Summary
Was trying to reclass things during the battle transition
Summary
Not looped, see my mouse. Oops.
Was trying to reclass things during the battle transition
Not looped, see my mouse. Oops.
I wanted to try making an easy way to start an arena battle through ASMCs, eventually gave up on that. Decided instead that if I want to force an arena battle, I could just loop the event until the player chose yes. But then I had a crueler idea which is to loop the event until the unit died.
The event itself:
The result
Then he keeps welcoming you to t until the end of time
You either die in the arena, or you live long enough to see your entire game die.
Holy crap a snake has invaded the rom
Can Snek help you out here?
I can’t guarantee I didn’t have anything to do with that
Warning: Gifs contain minor black & white flashing
Goal:
Let’s cycle two images in an event to create a very basic gif.
I don’t know ASM, so I’ll just throw together some random event commands, edit things at random, and see what happens.
???
That was a test with one image. How is it doing that? Clearly I have no idea what I’m doing.
I did not have a LOMA command. Also, not even at the same coordinates it looks like.
Omitted: One that changed the weather, some that crashed the game, one that did MNC2 to chapter 1, etc.
It seemed all hope was lost.
They did not believe in me.
I can even freely adjust the speed of each BG being displayed. Neat!
I’m sure someone had a way of doing this already, but I figured this way out myself and I am happy about that, as nooby as it might be.
4121020001000F00
I have no idea what this _0x2141 command means, what it’s doing, or why it works. Don’t ask me difficult questions, haha. Value1 is the background image and Value3 is the speed. Value2 likes to crash the game. For some reason, bg id 0 doesn’t seem to display properly. Couldn’t tell you why.
Now I can work on frame by frame porting of FFX’s 11 hours of cutscenes as backgrounds to insert into my project.
nice job, but watch out for rom size, backgrounds take a lot of space!!!
Yeah DW I’m gonna cut it down to like 9-10 hours of cutscenes instead.
“Die, die! Wait, you can’t die yet! Wake up! Now die, die!”
I’m sure there’s some speedrunning strat to be found in being able to move the cursor through menus and on the map at the same time.
A couple of semi-amusing glitches.
Well said, protagonist.
(I just noticed the doppelganger on the right side of the screen… huh, interesting)
This was supposed to simulate the exit of an underground tunnel, but it didn’t read well on several levels. It has been revised to a mountainside cave.
glitches
doppelganger on the right side of the screen
underground tunnel,
CAVE
Oh no. It’s DARK all over again D:
Return of the blood-red title screen; Super Mario edition.
Side effects include breaking all the map windows. Stuff like the minimug still draws like nothing happened, though.
“Let’s-a go…TO HELL.”
The girl gets killed by the Mixer
Oh no
She’s being turned into Cake!
When creating the prologue chapter, I thought it would be cool to black out the screen when the villain shows up for the first time. After a conversation between the villain and one of my characters, the background blends in with the black background. This is the result:
teleports behind duessel splice guy Nothing personnel, background.