Nik0405's Events | ***NEWEST: Day/Night/Weather-Event V1.5.0***

Nik0405

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Nik0405's Events
by Nik0405




This is an collection of all my Events/Tutorials for the "RPG Maker MV".


Please report bugs or things that could be improved, ask me for other Events/Tutorials I should do


and feel free to ask if you don't understand something. Also feedback is very appreciated.


Day/Night/Weather-Event V1.5.0

Introduction
Time, date, night&day and weathersystem all in a few fully customiseable Events.
Here I will try to show you how to make a not only working, but also usable Event for "everything" that has  to do with Time. To see how it really works please look at the demo.

Features:
-The duration of minutes, hours, weeks and years can be changed
-Weather and screentone are changeing four times a day (can be changed)
-Night-switch for easy creating of time dependent events
-Biomsystem for changing between climatic zones
-Weatherstyles customiseable (change, delete, add)
-Everything can be easily deactivated (time, screentint, weather)
-Possible to resume the last weather after being indoor
-propability of appearance for every weather  (can be different on every map)

Online Demo:


Old version: use the Eventpack online demo at the bottom instead.
click me!
I hope it helps.
If it doesn't work try this: Demo   sadly the sounds are not loading, but who cares;) Big thanks to TimoViBritannia for uploading it on his server!!
Let's begin eventing:



Spoiler



 1.Names



Spoiler



We need:
 13-15   Common Events
       12   Switches
       20   Variables

Now we have to name all of them.
1. Common Events



Spoiler



001:Time
002:TimeDay
003:Day&Night-dynamic
004:Day&Night-fast
005:Weather-dynamic
006:Weather-save
007:Weather-resume
008:Rain-dynamic
009:Rain-fast
010:Storm-dynamic
011:Storm-fast
012:Storm-lightning*
013:Snow-dynamic
014:Snow-fast
015:Snow-storm*
Make sure to make an "fast" and "dynamic" version for every new weathertype you want to include.
*This are events that are currently not included, but you can do them yourself.


2. Switches

You only need 12, but i made a few more.
001:----Time/Date----*
002:Time is running
003:Day&Night on?
004:Night
005:*
006:----Weather----*
007:Weather
008:allow: normal
009:normal
010:allow: rain
011:raining
012:allow: storm
013:storming
014:allow: snow
015:snowing
Make sure to make an "allow: weather" and "weather" version for every new weathertype you want to include.
*not required but helpfull

3. Variables

You only need 18, but i made a few more.
001:----Date/Time----*
002:Minute
003:Hour
004:Day
005:Month
006:Year
007:Ära(not in use)* Make your own Time that happens after Year
008:Weather-Biom
009:Weather-Time past
010:Weather-Intensity
011:Weather-Counter
012:Weather-Probability
013:Normalpriority
014:Normal-probability
015:Rainpriority
016:Rain-probability
017:Stormpriority
018:Storm-probability
019:Snowpriority
020:Snow-probability
Make sure to make an "Weatherpriority" and "Weather-probability" version for every new weathertype you want to include.
*not required





2.Common Events

I use the german version of the rpgmakerMV and will try my best to translate it into English.
Because of that it could be that I use words for feautures that you will not find with the same name in your game.
0002 Minute



Spoiler



This is the "core" event. Here the time will be generated.
We start with an simple:
wait: 90 Frames
This will tell the game to update the time only every 90Frames or 1,5sec. You can change this like you want to.
Keep in mind: Less frames will shorten the days and is more performance heavy.  The clock will also update more often. More frames will do excactly the opposit.
Know that we did that we want our time to move on.
Control Variables: minute+=2
So now every 90 frames the time will increase 2 minutes. But we dont only want minutes so we have to change to hours.
If: Minute >= 60
  Control Variables: minute=0 
  Control Variables: hour+=1    So every 60min the hour will increase
  If: Day&Night = On
    Common event: Day&Night-dynamic It will check if it hase to change the screencolor
  end
  Control Variables: Weather-Time gone+=1 Used for resuming the weather after beeing indoors
  If: Weather = On When the weather switch is on it will check every 6 hours for a new weather. You can add as many new times as you want.
    If: hour = 6
    Common event: Weather-dynamic
    end
    If: hour = 12
    Common event: Weather-dynamic
    end
    If: hour = 18
    Common event: Weather-dynamic
    end
    If: hour = 23
    Common event: Weather-dynamic
    end
  end
  If: hour >= 24  We also need days, months and years.
    Control Variables: hour=0
    Control Variables: day+=1
    If: day >= 31 
      Control Variables: day=1
      Control Variables: month+=1
      If: month >= 13 
        Control Variables: month=1
        Control Variables: year+=1
      end
    end
  end
end

Please download the demo and look there for all the other common events.
It's realy unnecessary to write them all here if its easier to understand in the maker itself.















