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Terrafyde

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Terrafyde last won the day on July 21 2018

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  1. OK, My bad, I just realised items can have their own cool down. but still, cast time would be handy sometimes
  2. When an item is a spell and quick cast is enabled. The cast time and cool down are both ignored. Ideally both would be optionally selectable, so spell spaming can be avoided when desired.
  3. In B6, I see there is a new setting where an item type:spell can be a quick cast item. Can someone confirm ; - This means the item can cast the spell instead of the item being a means to learn the spell - And the spell cast is literally quick, as casting time is ignored and there is no way for an item to cast a spell with using a casting time.
  4. For your interest there is now this site, which I can only presume is by by the same person. http://refmap-l.blog.jp/ He has rereleased alot of his old stuff, and reworked alot to new scales.
  5. I hope you don't switch to 3 frame, while its seems dumb that 2 frames are the same, that is only true for bi-pedal creatures, I use 4 different frames for everything that doesn't have 2 legs. Which is more than half the sprites I use.
  6. My understanding (which could be wrong) is that Loose leaf were made by mack http://www.microsofttranslator.com/bv.aspx?&lo=TP&from=&to=en&a=http%3A%2F%2Fwww.geocities.jp%2Fkurororo4%2Flooseleaf%2F but they are a different shape and size to the other sprites commonly known as 'mack sprites' by the same person. The base Quick sprite lacks assets and thought these might be handy to someone
  7. here is a collection of assets from Loose Leaf I have assembled, some have been modified/fixed and there's a couple of originals too. ... Now I'm working on a new set of completely original base and assets qs_lleaf_assets.zip
  8. Currently it is not possible. I also would like this. Either spell consumabales or events that can cast spells (could achieve the same result)
  9. I think the answer is "No" , but I'll ask just incase someone has a method. I want to make a spell that sets a trap in a position for a short peroid of time. I dont think it can be done as a spell/event as events cant give negative health or cast a spell (for damage) And spell/projectile if set to range 0, dissappear instantly even when the speed is set to a long time. (I wish this was different) Any suggestions ?
  10. I prefer this. But could the red dot be changed to a gui element, png file we can edit ?
  11. Maybe I'm missing something obvious, but I can't think of an efficient way to manage locked doors. I can do the mechanics of a door opening and closing, with the door as an event, using either animations or sprite direction, and using move route to set walkthrough on & off. My problem is triggering the event to do this. There would be various reasons why a door would be locked or not, example having a key, completed a certain amount of quest progress or interacting with an event(person). The best way I can think of, can't actually be done. That would be to set the self switch of the event door via another event. One possible ways would be to do it via a global switches or variables, but having this for every single door in a game with 500+ doors is not efficient or easily managable Another possible way is to do the door mechanics not on the event door, but on the trigger event via move route method onto the event door, but then this needs to be implamented onto every trigger often with variation.
  12. I for one would like to be able to read (and sometimes set as my own variables) game avriables for various reasons. and uses in events - player x, y, and map for a delayed respawn system - player level, for use when player changes class I'm only early in my game design and I'm sure I will find other frustrations where I wish I could access the variables
  13. Left mouse does not work for me, But pressing E does
  14. What is the best method to make a chest ? From what I can see, A chest could be done as a resource but NPC's cant drop resources. It could probably be done as an event except there is way to trigger the event upon NPC death. Ideally I would like a chest to possibly be booby trapped and need disarming before random loot is rewarding depending on if disarm was successful. But for starters I would be happy just for a working chest drop ffrom an NPC
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