BEOWOLF123'S PROFILE
I like to play piano, draw, create games with rpg maker vx, and use the 3d program Blender. ^_^
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Having issue importing character(I'm a noob)
After I created this character I wanted to have a sheet of different emotion so I opened paint, and paste them all on one sheet. When I import them the character head is surrounded with little white spots. I deleted it and tried again, but it just did the same thing. I also imported them in and did the whole right click/left click transparency thing as well. Can someone please help me.

Hello all
I been on this site on, and off, but I never introduced myself at least I don't think I did, So hello everyone
:)
:)
Would anyone be interested in drawing me portraits ?
Well I am still working on my Endless Journey, and I wanted a full body portrait rpg maker vx ace style drawn for when the dialogue rolls. I wil post the character faces soon.
(I found them)
Now I know the portraits, and sprite do not portray each other exactly, but I did the best I could. If some one could draw the portraits with the face that is given, and the body of the sprite drawn in rpg maker vx ace style. I do not have anything to give away, but I will try my best to meet what you ask for in return.












(I found them)
Now I know the portraits, and sprite do not portray each other exactly, but I did the best I could. If some one could draw the portraits with the face that is given, and the body of the sprite drawn in rpg maker vx ace style. I do not have anything to give away, but I will try my best to meet what you ask for in return.












My New song(Song Gallery coming soon)
This is a song I made for my game, but I decided not to use it.
You guys may use it, but give me credit.
Hope you like it.
You guys may use it, but give me credit.
Hope you like it.
Night/ay script Help
I have been struggling trying to figure out this script.
I was trying to make it start at 8:00 am, but it start at night around 12 all the time. Is there anyway to make my game start in the morning.
#Basic Game Time + Night/Day
#----------#
#Features: Provides a series of functions to set and recall current game time
# as well customizable tints based on current game time to give the
# appearance of night and day.
#
#Usage: Script calls:
# GameTime::minute? - returns the current minute
# GameTime::hour? - returns the current hour
# GameTime::set(time) - sets the game time to time, in frames (max:1440)
# GameTime::change(time) - increments the game time! (can be negative)
# GameTime::pause_time(set) - stops time for events and stuff, true or false
# GameTime::pause_tint(set) - time runs, but tints do not update
# GameTime::clock(set) - sets whether clock is visible or not
#
#Customization: Set below, in comments.
#
#Examples: GameTime::set(360)
#
#----------#
#-- Script by: V.M of D.T
#--- Free to use in any project with credit given
#---Game Clock---#
#USE_CLOCK to true to display game time clock
#CLOCK_POSITION for position of clock
# 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
#CLOCK_TOGGLE is any input button available, see the INPUT help file for options
#------#
USE_CLOCK = true
CLOCK_POSITION = 4
CLOCK_TOGGLE = :SHIFT
module GameTime
#---Game Time Details---#
#Number of frames in a game minute, 60 frames = 1 second
TIME_COUNT = 60
#Sets whether to tint screen based on game time
USE_TINT = true
#Switch to denote day or night time
USE_SWITCH = false
NIGHT_DAY_SWITCH = 6
DAY_TIME_START = 1
NIGHT_TIME_START = 15
#True to pause time while not in map or while during a message
PAUSE_IN_COMBAT = false
PAUSE_NOT_IN_MAP = true
PAUSE_IN_MESSAGE = true
#Sets time frames of tints by minute count, one day is 1440 minutes
# 0 = 12am, 360 = 6am, 720 = 12pm, 1080 = 6pm etc...
PRESUNRISE_TIME = 240
SUNRISE_TIME = 360
NOONSTART_TIME = 660
NOONEND_TIME = 900
PRESUNSET_TIME = 1080
SUNSET_TIME = 1260
MIDNIGHT_TIME = 60 #Must be greater than 0
#Sets custome tints
PRESUNRISE_TONE = Tone.new(-75,-75,0,50)
SUNRISE_TONE = Tone.new(0,0,0,0)
NOONSTART_TONE = Tone.new(45,45,0,-25)
NOONEND_TONE = Tone.new(0,0,0,0)
PRESUNSET_TONE = Tone.new(-50,-50,0,25)
SUNSET_TONE = Tone.new(-75,-100,0,75)
MIDNIGHT_TONE = Tone.new(-125,-125,0,125)
#Include the ids of any maps not to be tinted based on time
# Usually reserved for indoor maps
NOTINTMAPS =
#Store current time in a variable?
