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Vertical bars

I did not feel like necroposting, maybe I should've. The topic I'm referring to is this one.

When adding DerVVulfman's Limit Break script to my database, I thought it would've been cool to have the Limit Break bars be vertical and next to the HP/SP bars. Apparently I wasn't the only one, I discovered when browsing shame!

Basically, what I'm asking for is something that would make it look like this (don't mind the graphics, they're just a joke: they're based off of my teachers and it's drawn in an animation program)

http://www.maj.com/gallery/WillemseProd ... reen_2.jpg[/img]
I'll probably make a real game out of this one day, though...

So, that's kind of what I'd like, but only for the Limit Break bar. Perhaps some people will like HP/SP bars to be vertical too, so, like suggested in the other topic, if you can do one bar, you can make it possible to edit the others as well, no?

I hope this was clear enough. (For the record, I am using the Limit Break script (+menu+attack replacer), the Cogwheel bars, and a script to show max hp and sp, so it being compatible would be nice; though I'm not sure why it'd form a problem.)
 
Actually, that might be pretty cool, it'd reduce some of the clutter down there.

Just adding to your idea, it might be nice to be able to customize the size / width of the bars? I can never figure out how to do that in the scripts I find.
 
I am adding several new bars into the MACL 2.2

Here's what I have so far:
Code:
#==============================================================================
# ** Color
#==============================================================================

class Color
  #-------------------------------------------------------------------------
  # * Color Between Memory
  #-------------------------------------------------------------------------
  @color_between = {}
  #-------------------------------------------------------------------------
  # * Name      : Color Between
  #   Info      : Gets Color Between Two colors given the percent
  #   Author    : SephirothSpawn
  #   Call Info : Start Color, Finish Color, Percent
  #-------------------------------------------------------------------------
  def self.color_between(color_a, color_b, percent = 0.5)
    # Gets Save Key
    key = [color_a, color_b, percent]
    if @color_between.has_key?(key)
      return @color_between[key]
    end
    # Calculates New Color
    r = Integer(color_a.red   + (color_b.red   - color_a.red)   * percent)
    g = Integer(color_a.green + (color_b.green - color_a.green) * percent)
    b = Integer(color_a.blue  + (color_b.blue  - color_a.blue)  * percent)
    a = Integer(color_a.alpha + (color_b.alpha - color_a.alpha) * percent)
    # Saves Color
    @color_between[key] = Color.new(r, g, b, a)
    # Returns Color
    return @color_between[key]
  end
end

#==============================================================================
# ** Bitmap
#==============================================================================

