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Found 67 results

  1. Valjean83

    Stack Level too Deep?

    Hey all. Was wondering if anyone could give me some help on this. On a recommendation I downloaded Mithran's Graphical Object Global Reference script. My game was suffering from rampant disposed window errors and I was told this could help. However, once I paste it into my scripts and then start the game, I receive the error message: SystemStackError occured Stack level is too deep i was reading the reasons why this might occur, but I don't have this script anywhere else. Also, it appears the same in my script as it does as where it came from. Does anyone know why this is happening? http://pastebin.com/DvuinNFU
  2. Angry Choco

    Help Balancing Large Triad Deck

    I recently discovered Adon237's CLOSET Triad Deck and I immediately fell in love with it. I only wished it had more cards for the project I had in mind. I wanted a full triad experience with a nice progress curve, many different opponent hands, and a deep element of card collection. It was stated that we could make our own cards to add to the deck, so I thought I would retool a larger deck using CLOSET battlers. This deck currently has 65 cards across 5 rarity tiers. I have chosen the cards, and assigned default values to them. The pdn is loaded up with portraits, frames, backgrounds, and the numbers. Before I commit to these templates, I would really like to know it's a decently balanced deck. If there's one thing I don't have, it's a mind for math and numbers. I'm a story guy, haha. 'XD I'm looking for one or two people to help me look over things and balance the deck out. There are a few elements I've added in that might be a bit unique for Triad decks. I put a minimum/maximum value on each rarity tier starting out to help balance the progression of tiers. I added in 6 themed card sets that make for functional hands and promote lingering on certain tier opponents to collect every card. The card values also reflect the attributes of the given portrait - in most cases - and within reason. This may hurt the overall balance of the deck, but that's why I'm recruiting some help. Fresh eyes and a fresh perspective. The Deck template is stored in a standard Google Doc for editing. If you agree to participate and help out I can add you to the Doc for editing. You will be credited in any project the deck is used for, and if I can get the green light, I will be sharing the deck for public, non-commercial use, so you'll be credited even further, provided that is possible. And of course you'll be given a copy of the deck in exchange for your labors, as this is a ton of cards. 'XD This is something I won't be giving myself any form of credit for. Adon237's Triad Deck Edit Template (Google Docs) Thanks for your time.
  3. Helloooo world ! So we've recently released the demo of our game "Konran:Zanki GATE01", a sci-fi, survival visual novel made on RPG maker ace. It doesn't seem like we've raised much attention (we're modest people we seemingly no really "marketing" knowledge), we're somewhat struggling to revive the existence of our game. So here is the trailer for you to watch ! Enjoy ! Rpg maker central page : Itch.io download : https://polarmoonsoft.itch.io/konranzanki Gamejolt download : https://gamejolt.com/games/konranzanki/375204 Twitter : @PolarMoon3
  4. Hey! In my project, I have a character that is a blue mage (A character than can learn enemy skills be being hit by them.) The issue I'm running into is that they won't be able to learn any healing/support moves, since the enemy won't target him with them. What I'm hoping to accomplish is a script that checks if the user of certain skills (probably note-taged) has a certain state. If they do, then change the scope of those note-taged skills into "One enemy" (if originally one ally), or "All Enemies" (if originally all allies). Likewise, if determining with of those two scopes to change it to is too tricky, perhaps there could be a second note-tag that determines what the scope should change into. Something along the lines of <SChange 12 "One Enemy"> (SChange being scope change, 12 being the state, "One Enemy" being the new scope of the skill.) I hope these all makes some sense. By all means, let me know if you'd like me to try and explain it better. Thank you!
  5. Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
  6. MEPH'S ENVIRONMENT MANAGER (formerly Meph's Grab & Throw) MephistoX & Meph's Lab Introduction Environment Manager is a script that adds new actions for the player and the events such as grab, throw, swim, push and more. Making the life easier for the eventers and to add puzzles and more interactive world. Formerly this script was only grab & throw, and now will be growing by adding new actions and types of environments. I thought to make in a plugin way, but decided to create a whole script to make it easier and if you don't want an option, just don't use it. Features - Easy to Use & Implement - No Methods Overridden - Grab & Throw Plugin - Swim Plugin in regions. Action and Environment List - Grab & Throw - Swimming by regions How to Use Copy Both Scripts from the Demo: 1. Core Scripts (Some Methods that make the system work) 2. System Script (the Main System) Read the System Header to know how to configure the different kind of actions and environment types, see the demo for more info. In the demo press Q for throw and W for swimming, press the objects to grab them. Script You'd better get the Demo Demo http://dl.dropbox.co...Environment.rar ScreenShot Imagine that you are in a stupid dungeon, and want to destroy some vases. Or that you have to save a nice chick from the ugly slimes in the water: FAQ No questions so far. Credit and Thanks - MephistoX and don't remove the header. - 1 Method gotten from the MACL 2.4 (By SephirothSpawn - Mog for the Carrying character Author's Notes It doesn't include built-in functions for automatic grabbing for now, and just include a little example of how to assign input for actions because i don't want to manipulate so far than the actions, not the way of how activate them. Try the demo, and if you find bugs, please tell me, if you have an idea of an action or an environment just tell me .
  7. Vis_Mage