USE_VARIABLE = false
TIME_VARIABLE = 1
#---END---#
def self.init
$game_time = 0
$game_time_pause_time = false
$game_time_pause_tint = false
end
def self.update
if $game_time_pause_time then return else end
case SceneManager::scene_is?(Scene_Map)
when true
if $game_message.visible == true && PAUSE_IN_MESSAGE then else
$game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
when false
if !PAUSE_NOT_IN_MAP and !SceneManager::scene_is?(Scene_Battle)
$game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
if SceneManager::scene_is?(Scene_Battle) && PAUSE_IN_COMBAT != true
$game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
end
if $game_time == 1440 then $game_time = 0 end
$game_variables = $game_time if USE_VARIABLE
update_night_swith if USE_SWITCH
GameTime::tint if $game_time_pause_tint != true
end
def update_night_switch
if hour? > DAY_TIME_START and hour? < NIGHT_TIME_START
$game_switches = true unless $game_switches == true
else
$game_switches = false unless $game_switches == false
end
end
def self.hour?
return $game_time / 60
end
def self.minute?
return $game_time % 60
end
def self.time?
meri = "AM"
hour = GameTime::hour?
minute = GameTime::minute?
if hour > 11 then meri = "PM" end
if hour == 0 then hour = 12; meri = "AM" end
if hour > 12 then hour -= 12 end
if hour < 10 then hour = " " + hour.to_s else hour.to_s end
if minute < 10 then minute = "0" + minute.to_s else minute.to_s end
return hour.to_s + ":" + minute.to_s + " " + meri
end
def self.set(number)
$game_time = number if number < 1440
GameTime::tint(0)
end
def self.change(number)
$game_time += number
$game_time -= 1440 if $game_time > 1440
$game_time += 1440 if $game_time < 0
GameTime::tint(0)
end
def self.tint(tint = 60)
if USE_TINT != true then return end
for i in NOTINTMAPS
if $game_map.map_id == i
$game_map.screen.start_tone_change(Tone.new(0,0,0,0),0)
return
end
end
if SceneManager::scene_is?(Scene_Map) then else return end
case $game_time
when PRESUNRISE_TIME .. SUNRISE_TIME
$game_map.screen.start_tone_change(PRESUNRISE_TONE, tint)
when SUNRISE_TIME .. NOONSTART_TIME
$game_map.screen.start_tone_change(SUNRISE_TONE, tint)
when NOONSTART_TIME .. NOONEND_TIME
$game_map.screen.start_tone_change(NOONSTART_TONE, tint)
when NOONEND_TIME .. PRESUNSET_TIME
$game_map.screen.start_tone_change(NOONEND_TONE, tint)
when PRESUNSET_TIME .. SUNSET_TIME
$game_map.screen.start_tone_change(PRESUNSET_TONE, tint)
when SUNSET_TIME .. 1440
$game_map.screen.start_tone_change(SUNSET_TONE, tint)
when 0 .. MIDNIGHT_TIME
$game_map.screen.start_tone_change(SUNSET_TONE, tint)
when MIDNIGHT_TIME .. PRESUNRISE_TIME
$game_map.screen.start_tone_change(MIDNIGHT_TONE, tint)
end
end
def self.pause_time(set)
$game_time_pause_time = set
end
def self.pause_tint(set)
$game_time_pause_tint = set
end
def self.clock(set)
SceneManager.scene.clock_visible?(set)
end
class Window_Clock < Window_Base
def initialize
case CLOCK_POSITION
when 1
super(0,0,115,56)
when 2
super(429,0,115,56)
when 3
super(0,360,115,56)
when 4
super(429,360,115,56)
end
self.visible = $game_time_clock_visibility unless $game_time_clock_visibility.nil?
end
def update
self.contents.clear
self.contents.draw_text(0,0,100,24,GameTime::time?)
