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[rm2k3] GUI bar
in the picture you used as example, you could use the "outside of screen" as cover.
if there's no way to cover it in any way, then you might see yourself forced to using the solution Zephyr suggested
if there's no way to cover it in any way, then you might see yourself forced to using the solution Zephyr suggested
[rm2k3] GUI bar
As far as I know it isn't possible to adjust the length of the picture without possibly the use of some obscure patch.
What you can though, is to "hide" the bars behind another picture and then move the bar to the correct position.
Let's say the whole menu you have there is a picture, except for some transparent holes, where the bar is supposed to be. Add in bars, with lower picture priority than the menu, and only show as much of it as needed, let the rest be covered by the menu.
You might want to add another layer below there again, so that background below the bar "hole" still fits with the rest.
What you can though, is to "hide" the bars behind another picture and then move the bar to the correct position.
Let's say the whole menu you have there is a picture, except for some transparent holes, where the bar is supposed to be. Add in bars, with lower picture priority than the menu, and only show as much of it as needed, let the rest be covered by the menu.
You might want to add another layer below there again, so that background below the bar "hole" still fits with the rest.
Rotating Menu Ring
You'd probably have to download some patch which allows you to rotate pictures by certain degree.
Should be possible with "power mode 2003"
Should be possible with "power mode 2003"
Befuddle Quest 5: Zack to the Future Review
author=Dudesoft
Hmm maybe I was trying too hard. Some of those top level jumps were killers lol
I think also that I had the majority of the gems and then died to start over.
Yeah, I suppose getting most of them and then dying could be a bit frustrating.
And yeah, some of the jumps are true killers, probably with the floating platforms right above where the giant dino stops chasing you being of the hardest, but fully optional, since it would only net you a few extra gold pieces and a necklace.
I "think" the hardest mandatory jump would be the last jump while being chased by the dino, and maybe the jump back from having talked with the mage with regard to the spikes. In hinsight, I guess I could have removed those spikes
Befuddle Quest 5: Zack to the Future Review
author=Dudesoft
Not everyone is hardcore good at pc Gaming, especially on a laggy, critically accurate button input RPG Maker. I liked the level up to and a little past the giant dinosaur chase, after that it felt like I was being punished. I think as a level and for estetics it would have been best to end the level more or less after some platforming after the dinosaur. The memorization puzzle is forgivable minus the platforming required for it, but the mandatory item collection? Totally NOT. That should have affected the score from the level maybe. It was torture getting all the stuff, I had to eventually give up and alter the variable numbers.
That's just it though. I don't see the need to be hardcore good at pc gaming to beat it. there weren't many jumps which required critical precision, and most who were, were optional since they were mostly just for getting the additional gold / necklaces. I figured normal traversing would almost lead to having aquired the 30 gold neccessary.
Then again, I won't say it's not hard, cuz I'm not quite in a position to judge it well enough, I'm just saying that "I " don't see how it could have been that difficult.
though I recognize that the path between the memorizing crystals could have been made shorter after the first visit or so
Befuddle Quest 5: Zack to the Future Review
I honestly don't see how the platform level could have been too hard aside from when having trouble with lag.
there's very few "mandatory" difficult instances, since you only need to gather a certain amount of gold pieces.
This is of course my own biased oppinion though as the creator of the map, so it should of course be taken with a grain of salt.
as for the other two, it's very true that I've thought of exact ways to solve the puzzle as to only leave one valid way to solve, which probably is bad aside from certain instances, at least with the nature of my puzzles.
Will probably have to work with giving players more leeway and possibly design the stuff to have multiple solutions.
Just need to get it into my head (and keep it there) that what I consider easy might just be the right difficulty for everyone else
Thank you for the review btw.
always nice some of the ups and down put into words
there's very few "mandatory" difficult instances, since you only need to gather a certain amount of gold pieces.
This is of course my own biased oppinion though as the creator of the map, so it should of course be taken with a grain of salt.
as for the other two, it's very true that I've thought of exact ways to solve the puzzle as to only leave one valid way to solve, which probably is bad aside from certain instances, at least with the nature of my puzzles.
Will probably have to work with giving players more leeway and possibly design the stuff to have multiple solutions.
Just need to get it into my head (and keep it there) that what I consider easy might just be the right difficulty for everyone else
Thank you for the review btw.
always nice some of the ups and down put into words
RM2k3 - A few questions about Show Pic, Variables and Common Events.
first question, yes they will clash.
second, to do this you should first let some instance use show picture with the picture you want to use, and then have a parallel process get the "screen relative" coordinates of the hero, and use those coordinates in a move picture command with 0.0 wait and the "wait until done" unchecked.
A common problem with show picture would be if you have some loop repeatedly calling it, it's one of those things which are rather prone to cause lag.
second, to do this you should first let some instance use show picture with the picture you want to use, and then have a parallel process get the "screen relative" coordinates of the hero, and use those coordinates in a move picture command with 0.0 wait and the "wait until done" unchecked.
A common problem with show picture would be if you have some loop repeatedly calling it, it's one of those things which are rather prone to cause lag.
Fairy Forest
Haha, I have some parts which I made for this collaboration game lying around as well.
I wonder how many other parts were made which never got to see the light of day
I wonder how many other parts were made which never got to see the light of day
How old were you when you first used RM?
I Need Move Times
From when I was testing the movement, the things I noticed were:
half = 1 pixel each 1/60 sec
normal = 2 pixel each 1/60 sec
double = 4 pixel each 1/60 sec
quad = 8 pixel each 1/60 sec
this was stuff I noticed to make my pictures move correctly relative to the scroll speeds of same magnitude for the platformer I made for befuddle quest 5.
In case ingame tests do you any good on this matter
half = 1 pixel each 1/60 sec
normal = 2 pixel each 1/60 sec
double = 4 pixel each 1/60 sec
quad = 8 pixel each 1/60 sec
this was stuff I noticed to make my pictures move correctly relative to the scroll speeds of same magnitude for the platformer I made for befuddle quest 5.
In case ingame tests do you any good on this matter













