![]() This calculation does not work with songs with altered speed in the game. If a song is 1:09 you will need to use the calculator: ◆Control Variables:#0002 Track-Length += 1Įvery 1 second equals 60 frames, so every minute has 3600 frames. :} Well as long as I try to get ready for later on.◆Control Variables:#0002 Track-Length = 0 (Decidely I can't make anything simple some days. ![]() Maybe also some markers on the map as for where the skyship last landed/crashed if it is like a merchant/hideout event. I just realised that also means making some additional maps containing the events (at least non-fighting ones) aside from the regular ones. ^^ Of course if in a couple of months you see me post a "Help I'm all mixed-up!" on the subject, you'll remember just how I might be disorganised. Find a way to store last known X,Y coordinates and transfer the player back on its way. Switch-off after they occurs (it might be or permanent swicth-off or untill next random event to prevent a cascade of "You encountered a Madscorpion~!" then walk then "You encountered a Madscorpion~!" then walk then "You encountered a Madscorpion~!" then walk then we get the idea.) random occurences (tiles taken to trigger them as random events) So in resume, it would mean having a list of events (per region if I don't get boring) on the world/huge exterior map with three things to keep in mind I didn't took yet in consideration that return player to previous location. I like the idea of variation between 10 or 30 tiles (kinda feels something is wrong on a default mandatory event trigerred each 7 to 10 steps because we end up counting them ^^ ) (I would probably end up like my slot-machine event stalled on "You spinned the wheel and loosed 100Gs!") I forgot that events could repeat themselves to infinity by mistakes! Good considerations. XD I knew thoses bugs were running somewhere. I'm not sure where I go with this but I am just trying to see if there was a way to tweak something with the concept of having a RPGMaker Game having a DLC. Kinda? (In fact I guess we ought also have to put on the side new sets of conditions too). Now I see something more clearly about my first question you think it might be possible a wee bit like when we play test our games and the add a chest because we can't come back 16 maps earlier with the weapon we wanted to equip our character to test the new challenge we just putted on? Like, we make a game with 8 kinda empty maps that are there for future use and events that are conditional to unlock something the DLC would give to just get a map open up and new events inside. He said he just couldn't figure it out and that it would be too expensive to hire someone else to do it for him.Īll right! All Indies must get Greenlit first :P As long as graphics and comments goes, I have no troubles with graphic and comment skills. I know one developer who found it too complicated so he released his game without achievements. But achievements you'll have to code yourself and that's from what I've heard the hard part. Getting steam cards is simple, I think you just need to create pictures for cards and send them to Steam and they'll do the rest. Then they'll provide you with things you need but you'd have to code everything yourself. ![]() If your game gets greenlit then you can talk to Steam guys and tell them you want to add achievements and all that stuff. Like Kurashi said you'd need to use Steam's API for that. ![]()
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