$game_time_clock_visibility = self.visible
end
end
end
module DataManager
class << self
alias gametime_msc make_save_contents
alias gametime_esc extract_save_contents
end
def self.make_save_contents
contents = gametime_msc
contents = $game_time
contents
end
def self.extract_save_contents(contents)
gametime_esc(contents)
$game_time = contents
end
end
class Scene_Map < Scene_Base
alias gametime_post_transfer post_transfer
alias gametime_create_all_windows create_all_windows
alias gametime_update_map update
def post_transfer
GameTime::tint(0)
gametime_post_transfer
end
def create_all_windows
gametime_create_all_windows
@gametimeclock = GameTime::Window_Clock.new if USE_CLOCK
end
def update
gametime_update_map
@gametimeclock.update if @gametimeclock.nil? == false
if Input.trigger?(CLOCK_TOGGLE) and @gametimeclock.nil? == false
@gametimeclock.visible ? @gametimeclock.visible = false : @gametimeclock.visible = true
end
end
def clock_visible?(set)
@gametimeclock.visible = set
end
end
class Scene_Base
alias gametime_update update
def update
gametime_update
GameTime::update
end
end
GameTime::init
I was trying to make it start at 8:00 am, but it start at night around 12 all the time. Is there anyway to make my game start in the morning.
#----------#
#Features: Provides a series of functions to set and recall current game time
# as well customizable tints based on current game time to give the
# appearance of night and day.
#
#Usage: Script calls:
# GameTime::minute? - returns the current minute
# GameTime::hour? - returns the current hour
# GameTime::set(time) - sets the game time to time, in frames (max:1440)
# GameTime::change(time) - increments the game time! (can be negative)
# GameTime::pause_time(set) - stops time for events and stuff, true or false
# GameTime::pause_tint(set) - time runs, but tints do not update
# GameTime::clock(set) - sets whether clock is visible or not
#
#Customization: Set below, in comments.
#
#Examples: GameTime::set(360)
#
#----------#
#-- Script by: V.M of D.T
#--- Free to use in any project with credit given
#---Game Clock---#
#USE_CLOCK to true to display game time clock
#CLOCK_POSITION for position of clock
# 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
#CLOCK_TOGGLE is any input button available, see the INPUT help file for options
#------#
USE_CLOCK = true
CLOCK_POSITION = 4
CLOCK_TOGGLE = :SHIFT
module GameTime
#---Game Time Details---#
#Number of frames in a game minute, 60 frames = 1 second
TIME_COUNT = 60
#Sets whether to tint screen based on game time
USE_TINT = true
#Switch to denote day or night time
USE_SWITCH = false
NIGHT_DAY_SWITCH = 6
DAY_TIME_START = 1
NIGHT_TIME_START = 15
#True to pause time while not in map or while during a message
PAUSE_IN_COMBAT = false
PAUSE_NOT_IN_MAP = true
PAUSE_IN_MESSAGE = true
#Sets time frames of tints by minute count, one day is 1440 minutes
# 0 = 12am, 360 = 6am, 720 = 12pm, 1080 = 6pm etc...
PRESUNRISE_TIME = 240
SUNRISE_TIME = 360
NOONSTART_TIME = 660
NOONEND_TIME = 900
PRESUNSET_TIME = 1080
SUNSET_TIME = 1260
MIDNIGHT_TIME = 60 #Must be greater than 0
#Sets custome tints
PRESUNRISE_TONE = Tone.new(-75,-75,0,50)
SUNRISE_TONE = Tone.new(0,0,0,0)
NOONSTART_TONE = Tone.new(45,45,0,-25)
NOONEND_TONE = Tone.new(0,0,0,0)
PRESUNSET_TONE = Tone.new(-50,-50,0,25)
SUNSET_TONE = Tone.new(-75,-100,0,75)
MIDNIGHT_TONE = Tone.new(-125,-125,0,125)
#Include the ids of any maps not to be tinted based on time
# Usually reserved for indoor maps
NOTINTMAPS =
#Store current time in a variable?