class Bitmap
  #-------------------------------------------------------------------------
  # * Name      : Draw Gradient Bar
  #   Info      : Draws a Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nince Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_seph_gradient_bar(x, y, cur, max, width = 152, height = 8,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    self.fill_rect(x, y, width, height, b_color)
    # Draws Bar
    for i in 1...((cur / max.to_f) * (width - 1))
      c = Color.color_between(s_color, e_color, (i / width.to_f))
      self.fill_rect(x + i, y + 1, 1, height - 2, c)
    end
  end
  #-------------------------------------------------------------------------
  # * Name      : Draw Reverse Gradient Bar
  #   Info      : Draws a Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nine Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_seph_rev_gradient_bar(x, y, cur, max, width = 152, height = 8,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    self.fill_rect(x, y, width, height, b_color)
    # Draws Bar
    for i in 1...((cur / max.to_f) * (width - 1))
      c = Color.color_between(s_color, e_color, (i / width.to_f))
      self.fill_rect(x + width - 1 - i, y + 1, 1, height - 2, c)
    end
  end  
  #-------------------------------------------------------------------------
  # * Name      : Draw Slant Bar
  #   Info      : Draws a slanted Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nine Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_slant_bar(x, y, cur, max, width = 152, height = 8,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    for i in 0..height
      self.fill_rect(x + i, y + height - i, width - height, 1, b_color)
    end
    # Draws Bar
    for i in 1...((cur / max.to_f) * (width - height - 1))
      for j in 1...(height)
        c = Color.color_between(s_color, e_color, (i / width.to_f))
        self.fill_rect(x + i + j, y + height - j, 1, 1, c)
      end
    end
  end
  #-------------------------------------------------------------------------
  # * Name      : Draw Reverse Slant Bar
  #   Info      : Draws a slanted Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nine Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_rev_slant_bar(x, y, cur, max, width = 152, height = 8,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    for i in 0..height
      self.fill_rect(x + i, y + height - i, width - height, 1, b_color)
    end
    # Draws Bar
    for i in 1...((cur / max.to_f) * (width - height - 1))
      for j in 1...(height)
        c = Color.color_between(s_color, e_color, (i / width.to_f))
        self.fill_rect(x + width - 1 - i - j, y + j, 1, 1, c)
      end
    end
  end
  #-------------------------------------------------------------------------
  #   Name      : Draw Circular Gradient Bar
  #   Info      : Draws a Circular Gradient Bar
  #   Author    : Trickster
  #   Call Info : Six to Nine Arguments 
  #               Integer X, Y, Width, Height, Current, and Max
  #               Color start, finish, back all default to Black
  #               X and Y Define Position
  #               Width and Height defines dimensions
  #               Current Defines How Much of the Bar to Draw
  #               Max Defines the Maximum Value
  #               start, finish, back is the starting, ending, and back color
  #-------------------------------------------------------------------------
  def draw_trick_circular_bar(x, y, width, height, current, max, 
      start = Color.red, finish = Color.yellow, back = Color.black)
    # Draw Background
    radius = height / 2
    # Draw Rectangle Center
    fill_rect(x + radius, y, width - height, height, back) 
    # Draws Ends
    (radius + 1).times do |x1|
      # Get Y
      y1 = Math.sqrt(radius ** 2 - (radius - x1) ** 2).round
      # Draw Line of Back Color at Left Edge
      fill_rect(x + x1, y - y1 + radius, 1, 2 * y1, back)
      # Draw Line of Back Color at Right Edge
      fill_rect(x + width - x1, y - y1 + radius, 1, 2 * y1, back)
    end
    # Get Percentage
    percentage = current / max.to_f
    # Return if not a finite number
    return if not percentage.finite?
    # Decrease Width and Height increase x and y
    x, y, width, height = x + 2, y + 2, width - 4, height - 4
    # Get new Radius
    radius = height / 2
    # Get Bar Width
    barwidth = width * percentage
    # Draws Left End
    (radius + 1).times do |x1|
      # Stop if Past Width
      break if x1 > barwidth
      # Get Y
      y1 = Math.sqrt(radius ** 2 - (radius - x1) ** 2).round
      # Get Color
      color = Color.color_between(start, finish, (x1 / width.to_f))
      # Draw Line
      fill_rect(x + x1, y - y1 + radius, 1, 2 * y1, color)
    end
    # Run From Radius upto Rectangles End
    (width - height + 1).times do |t|
      # Get X1
      x1 = t + radius
      # Break if Past Width
      break if x1 > barwidth
      # Get Color
      color = Color.color_between(start, finish, (x1 / width.to_f))
      # Draw Line
      fill_rect(x + x1, y, 1, height, color)
    end
    # Draws Right End
    radius.times do |t|
      # Get X
      x1 = width - radius + t
      # Stop if Past Width
      break if x1 > barwidth
      # Get Y
      y1 = Math.sqrt(radius ** 2 - t ** 2).round
      # Get Color
      color = Color.color_between(start, finish, (x1 / width.to_f))
      # Draw Line
      fill_rect(x + x1, y - y1 + radius, 1, 2 * y1, color)
    end
  end
  #-------------------------------------------------------------------------
