Adjusting variables in save editor rpg3/28/2024 ![]() ![]() These are the same license terms we use for Sublime Merge, and they allow us to deliver more frequent and exciting updates as soon as they're ready, without having to roll them into a new major version. After that, you will still have full access to every version of Sublime Text released within the 3 year window, but newer builds will required a license upgrade. Sublime Text license keys are no longer tied to a single major version, instead they are now valid for all updates within 3 years of purchase. There are some new major features that we hope will significantly improve your workflow and a countless number of minor improvements across the board.Ī huge thanks goes out to all the beta testers on discord and all the contributors to our packages. Thank you in advanced for any help you're able to provide!The first stable release of Sublime Text 4 has finally arrived! We've worked hard on providing improvements without losing focus on what makes Sublime Text great. But if there's even a chance someone knows of a solution, I figured it was worth asking about. I understand that what I'm asking for is a really big thing, and goes against the way RPGMaker was built in and of itself, so I understand if there's nothing that can really be done. I also want to disclaim that another reason I'm coming to RPGMaker with this instead of another engine is that I'm primarily an artist, not a programmer-so engines and tools that don't require me to know much code are where I'm able to work the best. I'm not sure how I'd keep track of that variable across projects, and I feel having something like a passcode or something to make players keep track of that variable could be clunky and easily exploited. The problem with this is I wanted a hidden variable that runs throughout the whole game across chapters, and that if the player collects every point for that hidden variable they'd get a bonus at the end of the game. The alternative option is to make each chapter its own separate project, in where I wouldn't have to worry so much about the switch count or variable count. And being able to see the switches in the editor is also important, considering they'd be used for things like conditions in event pages. But in the off-chance scenario that I DO get that high, I don't want to be in the middle/end of my game and then suddenly run out of switches and/or variables with nothing to do about it. I know that if I use my switches carefully and conservatively I can get by with an even smaller amount of switches. I know it is very unlikely that I would even hit that number to begin with. Now I want to dislclaim: I know that the 5000 switch/variable limit is a very big number. I plan for my current project to be several hours longer than that one by the end of it all. I don't yet have a full scope of how many chapters there will be and how long each chapter will be, but so far my biggest RPGMaker project is roughly 7 hours long and uses 153 switches and 42 variables. ![]() The game I'm planning to make is planned to be a very long game, one that updates in episodic/chaptered releases and one that I expect to take years to get to the finale for. ![]() The thing that worries me the most is switches. RPGMaker MV has grown quite cozy to me over the years and I'm sure if I use enough patience and plugins, I can get something close to what I'm attempting to make if I need to use RPGM in the end. The TL DR of this is that I was planning to make a game in Unity using the Adventure Creator plugin(which feels a lot like RPGMaker to me in many ways!) But as I'm sure anyone is aware of right now, Unity has really mucked up their reputation recently and unless AC is ported somewhere else, I want to look into other options/engines for the time being. ![]()
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