If you need to know something that you dont understand even after looking at the demo
then feel free to pm me or better ask me in the "comments".
If something doesn't work or you know improvements please let me know that too.
Thank you! :thumbsup-right:
How to use:

Before start:



Spoiler



Before you start the timer you first have to set it up ingame.
It's very easy so dont worry. Just set the variables:
Minute, Hour, Day, Month, Year
So that they will fit your game. Next activate the switches:
Time is running, Day&Night on?, Weather
This will start the time, activate the day and night effects and the weather. And at last:
Common event: DayNight-fast This will change the screentone to fit your current time

Maps:

Just make an auto or parallelprocess event that activates everytime the player enters the map wich contains this:
World:



Spoiler



1- Event:



Spoiler



Control Switches: Time is running=On  #Will resume the time and weather
Control Switches: Weather=On
Control Switches: allow: normal=On/Off  #Sets different types of weather on or of. Make sure to listen all of them.
Control Variables: Normalpriority=n  #If the weather is on set the propability of the weather 0<. The weather with the highest number hast the highest chance to occur.
Control Switches: allow: rain=On/Off
Control Variables: Rainpriority=n
Control Switches: allow: storm=On/Off
Control Variables: Stormpriority=n
Control Switches: allow: snow=On/Off
Control Variables: Snowpriority=n
If: Weather-Boim /= n  #For fast changing weather when player enters an different climatic zone.
    Control Variables: Weather-Biom=n
    Common event: Weather-dynamic
end
erease



2.Event(Optional)

#This event will change the music for day and night. Of course it can also change with hour.


If: Night = off  #changes BGM when it's night.
   Play BGM :001
   else
   Play BGM :002   
end
wait: 900 frames Do not erease this event!!!





Towns:

#Here the Music changing is included in the first event.


#Make shure to only make this if the time will not progress in as long as the player stays on the same map
Control Switches: Time is running =Off #Will stop the time and resume the weather.
Control Switches: Weather=On
Control Switches: allow: normal=On/Off #Sets different types of weather on or of. Make sure to listen all of them.
Control Variables: Normalpriority=n  #If the weather is on set the propability of the weather 0<. The weather with the highest number hast the highest chance to occur.
Control Switches: allow: rain=On/Off
Control Variables: Rainpriority=n
Control Switches: allow: storm=On/Off
Control Variables: Stormpriority=n
Control Switches: allow: snow=On/Off
Control Variables: Snowpriority=n
If: Boim = n  #For fast changing weather when player enters an different climatic zone.
    Control Variables: Biom=n
    Common event: Weather-dynamic
end
If: Night = off  #changes BGM when it's night.
   Play BGM :001
   else
   Play BGM :002   
end
erease



Inside:

Control Switches: Time is running=Off
If: Night = off  #changes BGM when it's night.
   Play BGM :001
   else
   Play BGM :002   
end
erease

Dungeons:

Control Switches: Time is running=On
Control Switches: Day&Night=Off
Tint Screen :(0,0,0,0) 50 frames (Wait)
erease







Doors:

World/Town-->Inside/Dungeons:



Spoiler




[...]
Common event: Weather-save
Transfer
 
OR
 
If: Night = off
   [...]
Common event: Weather-save
Transfer
   else
    Text: "The door is locked. Maybe its too late."
end


Inside-->World/Town:

[...]
Fadeout Screen
Transfer
Common event: Weather-resume
Fadein Screen

Dungeons-->World/Town:

[...]
Fadeout Screen
Transfer
Common event: Day&Night-fast
Common event: Weather-resume
Fadein Screen














Download:
( Extract it before using! By the way. You may noticed by now that my english is not the best. Im sorry)