    Mapping Shop of Dreams

    Hello, and welcome to my humble mapping workshop! Whether you're looking for one map,or one hundred, I've got you covered! I specialize in VxAce mapping, although I can accept MV commissions as well. To order a commission, either leave a post below, or send me a PM with the details of your request. We'll figure out the details through PM's. All prices are in US Dollars. Small maps ( >20x20 ) $5-$10 per map (Discounted if bought in bulk) Medium maps ( 30x30+ ) $15 per map Large maps ( 45x45+ ) $20 per map Giant maps ( 60x60+ ) $25-$35 per map Massive maps ( 90x90+ ) Can differ greatly depending on complexity. Provide me some details, and I'll give you an estimate. These are my base rates, although they may vary slightly depending on the complexity of your request. I do offer discounts for bulk orders, the amount of this discount will depend on a number of factors, including the amount and sizes of maps ordered. I do accept rush orders, although they will cost extra. As for payment, I typically work by a "pay half up front, pay the rest at the end" method. Once we figure out the details of the order, I'll send you my paypal email. Half of the agreed price must be payed upfront before I'll start working on your order. The other half will be payed after you are shown the maps, and I'll send over your order via PM. * I have the right to refuse requests. * Maps may take longer than expected to make, depending on real life situations. If for some reason I cannot finish your request, you will be refunded. * Once the map is completed, you must pay me for my work. I'll be happy to make some tweaks to the map if you'd prefer, but you can't simply decide not to pay. * You may use commissioned maps however you see fit, so long as it follows the terms of the resources used. * I reserve the right to use any maps commissioned. * If you use a commissioned map, please credit me as Vis_Mage. * By commissioning me, you accept that you are above the age of 18, or are doing so with permission of someone over the age of 18. * By commissioning me, you accept all above terms of service. If you have any questions, please don't hesitate to ask!
  8. Vis_Mage

    Bush Bird Character Request

    Hello! If possible, could someone help me create a cute little birdy creature for my game? Resource Type: Overworld character sprite Maker Format: VxAce Art Style: RTP (Chibi) style Description: I'd like to make an adorable bird monster. I have a battler sprite for it, posted below. References: Here's the battler sprite: Thank you!
  9. Hey all! I have an overworld map that is full of invisible events. The characters can walk through them but the problem arises when you get the airship. You are unable to land on the events, even though i have them set to 'Through'. What I need is a way to be able to land on these events. Any help would be extremely...helpful, Thanks in advance!
  10. Greetings everyone ! I am currently facing a hard decision . I have too storyline I really appreaciate and I would like to make a game out of both of them however , I really cannot which one to start with . This way , I would like you to tell me which one would you prefer : The first one , it involves several characters (around 15) , this will be a visual novel , survival , sci-fi , mystery , point and click game . In this game , people will die and you will have to discover who is the murderer behind each crime in order to execute them to gain something and discover what has mysteriously happened to them . The storyline will have twists and be rather psychological . There will be a point and click interface , you will be able to interact which characters and get to know their backstory . The second , has fewer characters (around 4) , this will be a 2D cute , fantasist , mystery and magic game . In this game , you will have to discover a mystery involving around the main character when she finds out that her crush mysteriously disappears and that people around seem to freeze without even noticing it . There will be many mini games but it will be mainly about sinking for specific items to go through the storyline which will lead to several endings . There are two pictures : the two first pictures shows most of the characters ( I haven't drawn all of them yet) from the first (survival) game idea and the second picture shows an exemple of point and click interface . There two last pictures show two maps from the second (cute) game .
  11. _____


