Yeah, that was a very tough balance in making that game. Didn't want the player to have full control over when they fight, but didn't want them to get too bored waiting for the next battle to occur
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Two questions, one if you do script call after the add plugin command with the following code
Does it work?
The other question is, could you message me on discord at SirLegna#0273 and us schedule a time for me to walk through the issue and see if I can determine a long-term solution?
As you may know, there is an on-going effort to port all plugins in the generator to MV. With this anyone who currently working in MV could make a request for a specific plugin to be ported sooner than later. Now some have wished for the Better Script Command plugin to have such port, however it is using MZ specific Plugin Command window to do the magic. Due to MV using a single line for it's plugin command input, it would be far more restrictive than the built in script command.
There was thoughts of using MV comment command through, however you are limited to 6 lines in comments. Which is far less than the 12 lines in the script command.
Solutions are still being looked into how to get multi-line script calls in MV, if you have any suggestions and are willing to share please let us know.
Thanks for your understanding and support!
First, this event is programmed on player touch.
Overall nice first game. Some tips I would give is: remember horror game isn't about the monster-catching you. It is about those close calls. The other advice is with your items and such you need some signposting. Such as sparkle effect if it is interactable or some mention on what specifically are you looking for. A few key components I had to be very lucky to just come across. Like the entrance that used the void key.
Again, it is a very good first game
Oh yeah, I had a playground level and basically it was like what happens when I push this box into that object... oh that was unexpected. How do I make that a puzzle and then limit the scope so that is the only answer to the level.
Yeah this latest iteration was focusing on the learning curve. Hopefully we can fine tune it, the issue is due to the lack of control without battles it hard to slow the pace down. If you have any suggest I would love to hear them.