DayNightWeather Event 1.5 by Nik0405.7z
older versions:




Installation:
Copy all Events, Variables and switches and may change them.
Addons:

Battle weather addon V1.0:



Spoiler



-allows to change the weather during battle and automaticly changing it back afterwards


-can be used for "field magic" that chages the weather to get different bonuses or debuffs


-Battle weather plugin by hime needed to work properly


-you will need an extra commonevent for every different weather type that should be used + normal weather for changing it back


-make sure to use the updated version of my weather event


  if not don't complain about the weather afterv the battle not changing back to normal


-currently only works with evented enemie encounters (not the standart random ones)


-how to include:



Spoiler



#Just make your battle weather abilities like before, but add this before changing the weather


set Weather Effect: None 120frames(wait)


#also you have to this in the event page of your encounter before the battle starts:


Common Event: Weather-save


Common Event: weather-resume


Battle Processing : ...


 if win


   common Event: weather-resume


if escape


   common Event: weather-resume


#It should work though I never tested it, so expect some Bugs.




Seasons V1.0:

not included in the "All Event Demo"


-easy to use


-can be used to change the tileset, battle-background, enemies etc.


-no limit to the amount of seasons


-season effects are fully costumiseable


-different seasons can be set for different Maps


-the time for a season to appear can be changed ( days, months, etc.)


-how to use:



Spoiler



Use the existing Map configuration Event, that should be on nearly every of your maps, used to determine if it shall snow, rain, etc. and set an conditional brench at the end of the Event.


Use a variable, i would recommend "Month", and let it check if its value is n* or lower. Now you can write anything that should happen in this season in the branch.


If you want more then 1 season set the conditional branch to create "else branch".


In the "else branch" you can do exactly the same. (Create a conditional branch usw.)


*Use for n a number that should be the end of the listed season.


Example of an Event with 2 Seasons:


If: Month<=3                                                          <-Month is less or equal 3 - Winter


 change tileset : Winter                                           <-change tileset


 change battle background: Snowfield                       <- change battle background


 <here you can write smth. that should happen in this Season>


 else:


  If: Month<=9                                                        <-Month is less or equal 9 - Summer


   change tileset : Summer


   change battle background: Field


   else:                                                                  <- anything else - Winter (here 10-12)


   change tileset : Winter


   change battle background: Snowfield

-havent tested this either. Just hope that it works;)










Changelog:


V1.5: (03.09.16) -New Demo


                        -changed a view variables


                        -better english translation


V1.4.1: (07.01.16) -new addon seasons


V1.4: (09.12.15) -changed the number of screentone changes per day to 2. (can be changed)


                        -a few fixes


V1.3: (24.11.15) -full compatibility with BattleWeather script by hime added


                        -supports changing the weather in Battle and changing it atomaticly back afterwards.


                        -new addon "Battle weather"


V1.2: (31.10.15) -Tutorial
V1.1: (28.10.15) -Online demo included
V1.0: (25.10.15) -First public version










Remaining lives and teleport Event (Arcade like) V1.2

Introduction:


Allows you to give the player an specific amount of "lives". Like in arcade games.


When the amount of lives change to 0 the player will get an GameOver screen.


And when he dies while he still has lives left the current amount of lives will be displayed and than he will respawn at the last "Savepoint".


Features:


-player has now and specific amount of lives


-when the player dies there will be no GameOver.


 Instead he will respawn at the last savepoint


-the amount of lives can easely be changed (Items, Events)


-Save and quit feature: for the ones who like to ragequit after dying


 The game can be resumed after that. (Took quite a long time to get that working)


Online Demo:


click me!
Hope it helps.


Let's begin eventing:


1.Names



Spoiler



We need:
         3   Common Events
         1   Switch
         2   Variables

Now we have to name all of them.


1. Common Events



Spoiler



001:Death
002:MusicAfterDeath
003:LastSavepoint

2. Switches

001:MusicAfterDeath

3. Variables

001:Death-Counter
002:LastSavepoint




2.Common Events

Please look at them in the editor. You can download the Demo below.

How to use:


Before start:

Before the game starts you have to set the amount of lives the player have.