  #   Name      : Draw Reverse Circular Gradient Bar
  #   Info      : Draws a Circular Gradient Bar
  #   Author    : Trickster / SephirothSpawn
  #   Call Info : Six to Nine Arguments 
  #               Integer X, Y, Width, Height, Current, and Max
  #               Color start, finish, back all default to Black
  #               X and Y Define Position
  #               Width and Height defines dimensions
  #               Current Defines How Much of the Bar to Draw
  #               Max Defines the Maximum Value
  #               start, finish, back is the starting, ending, and back color
  #-------------------------------------------------------------------------
  def draw_trick_rev_circular_bar(x, y, width, height, current, max, 
      start = Color.red, finish = Color.yellow, back = Color.black)
    # Draw Background
    radius = height / 2
    # Draw Rectangle Center
    fill_rect(x + radius, y, width - height, height, back) 
    # Draws Ends
    (radius + 1).times do |x1|
      # Get Y
      y1 = Math.sqrt(radius ** 2 - (radius - x1) ** 2).round
      # Draw Line of Back Color at Left Edge
      fill_rect(x + x1, y - y1 + radius, 1, 2 * y1, back)
      # Draw Line of Back Color at Right Edge
      fill_rect(x + width - x1, y - y1 + radius, 1, 2 * y1, back)
    end
    # Get Percentage
    percentage = current / max.to_f
    # Return if not a finite number
    return if not percentage.finite?
    # Decrease Width and Height increase x and y
    x, y, width, height = x + 2, y + 2, width - 4, height - 4
    # Get new Radius
    radius = height / 2
    # Get Bar Width
    barwidth = width * percentage
    # Draws Left End
    (radius + 1).times do |x1|
      # Stop if Past Width
      break if x1 > barwidth
      # Get Y
      y1 = Math.sqrt(radius ** 2 - (radius - x1) ** 2).round
      # Get Color
      color = Color.color_between(start, finish, (x1 / width.to_f))
      # Draw Line
      fill_rect(x + width - x1, y - y1 + radius, 1, 2 * y1, color)
    end
    # Run From Radius upto Rectangles End
    (width - height + 1).times do |t|
      # Get X1
      x1 = t + radius
      # Break if Past Width
      break if x1 > barwidth
      # Get Color
      color = Color.color_between(start, finish, (x1 / width.to_f))
      # Draw Line
      fill_rect(x + width - x1, y, 1, height, color)
    end
    # Draws Right End
    radius.times do |t|
      # Get X
      x1 = width - radius + t
      # Stop if Past Width
      break if x1 > barwidth
      # Get Y
      y1 = Math.sqrt(radius ** 2 - t ** 2).round
      # Get Color
      color = Color.color_between(start, finish, (x1 / width.to_f))
      # Draw Line
      fill_rect(x + width - x1, y - y1 + radius, 1, 2 * y1, color)
    end
  end
  #-------------------------------------------------------------------------
  # * Name      : Draw Vertical Gradient Bar
  #   Info      : Draws a Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nine Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_seph_v_gradient_bar(x, y, cur, max, width = 8, height = 152,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    self.fill_rect(x, y, width, height, b_color)
    # Draws Bar
    for i in 1...((cur / max.to_f) * (height - 1))
      c = Color.color_between(s_color, e_color, (i / height.to_f))
      self.fill_rect(x + 1, y + i, width - 2, 1, c)
    end
  end
  #-------------------------------------------------------------------------
  # * Name      : Draw Vertical Reverse Gradient Bar
  #   Info      : Draws a Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nine Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_seph_v_rev_gradient_bar(x, y, cur, max, width = 8, height = 152,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    self.fill_rect(x, y, width, height, b_color)
    # Draws Bar
    for i in 1...((cur / max.to_f) * (height - 1))
      c = Color.color_between(s_color, e_color, (i / height.to_f))
      self.fill_rect(x + 1, y + height - 1 - i, width - 2, 1, c)
    end
  end
  #-------------------------------------------------------------------------
  # * Name      : Draw Vertical Slant Bar
  #   Info      : Draws a slanted Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nice Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_v_slant_bar(x, y, cur, max, width = 8, height = 152,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    for i in 0..width
      self.fill_rect(x + i, y + i, 1, height - width, b_color)
    end
    # Draws Bar
    for i in 1...((cur / max.to_f) * (height - width - 1))
      for j in 1...(width)
        c = Color.color_between(s_color, e_color, (i / height.to_f))
        self.fill_rect(x + j, y + i + j, 1, 1, c)
      end
    end
  end
  #-------------------------------------------------------------------------
  # * Name      : Draw Vertical Reverse Slant Bar
  #   Info      : Draws a slanted Gradient Bar
  #   Author    : SephirothSpawn
  #   Call Info : Four to Nine Arguments
  #               Integer x and y Defines Position
  #               Integer min and max Defines Dimensions of Bar
  #               Start Bar Color and End Color - Colors for Gradient Bar
  #               Background Bar Color
  #-------------------------------------------------------------------------
  def draw_v_rev_slant_bar(x, y, cur, max, width = 8, height = 152,
      s_color = Color.red, e_color = Color.yellow, b_color = Color.black)
    # Draw Border
    for i in 0..width
      self.fill_rect(x + i, y + i, 1, height - width, b_color)
    end
    # Draws Bar
    for i in 1...( (cur / max.to_f) * (height - width - 1))
      for j in 1...(width)
        c = Color.color_between(s_color, e_color, (i / height.to_f))
        self.fill_rect(x + width - j, y + height - i - j - 1, 1, 1, c)
      end
    end
  end
