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ZEkA10000

27
Posts
4
Following
A member registered Feb 01, 2022

Recent community posts

(2 edits)

Thank you for a good cloud tileset. But this format isn’t good for me, and I converted that to Godot Engine standarts.

That’s strange, because I played Web version in Chrome, Firefox and Edge and in all browsers it plays without problems

  1. What Browser you use?
  2. Can you share error details?

Too much empty events in game

(1 edit)

I played a lot but I had bug where I’m stuck in story where girls cums on protagonist. I tried to report bug in TFoL.info but it throws 404 error.

No, I’m not a part of DicPic’s group, just when you try to go into blocked paths you will see a message like “Coming soon”

Because paths will be done in future updates.

I don’t understand

2+2*2=6

(1 edit)

Yes I have Enigan#3705

It works with [Wait : 1 frame(s)] too

(5 edits)

I checked one method for showing images.

It can sounds hard but it works.

I just used Move Route for animating image, and prepared image before animating.

In my example 3FPS animation (It can be faster)

Demonstrated in empty project

Translate: After sex with Naira on the beach game is over? I don’t know what to do.

(5 edits)

And press button with

@> If Button X Press
@> Loop
@> . If Putton X Press
@> . .
@> . Else
@> . . Break Loop
@> . End
@> . Wait : 1 Frame(s)
@> End

Loop needed for not lauch dialogue again after pressing Z button

(1 edit)

When I listed events you made as row of sparks I thought about making graphics which will be same as sparks row. For example 3 sparks in a vertical row. And graphics 144x48 for each sprite.

On PC (Windows) it played fine.

What do you mean?

No problem

(4 edits)

and yeah sometimes easier to use

@> IF : Script : $gamePlayer.regionId() == 1

than

@> Variable : 0001 PX = Player’s X

@> Variable : 0002 PY = Player’s Y

@> Get cell info: 0003 PR, Region ID ({PX}, {PY})

@> IF : PR = 1

(3 edits)

I solved that with Move Route (Player): Wait 100 frames

Sorry for late answer.

P.S. I’m against that war too (because I’m Moldavian).

(1 edit)

(1 edit)

Mostly in RPG Maker count of events impacts on game performance because RPG Maker always updates information about events. I checked that when I ported my VXA project to MV. In VXA 200 events on map don’t influence on performance. MV project starts lags. And I think better to use one parallel event than 50 events.

With “function can be made in one event but not graphics” I mean you can use event’s script in one event instead of 2 (or more) but there will be a problem with graphics. I just used to do regions and conditions (if you checked my translation which I sent in DMs in gamejolt). For different objects you can use conditions about region and coordinates. And I think update in one event will be more comfortable than in 10+

Maybe I’ll start to optimize this game again.

(2 edits)

In project I still see a ton of events and no optimization which can be made with only one event.

Intro:

  • 3 useless events as barrier (event with automatic trigger paralyzes the player) and changing of event graphics can be done throught move route.
  • 11 events in a row as barrier for player
  • 2 events in a row for launch first cutscene
  • 2 events in a row for launch second cutscene
  • 3 events in a row for entrance to a cave (function can be made in one event but not graphics)
  • 5 events in a row for leaving ruins
  • 5 events as frowers (function can be made in one event but not graphics)
  • 5 events as clickable objects (parts of parachute)

Village:

  • 2 events in a row for intro
  • 2 events in a row for exit from village (function can be made in one event but not graphics)
  • 11 events for Lilu’s stoping of Player
  • 4 points for fishing (function can be made in one event but not graphics)
  • 3 events in a row in front of castle
  • 2 events in a row on beach
  • 3 events in a row at the East of the village (To the wild lands) (function can be made in one event but not graphics)
  • 3 events in a row at the North of the village (Ruins) (function can be made in one event but not graphics)
  • 3 events in a row at the North of the village (To the fields) (function can be made in one event but not graphics)
  • 3 events in a row at the West of the village (To the forest) (function can be made in one event but not graphics)

MCHouseRuin:

  • all events are useless (if you will put a full transparent impassable tile)
  • 2 events in a row for exit

MCHouse1:

  • 2 events in a row for exit

Castle:

  • 3 events in a row for start first cutscene with queen (function can be made in one event but not graphics)
  • 3 events in a row for pass in left side of castle
  • 3 events in a row for exit from castle
  • 8-~30 events for clickable objects

NairaCellar:

  • 51 event for all Pit cells
  • 2 events in a row for intro
  • 16 events for spikes (function can be made in one event but not graphics)

Shop:

  • 86 useless events (if you will put a full transparent impassable tile)
  • 2 events in a row for exit

Halloween:

  • 7 events in a row for Lina’s Intro
  • 11 events for stop player with message “Where are you going?”
  • 11 useles events on the roof (if you will put a full transparent impassable tile)

H-LinaHome:

  • 2 events in a row for exit
  • 2 useless events which do nothing
  • ~17 events as clickable object

H-MC:

  • 2 events in a row for exit
  • 2 events in a row for something on the floor

All can be done with one parallel event on map or with calling one common event

When I translated 1-3 part of this game I noticed that in example of Pit cells and in example of barriers in Intro

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in Halloween part when you go into Player’s room I can go on ceiling with help of pillars And in quiz she said “You God…”

I tried to reproduce this bug but it happened only one time

Just I on first level got a little bug where player was duplicated, first controls by me, second have sex with slime. 

Where I can report a bug?