar to the HUD system on the screen with
The difference of ABS swithc drive.
Each level variable triggers an ABS switch that is also
defined by skill level. For example ABS ATTACK 0
ABS Attack 10. Remember to create the branch to turn off case
This ability is not equipped.

Configuring the ABS on the map and the equipping event, both
are similar to the difference is that the equipping event uses the
variables to change tabs and the ABS event uses switch to
change flap.

Each new tab contains a level of skill level so
use becomes specific, both to equip the skill in the belt
as for use.

Restrictions and limits.
There are about 1600 skills, derived from 144 core skills
So it is 144x11 (0 to 10) = 1584 + the position that is multiplied by
Nucleus 144x8 (slots) = 1152 totaling 2736 for ABS and HUD connection.
 

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