Скрипт рогалика включает в себя движение по диагонали?
Скрипт рогалика включает в себя движение по диагонали?
Спойлер check this out:That's how the desert bus rolls.Спойлер Check out my homies:
Проекты:
Мини-игры: El Presidente -- Red & Blue -- Roll Me Away -- Wizard's Revenge
На перерыве: Mémoire
Кажется, заброшены: Street Magic -- Hack in the Dark
Можно сделать
Эгоист, не все ж боёвки я смотрел)
Блади, как-то коротко)
эм... сложно у меня в голове это вяжется с концепцией строго ограниченного времени
Сегодня как раз "Назад в будущее" по НТВ
Творчество, никак с играми не связанное:
https://vk.com/amjee
https://vk.com/r2space
Моя рожа и всякий рэпчик живьём: https://www.instagram.com/rap_amjeenickyry/
Hosse, путешествие во времени назад - оно только один раз и по сюжету. В отличие от.
Проекты:
Мини-игры: El Presidente -- Red & Blue -- Roll Me Away -- Wizard's Revenge
На перерыве: Mémoire
Кажется, заброшены: Street Magic -- Hack in the Dark
В теории не помешает. Во всех рогаликах, где не попиксельное передвижение(читай: компьютерных) это стандарт. Становится возможно устраивать битвы с более чем четырьмя врагами, чтобы при этом не было похоже на клоунаду со стройными шеренгами врагов.а надо?
Но что-то мне подсказывает, что ты не будешь перерисовывать чаров в три четверти, так что не буду лепетать.
Спойлер check this out:That's how the desert bus rolls.Спойлер Check out my homies:
Собсно есть скрипт где переписывать ничего не надо, НО н 3/4 там похоже смутно, но все же вот
З.Ы. можешь не следовать инструкциям просто вставь и все.Код:#=============================================================================== # # Yanfly Engine Melody - Extended Movement # Last Date Updated: 2010.02.05 # Level: Easy, Normal, Hard # # This script adds for easy 8 directional movement and character sheet support. # Although the character sheets need to be specially made, once done, they're # extremely flexibile and offer a plethora of options. 8 directional movement # allows the player to save a lot of time traveling basically anywhere quicker. # There's also the ability to adjust the innate default dashing speed. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 2010.02.05 - Compatibility with Battle Engine Melody. # o 2010.01.05 - Added Reverse Poses. # o 2010.01.10 - Idling pose options added. # o 2010.01.08 - Started Script and Finished. #=============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Setting up 8 Directional Sprite Sheets # ----------------------------------------------------------------------------- # 1. Create a typical 4 column by 2 row sprite sheet. The columns are as follow # # Down Down Left Down Dash Down Left Dash # Left Upper Left Left Dash Upper Left Dash # Right Down Right Right Dash Down Right Dash # Up Upper Right Up Dash Up Right Dash # # Ready/Idle Victory Pose 2H Swing # Damage Evade/Dodge 1H Swing # Dazed/Critical Dead 1-3 Cast/Use Item # Marching Downed/Fallen Channeling # # 2. For the file name, place _8D after it. # example: Actor_01.png would look like Actor_01_8D.png # # 3. And just use them as your actor's graphic. It's as easy as that. You can # download some of the pre-made actor sheets on Pockethouse as reference. # # ----------------------------------------------------------------------------- # Equip Tags - Insert the following tags into Weapon and Armour noteboxes. # ----------------------------------------------------------------------------- # <dash speed: +x%> or <dash speed: -x%> # Equipping the said piece of weapon/armour will increase or decrease the # player's onscreen dash speed by n%. This effect is cumulative across all # of the party members with the item equipped. # # ----------------------------------------------------------------------------- # Movement Route Event Editor Call Scripts # ----------------------------------------------------------------------------- # @mirror = true or @mirror = false # This will mirror the image of the used character set. They will still face # the same direction but use the other side's character sheet instead. # # @pose = "value" # This will cause your to do a unique pose so long as they have an _8D sheet. # Replace value with any of the cases below: # # Normal Ready Damage Critical # March Victory Evade Fallen # Dead1 Dead2 Dead3 2H Swing # 1H Swing Cast Channel # 1H Swing Reverse 2H Swing Reverse # # break_pose # This breaks the character out of a pose and back to regular standing format. # Important for those long pose sequences. If the player regains movement, the # player will also break out of a pose when the next movement input is done. # #=============================================================================== # Compatibility # ----------------------------------------------------------------------------- # - Works With: Anything that doesn't affect movement systems. #=============================================================================== $imported = {} if $imported == nil $imported["ExtendedMovement"] = true module YEM module MOVEMENT # The following constant allows for 8 directional movement. Set it to # false if you don't wish for it to occur. ENABLE_8D_MOVEMENT = true # If the above is enabled, tap directioning is also available. For those # wondering what tap directioning is, the player can just tap a direction # and the player character will face that direction rather than straight # out walking that direction. The following adjusts how many frames the # game will allow leeway for tap facing. TAP_COUNTER = 6 # The next two constants allow you to set idle poses after your player # doesn't touch any directional keys for however many frames. Remember, # there are 60 frames in a second. If you don't want a pose to trigger, # just leave the array empty and nothing will happen. Otherwise, fill # the array with any poses you would like the character do. Poses will # be randomly selected from the array. IDLE_POSE = ["Ready", "March", "Victory"] IDLE_FRAMES = 360 # The following determines the dash speed given to your player. The speed # value is a percentage out of 100. With 150, the player dashes +50% faster. # With 200, the player dashes twice as fast. You know the drill. DASH_SPEED_VARIABLE = 26 DEFAULT_DASH_SPEED = 150 end # MOVEMENT end # YEM #=============================================================================== # Editting anything past this point may potentially result in causing computer # damage, incontinence, explosion of user's head, coma, death, and/or halitosis. # Therefore, edit at your own risk. #=============================================================================== module YEM module REGEXP module BASEITEM DASH_SPEED = /^<(?:DASH_SPEED|dash speed):[ ]*([\+\-]\d+)([%%])>/i end end end module YEM::MOVEMENT SUFFIX = "8D" end # YEM::MOVEMENT #=============================================================================== # RPG::BaseItem #=============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # new method: dash_speed_bonus #-------------------------------------------------------------------------- def dash_speed_bonus return @dash_speed_bonus if @dash_speed_bonus != nil @dash_speed_bonus = 0 self.note.split(/[\r\n]+/).each { |line| case line when YEM::REGEXP::BASEITEM::DASH_SPEED @dash_speed_bonus = $1.to_i end } # end self.note.split return @dash_speed_bonus end end # RPG::BaseItem #=============================================================================== # Game_Character #=============================================================================== class Game_Character #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :mirror attr_accessor :pose attr_accessor :pattern attr_accessor :pre_pose attr_accessor :walk_anime attr_accessor :step_anime attr_accessor :move_frequency attr_accessor :anti_straighten attr_accessor :dash_speed #-------------------------------------------------------------------------- # new method: break_pose #-------------------------------------------------------------------------- def break_pose return unless @pose != nil and @pose != "" @pattern = 1 @pose = nil @anti_straighten = false @walk_anime = true @step_anime = false set_direction(@pre_pose) if @pre_pose != nil @pre_pose = nil end #-------------------------------------------------------------------------- # alias method: update_stop #-------------------------------------------------------------------------- alias update_stop_em update_stop unless $@ def update_stop return if @anti_straighten update_stop_em end #-------------------------------------------------------------------------- # alias method: move_lower_left #-------------------------------------------------------------------------- alias move_lower_left_em move_lower_left def move_lower_left move_lower_left_em @direction = 1 unless @direction_fix end #-------------------------------------------------------------------------- # alias method: move_lower_right #-------------------------------------------------------------------------- alias move_lower_right_em move_lower_right def move_lower_right move_lower_right_em @direction = 3 unless @direction_fix end #-------------------------------------------------------------------------- # alias method: move_upper_left #-------------------------------------------------------------------------- alias move_upper_left_em move_upper_left def move_upper_left move_upper_left_em @direction = 7 unless @direction_fix end #-------------------------------------------------------------------------- # alias method: move_upper_right #-------------------------------------------------------------------------- alias move_upper_right_em move_upper_right def move_upper_right move_upper_right_em @direction = 9 unless @direction_fix end if YEM::MOVEMENT::ENABLE_8D_MOVEMENT #-------------------------------------------------------------------------- # overwrite method: move_random #-------------------------------------------------------------------------- def move_random case rand(7) when 0; move_down when 1; move_left when 2; move_right when 3; move_up when 4 if !dir8_passable?(2) and dir8_passable?(4) move_left elsif dir8_passable?(2) and !dir8_passable?(4) move_down else move_down move_left @direction = 1 end when 5 if !dir8_passable?(2) and dir8_passable?(6) move_right elsif dir8_passable?(2) and !dir8_passable?(6) move_down else move_down move_right @direction = 3 end when 6 if !dir8_passable?(8) and dir8_passable?(4) move_left elsif dir8_passable?(8) and !dir8_passable?(4) move_up else move_up move_left @direction = 7 end when 7 if !dir8_passable?(8) and dir8_passable?(6) move_right elsif dir8_passable?(8) and !dir8_passable?(6) move_up else move_up move_right @direction = 9 end end end #-------------------------------------------------------------------------- # overwrite method: move_toward_player #-------------------------------------------------------------------------- def move_toward_player sx = distance_x_from_player sy = distance_y_from_player if sx != 0 or sy != 0 if sx.abs > sy.abs sx > 0 ? move_left : move_right if @move_failed and sy != 0 sy > 0 ? move_up : move_down end elsif sx.abs < sy.abs sy > 0 ? move_up : move_down if @move_failed and sx != 0 sx > 0 ? move_left : move_right end elsif sx.abs == sy.abs if sx > 0 and sy > 0 move_up move_left @direction = 7 elsif sx < 0 and sy > 0 move_up move_right @direction = 9 elsif sx > 0 and sy < 0 move_down move_left @direction = 1 elsif sx < 0 and sy < 0 move_down move_right @direction = 3 end end end end #-------------------------------------------------------------------------- # overwrite method: move_away_from_player #-------------------------------------------------------------------------- def move_away_from_player sx = distance_x_from_player sy = distance_y_from_player if sx != 0 or sy != 0 if sx.abs > sy.abs sx > 0 ? move_right : move_left if @move_failed and sy != 0 sy > 0 ? move_down : move_up end elsif sx.abs < sy.abs sy > 0 ? move_down : move_up if @move_failed and sx != 0 sx > 0 ? move_right : move_left end elsif sx.abs == sy.abs if sx > 0 and sy > 0 move_down move_right @direction = 3 elsif sx < 0 and sy > 0 move_down move_left @direction = 1 elsif sx > 0 and sy < 0 move_up move_right @direction = 9 elsif sx < 0 and sy < 0 move_up move_left @direction = 7 end end end end #-------------------------------------------------------------------------- # overwrite method: move_forward #-------------------------------------------------------------------------- def move_forward case @direction when 2; move_down(false) when 4; move_left(false) when 6; move_right(false) when 8; move_up(false) when 1 if !dir8_passable?(2) and dir8_passable?(4) move_left elsif dir8_passable?(2) and !dir8_passable?(4) move_down else move_down move_left end when 3 if !dir8_passable?(2) and dir8_passable?(6) move_right elsif dir8_passable?(2) and !dir8_passable?(6) move_down else move_down move_right end when 7 if !dir8_passable?(8) and dir8_passable?(4) move_left elsif dir8_passable?(8) and !dir8_passable?(4) move_up else move_up move_left end when 9 if !dir8_passable?(8) and dir8_passable?(6) move_right elsif dir8_passable?(8) and !dir8_passable?(6) move_up else move_up move_right end end end #-------------------------------------------------------------------------- # overwrite method: move_backward #-------------------------------------------------------------------------- def move_backward last_direction_fix = @direction_fix @direction_fix = true case @direction when 2; move_up(false) when 4; move_right(false) when 6; move_left(false) when 8; move_down(false) when 9 if !dir8_passable?(2) and dir8_passable?(4) move_left elsif dir8_passable?(2) and !dir8_passable?(4) move_down else move_down move_left end when 7 if !dir8_passable?(2) and dir8_passable?(6) move_right elsif dir8_passable?(2) and !dir8_passable?(6) move_down else move_down move_right end when 3 if !dir8_passable?(8) and dir8_passable?(4) move_left elsif dir8_passable?(8) and !dir8_passable?(4) move_up else move_up move_left end when 1 if !dir8_passable?(8) and dir8_passable?(6) move_right elsif dir8_passable?(8) and !dir8_passable?(6) move_up else move_up move_right end end @direction_fix = last_direction_fix end #-------------------------------------------------------------------------- # overwrite method: turn_random #-------------------------------------------------------------------------- def turn_random case rand(7) when 0; turn_up when 1; turn_right when 2; turn_left when 3; turn_down when 4; set_direction(1) when 5; set_direction(3) when 6; set_direction(7) when 7; set_direction(9) end end #-------------------------------------------------------------------------- # overwrite method: turn_toward_player #-------------------------------------------------------------------------- def turn_toward_player sx = distance_x_from_player sy = distance_y_from_player if sx.abs > sy.abs sx > 0 ? turn_left : turn_right elsif sx.abs < sy.abs sy > 0 ? turn_up : turn_down elsif sx.abs == sy.abs if sx > 0 and sy > 0 set_direction(7) elsif sx < 0 and sy > 0 set_direction(9) elsif sx > 0 and sy < 0 set_direction(1) elsif sx < 0 and sy < 0 set_direction(3) end end end #-------------------------------------------------------------------------- # overwrite method: turn_away_from_player #-------------------------------------------------------------------------- def turn_away_from_player sx = distance_x_from_player sy = distance_y_from_player if sx.abs > sy.abs sx > 0 ? turn_right : turn_left elsif sx.abs < sy.abs sy > 0 ? turn_down : turn_up elsif sx.abs == sy.abs if sx > 0 and sy > 0 set_direction(3) elsif sx < 0 and sy > 0 set_direction(1) elsif sx > 0 and sy < 0 set_direction(9) elsif sx < 0 and sy < 0 set_direction(7) end end end #-------------------------------------------------------------------------- # new method: dir8_passable? #-------------------------------------------------------------------------- def dir8_passable?(direction) case direction when 1 return passable?(@x-1, @y+1) when 2 return passable?(@x, @y+1) when 3 return passable?(@x+1, @y+1) when 4 return passable?(@x-1, @y) when 6 return passable?(@x+1, @y) when 7 return passable?(@x-1, @y-1) when 8 return passable?(@x, @y-1) when 9 return passable?(@x+1, @y-1) end end end # YEM::MOVEMENT::ENABLE_8D_MOVEMENT end # Game_Character #=============================================================================== # Game_Player #=============================================================================== class Game_Player < Game_Character if YEM::MOVEMENT::ENABLE_8D_MOVEMENT #-------------------------------------------------------------------------- # overwrite method: move_by_input #-------------------------------------------------------------------------- def move_by_input return unless movable? return if $game_map.interpreter.running? @tap_counter = YEM::MOVEMENT::TAP_COUNTER if @tap_counter == nil @idle_frames = 0 if @idle_frames == nil if Input.dir8 != 0 break_pose @tap_counter -= 1 @direction = Input.dir8 @idle_frames = 0 return if @tap_counter > 0 else @idle_frames += 1 @tap_counter = YEM::MOVEMENT::TAP_COUNTER end if @idle_frames > YEM::MOVEMENT::IDLE_FRAMES and (@pose == nil or @pose == "") @pose = YEM::MOVEMENT::IDLE_POSE[rand(YEM::MOVEMENT::IDLE_POSE.size + 1)] end case Input.dir8 when 2; move_down when 4; move_left when 6; move_right when 8; move_up when 1 if !dir8_passable?(2) and dir8_passable?(4) move_left elsif dir8_passable?(2) and !dir8_passable?(4) move_down else move_down move_left @direction = Input.dir8 end when 3 if !dir8_passable?(2) and dir8_passable?(6) move_right elsif dir8_passable?(2) and !dir8_passable?(6) move_down else move_down move_right @direction = Input.dir8 end when 7 if !dir8_passable?(8) and dir8_passable?(4) move_left elsif dir8_passable?(8) and !dir8_passable?(4) move_up else move_up move_left @direction = Input.dir8 end when 9 if !dir8_passable?(8) and dir8_passable?(6) move_right elsif dir8_passable?(8) and !dir8_passable?(6) move_up else move_up move_right @direction = Input.dir8 end end end end # YEM::MOVEMENT::ENABLE_8D_MOVEMENT #-------------------------------------------------------------------------- # overwrite method: update_move #-------------------------------------------------------------------------- def update_move distance = 2 ** @move_speed if dash? distance *= @dash_speed distance /= 100 end distance = Integer(distance) @real_x = [@real_x - distance, @x * 256].max if @x * 256 < @real_x @real_x = [@real_x + distance, @x * 256].min if @x * 256 > @real_x @real_y = [@real_y - distance, @y * 256].max if @y * 256 < @real_y @real_y = [@real_y + distance, @y * 256].min if @y * 256 > @real_y update_bush_depth unless moving? if @walk_anime @anime_count += 1.5 elsif @step_anime @anime_count += 1 end end #-------------------------------------------------------------------------- # overwrite method: update_dash_speed #-------------------------------------------------------------------------- def update_dash_speed dash_variable = YEM::MOVEMENT::DASH_SPEED_VARIABLE if $game_variables[dash_variable] <= 0 $game_variables[dash_variable] = YEM::MOVEMENT::DEFAULT_DASH_SPEED end @dash_speed = $game_variables[YEM::MOVEMENT::DASH_SPEED_VARIABLE] for member in $game_party.members for item in member.equips.compact do @dash_speed += item.dash_speed_bonus end end end end # Game_Player #=============================================================================== # Game_Interpreter #=============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # alias method: command_122 #-------------------------------------------------------------------------- alias command_122_em command_122 unless $@ def command_122 n = command_122_em $game_player.update_dash_speed if @params[0] == YEM::MOVEMENT::DASH_SPEED_VARIABLE return n end end # Game_Interpreter #=============================================================================== # Sprite_Character #=============================================================================== class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # constants #-------------------------------------------------------------------------- DIR8_FRAMES ={ 1=>2, 2=>2, 3=>6, 4=>4, 6=>6, 7=>4, 8=>8, 9=>8 } #-------------------------------------------------------------------------- # alias method: update_bitmap #-------------------------------------------------------------------------- alias update_bitmap_em update_bitmap unless $@ def update_bitmap name_changed = (@character_name != @character.character_name) update_bitmap_em @appropiate_file = nil if name_changed end #-------------------------------------------------------------------------- # overwrite method: update_src_rect #-------------------------------------------------------------------------- def update_src_rect if @tile_id == 0 index = @character.character_index if !posing? @pose_pattern = nil @pose_duration = nil end if posing? pose_creation elsif dashing? and diagonal? @index_value = index+3 elsif dashing? @index_value = index+2 elsif diagonal? @index_value = index+1 else @index_value = index end pattern = @character.pattern < 3 ? @character.pattern : 1 @dir8 = DIR8_FRAMES[@character.direction] self.mirror = mirror? sx = (@index_value % 4 * 3 + pattern) * @cw sy = (@index_value / 4 * 4 + (@dir8 - 2) / 2) * @ch self.src_rect.set(sx, sy, @cw, @ch) end end #-------------------------------------------------------------------------- # new method: posing? #-------------------------------------------------------------------------- def posing? return false unless appropiate_filename? pose = (@character.pose != nil and !@character.pose != "") if pose and @pose_duration == nil @pose_duration = (18 - @character.move_frequency * 2) @pose_pattern = -1 end @pose_duration = 0 if !pose return pose end #-------------------------------------------------------------------------- # new method: diagonal? #-------------------------------------------------------------------------- def diagonal? return false unless YEM::MOVEMENT::ENABLE_8D_MOVEMENT return false unless appropiate_filename? return true if [1, 3, 7, 9].include?(@character.direction) return false end #-------------------------------------------------------------------------- # new method: dashing? #-------------------------------------------------------------------------- def dashing? return false unless @character.dash? return false unless appropiate_filename? return true if Input.dir8 != 0 return false end #-------------------------------------------------------------------------- # new method: appropiate_filename? #-------------------------------------------------------------------------- def appropiate_filename? if @appropiate_file == nil name = @character_name[/(.*)_(.*)/] @appropiate_file = ($2.to_s == YEM::MOVEMENT::SUFFIX) end return @appropiate_file end #-------------------------------------------------------------------------- # new method: mirror? #-------------------------------------------------------------------------- def mirror? @index_value = [@index_value, @index_value+7].min if @character.mirror and (@character.pose == nil or @character.pose == "") case @dir8 when 2 @dir8 = 6 if diagonal? when 4 @dir8 = diagonal? ? 8 : 6 when 6 @dir8 = diagonal? ? 2 : 4 when 8 @dir8 = 4 if diagonal? end end return @character.mirror end #-------------------------------------------------------------------------- # new method: pose_creation #-------------------------------------------------------------------------- def pose_creation @character.pre_pose = @character.direction if @character.pre_pose == nil case @character.pose.upcase #--- when "NORMAL" @index_value = @character.character_index @character.break_pose #--- when "READY", "IDLE" @index_value = 4 @character.set_direction(2) @character.step_anime = true when "DAMAGE", "DMG" @index_value = 4 @character.set_direction(4) play_character_pose when "PIYORI", "CRITICAL", "DAZED", "DAZE", "DIZZY" @index_value = 4 @character.set_direction(6) @character.step_anime = true when "MARCH", "FORWARD" @index_value = 4 @character.set_direction(8) @character.step_anime = true #--- when "VICTORY", "POSE" @index_value = 5 @character.set_direction(2) play_character_pose when "EVADE", "DODGE" @index_value = 5 @character.set_direction(4) play_character_pose when "DEAD", "DEAD1" @index_value = 5 @character.set_direction(6) @character.anti_straighten = true @character.walk_anime = false @character.pattern = 0 when "DEAD2" @index_value = 5 @character.set_direction(6) @character.anti_straighten = true @character.walk_anime = false @character.pattern = 1 when "DEAD3" @index_value = 5 @character.set_direction(6) @character.anti_straighten = true @character.walk_anime = false @character.pattern = 2 when "DOWN", "DOWNED", "FALLEN" @index_value = 5 @character.set_direction(8) #--- when "2H", "2H SWING" @index_value = 6 @character.set_direction(2) play_character_pose when "1H", "1H SWING" @index_value = 6 @character.set_direction(4) play_character_pose when "2H REVERSE", "2H SWING REVERSE" @index_value = 6 @character.set_direction(2) play_character_pose(true) when "1H REVERSE", "1H SWING REVERSE" @index_value = 6 @character.set_direction(4) play_character_pose(true) when "CAST", "INVOKE", "ITEM", "MAGIC" @index_value = 6 @character.set_direction(6) play_character_pose when "CHANT", "CHANNEL", "CHARGE" @index_value = 6 @character.set_direction(8) @character.step_anime = true #--- else @index_value = @character.character_index @character.set_direction(2) end end #-------------------------------------------------------------------------- # new method: play_character_pose #-------------------------------------------------------------------------- def play_character_pose(reverse = false) update_amount = (18 - @character.move_frequency * 2) @character.anti_straighten = true @character.walk_anime = false @pose_duration += 1 if @pose_pattern == nil @character.pattern = reverse ? 2 : 0 @pose_pattern = reverse ? 2 : 0 end if reverse and @pose_pattern > 0 and @pose_duration > update_amount @pose_duration = 0 @pose_pattern -= 1 @character.pattern = @pose_pattern elsif !reverse and @pose_pattern < 2 and @pose_duration > update_amount @pose_duration = 0 @pose_pattern += 1 @character.pattern = @pose_pattern end end end # Sprite_Character #=============================================================================== # Scene_Map #=============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias start_map_em start unless $@ def start start_map_em $game_player.update_dash_speed end end # Scene_Map #=============================================================================== # # END OF FILE # #===============================================================================
Vincent DeLacroix, у меня боевка не на первом плане и все игровые карты уже готовы, так что, скорее всего, не будет перемещений по диагонали.
Desperate Egoist, спасибо, но я точно не буду пользоваться этим скриптом в своем проекте.
Проекты:
Мини-игры: El Presidente -- Red & Blue -- Roll Me Away -- Wizard's Revenge
На перерыве: Mémoire
Кажется, заброшены: Street Magic -- Hack in the Dark
Дневники Разработчика
№ 22 Один единственный
При нелинейности так и хочется проверить все возможные варианты событий. Скажем, записаться перед развилкой, пойти налево - ой, фу, не нравится, загрузиться и пойти направо. Что выгоднее в плане награды - то и делаем.
Так вот, в Revolution Renaissance вам, игроку, доступен один единственный слот для сохранения. Более того, есть с этим слотом сохранения, одна интересная фишечка. Но о ней, я напишу в другой раз, хотя те, кто уже упомянул ранее в своих постах рогалики, кажется, поняли о чем речь)
P.S. это, технически, завтрашняя запись. Просто я не уверен, что завтра у меня будет время ее выложить, да и надо же, для разнообразия, один разок опередить график.
Проекты:
Мини-игры: El Presidente -- Red & Blue -- Roll Me Away -- Wizard's Revenge
На перерыве: Mémoire
Кажется, заброшены: Street Magic -- Hack in the Dark
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