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Rpg Maker game tear-jerkers.
Pixar seems to keep a key to half the world's tear ducts lying around their offices... At least 3 of their movies have gotten me.
But so far a video game hasn't gotten to me yet, definitely not an RMN game. I think its that games are just treated differently in my eyes, its not that video games are lacking in moving material, its that I see a game and think of all the time fighting, traveling, or having fun instead of the moving plot points that movies solely consist of.
But so far a video game hasn't gotten to me yet, definitely not an RMN game. I think its that games are just treated differently in my eyes, its not that video games are lacking in moving material, its that I see a game and think of all the time fighting, traveling, or having fun instead of the moving plot points that movies solely consist of.
How to make an item fusion shop
How to make an item fusion shop
One thing that could help this tutorial out is a way to check if the player actually has the items necessary to fuse. Right now, the player could make a gunblade without possessing either item. Which isn't a problem if it is impossible to not have said items by the time the player finds the shop, but that scenario doesn't happen very often in games.
One way to do this is using conditional branches, which would look like:
<> Message: Would you like to fuse two or more items?
<> Show Choices: Yes/No
: {Yes] Handler
<> Message: Let's see what you have.
<> Branch if Gun Possessed
<> Branch if Sword Possessed
<> Show Choices: GunBlade/Nevermind
: {GunBlade] Handler
<> Change Items: Sword 1 Remove
<> Change Items: Gun 1 Remove
<> Change Items: GunBlade 1 Add
<>
: {Nevermind] Handler
<> Message: Then get out!
<>
: End
: Else Handler
<> Message: Doesn't look like you can make anything.
<>
: End
: Else Handler
<> Message: Doesn't look like you can make anything.
<>
: End
: {No] Handler
<> Message: Then get out!
<>
: End
<>
Now, if you are able to fuse a lot of items in your game then this could get very messy, very quickly. But while there are cleaner ways to do this, this approach is very easy for a new game maker to use and isn't very likely to be messed up.
One way to do this is using conditional branches, which would look like:
<> Message: Would you like to fuse two or more items?
<> Show Choices: Yes/No
: {Yes] Handler
<> Message: Let's see what you have.
<> Branch if Gun Possessed
<> Branch if Sword Possessed
<> Show Choices: GunBlade/Nevermind
: {GunBlade] Handler
<> Change Items: Sword 1 Remove
<> Change Items: Gun 1 Remove
<> Change Items: GunBlade 1 Add
<>
: {Nevermind] Handler
<> Message: Then get out!
<>
: End
: Else Handler
<> Message: Doesn't look like you can make anything.
<>
: End
: Else Handler
<> Message: Doesn't look like you can make anything.
<>
: End
: {No] Handler
<> Message: Then get out!
<>
: End
<>
Now, if you are able to fuse a lot of items in your game then this could get very messy, very quickly. But while there are cleaner ways to do this, this approach is very easy for a new game maker to use and isn't very likely to be messed up.
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