Just change the variable: Death-Counter

Savepoints:

If you want to make an savepoint you just have to change the variable: LastSavepoint


Make sure to set the destination where the safepoint is in the commonEvent: LastSavepoint

Enemies:

If you want to call the Event when the player dies in battle just make the battle loosable and
 then under if loose call the common event: Death

Costum Death:

If you have another way the player can die just call the common event: Death

Download:


WARNING: OLD link use the Eventpack download at the bottom instead.


  English V1.0:
                Demo
(Extract it before using! By the way. You may noticed by now that my english is not the best. Im sorry)


Installation:
Copy all Events, Variables and switches and then may change them.


Changelog:


V1.2: (24.11.15) full compatibility with my Weather Event added


V1.1: (04.11.15) renamed to "Remaining Lives and teleport Event (Super Mario like)"


V1.0: (02.11.15) First public version





 


Skilltree V1.0

Introduction:


Allows you to create a map and set costum skills the player can obtain.


This can be used to give the player special skills/buffs or bonuses apart from the normal class skill system.


The map can have any size and any shape. This should also be compatible with every other plugin that changes the way skills can be obtained.


In the demo you can find the Skilltree in the menu under "Magischer Zirkel" this is the name i wanted to use for my projekt. ;)


Features:


-skillpoints


-easy way to create a Skilltree


-can be accessed from everywhere


-created to work with the YEP| MainMenuMenager


-can even be accessed from the menu if you have the YEP| MainMenuMenager or other plugin that makes it able to set an commonEvent as Menu part.


-can be leaved from everywhere


Screenshoots:



Spoiler



http://www.mediafire.com/view/h6ogcg7enojaam9/Map007.png#


This is the map i will use in my project for the skilltree Event.


Does anybody know a good site to upload images? Thanks!


Requirements:


-You will need the plugin "Escape Dungeon" from the "Kadokawa plugins pack"


      In the configuration set the ID's to 27; 28; 29


-Also the YEP| CoreEngine and MainMenuManager


      scroll down to menu 81 and change the name and set the ID of the commen event TP


Let's begin eventing:



Spoiler



We need:
         3   Common Events
         7   Variables

Now we have to name all of them.


1. Common Events



Spoiler



001:TP
002:TP back


003:skillpointLvlUp

2. Variables

027:MAP-ID
028:X


029:Y


030:actor lvl before


031:actor lvl after


032:actor lvl dif


033:skillpoints(number)




Common Events:

1.



Spoiler



If party has XXX


#Asks if the party has this item. Write in the Notebox of this item <ESCAPE>. This will prevent the player from teleporting to the Skilltree map while he is still there.


#This is necessary in order to Tp back to the map the player where before going to the skilltree


Text: You are already at the Skilltree#warns the player not to use the skilltree tp again


Fadeout Screen


Var: Map-ID = Map ID #Sets the var Map Id equal to the MapID of the current map


Var: X = Map X of player


Var: Y = Map Y of player


TransferPlayer :  XXX #Transfers the player to the Skilltree Map


(CommonEvent:Weather-save)#only if you are using my Weather Event


change Items: XXX +1 #gives the player the item to Tp back out of the Skilltree. Make sure its the same item used by the conditional branch before


wait: 60Frames


Fadein

2.(only if you are using my Weather Event)

CommonEvent:Day&Night-fast


CommonEvent:Weather-resume

3.

Var 0031=lvl of actor


if var31=var30  <---checks if the lvl has changed since last time


var 32= var 31


var 32-=30    <--- checks how big the lvl difference since the last check is


var 33+=32  <--- adds skillpoints for every new level


var 30 =lvl of harold <---- sets var 30 to the level of the actor


end




Events:

SkillpointCristals:



Spoiler



Text: Do you want to learn .... It will cost you n skillpoints?


Choices: Yes, No


when Yes


if skillpoints(number) >= n


(var ### +1)<-- changes a switch or an variable to activate the path to the next Cristal


var Skillpoints(number)-= n <---reduces the skillpoints by n


change Skill; Actor, + Skill


Text:You succesfully learned ...!


selfswitch a=on


:else


Text:You dont have enough skillpoints!


