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21 ⋆About merdouille

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- Birthday 03/16/1997
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Male
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Location
Canada
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Hi there, In Ace, the dark blue transparent color was very convenient, but the white one is a pain (some tiles I can't even see!). Is there any easy way to change that color?
- 2 replies
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- background
- white on white
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merdouille started following Feedback on story idea, Transparent Color, (Delete / Close please) Button Mashing Trap Tile Event and and 7 others
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(Delete / Close please) Button Mashing Trap Tile Event
merdouille replied to 8bitPunk's topic in Editor Support and Discussion
I think a couple parallel processed events and a loop would do the job. (untested) First event is simply the timer. When the player falls in the trap, turn switch XX on, wait x seconds (timer) and then turn switch off. Second event, a loop that checks if C button is pressed, and if so increase a variable. Loop breaks either when the timer is over or when the button variable reaches the desired number (tune it by trial and error). It's late at night and I thought of this pretty quickly, so maybe it isn't the best way to do it, but at least I hope it makes you progress! -
Question: How do you require multiple switches for one?
merdouille replied to Karinakamichi's topic in Editor Support and Discussion
Alright I didn't check on your new screenshots, and I can't understand why it doesn't work, but there's another way to do what you want that should work. Instead of checking the two boxes on the left (Variable..... and Actor....), it is possible to put all of your dialogues and other things that happen in that event inside a conditional branch, and set the whole event as parallel process. It would look like this: >Conditional Branch: Variable [0001] >= 12 >Conditional Branch: [America] is In the Party >Text blablabla >More text blabla things happening etc. >Branch End >Branch End I rarely use the left checkboxes, as they sometime behave strangely. Try this method and see if it works. Dont change your other events tho. Also @StrayBalloon, Mod is used to store the remains of a division. For example if your variable has a value of 23 and you do Mod 5, it will return 3. If your value is 17 and you do Mod 4, it will return 1, etc. This can become very useful in a few situations.- 11 replies
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- self switch
- no ruby script please
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Where did you guys learn to code? I mean CodeAcademy is helpful, but not very advanced...
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In the script editor; manipulating existing methods and hitting the play button.
There are plenty of YT tutorials at this point, but sitting down and looking through the default code is how you'll get the fullest, most coherent understanding.
If you wont teach yourself then you'll always be dependant on what other people teach you.
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Question: How do you require multiple switches for one?
merdouille replied to Karinakamichi's topic in Editor Support and Discussion
Use a variable instead of switches. Whenever the player talks to one of the characters, increase the variable by one. For X characters you need to talk to, make a conditional branch requiring the variable to be X to open the path. If you need help with variables or conditional branches ask away.- 11 replies
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- self switch
- no ruby script please
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Bright idea for a similar pokemon game ;)
merdouille replied to cuongeke1's topic in Theory and Development
Hahaha I love this Also, you could plant a few hints here and there so that the player actually have a chance not to screw up. Or you could make it so that some characteristics are incompatible, like you can't fuse a MP that has wings with a MP that walks on four legs, or something like that, all in order to solve the downside and frustration Gallade pointed out. This concept actually seems pretty interesting! Send me a message if you still want someone, I might help you on this -
The easiest way would definitely be to create a second map, with the same overall look (copy-paste it), and then change it so that it fits what you want. Then, when the town become ruins, activate a switch, so that the game transfers the player to the ruins if the switch is on, and to the normal town if it is off.
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Hi guys! An idea recently came to my mind and I wanted to have some feedback about it. There are many ways to become the King, the one and only supreme leader of the land. Which one will you use? Become a hero of war and have the people cheer for you and replace the bad old King with you? Or take control of the army and plan a coup d'état to take the throne for yourself? Both of these seem complicated... Maybe there are some easier way. But wait! Wouldn't it be easier if you were born a noble than if you were born a bastard in the woods? Well, what situation is our hero in? It's up to you to chose! Background story acting as a difficulty, you can start off as a noble, a peasant or a bastard raised by thieves and other criminals. As you understood, the game would basically only have a single goal, which is to become King. I do not really have a setting in mind, but it could be fantasy-like or more realistic, it wouldn't affect the core concept. The game might include some other difficulty changers, like political situation, absence or presence of a war, presence or absence of heirs, etc. (or they might be fixed, or random) So, what do you guys think? I know it would be pretty hard and long, but I'm sure it would be fun to work on. Thanks! P.S. The idea is heavily inspired by a game called The Escapists.
