![]() It is really nice altought furniture will indeed need special graphic packs to NOT looks like sticky paintings on a wall. ![]() I also got on the other forum links now that I am editing that post. ![]() Except I would always credit no matter what and I wouldn't do commercial use just yet because the. I can tell that in words at least no one asked for money or credits for that script. I haven't opened up the other links of the tread but. exe got corrupted or if there is a hack involved. So I dunno if Mediafire (used for it) generate falses or their. :)Īll right I am French (wich reminds me that my first game will owe me a tomato trow from each and every single one of you since I make my first adventure in my native tongue sorry), and I read the infos on that link.īut when I tried to download my security pack startled more than my paranoid self writing that it wasn't a safe download because the method used to download wasn't common. Maybe when I research it more, look at what's involved, I might try making my own little 3D style RPG in future making use of it. :)Īrrow-Keys to move or rotate direction, Q & W to strafe left or right. There's a demo of it there you can download and try for yourself too. I never tried using the script yet myself or really looked at what's involved to make it work (and also the site isn't in English, so for me I'd need to use one of those online website translators). 51&t=19245 (as used in their own game DMC).LoneWolfDon の投稿を引用:This might be of interest to you: Nyaatrap has a great framework for this type of game in Ren'Py here. I've tried doing a top down style thing in Ren'Py, and it was way too processor intensive, so I'd recommend instead a first person exploration game - as seen in RPGs like the Wizardy series, the Ultima series, Might and Magic series, etc. Or you could program in some actual exploration. So, rather than using a top down view with moving sprites for the exploration you do the exploration more like one of those Choose Your Own Adventure style fighting gamebooks, with each page being a new area. You could have random combats, with different pages of the game representing different areas - say, give the character an option like "Go to the forest clearing." "Go deeper into the woods." "Head into the town." whilst they're currently in the forest, then each new place they go to has a chance of triggering a fight with an enemy. Choosing "Camp in the forest" puts you into a tougher fight with wolves, where you start at a disadvantage because you were ambushed. ![]() Choosing "Stay the night in an inn" avoids combat. Choosing the "Investigate the noise" option puts you in a battle with wolves. ![]() Say, you're in the forest and your character hears a noise. You could have fixed combats at particular parts of the story, possibly depending on player choices. When it comes to introducing combats you have several options. (Of course, that's not a definition that would suit everyone.) As a minimum, I'd probably try to include those for the RPG half of a game. RPGs tend to involve character growth and development through stats, using said stats to affect the outcome of fights between the characters and others, and usually some kind of inventory or items or equipment that can vary stats or be used in battle. ![]()
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