USE_VARIABLE = false
TIME_VARIABLE = 1
#---END---#
def self.init
$game_time = 0
$game_time_pause_time = false
$game_time_pause_tint = false
end
def self.update
if $game_time_pause_time then return else end
case SceneManager::scene_is?(Scene_Map)
when true
if $game_message.visible == true && PAUSE_IN_MESSAGE then else
$game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
when false
if !PAUSE_NOT_IN_MAP and !SceneManager::scene_is?(Scene_Battle)
$game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
if SceneManager::scene_is?(Scene_Battle) && PAUSE_IN_COMBAT != true
$game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
end
if $game_time == 1440 then $game_time = 0 end
$game_variables = $game_time if USE_VARIABLE
update_night_swith if USE_SWITCH
GameTime::tint if $game_time_pause_tint != true
end
def update_night_switch
if hour? > DAY_TIME_START and hour? < NIGHT_TIME_START
$game_switches = true unless $game_switches == true
else
$game_switches = false unless $game_switches == false
end
end
def self.hour?
return $game_time / 60
end
def self.minute?
return $game_time % 60
end
def self.time?
meri = "AM"
hour = GameTime::hour?
minute = GameTime::minute?
if hour > 11 then meri = "PM" end
if hour == 0 then hour = 12; meri = "AM" end
if hour > 12 then hour -= 12 end
if hour < 10 then hour = " " + hour.to_s else hour.to_s end
if minute < 10 then minute = "0" + minute.to_s else minute.to_s end
return hour.to_s + ":" + minute.to_s + " " + meri
end
def self.set(number)
$game_time = number if number < 1440
GameTime::tint(0)
end
def self.change(number)
$game_time += number
$game_time -= 1440 if $game_time > 1440
$game_time += 1440 if $game_time < 0
GameTime::tint(0)
end
def self.tint(tint = 60)
if USE_TINT != true then return end
for i in NOTINTMAPS
if $game_map.map_id == i
$game_map.screen.start_tone_change(Tone.new(0,0,0,0),0)
return
end
end
if SceneManager::scene_is?(Scene_Map) then else return end
case $game_time
when PRESUNRISE_TIME .. SUNRISE_TIME
$game_map.screen.start_tone_change(PRESUNRISE_TONE, tint)
when SUNRISE_TIME .. NOONSTART_TIME
$game_map.screen.start_tone_change(SUNRISE_TONE, tint)
when NOONSTART_TIME .. NOONEND_TIME
$game_map.screen.start_tone_change(NOONSTART_TONE, tint)
when NOONEND_TIME .. PRESUNSET_TIME
$game_map.screen.start_tone_change(NOONEND_TONE, tint)
when PRESUNSET_TIME .. SUNSET_TIME
$game_map.screen.start_tone_change(PRESUNSET_TONE, tint)
when SUNSET_TIME .. 1440
$game_map.screen.start_tone_change(SUNSET_TONE, tint)
when 0 .. MIDNIGHT_TIME
$game_map.screen.start_tone_change(SUNSET_TONE, tint)
when MIDNIGHT_TIME .. PRESUNRISE_TIME
$game_map.screen.start_tone_change(MIDNIGHT_TONE, tint)
end
end
def self.pause_time(set)
$game_time_pause_time = set
end
def self.pause_tint(set)
$game_time_pause_tint = set
end
def self.clock(set)
SceneManager.scene.clock_visible?(set)
end
class Window_Clock < Window_Base
def initialize
case CLOCK_POSITION
when 1
super(0,0,115,56)
when 2
super(429,0,115,56)
when 3
super(0,360,115,56)
when 4
super(429,360,115,56)
end
self.visible = $game_time_clock_visibility unless $game_time_clock_visibility.nil?
end
def update
self.contents.clear
self.contents.draw_text(0,0,100,24,GameTime::time?)
$game_time_clock_visibility = self.visible
end
end
end
module DataManager
class << self
alias gametime_msc make_save_contents
alias gametime_esc extract_save_contents
end
def self.make_save_contents
contents = gametime_msc
contents = $game_time
contents
end
def self.extract_save_contents(contents)
gametime_esc(contents)
$game_time = contents
end
end
class Scene_Map < Scene_Base
alias gametime_post_transfer post_transfer
alias gametime_create_all_windows create_all_windows
alias gametime_update_map update
def post_transfer
GameTime::tint(0)
gametime_post_transfer
end
def create_all_windows
gametime_create_all_windows
@gametimeclock = GameTime::Window_Clock.new if USE_CLOCK
end
def update
gametime_update_map
@gametimeclock.update if @gametimeclock.nil? == false
if Input.trigger?(CLOCK_TOGGLE) and @gametimeclock.nil? == false
@gametimeclock.visible ? @gametimeclock.visible = false : @gametimeclock.visible = true
end
end
def clock_visible?(set)
@gametimeclock.visible = set
end
end
class Scene_Base
alias gametime_update update
def update
gametime_update
GameTime::update
end
end
GameTime::init
How do I post a short demo of my game online ?
