![]() ![]() There are four endings and bonus content is available after all four have been achieved in one game file. Please play with headphones or high audio in a quiet room. This game is not intended for children or those of a nervous disposition and may contain triggering content. Sound is vital in this game and can help the player move forward as well as provide hints to the situation Mary has found herself in. It is important to pay attention to dialogue and to your surroundings in order to proceed. In the game you are able to interact with items and NPCs. The game's average playtime ranges from fifteen to twenty-five minutes to reach one ending, and there are four endings. It does contain horror elements, though they might never be encountered by a player who chooses to indulge in the dreams instead of investigating. Despite these influences, Dreaming Mary is not exactly a horror game. It is inspired by the Japanese horror game Ib and the abstract game Yume Nikki, and is influenced by the indie platformer Eversion as well as the TV show Mahou Shoujo Madoka Magica. Glad I made an editor.Dreaming Mary is an original adventure game in a sidescrolling format, made using the free RPG Maker VX Ace Lite. And Ogg Vorbis requires extra drivers and loop points are even harder to acquire due to its format. But using any of these systems will not let looping music play throuh RPGMaker's native DirectSound drivers, but by those in Windows.Īnd it's sometimes a real ***** to find the loop points you really desire. The earliest version of a script that handled this was by a Japanese scripter named cogwheel (who also made the famous RTAB system), later adapted by GubiD (of the GTBS system, and then later I had a hand in making a version offering multiple audio channels. This feature is not available in RPGMaker per-say, except by way of scripts that use Window's MCISendstring feature to play the music. Instead of ending the piece and returning to its beginning, it returns to a pre-defined point past the well-written and orchestrated opening flourish. They began playing the piece, but had 'loop points' in place. In this, they didn't use two piece of music, but one. The music start off slow and laboring as the boats approach, but then goes into a fast and relentless fervor when the teams drop off to face wave after wave of enemies in a continuous loop.įor those not familiar, look for Final Fantasy VIII's track called 'The Landing', it is Disc 1 - Track 8. Hrm, this reminds me of a scene (and subsequently the music) from Final Fantasy VIII where the the heroes of Balamb Garden are on a troop transport at sea about to get dropped off at a beach front. So after your edit, the method should look like this: You will need to add the lines I mentioned earlier, above and below that line. ![]() $game_system.bgm_play($game_system.battle_bgm) In the call_battle method, there is a line that reads: I got my RMXP working and I think I found where the BGM plays. Then, just be sure to set the switch to TRUE before any battle where you don't want the music to restart, and be sure to set that switch back to FALSE afterwards. Where x is the ID of a Switch you'd like to set to TRUE in an event whenever you want the music to not restart when entering battle, and at the end of the method (right before the final "end" line), and another line that reads: ![]() You can probably find its equivalent by searching the project file for "bgm".Īt the beginning of this method (after the "def" line), add a line: I can't open my RMXP right now so I'm going based off of VX Ace, but I see a method in BattleManager called "play_battle_bgm". I think there is another solution, and a smoother one at that. ![]()
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