    12 Abstract/Genre: 12 is a short puzzle/rpg made for Fusegu's contest Completion/Playtime: The game is completed, and the average playtime is around 40 minutes. Characters: Module 13, the main character of the game, is a robot, who finds him self in a strange testing facility. Dr. Evil, the creator of Module 13, is here for story progression and comic relief. Story: The story focuses on the testing and trails of Module 13, as he is newly created, and must prove his worth. Credits: Yanfly- scripting everything else - me Issues: Currently, there are no known issues. Download: Here Screenshots: Gallery
  12. Vis_Mage

    Blue Cobblestone Tile

    Hello! I was hoping someone could help me out with making a path/ground tile. Essentially, I'm looking for a deep aqua stained cobblestone tile. I'm hoping to base it off of Prismarine. Here's an image of what prismarine looks like in Minecraft, which is pretty much spot-on to what I'm looking for: I'm guessing that it could be a re-color of an existing cobblestone tile, with a few tweaks. As for size, I am using VxAce.
  13. Hey all, I've run into an issue regarding the removal of NPCs and I'm not sure how to fix it. I'm trying to make an event (NPC) disappear after I move out of the room. I used a switch on one of the tiles that are used to exit the room, to trigger an event on my NPC that makes her disappear (switched from visible graphic to no graphic). When I walked back into the room after leaving it, they NPC was still there! What am I doing wrong and how can I fix this?
  14. HeroineOfTime

    Piggyback Sprite (VX/Ace)

    Hello, everyone! ♥ Thank you for reading this. In the project I'm working on right now, there are two friends named Drake and Kyrie. The sprites of each character were easily made; the thing is: I really need a sprite where Drake is giving Kyrie a piggyback ride in the style of VX/Ace sprites. I desperately googled for piggyback sprites to edit these myself but it was no use - I didn't find anything. That's why I wanted to ask you guys if you could create a piggyback sprite of Drake and Kyrie for me or if you know of any piggyback sprite I could edit. It's for a non-commercial game - credit will be given, of course. Here are the sprites of Drake an Kyrie: - Drake - - Kyrie - I hope this is a manageable request...! It would be really nice if somebody could help me. Best regards! ♥
  15. lonequeso


    I've been having some trouble finding these. Does anyone know a good source for firearm tilesets? I'm looking for tiles (32 x 32) not icons. Particularly wooden rifles like you'd be in the late renaissance/early industrial era. Some sidearms would be lovely, too, but rifles is my main focus. There are magic rifles in my game, and a shop that exclusively sells them. I'd love to be able to decorate it with some weapon displays. I'm looking for standard RTP style. Tiles that can just lay atop of counters is fine, but ideally, some that could be put on walls without looking out of place. Thanks!
  16. Nyuuchan353

