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1About LeisaTheGreat

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Rank
Member
- Birthday 12/27/1996
Profile Information
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Gender
Female
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Location
Pennsylvania
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Interests
Writing, art, & video games
Currently pursuing a degree in game development.
RPG Maker Information
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RM Skill -
Jack of All Trades
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YES! That worked! Page 1 Chase switch on Trigger: Autorun @>Control Timer Start up 0 min 30 sec @>Control Self Switch A On Page 2 Chase switch on Self switch A on Trigger: parallel process @>Conditional Branch: Timer 0 min 0 sec or less @>Game Over @> :Branch End @>Conditional Branch: (Switch: Chase OFF) @>Control Timer: stop @> :Branch End @> THANKS SO MUCH FOR YOUR HELP!
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New info! @>Control Timer: Startup 0 min. 30 sec. @>Conditional Branch @>GameOver @> :Branch End @Wait 60 frames Causes the timer to flick quickly between 30 seconds and 29 seconds... So the wait 60 frames caused me to be able to see that it was looping still... Now we just need to figure out how to get it to actually countdown.
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I tried it, and no luck. It stops at 29 seconds. EDIT: Oh and if you just put @>Control Timer: Startup 0 min. 30 sec. @>Game Over It automatically kills you...
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Ah, yeah that makes sense...woops XD And no, when you hit timer you can only start it (by specifying the amount of time to countdown) or stop it. I've started the timer but it won't countdown.
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I'm having some trouble with timers. I've looked at a few tutorials and forums but no one seems to be asking quite the right questions for me, so this is my problem... (Set scene) The player walks over to an event and interacts with it, thus triggering the switch "Chase" - which triggers a monster to chase them through the room and when they leave the room, begins a timer for them to find a hiding spot. If the timer runs out before they trigger "Chase" to be off by finding a hiding spot, it's supposed to Game Over. The monster works, the hiding spots work... But the timer either doesn't count down beyond 29 seconds, or (from me fiddling with it to try to get it work) breaks the game if they leave the room... I've never used timers before...help? (Screenshots below)
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Super helpful, thanks!
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Quest Log | The easiest way possible
LeisaTheGreat replied to marillmau5's topic in Developing Tools
You made this so simple, thank you XD And here I was trying to use common events or floor triggers lol -
Tileset passibility issues
LeisaTheGreat replied to LeisaTheGreat's topic in Editor Support and Discussion
Thanks for all the replies, guys. The only thing I can figure is that my computer was a very confused little kumquat...everything is in working order now so thanks again -
Tileset passibility issues
LeisaTheGreat replied to LeisaTheGreat's topic in Editor Support and Discussion
Thanks for the reply! I've double checked everything you suggested and it still doesn't appear to work, so I don't know what the issue is. And no, the sprite can turn in the water but cannot walk when spawned there. For now, I've simply changed my idea a little so she doesn't have to move in water since I can't fix it. Edit: So I still don't know what the initial problem was but I ended up restarting my computer and updating RPG Maker and when I reopened the program, the tile was passable. -
So I'm in need of some help... I'm making a game where my player sprite needs to be able to move around in the water. (She's a selkie) So I went into the tilesets and changed the ocean animation to passable. Simple, right? Problem is, she still can't enter the water and is unable to move around when spawned in the water. I'm very lost, please help! (screenshot of my tileset attached)