I was just wondering, because my friend wants to play the demo i have for my game.
I do not know where to start. Can someone explain to me how.
I do not know where to start. Can someone explain to me how.
Searching for skilled user to help me with my game.

Endless Journey is my game, and I need a lot of help making it.
Things I need other people help with.
Mapping
Some Eventing.
Some Enemy creation
Cut scenes.
Battle Script issue and Night/day time issue

I am using Yanfly Engine Ace - Ace Battle Engine v1.22
Yami Engine Symphony - Battle Symphony
I want the enemy picture to become a sprite just like the main character who is attacking.
Day/Night issue
main problem when I enter building its night time XD.
Tell me what I am doing wrong.
#Basic Game Time + Night/Day #----------# #Features: Provides a series of functions to set and recall current game time # as well customizable tints based on current game time to give the # appearance of night and day. # #Usage: Script calls: # GameTime::minute? - returns the current minute # GameTime::hour? - returns the current hour # GameTime::set(time) - sets the game time to time, in frames (max:1440) # GameTime::change(time) - increments the game time! (can be negative) # GameTime::pause_time(set) - stops time for events and stuff, true or false # GameTime::pause_tint(set) - time runs, but tints do not update # GameTime::clock(set) - sets whether clock is visible or not # #Customization: Set below, in comments. # #Examples: GameTime::set(360) # #----------# #-- Script by: V.M of D.T #--- Free to use in any project with credit given #---Game Clock---# #USE_CLOCK to true to display game time clock #CLOCK_POSITION for position of clock # 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright #CLOCK_TOGGLE is any input button available, see the INPUT help file for options #------# USE_CLOCK = true CLOCK_POSITION = 4 CLOCK_TOGGLE = :SHIFT module GameTime #---Game Time Details---# #Number of frames in a game minute, 60 frames = 1 second TIME_COUNT = 60 #Sets whether to tint screen based on game time USE_TINT = true #Switch to denote day or night time USE_SWITCH = false NIGHT_DAY_SWITCH = 6 DAY_TIME_START = 18 NIGHT_TIME_START = 1 #True to pause time while not in map or while during a message PAUSE_IN_COMBAT = false PAUSE_NOT_IN_MAP = true PAUSE_IN_MESSAGE = true #Sets time frames of tints by minute count, one day is 1440 minutes # 0 = 12am, 360 = 6am, 720 = 12pm, 1080 = 6pm etc... PRESUNRISE_TIME = 240 SUNRISE_TIME = 360 NOONSTART_TIME = 660 NOONEND_TIME = 900 PRESUNSET_TIME = 1080 SUNSET_TIME = 1260 MIDNIGHT_TIME = 60 #Must be greater than 0 #Sets custome tints PRESUNRISE_TONE = Tone.new(-75,-75,0,50) SUNRISE_TONE = Tone.new(0,0,0,0) NOONSTART_TONE = Tone.new(45,45,0,-25) NOONEND_TONE = Tone.new(0,0,0,0) PRESUNSET_TONE = Tone.new(-50,-50,0,25) SUNSET_TONE = Tone.new(-75,-100,0,75) MIDNIGHT_TONE = Tone.new(-125,-125,0,125) #Include the ids of any maps not to be tinted based on time # Usually reserved for indoor maps NOTINTMAPS = [2] #Store current time in a variable? USE_VARIABLE = false TIME_VARIABLE = 1 #---END---# def self.init $game_time = 0 $game_time_pause_time = false $game_time_pause_tint = false end def self.update if $game_time_pause_time then return else end case SceneManager::scene_is?(Scene_Map) when true if $game_message.visible == true && PAUSE_IN_MESSAGE then else $game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end when false if !PAUSE_NOT_IN_MAP and !SceneManager::scene_is?(Scene_Battle) $game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end if SceneManager::scene_is?