-
Content Count
91 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Blogs
Gallery
Everything posted by darthbirdy3
-
Falcao Pearl ABS Liquid V3 update
darthbirdy3 replied to Falcao's topic in Completed Scripts/Plugins/etc.
I'm so frustrated... Would anyone be able to provide assistance please? -
Hunger/Thirst/Sleep System
darthbirdy3 replied to Bravo2Kilo's topic in Completed Scripts/Plugins/etc.
Is there a way I can make it only affect the lead actor? -
How exactly are they compatible? When it get's dark the lights just don't show up... Thank you for your help again, by the way. Day and Night play a key role in my game. it's a zombie game, so there are less zombies and more bandits in the day and more zombies with less bandits at night. EDIT: Never mind. I think I found it.
-
Falcao Pearl ABS Liquid V3 update
darthbirdy3 replied to Falcao's topic in Completed Scripts/Plugins/etc.
I still need help -
I have another question if you're still here. Is it possible to create a day/night cycle with this script?
-
Falcao Pearl ABS Liquid V3 update
darthbirdy3 replied to Falcao's topic in Completed Scripts/Plugins/etc.
If anyone still watches this thread and has some know how, I'm in need of some help. 1. I would like to make it so It isn't possible to switch the main character out of the first spot. There are scripts for this that work in the menu, but when you press M to change character or to set up a hot bar, it still does. Can anyone find a solution? 2. Is there a way to make blood splatter when you hit an enemy? 3. I'm making a zombie game where there are both human and zombie enemies. I was curious if they would be able to fight each other as well fight me. -
Thank you so much for all the help sir.
-
I'm not sure if you can write a script work around, but you might be able to right a script call that triggers at the start of turning on the flare, lighting it, but counting down -via waiting x frames- and then snuffing out. Now for shutting of early. I think the easiest way for that is to set control switches. Say the flare's an item, you set it to be used outside of battle. And in the comments make it call a script call that does the following. -if control switch x is off do the following -what ever the script call is for turning on that specific light on the player- -turn on control switch x - -wait x frames- -what ever the script call is for turning off that specific light on the player- if control switch x is on do the following -turn off switch x -what ever the script call is for turning off that specific light on the player- ------- That make more sense? Whenever I set it to wait the player can't move, but if I try it in a move route and uncheck wait for completion then the flare just goes immediately out.
-
If anyone still watches this topic that is experienced with the script can you please help me with something. In my game, the player finds a flare, which do not provide infinite light, so I was wondering if there was a way to make it timed for how long the light would last. For instance, after five minutes, the flare would no longer work and it would be back to dark. Also, would it be possible to make it shut off early with the press of a button? If anyone were to reply, thank you sooo much. I've already been trying for hours and am to the point of frustration.
-
Timed Attack/Defend System, Platforming system, Paper Mario Badge system.
darthbirdy3 replied to darthbirdy3's topic in Programming
Bump... Still looking for the last 2. -
Timed Attack/Defend System, Platforming system, Paper Mario Badge system.
darthbirdy3 replied to darthbirdy3's topic in Programming
Thank You So much! I'll give this a try! -
I have an issue similar, but I have the motivation to make the game just not really a bug tester. If anyone would be interested here's a demo: https://www.sendspace.com/file/zn6etz It's a Mario Fan Game. Also sorry for advertising. Wasn't my point.
-
Mario
-
My Villain is the Dark Wizard Aksys. It's a Mario fan game and the story begins with Aksys coming to Bowser telling him to kidnap Mario's friends and invite all of his enemies(King Goomba, King Boo, Bowser Jr, Petey Pirhana, Koopa Bros, etc) so he can't stop the unlocking of this infinite power he speaks of. The less important villain is Bowser who Aksys let's believe he is in charge. Aksys also plays Mario as well. The big ending plot twist is that the first party member you get besisdes Luigi, Kassidy the Magikoopa, is the true identity of Aksys as his, or her name rather, is Kassy scrambled up into Aksys. Kassidy's motivations is that everyone was mean to her telling her that she would never manage to accomplish anything in life, so she created a puppet called Aksys that she controls(My way for them to be in the same place at the same time.) My reasoning for her helping to save Mario's friends is first, she had to keep her cover when saving Toad and she didn't see him as a threat, but after saving Luigi and Yoshi while other friends of Mario's joined the group she knew what the kindness of friendship felt like and decided to give up evil and attempt to stop Bowser with them. She only continued to use the puppet, so her friends and Bowser didn't get any ideas, but then things went sour when it was too late. The new and improved "Super Bowser" cast a spell on Kassidy that made her falsley hear her friends talking bad of her which brought her back to the side of evil. In the end she is turned good though.
- 41 replies
-
- antagonist
- character development
-
(and 1 more)
Tagged with:
-
Ideas on cleverly making the sidekick the bad guy
darthbirdy3 posted a topic in Theory and Development
I have a rough a idea on how to make a main character in my Mario fan RPG secretly evil, but I need some ideas on how to perfect it. Basically, Kassidy Koopa, the character in question, i spying on Mario for Bowser who has kidnapped all of Mario's friends, but what would her excuse be for helping Mario regain his friends?