    Formula Help

    This topic will be available to anyone wishing to get help with a formula (I know I'll probably be asking for help on a couple of them myself), so feel free to post questions here, rather than open a new topic for formula help. (On that note, can I request that this topic be stickied/bookmarked or something, so that people don't have to search through the backlog of topics later on?) --------------------------------------------------------------------------------- Anyway, onto my question: ((a.atk + a.agi) * (a.luk / 100)) - b.def Does this look right? Or do I need to format it a different way? I want the attacker's ATK and AGI to factor into the equation, and multiply the result by the attacker's LUCK stat divided by 100. All this is against the target's DEF stat. General advice and opinions are welcome and encouraged.
  17. i was using rpg maker vx ace yesterday,and it was working fine,but when i launched it today,it says ive changed the clock settings to defeat security purposes,and i havent touched the clock settings at all yesterday,what is going on?,it worked fine on my old computer....
  18. Cupid's Universe Abstract: A game based of my novels, taking place after the conclusion of the final book of the Cupid series. Genre: RPG, Choice and Consequences, High Fantasy Game Progression: 1% complete overall, characters 1%, story line 25%, dialogue 1%, music 1% Recruitment: Currently looking for voice actors, any English speakers will do, must have a microphone and a way to save audio as wav, mp3 or ogg (audacity can handle these formats and is free). also animators, for cut scenes, this position does pay, we can discuss how much in convo. I am also welcome to anyone that has ideas for the game they want to share with me, credit will be given. Story: Character Bios: Credits: Screenshots: Features: that is all I have so far developed or planned out. some concept art to come later.
  19. Hello everybody! I've encountered a problem, that I have no idea how to solve. 'L' ([Q] on keyboard by default) and 'R' ([W] on keyboard by default) are not responding! It just decided to not work anymore, I don't even know how to explain that. When I'll change the key to 'A' (Shift) it will work - setting back to L/R - nope. I also tried on fresh projects and there is the same issue - I can't use L/R ([Q]/[W] on keyboard) to navigate through windows faster (page down/up). What kind of sorcery is this? D: -------------- Okay, to be more specific - the RM's 'L' and 'R' key doesn't work. Even changing that in the options under F1 doesn't help. There is absolutely no way to make Input.trigger?(:L) and Input.trigger?(:R) work. I can't page up and down in window selectables in any game anymore. Did my software just broke? D:
  20. Hey folks! It's time we fight Dark Bowser. You'll have to injure him to get to Fawful, in which you'll need to destroy his body parts to actually damage the dark star. Or, would you rather face the core that guards Venom, only opening its weak spot once you destroy the three energy balls? That's my setup for an idea of a boss. In terms, the Defense/Offense/Magic Drones are a three-way boss, which need to be downed by defeating the Shield Pulses first. Is this viable as a good boss? Or should I do a setup where some of the bosses had to be defeated only when certain conditions wee being met?
  21. Hello there, folks! I was wondering if anyone would like to draw dragonic wolves and elemental vixens for me, since I have no digital talent and like to slack. I'll post the descriptions below. The Leaf Vixen: Height/Weight The Leaf Vixen is small, but its size gives it the nimbleness it needs to protect itself. It weighs in at a mere 23 lbs. and only stands to be as tall as 2 feet. The Leaf Vixen: Diet/Appearance/Habitat This creature, despite being a dog-like creature, is a herbivore and tends to use the leaves around its tail as a secondary source of food. Unlike all the others, the Leaf Vixen can perform photosynthesis, and is of the Nature Element. The pale creamy tan compliments their habitat, although they normally sunbathe on rocks and other warm surfaces. Their front paws have leaves that they use for defense and have leaves that wrap around the tail. The Leaf Vixen will almost always be found in woodlands and forests. The ones in the forest are a tad darker than the woodland ones, but generally are around the same weight and size. The Blaze Vixen: Height/Weight The Blaze Vixen is small, but is a little larger than the Leaf Vixen. It weighs 30-40 lbs. and unlike the Leaf Vixen, is only is 1 1/2 feet tall. The Blaze Vixen: Diet/Appearance/Habitat This creature sets prey aflame to catch it, and is a carnivore. The Blaze Vixen is an orangish red color and has a path of pure red around its muzzle. It lives alone, and will only come out around noon, or the warmest part of a day. Their front paws closely resemble a spiral of flames, and their tail has a twisted tuft of fur around it. The Blaze Vixen hates water, so desert-like areas are the most likely places to find one. Rarely, though, are they found in woodlands and snowy climates. The Angel Vixen: Height/Weight The Angel Vixen is the only creature that weighs the lightest, but looks the heaviest. They weigh an astonishing 7.3 lbs. and stand at 2 feet. Their bodies allow a gentle jump to and fro when needed, but their size makes them really fragile. The Angel Vixen: Diet/Appearance/Habitat The Angel Vixen normally eats fruits, but rarely small rodents can be found killed and nibbled on. They prefer light food, only to keep their skimpy figure to move swiftly. The body of a Angel Vixen is strange. The fur on the sides are a bit darker and gives an appearance of feathery wings. The fur also fluffs out more, giving it a look of a heavier weight. Unlike most wild creatures, Angel Vixens love to play with anyone and anything. They will also heal wounds in tribute of their own life force. These are famous among hospitals, but there is an urge to stop. As quoted from a Scalvosian doctor, “Using them can basically result in them becoming extinct. We must let them be free and not use them as tools.