  #-------------------------------------------------------------------------
  #   Name      : Draw Vertical Circular Gradient Bar
  #   Info      : Draws a Circular Gradient Bar
  #   Author    : Trickster / SephirothSpawn
  #   Call Info : Six to Nine Arguments 
  #               Integer X, Y, Width, Height, Current, and Max
  #               Color start, finish, back all default to Black
  #               X and Y Define Position
  #               Width and Height defines dimensions
  #               Current Defines How Much of the Bar to Draw
  #               Max Defines the Maximum Value
  #               start, finish, back is the starting, ending, and back color
  #-------------------------------------------------------------------------
  def draw_trick_v_circular_bar(x, y, width, height, current, max, 
      start = Color.red, finish = Color.yellow, back = Color.black)
    # Draw Background
    radius = width / 2
    # Draw Rectangle Center
    fill_rect(x, y + radius, width, height - width, back) 
    # Draws Ends
    (radius + 1).times do |y1|
      # Get X
      x1 = Math.sqrt(radius ** 2 - (radius - y1) ** 2).round
      # Draw Line of Back Color at Left Edge
      fill_rect(x - x1 + radius, y + y1, 2 * x1, 1, back)
      # Draw Line of Back Color at Right Edge
      fill_rect(x - x1 + radius, y + height - y1, 2 * x1, 1, back)
    end
    # Get Percentage
    percentage = current / max.to_f
    # Return if not a finite number
    return if not percentage.finite?
    # Decrease Width and Height increase x and y
    x, y, width, height = x + 2, y + 2, width - 4, height - 4
    # Get new Radius
    radius = width / 2
    # Get Bar Height
    barheight = height * percentage
    # Draws Top End
    (radius + 1).times do |y1|
      # Stop if Past Height
      break if y1 > barheight
      # Get T (Parameter)
      t = radius - y1
      # Get X
      x1 = Math.sqrt(radius ** 2 - t ** 2).round
      # Get Color
      color = Color.color_between(start, finish, (y1 / height.to_f))
      # Draw Line
      fill_rect(x - x1 + radius, y + y1, 2 * x1, 1, color)
    end
    # Run From Radius upto Rectangles End
    (height - width + 1).times do |t|
      # Get Y1
      y1 = t + radius
      # Break if Past Width
      break if y1 > barheight
      # Get Color
      color = Color.color_between(start, finish, (y1 / height.to_f))
      # Draw Line
      fill_rect(x, y + y1, width, 1, color)
    end
    # Draws Bottom End
    radius.times do |t|
      # Get Y
      y1 = height - radius + t
      # Get X
      x1 = Math.sqrt(radius ** 2 - t ** 2).round
      # Stop if Past Height
      break if y1 > barheight
      # Get Color
      color = Color.color_between(start, finish, (y1 / height.to_f))
      # Draw Line
      fill_rect(x - x1 + radius, y + y1, 2 * x1, 1, color)
    end
  end
  #-------------------------------------------------------------------------
  #   Name      : Draw Vertical Reverse Circular Gradient Bar
  #   Info      : Draws a Circular Gradient Bar
  #   Author    : Trickster / SephirothSpawn
  #   Call Info : Six to Nine Arguments 
  #               Integer X, Y, Width, Height, Current, and Max
  #               Color start, finish, back all default to Black
  #               X and Y Define Position
  #               Width and Height defines dimensions
  #               Current Defines How Much of the Bar to Draw
  #               Max Defines the Maximum Value
  #               start, finish, back is the starting, ending, and back color
  #-------------------------------------------------------------------------
  def draw_trick_v_rev_circular_bar(x, y, width, height, current, max, 
      start = Color.red, finish = Color.yellow, back = Color.black)
    # Draw Background
    radius = width / 2
    # Draw Rectangle Center
    fill_rect(x, y + radius, width, height - width, back) 
    # Draws Ends
    (radius + 1).times do |y1|
      # Get X
      x1 = Math.sqrt(radius ** 2 - (radius - y1) ** 2).round
      # Draw Line of Back Color at Left Edge
      fill_rect(x - x1 + radius, y + y1, 2 * x1, 1, back)
      # Draw Line of Back Color at Right Edge
      fill_rect(x - x1 + radius, y + height - y1, 2 * x1, 1, back)
    end
    # Get Percentage
    percentage = current / max.to_f
    # Return if not a finite number
    return if not percentage.finite?
    # Decrease Width and Height increase x and y
    x, y, width, height = x + 2, y + 2, width - 4, height - 4
    # Get new Radius
    radius = width / 2
    # Get Bar Height
    barheight = height * percentage
    # Draws Bottom End
    (radius + 1).times do |y1|
      # Stop if Past Height
      break if y1 > barheight
      # Get X
      x1 = Math.sqrt(radius ** 2 - (radius - y1) ** 2).round
      # Get Color
      color = Color.color_between(start, finish, (y1 / height.to_f))
      # Draw Line
      fill_rect(x - x1 + radius, y + height - y1, 2 * x1, 1, color)
    end
    # Run From Radius upto Rectangles End
    (height - width + 1).times do |t|
      # Get Y1
      y1 = t + radius
      # Break if Past Width
      break if y1 > barheight
      # Get Color
      color = Color.color_between(start, finish, (y1 / height.to_f))
      # Draw Line
      fill_rect(x, y + height - y1, width, 1, color)
    end
    # Draws Bottom End
    radius.times do |t|
      # Get Y
      y1 = radius - t
      # Stop if Past Height
      break if height - y1 > barheight
      # Get X
      x1 = Math.sqrt(radius ** 2 - t ** 2).round
      # Get Color
      color = Color.color_between(start, finish, ((height - y1) / height.to_f))
      # Draw Line
      fill_rect(x - x1 + radius, y + y1, 2 * x1, 1, color)
    end
  end
end
 
