I just had to say that the beard on the third guy is slightly off =X
Possibly because more often than not you 'usually' see some measure of 'stache as well?
I just had to say that the beard on the third guy is slightly off =X
Possibly because more often than not you 'usually' see some measure of 'stache as well?
Hmm, maybe?
Might be slightly off center too. Or maybe it's the shadows on the face that stop at the beard, so they look different.
I don't know... Try adding a stache, that might help lol.
Outside the last one, none of them are real characters. xD So mr strange beard will not be joining.
Oh dear, may I ask where it is? Even if not perfect, it'd be beneficial since while I knew how to do my own lights and shadows system in VX Ace, I don't yet in MV and want to figure out a method for myself, even if limited to work off of.
Oh, map overlaying. I should of thought of that. Yes, that can work certainly for now, though hope a better system comes forth. I was so used to my old system, I was able to make pretty darkness creep over the screen, some unique light source functions, fogs, and more, but I think I can try my best to recreate some of it now with overlays until something is discovered/made to do it easier.
Man, reading this thread makes me want to create something post apocalyptic similar to the first two fallout.
Unfortunately, I don't have the skills involving coding to modify rpgmaker, composing and drawing hell, I don't even have time -.-
Forgot to mention: I only have the VX Ace version now maybe I'll buy MV one dayDon't let coding stand in the way of you creating anything. There's already heaps of great scripts for important things offered free with MV. Also it's only day three. There's years of great community made scripts to come. There's also music packs and art packs available, and pretty reasonably priced to boot. Use the science fiction assets that come free with the engine as temporary assets, a lot of it has a sort of dark, post apocalyptic vibe.
Forgot to mention: I only have the VX Ace version now maybe I'll buy MV one day
So, bear in mind that I have very little knowledge of RPG Maker, if I wanted to begin a project in Ace but ultimately had to 'port' it to MV I would have to :
- convert the scripts and events more or less automatically.
- resize my sprites and tiles using waifu2x then photoshop.
- rebuild everything with the now compatibles elements.
That's it or am I hugely mistaken ?
So, I need to make a really dumb question.
How do I change the language of the program in RPGMaker MV? =X
Isn't the language dependent on where you bought it?
At the moment it defaults to your windows language. We are working to get another way to change it in there. Apologies for this inconvenience.
Which version? I know in VX Ace and MV you don't need to restart the whole program, but sometimes you need to go to the tileset/actor in the database and select the image again for it to update.
There's no way to make the bedsheet on a layer in front of the character sprites permanently, is there?
(This is what FF6 does if I'm not wrong)
There is... I may actually add that to make the movement getting out of bed look better. You have to basically make its own event or draw a picture.
I ended up accidentally starting something; this thread existing probably helped keep it on my mind enough to do that. I'll keep to the plan I had earlier and try to get it finished in a month - the end result is overwhelmingly likely to be shit, but at least it'll be something.
90% of everything is shit, don't let that stop you, it sure doesn't stop anyone else
The artist is rarely right about their own work anyway
Simple question: Is the limit on switches and variables and stuff still there? Is there a way to remove with scripts? Maybe it's a limitation from the Trial version?
Or maybe there's no way to increase...? >.>
Still 5000 each. There should be a way to increase it with plugins, but someone needs to make it first.
However, I have a hard time believing most any RPG would ever hit that limit.
Anyone thinking of getting serious in anything creative should use this as the first chapter of the bible
https://www.youtube.com/watch?v=3ResTHKVxf4
I've put out a 30 hour RPG for RMXP... I don't remember the number of switches/variables being that an issue. I did use scripting though.Considering I don't do scripts and I like to play around with systems, that amount is quite small if I ever intended to make a full game >.>
Still 5000 each. There should be a way to increase it with plugins, but someone needs to make it first.
However, I have a hard time believing most any RPG would ever hit that limit.
Considering I don't do scripts and I like to play around with systems, that amount is quite small if I ever intended to make a full game >.>
I've put out a 30 hour RPG for RMXP... I don't remember the number of switches/variables being that an issue. I did use scripting though.
In the games I've completed I haven't exceeded 2500
shrug
Hmm, interesting.See, I like to make games that constantly change (imagine NieR, but shit, and made in RPG Maker). I'll make a turn based game that turns action half way through and then starts having other mini-games as part of the main quest. And 100% of it is done with events.
Couple that with the 1000-2000 switches/variables you would normally have for all the cutscenes/basic actions/QOL stuff/etc. and it adds up really quickly. I don't even like using the engine's shop lol, I just like creating my own systems.
See, I like to make games that constantly change (imagine NieR, but shit, and made in RPG Maker). I'll make a turn based game that turns action half way through and then starts having other mini-games as part of the main quest. And 100% of it is done with events.
Couple that with the 1000-2000 switches/variables you would normally have for all the cutscenes/basic actions/QOL stuff/etc. and it adds up really quickly. I don't even like using the engine's shop lol, I just like creating my own systems.
See, I like to make games that constantly change (imagine NieR, but shit, and made in RPG Maker). I'll make a turn based game that turns action half way through and then starts having other mini-games as part of the main quest. And 100% of it is done with events.
Couple that with the 1000-2000 switches/variables you would normally have for all the cutscenes/basic actions/QOL stuff/etc. and it adds up really quickly. I don't even like using the engine's shop lol, I just like creating my own systems.