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Viewing 15 posts - 1 through 15 (of 17 total)
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  • in reply to: Some monsters attack eachother #3575
    渦巻き
    Participant

     “Or a companion dog…”

    OMG Dogmeat on RPGPlayground confirmed <3

    in reply to: Doors, Loading, and Transition #743
    渦巻き
    Participant

    Okay, so after looking over the levels, I know what you did. The doors are doubled; meaning, you placed a door and then placed ANOTHER invisible door over it. One door will suffice, and placing multiple doors is both unnecessary and messes with the functions. The doors that are visible work the same as the ones that aren’t.

    in reply to: Bridges won't work… #740
    渦巻き
    Participant

    Okay, here’s the fixed version:

    The Game

    Just save this oer your file (Well, save it as another one first to check and make sure it’s okay and THEN save it over yours.) I also fixed the ladders for you

    Some notes:
    ~The first level is flipping hot, yo; that’s nice designing skills.
    ~So, the issue was that you put a lot of the mountain sprites down, but then covered them up with grass. It doesn’t work that way. You have to actually delete them, otherwise the player will still register it and be unable to pass.
    ~Another issue you were having was placing ladders and bridges OVER the sprites. It doesn’t work like that either for the same reason.

    How I fixed it:
    I deleted the mountains and just placed the bridges over the default ground. Then I placed the mountain sprites AROUND the bridge, but not where it would interfere with the player (AKA, WALKING on the texture). For the ladders, I also added the cobblestone tiles under “Ground” to make it LOOK like the player was climbing over the mountain, but it was actually just like walking straight across.

    Check out the other games on here, and you can see a lot of useful tricks. I learned this one from the default game!

    Hope I helped 🙂

    in reply to: Bridges won't work… #737
    渦巻き
    Participant

    If you send me the link, I can fix it for you 🙂

    Bridges can’t go through mountains, as the player cannot walk on those kinds of sprites. Other wise it would get really weird. It’s hard to explain, but if you send me the link i can fix it and show you that way.

    in reply to: Why Me…? #733
    渦巻き
    Participant

    Hey, that’s alright. I had a feeling it wasn’t going to work because I have the worst luck :X! Thank you for trying though.

    I think I know what the problem was though. See, I have a bad habit of accidentally deleting the levels I’m working on, and that’s because I make identical rooms to make it seem like the room the player just entered and returned to has changed, when it’s really a different room; well, I was playing with a faster way to do this and accidentally discovered that if you right, for example “Kakooza.1” it’ll create and exact clone of the real “Kakooza”. Every time you edit Kakooza, it’ll show in Kakooza.1, which is renamed in the bar “Kakooza” automatically. It’s the weirdest thing, but it didn’t help. I left it there anyway, however, as I figured that if I accidentally deleted it, I would have the clone to be safe.

    When I returned, it was the default indoor small room, and that’s why I think the above is the problem; when I created the clone, I clicked on the indoor small button.

    So, it’s really my fault anyway. Again, though, thank you for trying! I appreciate you taking time out to try and fix my mess Y_Y. Now I know what NOT to do!!

    in reply to: This is stupid but how do I change my picture. #729
    渦巻き
    Participant

    Yayyy! You did it! It’s beautiful! lol, you’re welcome!

    in reply to: This is stupid but how do I change my picture. #725
    渦巻き
    Participant

    Ha ha! Like, literally I was thinking just now thinking “I wonder if they ever try to change their default pics…” then I looked up and was like “Oh! Guess so!”

    Okay, so I’m assuming this website is linked to wordpress somehow, and the thing about wordpress is that they LOVE Gravatar. Make an account there and set up a wordpress account, you don’t have to pay or make a site, and whatever pic you put on the Gravatar will show here. If that doesn’t make sense just Google “Gravatar”.

    in reply to: Dynamic lighting feature #717
    渦巻き
    Participant

    Honestly, I try to incorporate lighting a lot in my games, so this would be a really useful feature! The difference it can make in a room is amazing; I like to say that games are as much about aesthetic as they are gameplay.

    in reply to: BOOM! What an awesome Idea RPGPlayGround #707
    渦巻き
    Participant

    ^I did that on my phone so the format is wrong, but the idea is still there. It’s just missing the correct spaces. It should be four spaces under each condition. For example,

    if hero has token “Example”
    (4spaces) hero says “Blah blah blah.”

    or

    if hero has token “mom”
    (four spaces) if hero has token “Dad”
    (8 spaces) if hero has token “Sister”
    (12 spaces) if hero has token “Brother”

    in reply to: BOOM! What an awesome Idea RPGPlayGround #706
    渦巻き
    Participant

    Rpgplayground is still under development, but there are a few things you can do to satisfy 1 and 2.

    2. You can go to other rooms by placing a door from under the actors tab. Place it, then click on the cog tab, and then click back on the door. From here, you will be able to choose what room you want to go to.

    3. You can do this, but it might be a little tricky. For inventory items, it is speech-based. For example, if you eant them to use a sword, you’ll have to use tokens. To do this, simply place a character you’d like to fight. You may also want to place an invisible actor, maybe call it “sign”. For now, let’s name the fight character “Bad” for simplicity’s sake. It would look something like this.

