Sprites and Speed
Considering RPG Maker by itself can't have layers of sprites overlaying the actor; How could I show different sprites according to which body part being bound without any order and be able to show both?
Variables
I made a new variable called BindingType, and each BindingType is treated like an ID for bindings,
Eg; Arm Bondage (Binding Type = 1), Leg Bondage (Binding Type 2), Both (Binding Type 3)
I have to excuse crotchrope because there is no way I can make them visible in such a small sprite
First, on the character's Common Event, I made sure that
So the values won't go over 3 and below 0.
Mechanic
So every time a binding is applied through a Common Event I've written
Variable 1 is Binding Points on the arms
If: BindingType =/= 1 //To prevent the same binding changing the "ID" of the BindingType
Legs however adds 2.
If both are present, BindingType totals up to 3, if anything more is added it would reach more than 3 and mess up the IDs but thanks to the earlier code I've written, that won't be a problem.
Now with that is done, we can have the code change the sprites for us!
Get Miss Manager Misadventure
Miss Manager Misadventure
Status | In development |
Author | HarrisIllust / ハリスヒロ |
Tags | Adult, bondage, Erotic, Female Protagonist, Singleplayer |
More posts
- Minor Update14 hours ago
- Playtest Release1 day ago
- "Jorkin", Distraction Meter and Stamina Regen6 days ago
- Binding Indicator and Active Struggling8 days ago
- Struggle and Stamina Mechanics9 days ago
- Progress thus far9 days ago
Comments
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This looks like a really cool mechanic, really well thought.
I´m not familiar with the laguage but that last image looks like it could be really compacted tho
Something like this:
· managerImages = [manager (0), manager(2), manager(4), manager(6)]
· Change Actor Images : Miss Manager, Manager(0), managerImages[BindingType], None
IDK the whole code but it looks like this could work.