Kewl, kewl, but how do I add the Vertical Gradient Bar part to the Limit Break Bar and then move it to the right of the HP/SP bars? I know you and your ultimate skills should be able to do this [/suckup] It's just that I am really unexperienced in the entire scripting department.
 
Post mah code, eh? You mean the code that draws my Limit Break bar or somathing else?

It's just the really tiny regular Cheapo Limit Break Bar Add-On, but alrighty, because you asked it so sweetly.

Code:
#================================================= =============================
# *** Limit Break (DVV's) (01-24-2006)
# *** Cheapo Limit Bar Add-On
# *** Version 1.0
#------------------------------------------------------------------------------
# by DerVVulfman
#
# This bar script merely adds a simple gradient bar. It replaces the def that
# calls on gauge_rect system, and uses a simple gradient system created by
# RPG Advocate.
#
# To use, paste this script below the Limit Break script so it overwrites the
# draw_actor_lb def with this one.
#
# To adjust the colors, edit the values from 'gradient_red_start' through to
# 'gradient_blue_end', in values from 0 to 100. It is currently set up so
# the bar fills with a solid red color from the beginning and continues to
# fill, changing into a magenta-like color at the end.
#
# The only thing to note is that like the Cogwheel bars that the Limit Break
# script was designed to use, these 'Cheapo' bars (nice name, eh?) will be
# shown slightly transparent in the screens.
#
#================================================= =============================

class Window_Base
#--------------------------------------------------------------------------
# * Draw Overdrive Meter
#--------------------------------------------------------------------------
def draw_actor_lb(actor, x, y, width = 8, height = 152)
# Percentages of the bar fill colors
gradient_red_start = 100
gradient_red_end = 0
gradient_green_start = 0
gradient_green_end = 0
gradient_blue_start = 0
gradient_blue_end = 100
height = 10
# Creates the blank/empty bar. No frills, no trim. Cheapo.
self.contents.fill_rect(x, y, width, height, Color.new(0, 0, 0, 255))
# Determines the amount of bar filled
lb = width * actor.limitbreak / LB_MAX
# Draw the bar
for x_coord in 1..lb
current_percent_done = x_coord * 100 / width
difference = gradient_red_end - gradient_red_start
red = gradient_red_start + difference * x_coord / width
difference = gradient_green_end - gradient_green_start
green = gradient_green_start + difference * x_coord / width
difference = gradient_blue_end - gradient_blue_start
blue = gradient_blue_start + difference * x_coord / width
if current_percent_done <= lb
rect = Rect.new(x + x_coord-1, y, 1, height)
self.contents.fill_rect(rect, Color.new(red, green, blue, 255))
end
end
end
end
 
Actually, coming to think of it, it would probably be cool if you could do the same thing for a time bar that fills upward, though having two bars like that could probably create some confusion. Not to mention that I haven't been able to find a decent turn-based script with filling bars yet.

But anyway, that's not what this is about.

Oh, no, does this count as an illegal bump?!
 
Alrighty. So basically you just need to see how the scripts are set up and stuff. There are a few things in there that I might like to still change about the battle layout, including maybe the position of the characters (some way to make it a three member party without adding the side window; in other words, by making the space for each battler wider, like in the picture in the first post)

But anywaysss, here's some sort of demo thing.

Linkability!
 
Humpty bumpty.

Still feels strange if I'm not really adding something, but I'd really like this. There's not an extreme hurry, but since there's a script that's possible on page one but I just don't know how to apply it, I think bumping it would just remind someone of it.

kthx
 

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