    Bad says “Huh? What’re you lookin’ at, punk?!”
    hero says “You, ugly.”
    Bad says “Them fighting words? You asked for it! Take this sword and fight me!”
    Sign says “hero received “Sword”!”
    hero receives token “Sword”
    Sign says “hero used “Sword”!”
    Sign says “It was super effective! +10 damage!”
    Sign says “Bad fainted.”
    Bad says “Argh!”
    Sign says “You won!”

    1. I wouldn’t try this until you get comfortable, but if you want I can share what I do, but even I haven’t actually perfected it.

    Okay, here goes. This is an example using lots of dialogue.

    Leveling in RPGayground
    First, have a reason WHY you’re leveling up. Is it to gain access to another room? To defeat an enemy? Let’s say that it’s to defeat an enemy.

    Second, decide who that enemy is. Let’s say it’s the boss of a temple. We’ll call him Nugget.

    Third, when you place Nugget down, make his dialogue like this.

    if hero lacks token “Level3”
    Nugget says “What a weak human! Begone!”
    if hero has token “level3”
    Nugget says “Ah, a worthy opponent. Come at me, mortal!”
    Sign says “hero uses “Sword”!”
    Sign says “It cuts right through Nugget’s defenses!”
    Sign says “Nugget faints.”

    Fourth, now this is the tricky part. Now, place each enemy you want down. These will be giving your hero the points it needs to level up. Pay careful attention.

    Each enemy is goint to have a similar dialogue. You can change the numbers if you want. For this, we are going to use two points per level.

    So, it will look something like this. We’ll call them “Monsters.”

    The important thing to note is that each should have a unique name to ensure that the player doesnt just keep hitting the same one and getting points.

    Monster1

    if hero has token “Monster1”
    hero says “He’s already dead…”
    else
    if hero lacks token “level1”
    if hero lacks token “level1.1”
    Sign says “hero uses “Sword!”
    Sign says “Momster faints!”
    Sign says “hero received 1 XP!”
    hero receives token “Level1.1”
    hero receives token “Monster1”
    if hero has token “level1.1”

    Sign says “hero used “Sword””
    Sign says “Momster fainted! Hero gains 1 XP!”
    hero reveives token “Level1.2”
    hero receives token “Monster1”

    It’s kind of hard to explain, so if this is something you would like to learn, I might post an example fame that you can look at if you’d like. Again, you should get comfortable with the fundementals of the dialogue before you try this. Koonsolo has a whole guidebook for it, so check that out, too.

    Hope this helped :^)

    in reply to: An open letter to Koonsolo #705
    渦巻き
    Participant

    @sirgamesalot90

    Hey, it’s pretty easy. So, you just take the same file you’re working on and then save it as a different file.Whatever change you make to this new file will not interfere with the original, just remember which file you saved as what.

    For example, say I’m working on a game that’s very long. First, I’d create part one. Once part one is finished, I’d save it as “part one”. Then, I’d save it again as “Part Two”. You would have all of the rooms you had in part one, and you can delete the ones you don’t need.

    Another thing that might help you out is that if you have houses you can explore, make them open so that you don’t have to use up one of the 30 rooms.

    in reply to: An open letter to Koonsolo #702
    渦巻き
    Participant

    Unfortunately, as Communism has taught us, free things are not unlimited things. That being said, an easy solution to your grievance is to make multiple parts. I use this in my own creation, and it is fine. In fact, it’s often pretty advantageous as you can copy certain rooms onto the new part without having to recreate it and it saves space.

    RPG Playground can only hold so much, as if you’ve placed a hundred actors in a scene you’ll see. But it’s free and easy. You can’t expect everything for nothing, but there are ways to get around it; be creative.

    in reply to: Ahhh!!! #647
    渦巻き
    Participant

    “Here lays my hopes and dreams”

    It’s okay lol I understand. Thank you for trying! It’s just strange because they USED to be playable, up until maybe a week after. I’m not sure what happened, but I’ll just redo it. Thank you anyway!

    in reply to: Hello I'm Keegan #643
    渦巻き
    Participant

    Right now, RPG playground is a little limited (Lord and Savior Koonsolo is working on an update, or so the prophecies foretell) but I have a few techniques I like to use to make it work. The way this works is 99% creativity.

    Quests
    Quests are generated by speech. Use characters and tokens to advance the plot
    Enemies
    Combat is not yet functional; however, the way I make combat is using token. If a character does not have a certain token, they cannot defeat the monster.

    It’s pretty complicated, but I have a lot of tips and tricks. If you have any questiosn, I’d be happy to share them 🙂

    in reply to: Doors, Loading, and Transition #642
    渦巻き
    Participant

    While I can’t answer the other question, as I periodically have the same problem, I can give you a quick door tutorial, so step on in– err… Door pun… Don’t be stiff (;D).

    So, using doors is really easy. All you have to do is place them where you want, then hit the gear button on the menu where you found the door, and click on the door once more. Now that you see the options from this door, click on “To Scene” and select which scene you would like the door to access. If you have multiple doors in that scene, it is advantageous to, after selecting the scene, click on “To Door” and select which particular door you would like to access.

    Hope that helps!

Viewing 15 posts - 1 through 15 (of 17 total)