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Found 16 results

  1. Hello! I am using this script that i found here : https://forums.rpgmakerweb.com/index.php?threads/himeworks-large-choices-row-column-option.91425/ Window_ChoiceList.prototype.maxCols = function() { return $gameVariables.value(X); // X is the variable ID# of a Game Variable }; It Works! and i have 2 columns of choices.. but my text boxes from 1st column overlaps to the second column.. Maybe someone know how to auto be rescaled the text box of choices regarding the length of the text it contains?
  2. Lord Vectra

    Too many skill choices?

    Is there a such thing as too many skill choices? There are some things I love about databasing... and skills is one of them. Currently I have roughly 454 skills. Now, you don't have all 454 skills but if a player had, like, 100, would that be ok? Asking because I am redoing certain parts of my skill system, and there will most likely be an increase in the number of skills one actor has, and I'm wondering when there can be too many choices to choose from (this is assuming all the skills are unique and useful).
  3. By default, when you present players with a set of choices for them to select, the choices will be displayed in a window separate from the message window. However, what if you wanted to present your choices differently in certain situations? Here is an example of how the choices normally look. They appear on the side, separate from the window. This plugin allows you to display the choices in-line with your messages, with the option to switch between the default display method and the new display method. With this plugin, you can have your choice selection look like this: More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  4. ATTENTION: THIS GAME CONTAINS STRONG LANGUAGE AND MATURE THEMES (NOTHING EXPLICIT). BE ADVISED. ✎INTRODUCTION ✎STORY ✎CHARACTERS ✎GAME MECHANICS ✎SCREENSHOTS ✎VIDEOS ✎CREDITS AND SPECIAL THANKS ✎ONLINE DEMO ✎CONCLUSION
  5. Seriel

    A Temporal Journey

    Credit to Eien Nanashi for this awesome logo. Story/Setting: Characters: (Minor gameplay spoilers!) Progress: Screenshots: Download/Play: Credits: I accept and encourage any form of comments, criticism, complaints or bug reports. Put those down there in a reply ↓ ~Seriel (Jackus)
  6. In RPG Maker, you can present players with a set of choices to select. However, by default, they can wait as long as they want to make a selection. Using this plugin, you can automatically force a selection, to create a mechanic where the player has a limited amount of time to make a decision. Once the allotted time has expired, the game will automatically make a selection for the player, and the event will continue as you have designed it. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  7. RPG Maker allows you to offer your players choice selection, and depending on which choice they pick, your events will behave differently. However, what happens if you wanted to have a particular choice display a different text, depending on whether certain conditions have been met? Maybe if you haven't found an item that allows you to understand what the locals are saying in a foreign language, all of the text that is shown will be garbled. In particular, if you combine it with a plugin that allows you to disable choices, you could show question marks instead of the actual text. With this plugin, you can easily change a choice's text using events. More information and downloads are available at HimeWorks
  8. RPG Maker MV gives you a way to offer choice selection to your players through events, and depending on the choices they make, the game will respond differently. One thing that it doesn’t support, however, is the ability to hide certain choices from view. For example, if you wanted to offer your players a list of quests that they can complete in any order that they wish, and to remove any completed quests from the list, your only option is to create multiple conditional branches for each combination of quests that are currently available, and create separate choice lists for all of those combinations. With this plugin, you can use a simple event call to hide a choice. Combined with conditional branches and other event commands, you can tailor your events to your needs quickly and easily! Want to hide some choices? Try this plugin out! More information and downloads available at HimeWorks Looking for more choice related plugins? Take a look at these: Large Choices Disable Choice Conditions
  9. Hi, I'm creating a game project lately and been stuck when making choices. So, in this game there is an event like at test. I put about 20 questions in there and make choices for each question. The problem is, the choices on the first question always not showing properly if I put long sentence. But, the choices for the rest of questions is showing properly even if I put longer sentence than before. Can you please help me?
  10. TheChronicler

    Horror RPG: Help

    Hi so I'm working on making my very first horror rpg called "Revenant's Edge" but I've run into a few problems so if anyone could give me a few helpful tips that would be awesome. Ok, so my first problem is with my choice text being dark like the rest of the background instead of normal like the regular text box. My next problem is that while I got one chase scene to work through multiple events I still need some help finding an easier way to make something chase and damage the character. After that I need help finding a simple horror menu screen with only three options, items, load, and a journal/notebook with no character screen. And lastly, I was wondering if anyone has a script or some tips on how to make a jump scare using an image flashing on the screen. P.S. if anyone knows of a good anti-lag script that would really help a lot too. Here's a few screenshots of the game:
  11. Lord Vectra

    Too many choices?

