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(1 edit) (+1)

It's Sunday, morning of day... 3?

Anyways, so far I've made and set up the necessary common events. Basically they get the battler's parameters, store it, and checks the conditions to call other common events. Events are called at battle start, turn end, and when an enemy gets attacked. They check the enemy's group number (e.g. group#1: wolf x3) or the specific enemy's ID (e.g. enemy#1: wolf). Then, they call the corresponding common events (group-specific or enemy-specific event). This makes it possible to make every battle unique (if I want to).

Also, I tinkered around with common events' arguments and return values. Now I have a way to abort battles without knocking out all allies or enemies :D. Also made a "Get slot for ID:" and "Transform to:" events for future convenience. Templates for group-specific events are also done.

Now that the in-battle events are no worries, I'll move on to databasing and basic mapping. Played around with LICEcap so~

2019-07-07-G3 Quick test

Made some kind of debugger, I did. Checking slots, IDs, transform and victory switch. And counters. Enemy reacts with events.

2019-07-07-G5 Also quick test arghh

Same as above. But stalled the enemy's transformation. Checks for HP <= value

WRPGEE common event editor, anyone?

What I'm looking at when making commons. Not a prog language I guess. Alt + print screen guys.


... well, sorry for the big-sized (640 x 480) stuff. All assets used are the default assets. Not mine, but it's okay to use.

Thanks for stopping by!

(Edit: 2019/07/09 Captions look fine in edit mode... Then why?)