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digibutter.nerr
It's Hi-Technicaaal!
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Flavio Twitch Boobs Super Hario
Joined: 18 Apr 2007 Posts: 14778
HP: 10 MP: 0 Lives: 0
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Posted: Sat Dec 06, 2008 12:14 am
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http://rapidshare.com/files/170969676/CASTLE_GUY_1.2.zip.html
An adventure-puzzle game I'm making in RPG Maker XP. No combat is present in this game; it's all puzzles. Right now it's only a beta, with a short tutorial and one puzzle. I'll update this in an episodic fashion; as in, I'll release a new world or a few levels every once in a while. But for now, all you have is a beta version lol.
UPDATE: I added another level onto it. It's still pretty short, but it's a new level anyway. :U
Last edited by Super Hario on Sat Dec 06, 2008 7:42 pm; edited 1 time in total |
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TooManyToasters Paper_Waluigi
Joined: 20 May 2007 Posts: 10343
HP: 100 MP: 10 Lives: 1
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Posted: Sat Dec 06, 2008 12:46 pm
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This has quite a few problems. First off, the signs change graphics when you read them; this is because they change directions to face you. Open the event and check "Direction Fix." The teleporting tiles should be set to player touch or event touch rather than action button. That way, it'll teleport as soon as you step on it. For better effect, use the Play SE command to play a sound effect, fade the screen out, wait as many frames as it takes, transfer the player, then fade the screen back in. You'll also want to disable access to the menu, because I'm apparently a Fighter named Aluxes when I press the C button. Place an event in the starting area, set the trigger to autorun, and use the "Save Access..." command to disable it. Then you can't open the menu, but you're free to use a custom menu system using parallel processes, but I'm not sure how to do that myself. I think there's some way to set it so that the C button triggers an event, in which case you can use Show Choices, Show Text, and Label/Jump to Label in conjunction to do a totally custom menu. You're going to want to do this eventually, as there's no point in leaving all those menus for equipment and items and such when you're not using any of it. |
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Flavio Twitch Boobs Super Hario
Joined: 18 Apr 2007 Posts: 14778
HP: 10 MP: 0 Lives: 0
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Posted: Sat Dec 06, 2008 1:16 pm
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TooManyToasters wrote: | This has quite a few problems. First off, the signs change graphics when you read them; this is because they change directions to face you. Open the event and check "Direction Fix." The teleporting tiles should be set to player touch or event touch rather than action button. That way, it'll teleport as soon as you step on it. For better effect, use the Play SE command to play a sound effect, fade the screen out, wait as many frames as it takes, transfer the player, then fade the screen back in. You'll also want to disable access to the menu, because I'm apparently a Fighter named Aluxes when I press the C button. Place an event in the starting area, set the trigger to autorun, and use the "Save Access..." command to disable it. Then you can't open the menu, but you're free to use a custom menu system using parallel processes, but I'm not sure how to do that myself. I think there's some way to set it so that the C button triggers an event, in which case you can use Show Choices, Show Text, and Label/Jump to Label in conjunction to do a totally custom menu. You're going to want to do this eventually, as there's no point in leaving all those menus for equipment and items and such when you're not using any of it. |
Knew about the signs and the tiles, but I didn't know I could do that to the menu. Thanks :U |
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Flavio Twitch Boobs Super Hario
Joined: 18 Apr 2007 Posts: 14778
HP: 10 MP: 0 Lives: 0
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Posted: Sat Dec 06, 2008 7:46 pm
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New version out. :U |
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