†Angel Vixens are found normally on mountainous terrain, but can be found in cities, forests, and almost anywhere else. The Shadow Vixen: Height/Weight The Shadow Vixen is the heaviest of the group, and also the tallest. They weigh in at 100 lbs. and stands at 4 feet tall. The Shadow Vixen: Diet/Appearance/Habitat The Shadow Vixen will always gorge itself on rats, birds, and Chaingras, and eats roughly twice its body weight daily. Surprisingly, they move around more often than water. Shadow Vixens always move around, totaling around 15 miles a day. Their hyperactive bodies give them a touch more endurance than the Hydro Vixen, but they can’t really outrun anything. They are a charcoal black, with a white tuft of fur in between their front legs, and have white strands around their front paws and tail. Shadow Vixens live mainly in caves, but they also live in damp forests and swamps. The Cave Vixen: Height/Weight The Cave Vixen is a average one, but very agile as it is. They weigh 45-60 lbs. and stand at 3 1/2 feet. The Cave Vixen: Diet/Appearance/Habitat The Cave Vixen lives in dark, damp areas, so food is limited. It normally eats insects, but it can also eat moss and not be affected by the toxins. It’s recommended not to bother a Cave Vixen, since their fronts paws are where most of its strength is. They are a damp brown, and have a tan tuft around their tail. The Hydro Vixen: Height/Weight The Hydro Vixen is built for swimming and hunting in the water, hence the name. It weighs 60-70 lbs. and stands at 3 to 3 1/2 feet tall. The Hydro Vixen: Diet/Appearance/Habitat Given by the name, these dazzling creatures live on beaches and banks. They mainly eat fish, but they’ve been reported to have taken down serpents twice their size. A Hydro Vixen looks like a blue dog, but has tufts of fur, resembling a crest of a wave, around all four of its paws. These tufts, following its upside down wave on its chest, are a light blue. Hydro Vixens are thought to be related to the Crestragas, but it has not be proven as of yet. The Bolteraga: Height/Weight The Bolteraga is a dragonic wolf that’s around 5 1/2 feet tall and weighs around 630 lbs. The Bolteraga: Diet/Appearance/Habitat This breed will almost never leave a stone unturned, due to the mountainous terrain. Bolteragas are carnivores, and prey on deer and other animals that live around, and on the mountain. Bolteragas are yellow, followed with bright orange spines down its back. Its hind legs are larger, and built for jumping around. They control lightning, and will howl when an approaching thunderstorm is nearby. The Bloveraga: Height/Weight The Bloveraga has a fiery temper,complemented by its size. It weighs in at 700 lbs. and stands at 5 feet tall. The Bloveraga: Diet/Appearance/Habitat The Bloveraga is a carnivore, but their habitat doesn’t meet their demands, thus they will move away from their home to hunt. They are a bold red, with orangish red spines that run along their back, and have normally sharp orange eyes. Bolveragas live in volcanic areas, and due to their makeup and environment, they know how to control fire at their will. The Frezeraga: Height/Weight This frozen wolf is around 800 lbs. fully grown, and stands at 5 ft. The Frezeraga: Diet/Appearance/Habitat Frezeragas live in tundras, and in arctic areas. Their diet is focused on small mammals, but they have hunted large creatures, such as dragons, before. They’re a light blue, complemented by the dark blue spines that run down their back. Frezeragas were normally bred for their coats, but due to their now low numbers, they haven’t been found much anymore. If an equation was present, this is what it’d be. For every two Frezeragas, a male and a female, they can produce up to five pups. from there, if any die from sickness, the number decreases, normally to three. Now, their population sits at four hundred, so 400(2+3)=2,000. Now, take all that die for people’s needs, 2,000-500=1,500. Then take the amount that don’t make it due to starvation or illness, 1,500-1,000=500. Finally, end it with the amount that can’t breed, 500/2=250. This gives, respectfully, 125 Frezeragas a chance to mate (Given if half were of each gender). Take the amount that don’t find a mate in their lifetime, 250-100=150. Now, if that number were to reproduce, it would start with 150(2+3). They, somehow, have remained alive though, so there is a fighting chance. The Crestraga: Height/Weight The Crestraga is among the most fearsome, weighing at 900 lbs. and standing at 5 ft. The Crestraga: Diet/Appearance/Habitat The Crestraga lives on beaches, and eats fish, birds, and other small creatures. Don’t let that part fool you. It takes only one of these to take down an entire horde of dragons, which is also apart of their diet. Their heavy weight gives them an advantage when it comes to swimming, and since they can breathe underwater, it’s pointless to run. Crestragas are blue, with normally crimson red irises. They have damp blue spines, that aren’t that noticeable, running down their back, and their fur is known to be coarse, but smooth. The Spiritraga: Height/Weight These “ghosts†of the world are around 300 lbs. and stand at a simple 4 ft. The Spiritraga: Diet/Appearance/Habitat Spiritragas are among the most fearsome for their strength and smarts. But, their major flaw is that they only live in packs of two. They’re white, and look like normal wolves, save their paws, that have more of a coarse look. They live solely on the energy that leaks off of souls, and can really never truly die. Spiritragas live for 500 years, and live in mountainous areas. They don’t even need to be within any area to get their food. It’s a good thing to not go looking for one, since they can simply kill you by taking your soul, even if you were immortal. The one that seemed to have escaped me, which is the Galeaga, is an ashy white. they're huge, sitting at 980 pounds. They have grey spines down their back.
  22. lonequeso