When No


End




Changelog:


V1.0: (09.12.15) -skillpoint map now working correctly


                        -added skillpoints


                        -added an automatic skillpoint per level (can be changed)


V0.9: (24.11.15) -first public version









 


Skill/state system V1.0


requested by Reaxus


Introduction:


Allows you to create skills that can't be used if the character isn't under an specific state.


Features:


-Can be used for all Characters


-state dependent skills


-only one Event


-unusable skills are greyedout


Let's begin eventing:



Spoiler



We need:
         1   Common Event (canSkillBeUsed?)



         1   State (stateX)


         2   Skills (skillX/skillX2)


Skills



Spoiler



Just make the skill you would normaly do, but make a second one that looks identical but can not be used at all. (occasion: never)


Here I will name the one you can not use SkillX and thge one you can use SkillX2.

Common Event

If ActorX is in the party                                  <---looks if actorX is in the party


  If ActorX is effected by StateX                      <--- looks if actorX is effected by the state


    If ActorX has learned SkillX                        <--- looks if actorX has learned the skill that needs the above state to work


      remove skillX                                         <--- removes the Skill and changes it to "the same" but useable skill


      add skillX2


    else


    If ActorX has learned SkillX2                     <--- looks if actorX has learned the skill that works


      remove skillX2                                        <--- removes it and changes it to the one that doesn't work


      add skillX


end

Troops

Write in every Troops event:


Condition: Turn End      Span: Moment


call Common Event: canSkillBeUsed?       <---will will check the characters state every end of a turn




Demo:


online Demo: CLICK ME


Download: CLICK ME


Changelog:


V1.0: (09.12.15) -first puplic version





 


 


Eventpack DEMO(Warning_Old):


All Events in one Demo


Online:



*edit: contains the beta of the skilltree event even if not said so!


Download:



(required plugins NOT included!!!)


Changelog:


V1.1: (09.12.15) changed Skilltree and weather event


V1.0: (24.11.15) first public version

 



Terms of use:
-You can do what you want, aslong its recognisable that its made by me


-If you are planning to release a game that uses one or more of my events it would be nice if you contact me or/and send me a copy


-Have fun!!! :thumbsup-left:


Event/Tutorial requests:
-If you want something feel free to ask


-Please write exactly what you want.


(Example: dont write "I want an Skilltree event" I need to know exactly what I have to do. Tell me how to access it, what function it shall have, how it shall look like etc.)


 -I consider myself the right to dismiss any request



Sry for my bad english :|


 


 


Random things:

Primenumbers:



Spoiler



This event just looks if the entered number is an prime.


I dont how why someone could use it, but i made it anyways. :D


Performance-Warning: It can take up to 20sec for an 7 digit an 2 1/2 min for an 8 digit long number.


                                 Numbers with 6 or less digits should work perfectly fine.


Download: Click Me


Online Demo: Click Me




 
 
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HalcyonDaze

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This sounds really great! Downloading the demo now.
 

Kane Hart

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This actually works really nice. I will be for sure using this. I just hope does not have too many effects with oranges time. 
 

Silent Darkness

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Does this really even count as a plugin? It's not a javascript plugin.
 

Kane Hart

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Does this really even count as a plugin? It's not a javascript plugin.
Wow that was all event based haha. Honestly no then it does not belong in this section but hell that was some good work as well lol. 
 

Silent Darkness

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I think this would be best suited as a tutorial on how to make a system such as this. Which might go in a subforum of the support section, if it's been made yet.
 

Shaz

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I've moved this thread to MV Tutorials. Please be sure to post your threads in the correct forum next time. Thank you.
 

Nik0405

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Wow that was all event based haha. Honestly no then it does not belong in this section but hell that was some good work as well lol. 
Thanks and yea i didnt know in which category it belongs so I thougt its not really a tutorial so I will just try putting it into the plugin section.

I mean it does the same a plugin would do. But i was wrong. :headshake:  

I think this would be best suited as a tutorial on how to make a system such as this. Which might go in a subforum of the support section, if it's been made yet.
Now that it is in the tutorial section I will try to make one. I never did an tutorial before and this week my time is limited but hey somehow I will be able do it. BD

And does anyone know how to make the Demo smaller.

I really dont think it should be that big.
 

tati light

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@Shaz - Well, technically this is not a tutorial (yet) :p

@On-Topic:

About this event system... can you please provide more details about it, how does it work etc?