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- game idea
- simulation
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Sceenshots of my 5 years old game(almost)
merdouille replied to Lukinobu93's topic in Screenshots and Mapping
The town is really incredible! There are so many things that intrigue me in it, and it honestly makes me want to know the story of that town. To have only maps creating such an atmosphere is a rare thing: usually music is a big part of it. I hope you continue making these maps, you're really good at it! Message me when your game is playable -
Sceenshots of my 5 years old game(almost)
merdouille replied to Lukinobu93's topic in Screenshots and Mapping
This looks amazing! I could easily see these maps in an epic jrpg! I especially LOVE the forest! -
I totally agree with the fairy! You should make your game as realistic as possible at all time (I mean as realistic as a fantasy world can be). Let's say a village is struggling in a fight against some wild wolves. If you kill wolves before entering the village, the people will be glad, right? And if you talk to some guards or the mayor or even some other villagers, they will most probably talk to you about the wolves, if the problem is that important. So to me, and if I understand correctly that's what KilloZapit was explaining too, the best way would simply be to have some background check on how much wolves you've killed, and when that number is significant (it might be as few as 2 or 3, depending on how you want to do it), well then the villagers might be thankful, and some might redirect you to the mayor or the chief of guards, who surely has some kind of reward or gift for you to thank you for your help. And after that, the mayor might ask you if you could kill the leader of the wolf pack. No need to accept any quest: if you do it, the mayor will be waiting for you with a reward, if you don't, he might just try to remind you of this problem, or simply forget it and be thankful for the decrease in the wolves' numbers. Which leads me to my second point. Sidequest chains that build up are often pretty interesting. You start off giving a little help to some people in need, but the problem isn't solved, so then you try to go to the root of the problem and definitely solve it. But, oh! surprise! It was actually a mage who was summonning all those wolves, planning to destroy the village! You should kill him! I'm sure the whole country will be thankful! But if you don't kill him and ignore sidequests, you might regret it when you see him later working with the main antagonist. This will sure make the final battle much tougher! Should've killed him before he was given that super awesome magic staff of doom. Which leads to my third points: relation between everything in your world, or at least between as much things as you can. You helped this village kill those wolves, so why wouldn't they send some spare soldiers to help your village fight off evil shadow horsemen? The people you help should always remember you, like in real life. You don't easily forget the warrior who saved the life of your children and wife, do you? With all these in mind, I think it doesn't matter if your quest is a basic fetch quest of a slayer quest, as long as they are in perfect harmony with the world and atmosphere you created. Also, remember that everyone is unique, and so should be your quest givers. If you refuse to go seek out for the woman's daughter lost in the wood, she might never want to talk to you again. Unless you bring her daughter anyway. That collector might keep it low when he asks you to collect some rare emerald in a secret cave. Who knows, he might try to kill you if you refuse. I'm sure he wouldn't want his rival brother to know about this cave!
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Go in your database, in the tileset section. Chose the tileset the things that you don't want to walk through are part of and click on them so that you gat an X instead of an O as the passability.
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Wow that is incredible! Your game has so much potential. If you can correct put that amazing lore into a game, I'm sure it'll be a great success. I am a fan of well developped worlds, and yours is simply awesome. So much details... Keep up the good work!
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Wow this looks very interesting! I love the effort you put in the lore, it will pay off About the mortal life, who are you living among? Humans? Are there magical creatures other than the dragons? Are the mortals aware of the war that is brewing? Do they believe in the gods? Do they worship them? I can't wait to hear more from you, it's a great idea you've got there
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I suggest checking in your database the passability of the tile. Check especially the directions, maybe something is messed up...