![]() If the rose of a currently controlled character loses all of its petals the character will die, resulting in a game over. Petals can be lost by direct contact with an enemy, exposure to environmental hazards, or dialogue-triggered damage. The health meter is conformed by a rose with a certain number of petals (5 for Ib, 10 for Garry). Obstacles come in the forms of blocked paths, which the player must somehow overcome and cross, and enemies and traps which deplete the player character's health. The player moves a character through two-dimensional fields, interacting with and examining various objects. Together, the three of them solve puzzles and try to find a way to get back to the real world. They are a man named Garry whom she saves, and a girl about her own age named Mary whom they bump into later, both of whom have roses of their own. Luckily, Ib finds friends along her journey. What's worse, Ib's life is now linked to that of a red rose she picks up, and if all the petals fall she will die. While looking around, she finds herself stuck in a strange, surreal world where the art has come to life. It follows the experiences of a 9-old girl named Ib who visits an art gallery with her parents. ![]() 4.5 Bad Ending: "Welcome to the World of Guertena".So, just how is this event meant to be configured? Does anyone just have a screencap of their event Contents or a simple step-by-step? Should the. I've tried putting it in the Custom Movement box with the other script calls to place it at the player's location, with various different wait cycles, but again the game just got bogged down and crashed after a short bit, and no rain ever fell. After a few different attemps, I tried using it as an action event with a swtch to toggle the rain on and off, but the Script call doesn't seem to work that way either. This bogs down the game until it eventually just crashes after about 10 seconds. Now, I placed the Script call mv3d.createRain() into the Contents portion of the parallel event. Let me know if this is an incorrect assumption. The quoted instructions don't say to do this, but there was a comment in the follow-up "Fog" guide about naming the parallel "mv3d.fog" instead of rain, so I get the impression that the event should be labelled as such. I made a parallel event and labeled it " mv3d.rain". js file with the code (named it mv3d-rain.js since there's nothing that specifies if it must be named anything specific)Ģ.)I have the Rain.png file in the img/mv3d folder.ģ.)Here is where it gets muddy and I need clarification. Have any other laymen/non-java experienced users figured out how to get this working? I've followed the instructions as best as I can, but there are clearly some bits that you must know that go unstated and I can't quite get this working.ġ.)I've made the. ![]() It has to follow player around with a parallel though as linking to map objects doesn't work right as y and z seems reversed, but the object I create and link it to that follows player works for some reason, put a wait between movement. Can create it with script call mv3d.createRain() Var coreSphere = ("coreSphere", I took the rain from mog weather and put it in MV3D folder named Rain.
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