    Kitty Cat SE

    As the title suggests, I'm looking for some sound effects for a cat. Three in all: Purr Hiss Meow Not really picky on pitch or anything as long as it sounds like a cat. Quick side note, why is there a Dog SE, but no Cat? Does Enterbrain discriminate against cats? Thanks!
  23. ObsidianMoon

    Vx Ace help please

    Hello, I'm in a bit of a pickle I suppose. I had toyed around on RPG Maker Vx Ace on trial subscription nearly two years ago now, and have forgotten everything I had gathered in that thirty day period. I lost my data after reboot for some reason, and I cannot remember anything about the basic programming, and have no clue how to create my Title screen. I've no cue if I've put this in the right place (I'd just found the community today and made my account, this is my first post) Could someone please shine some light on my situation and give me some pointers? Maybe even some material (easy access online prefered) to study over for help? Thank you. -ObsidianMoon
  24. ihartrpgs

    Footstep Sounds

    Footstep Sounds with Region ID Tutorial on Footstep Sounds with Terrain Tag here. This is a very easy tutorial on how to create footstep sounds with using region ID's. To make things easier, we are not going to use the common events tab and will keep this event on our map. If you want this as a common event, you will just make it as a parallel process and connect it to a switch. Step 1 is to create our map. For this tutorial, I am going to have a wooden floor and a carpet area (I wanted to do grass, but we don't have any in the interior tilesets). Next, we are going to add the region ID. In the top area where the blue character is (the event button), click on the button to the right of it. It should be a square with different colored boxes. When you click on it, you should see all these numbers pop up in the tileset tab. I am going to use 1 for the wood floor and 2 for the carpet. Fill in the whole map with the region IDs that you want to use. Now switch back to the event tab. Create a new event and have the trigger be parallel process. The first thing we need to do is set up the Player's X and Y. To do this, just create two variables called Player X and Player Y. Now, set the variable Player X to Player's Map X in the Game Data area. Do the same exact thing with Player Y, except have it go to Player's Map Y. This is how the event should look so far: Next we are going to set up the region ID. Go to the third tab in the event commands and in the top right corner should be an area called Map. Go to the last button in that area that is called Get Location Info... and click on that. Create a new variable called Player Region ID. For the info type, you will pick Region ID, and click Destination with variables. Choose the variable Player X and Player Y. Now you are going to make a conditional branch. You will have the if the player region is equal to 1, else if the player region is equal to 2. This is how the event should look so far: Now make another conditional branch and have it where if the up button is being pressed, if the down button is being pressed, if the left button is being pressed, or if the right button is being pressed. You will do the same exact thing in the conditional branch where the player region ID is equal to 2. Inside the new conditional branches we made where we pressed the buttons, we are going to add a wait command so it doesn't sound like a machine gun is going off when we walk. I like to use wait 15 frames myself, but you can play around with it and see what speed you want the footsteps to be. Inside the region 1 conditional branch, we are going to add the sound effect. I chose the "knock" SE that come with RPG Maker. Place this under your wait commands. In the region 2 conditional branch, I used the "blow6" SE since that was the closest I could find to a carpet sound. Here is what the finished event should look like: And that is how you create an evented footstep sound. You can add as many region ID's as you'd like and can turn it on or off on any map.
  25. Firstly, I apologize for neglecting to post an entry here. I focused more on posting all my updates on Twitter. Secondly, Beyond the Dark is officially finished and you can play the DEMO here: http://www.mediafire.com/download/3a3f55c6zpxr6vo/Beyond_the_Dark_DEMO.exe Watch the official trailer here: