Flowing fountains are perfect for adding some details to the palace gardens and sleek treasure chests can reward your players for searching the entire dungeon. This pack also includes 10 sprites to add some animated events to your maps! Light the way with orange flames for the sun palace and blue flames for the moon palace, and cover open doors with curtains that can be whisked open. Multiple stained glass windows, colorful mosaic floorings, and carved statues of the sun and moon can turn any empty room into a gorgeous temple, and simpler details like teacups, filled bookcases, and portraits give rooms a more lived-in feeling.īoth the moon and sun tiles are placed in the same spots of each set, making it easy to create a unique dungeon! Have the dungeon change depending on the time of day, or have your players trigger the change to help solve puzzles to reach the throne room. A1, A2, A4, A5, and B tiles are ready for you to build exteriors and interiors of your palaces and dungeons, letting your players explore bush-filled gardens before wandering into a guest bedroom for a nap while they wait for their turn to meet with the kingdom’s ruler. Harness the power of Sol and Luna with the KR Sun and Moon Tileset! Kokoro Reflections looked to the sky for inspiration in this pack, creating beautiful tiles to help you make magical castles. Create parched plains, relaxing oases, and busy towns carved into stone with the KR Untamed Desert Tileset! Make sure your heroes can see while wandering the market built deep into a mountain by lighting the way with small flames, and let them enter town shops through wooden doors decorated with lattice glass windows. This pack also includes animated sprites for fire and doors. Or show your players just how far they’ve wandered into a dangerous area by only having dead logs and shriveled bushes spread among cold stones and skeletons. Make the wilderness more interesting to explore with a full B sheet of plants and cacti, marking the way towards an oasis with patches of grasses and reeds slowly turning into small groves of palm trees. If the desert is simply an area for your heroes to train while they search for the next story beat, then create an inn where they can rest and recover in small rooms decorated with shelves and potted cacti. Have your heroes follow a trickle of water through yellow sand until it reveals a lush hidden oasis where an energetic trading town has sprung up from the ground, with wooden stalls and cooling awnings standing between stone and stucco buildings. Give your players sun-touched deserts to explore that are more than just the same sand tile over and over with the KR Untamed Desert Tileset! Kokoro Reflections is here with a pack filled with desert-themed tiles to turn boring flat wastelands into unique locations to explore. That way our player will stay still until the menu is closed.This week, we have two new tilesets from Kokoro Reflections, and a brand new soundtrack from ayato sound create! We don’t really want our character to wander into danger while the menu is open, so let’s include a move route to make our player wait the same amount of frames as when a button is pressed. If you were to playtest at this stage, you’d find that our character can still move around while the menu is open because our common event is a parallel process. For this menu, let’s have it loop around, so if our player holds the left button down it will loop from the first option to the last option. Since there is a set min and max for the variable (the first option and the last option), we also need some conditional branches to check if our variable goes above or below those limits and set it to an available number. A short wait after a button is pressed will help slow the process down to a manageable speed and make it easier for our player to stop on the option they want. We can use conditional branches to check if the ‘left’ or ‘right’ buttons are pressed, and add or subtract 1 to our menu variable to change the selected menu option. By putting this part all into a loop, our player will be able to move around the menu as much as they want since the control conditional branches repeat. With our menu visible, we can move on to the interactive part.
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