(Scene_Battle) && PAUSE_IN_COMBAT != true $game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end end if $game_time == 1440 then $game_time = 0 end $game_variables[TIME_VARIABLE] = $game_time if USE_VARIABLE update_night_swith if USE_SWITCH GameTime::tint if $game_time_pause_tint != true end def update_night_switch if hour? > DAY_TIME_START and hour? < NIGHT_TIME_START $game_switches[NIGHT_DAY_SWITCH] = true unless $game_switches[NIGHT_DAY_SWITCH] == true else $game_switches[NIGHT_DAY_SWITCH] = false unless $game_switches[NIGHT_DAY_SWITCH] == false end end def self.hour? return $game_time / 60 end def self.minute? return $game_time % 60 end def self.time? meri = "AM" hour = GameTime::hour? minute = GameTime::minute? if hour > 11 then meri = "PM" end if hour == 0 then hour = 12; meri = "AM" end if hour > 12 then hour -= 12 end if hour < 10 then hour = " " + hour.to_s else hour.to_s end if minute < 10 then minute = "0" + minute.to_s else minute.to_s end return hour.to_s + ":" + minute.to_s + " " + meri end def self.set(number) $game_time = number if number < 1440 GameTime::tint(0) end def self.change(number) $game_time += number $game_time -= 1440 if $game_time > 1440 $game_time += 1440 if $game_time < 0 GameTime::tint(0) end def self.tint(tint = 60) if USE_TINT != true then return end for i in NOTINTMAPS if $game_map.map_id == i $game_map.screen.start_tone_change(Tone.new(0,0,0,0),0) return end end if SceneManager::scene_is?(Scene_Map) then else return end case $game_time when PRESUNRISE_TIME .. SUNRISE_TIME $game_map.screen.start_tone_change(PRESUNRISE_TONE, tint) when SUNRISE_TIME .. NOONSTART_TIME $game_map.screen.start_tone_change(SUNRISE_TONE, tint) when NOONSTART_TIME .. NOONEND_TIME $game_map.screen.start_tone_change(NOONSTART_TONE, tint) when NOONEND_TIME .. PRESUNSET_TIME $game_map.screen.start_tone_change(NOONEND_TONE, tint) when PRESUNSET_TIME .. SUNSET_TIME $game_map.screen.start_tone_change(PRESUNSET_TONE, tint) when SUNSET_TIME .. 1440 $game_map.screen.start_tone_change(SUNSET_TONE, tint) when 0 .. MIDNIGHT_TIME $game_map.screen.start_tone_change(SUNSET_TONE, tint) when MIDNIGHT_TIME .. PRESUNRISE_TIME $game_map.screen.start_tone_change(MIDNIGHT_TONE, tint) end end def self.pause_time(set) $game_time_pause_time = set end def self.pause_tint(set) $game_time_pause_tint = set end def self.clock(set) SceneManager.scene.clock_visible?(set) end class Window_Clock < Window_Base def initialize case CLOCK_POSITION when 1 super(0,0,115,56) when 2 super(429,0,115,56) when 3 super(0,360,115,56) when 4 super(429,360,115,56) end self.visible = $game_time_clock_visibility unless $game_time_clock_visibility.nil? end def update self.contents.clear self.contents.draw_text(0,0,100,24,GameTime::time?) $game_time_clock_visibility = self.visible end end end module DataManager class << self alias gametime_msc make_save_contents alias gametime_esc extract_save_contents end def self.make_save_contents contents = gametime_msc contents[:gametime] = $game_time contents end def self.extract_save_contents(contents) gametime_esc(contents) $game_time = contents[:gametime] end end class Scene_Map < Scene_Base alias gametime_post_transfer post_transfer alias gametime_create_all_windows create_all_windows alias gametime_update_map update def post_transfer GameTime::tint(0) gametime_post_transfer end def create_all_windows gametime_create_all_windows @gametimeclock = GameTime::Window_Clock.new if USE_CLOCK end def update gametime_update_map @gametimeclock.update if @gametimeclock.nil? == false if Input.trigger?(CLOCK_TOGGLE) and @gametimeclock.nil? == false @gametimeclock.visible ? @gametimeclock.visible = false : @gametimeclock.visible = true end end def clock_visible?(set) @gametimeclock.visible = set end end class Scene_Base alias gametime_update update def update gametime_update GameTime::update end end GameTime::init
^_^
I am new to gae making and I was wondering if someone can help me. With my game. I will give credit. I just need help with title screen images, and events.
I am new
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