Ever wanted to call a sound effect in your scripts after, say, 30 frames have passed? Or how about wait 60 seconds before you render a sprite with the bitmap Cache.system("gone_4_60_s")? Well now you can, with this teeny tiny and easy-to-use script!
Introducing the fantabulous TDD::Timer.call_after_frames!
You use it like this:
TDD::Timer.call_after_frames( :frames => Number, - Number of frames to wait before calling :method bserver => Object, - Object for which method should be called :method => :symbol, - Method to call on bserver Object arams => Object, - OPTIONAL: Any object you wish to pass to the :method)Real world example:
Here it is used (in combination with my Ease animation script) to match the sound effects to the animation, by using delayed calls to methods that call the sound effect:
One of those calls look like this:
# Audio: Play fall againTDD::Timer.call_after_frames(observer: self, method: lay_shatter_sfx, frames: 170)
You know the drill: Put it somewhere below ▼ Materials but above ▼ Main Process
You can get it on github directly here; this link will always be up-to-date with the latest stable version:
Free for non-commercial and commercial use. Credit greatly appreciated but not required. Share script freely with everyone, but please retain the description area unless you change the script completely. Thank you.
Galenmereth / Tor Damian Design
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If you would like to give me a small tip to help me spend even more time making and maintaining these free scripts, do consider supporting me on Gratipay. Any and all support will be greatly appreciated.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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