    When creating a game, is it possible to give the player too many choices? For example, give them 100 classes to choose from with 100 "extra/special" skillsets. Can you give them too many magic types to choose from? Too many weapon types to choose from? What is your thought on the subject?
  12. This article discusses the event choices and how we can manipulate it using scripts to allow developers to easily provide more than 4 choices to the players without using any script calls or comments. We start by understanding what how choices work, some limitations in the choice system, and finally I propose a solution that is easy to use and present an implementation. Background RPG Maker provides built-in support for creating a set of choices and what happens when a player chooses a particular choice. It is available in the event editor as the “Show Choices†command. When you click on the command, it will display a dialog for setting up your choices You have 5 choices available to work with. You will understand why there are 5 later. The cancel behaviour dictates what happens when the player presses the cancel button during choice selection. If it’s disallowed, nothing happens when the player presses cancel. You must pick an option. If it’s one of the choices, then that choice will be selected when the player presses cancel. If it’s a branch, it will execute a 5th option (which does not appear in the selection). Each type of cancel behaviour has its own purpose depending on what you need, so you should experiment with each option to understand how they work. Choice Branches Here’s a setup with two choices. You can see that under each choice, there are more commands. These are called branches, and you can see that the indentation specifies which choice they correspond to. You can have any number of commands under each branch, including more “show choice†commands. Here’s the same setup, except we use the “branch†cancel option. A new branch now appears And this is how it appears in the game. As you can see, the cancel option does not appear in the list of selections. Displaying Message Sometimes you might want to display a message along with your choices. You can do this by simply using a "show text" command immediately before a "show choice" command. The event interpreter knows that you want to show this message while the choices are displayed. More Choices? So far, everything runs smoothly. You can create up to 4 labeled choices and have the player make a selection. You can then set up cancel behaviours to further control what happens when the player decides none of the options are good and wants to back out. Now what happens if you want to have more than 4 choices? Read the rest at HimeWorks!
  13. Hi! I have been thinking about a music engine based on the choices you make. Game: Music: Putting it together: So.. basically what I would love to work on (and if you want to help it would be amazing) is a way to create music themes for the main character in various situations. So when you be acting like an asshole, a fair hero or an evil conqueror your music theme will vary to adjust to that mood or that psychology. The technical argument is to compose a theme an its variations, dividing the music piece in various tracks (main voice, rhythmic base, percussion and fx, second voice, etc.) for example. You could make 3 different rhythmic bases to fit moods (1calm, 2agitated, 3dancing) and 4 different main theme variations (1good, 2evil, 3mad, 4heroic) and then call the right track in the right moment of the game. For example, your character makes a very evil choice while in a tranquil mood, the combination would be 1-2 and if you are in a confrontation scene and your character is a fair hero you could play 2-1 or 2-4, then you could make many combinations trough some arrangements or FX (and many other ways). It may sound like "mixing in game". It is complicated and may be not completely useful but for me, as a musician and drama-sympathizer, sounds very interesting. Resuming it all: So... what do you think? (I hope you can give some feedback or comment) Thank you for reading. Note: Do not spread the idea without authorization. I trust in you. If you would like to test or collaborate in building up the project I would be happy and honored to work on it with you.
  14. Which do you guys prefer? 1) 2) Please answer in the poll above. If you want to discuss why you like it over the other, by all means, comment!
  15. Devoid (Sorry for the lack of a pretty logo, For one, I'm terrible at making them, and the title is subject to change) -------- Story/Plot You awaken in a ruined, facility. You have no memory of how you got there or even the world you live in. Practically sewn into your off-hand is a strange "Gauntlet", you quickly learn that this Gauntlet cannot be removed from your arm and feels as if it's apart of you. It makes you feel stronger, and tougher than you were before, almost super human. Attached to the gauntlet is a metallic bracelet, one with three sockets (or Slots) carved into it. There you place Stones that grant the wearer unimaginable powers. The facility is very dangerous, and your first task is to escape to the outside. The world rests in an apocalyptic state and seems to revolve around "The Gauntlet" as you are not the only one who wears it. You must find out what caused this disaster and uncover the secrets hidden behind the Gauntlet and this oddly familiar World. Characters Screenshots ------- Features Strategic Turn-Based Combat : Enemies are powerful, and you can be as well depending on how you construct your character. There's an emphasis on weakness exploitation, along with exploitation of the game's systems themselves (I like that kind of thing) Choices : Choices are in the fore front when it comes to gameplay. You will be constantly placed in situations in which you make you are in charge of either your team's next move, or simple conversation that can effect the way characters respond to you. Lives are in Your Hands : Your decisions can determine the fate of a character. And by Fate I do not mean a finale in which the choices you made decide whether or not your crew makes it out alive. There is no black and white when it comes to choices here, if you do not take your role as a leader seriously, characters WILL die, and their deaths sway the story in new directions. It will absolutely be possible to finish the game with every character, and with none of them. (Dying in battle does not count, the reasoning behind this will be justified in the gameplay, the demo even ) Emphasis on Exploration : This world is completely new to you, it will not solely take place in a facility. Much of the game will be outdoors, exploring the barren city, along the way you may find hidden items, characters, backstory, and more. All exploration is up to the player, of course. Tools : Tools serve as equipment that help the player acquire most of the game's "secrets." Tools are equipped to your weapon slot and are tagged with [Tool] alongside their damage type, since Tools can also be used as weapons. Examples of tools would be a Screwdriver, Wrench or a Shovel. Some tools are common to the world, but others are more puzzling. 3 Slotted Gauntlet : This one's a bit larger - Credits This was fairly rushed. But I like typing so I'll for sure be editing the post as days go by. I hopefully will have another character or 2 to reveal in the coming days.
  16. What's the matter Riz? Cold feet? No - I suppose it's time to unveil my first project once and for all! So - Welcome! And thank you for showing interest in my first ever RMVX-Ace game, Petalia! *Update 17th of October: Added character sheets in the character section. More information about the (revamped) characters! Information: The Worldmap: Map 1/7 of the 'outskirts' (First 'dungeon'):
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