Be mindfull that this might skip some of your additional lighting settings depending on how you have it set up.ĭo not add a line to change the rate of time varriable in this event Have external events set the rate of time varriable higher to increce the speed of day/night or set it lower to decrece the speed of day/night as needed. Rather than "varriable + 1" use: varriable += varriable. Here's how to adjust the daycycle's speed:Ĭreate "rate of passing" varriable if you have not done so as yet. Some users may wish for their daycycle to pause or slow when in town or perhaps accelerate while the player is resting/camping, ect, to show time passing. I will, however, get into more detail about some of the other things you can do to manage this event. All you need to do is switch "day/nightcycle" on and it should run perfectly. Tint screen: (-68,-68,0,+68) 360 frames, wait.Īdjust the wait or add an additional wait to adjust 1/10 of night legnth.Īnd the event, at this point, is complete. Under the else condition night is ongoing, so adjust the primary tint to the preset "night" setting or a custom night setting. You can adjust night individually if you feel it should not last as long as day dose. This is where you adjust how long day lasts, with each wait representing 1/10 (as per the first condition branch) of the day's length. It is critical to the design of this event that a wait of some kind be included here. Checking "wait for completion" when setting up the tint event will create a time delay. You can alter the frame length, ect, to suit your needs. For example, you could have a "condition branch:variable time = 0" and place a rosy tint in it to signify a sunrise.įor most of the day, though, a single tint will do Inside this condition branch, day is considered ongoing. Under the last "else" add:Ĭondition branch: switch: = onĪgain, check "set handling if conditions do not apply." So far we have not touched the actual lighting. It will occur only if ten repetitions of this event have happened since the last time the daycycle changed (since it's inside the "Time >= 10" conditions branch.) Inside the first part of the condition branch add:Įnd branchthis part will change day to night and vice-versa. When making this condition branch, check the box that reads: "set handling when conditions do not apply." This will add an "else" condition to the condition branch. Now we need to change the day/night switch in a way that toggles day/night switch on or off. (that's "greater than or equal to 10" to avoid confusion). It is added to give you room to insert additional light settings, such as dawn, sunrise, sunset, dusk, ect. This is the number of times this event will repeat before swapping day and night. (be sure to check "set handling when conditions do not apply.") I even plugged out my keyboard and plugged in back in just incase.This tracks how many times the event has looped since the last day or night ended. No, I don't think the problem is my keyboard because on other games I am able to move up down left and right using the arrow keys. Meaning that if I want to go back to New game after moving the selection to Continue, I would need to continue pressing down until it loop back to the top instead of pressing up. I even uninstalled a reinstalled to find the problem still there.Īlso I have notice that in the tile screen where I get to choose between New game, Continue or shutdown, that my arrow keys moves my selection down when I press the down arrow key, but the selection does NOT move up when I press the up arrow keys. I have tried googling this problem but no one else seemed to be having a similiar problem. All I did was make a terrain and then pressed "Testplay" to test it out. Totally fixated on going left until he can't go any more. i tried moving up down and right with the arrow keeps but he doesn't seem to be going in the directions. When I test play the playable character just walks in a certain direction (Left). Ok, I just downloaded RPG maker VX Ace today and everything seems to be working fine except for 1 thing.
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