I was thinking in creating a weather/daynight system, but I wanted something that used the real clock of the user computer/device. Does this system/events take that into an account, or it uses another time method?
 
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Nik0405

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Well, technically this is not a tutorial (yet) :p

About this, huh... event system... can you please provide more details about it, how does it work etc?

I was thinking in creating a weather/daynight system, but I wanted something that used the real clock of the user computer/device. Does this system/events take that into an account, or it uses another time method?
Like I said I dont have that much time to write an tutorial this week.

No my system uses an ingame time method.

Once the event is activated it will automaticly add 2 Minutes ingame time every 90 frames (1.5sec).

Of course any of the said numbers and variables can be customised and changed like you want.

You can make the days longer or shorter and if you want you can even make only the nights longer/shorter.

Also you can change the ingame time whenever you want to.

I dont know how to use the real clock of the computer, but i think that oranges time plugin supports that kind of stuff.

And if anybody knows how to implement that in my eventsystem feel free to show me or make an addon :thumbsup-right:

I hope i could help you :)
 

Kane Hart

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Like I said I dont have that much time to write an tutorial this week.

No my system uses an ingame time method.

Once the event is activated it will automaticly add 2 Minutes ingame time every 90 frames (1.5sec).

Of course any of the said numbers and variables can be customised and changed like you want.

You can make the days longer or shorter and if you want you can even make only the nights longer/shorter.

Also you can change the ingame time whenever you want to.

I dont know how to use the real clock of the computer, but i think that oranges time plugin supports that kind of stuff.

And if anybody knows how to implement that in my eventsystem feel free to show me or make an addon :thumbsup-right:

I hope i could help you :)
I know SnowCrack is planning on doing a scripted weather system in the near future with Oranges time. 
 

tati light

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Like I said I dont have that much time to write an tutorial this week.

No my system uses an ingame time method.

Once the event is activated it will automaticly add 2 Minutes ingame time every 90 frames (1.5sec).

Of course any of the said numbers and variables can be customised and changed like you want.

You can make the days longer or shorter and if you want you can even make only the nights longer/shorter.

Also you can change the ingame time whenever you want to.

I dont know how to use the real clock of the computer, but i think that oranges time plugin supports that kind of stuff.

And if anybody knows how to implement that in my eventsystem feel free to show me or make an addon :thumbsup-right:

I hope i could help you :)
Yes, sorry, my first line of my comment was directed to Shaz, not you, I edited my comment to better reflect what I meant.

Thanks for your hints!
 

Nik0405

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I DID IT!!!!!!!!!!!!!!!!!!!!!!!! :rock-left: BD :rock-right:

The tutorial is now ready to use!

Also an online Demo is now included!

I hope the tutorial is understandable :( .

It was a lot of hart work.

Now I can finally work on my own game again. :D  

If you still have questions feel free to ask!

I also found an very usefull plugin by Tsukihime its called Battle Weather and works perfectly with my Event.

 
 
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tati light

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Very nice system/tutorial!
 

trips486

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The online demo link doesn't work. Takes me to me a blank page.
 

Nik0405

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----UPDATE----
-changed the name of the tutorial
-added two more tutorials
-updated Weather Event
-updated the Demo
-now open for requests
----NEW TUTORIAL----
Skilltree
----NEW ADDON----
BattleWeather Addon
for Day/Night/Weather-Event 1.3
 
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Nik0405

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----UPDATE V1.1----
-new Skilltree version(now V1.0)
-new Weather Event version(now V1.4)
-added an primenumber calculator
-updated the Demo
 ​
 ​
Please tell me about problems, bugs or everything else.
I'm now trying to work on my own project and will not be making new events anymore,
unless I need them for my own game, or I think they are fun to make, or I like the idea, or... .
And I'm currently out of ideas for new events. That could be the main reason... :)
If you want me to make a new Event or change the existing ones feel free to ask.
I will try to fix/change/make the Event as fast as I can.
 ​
 ​
Thanks for so many views!
Only a few more and we hit the 4000!!!!! :rock-left: :guffaw: :rock-right:
 ​
 

Fuchsilein

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In your online Demo your "Magischer Zirkel" has a endless loop of the start dialog.. x)
 

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