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Everything posted by Marked
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Author: Dark Dragon Version: 1.0 Type: Battle System Enhancement Introduction This script makes the battle scene show the characters whole body in a smooth slide in with a flash to add some chunky flavor of action to your battle system, I cant explain you'll have to download the demo =3 Demo #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= :=:=:=:= # Action Face Battle Animation # Version: 1.0 # Type: Custom System # Made by : Dark Dragon #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # ================================================================== # Creat the window and animation methods.. # =================================================================== class Window_BattelAttack < Window_Base def initialize super(0,0,600,450) self.windowskin = Cache.system("Window") self.opacity = 0 end def fill_data(x,y,aa) self.contents.font.name = "Arial" self.contents.font.color = text_color(6) self.contents.font.size = 30 self.contents.draw_text(x,y,400,32,aa) self.contents.font.size = 18 end def add_sprite(character) @sprite = Sprite.new @sprite.bitmap = Cache.face(character.name) @sprite.opacity = 150 @sprite.x = -300 loop do unless @sprite.x == 0 Graphics.wait(1) @sprite.x +=20 else break end end # =================================================================== # Weapon display # =================================================================== # If you want to remove the weapon display display all you have to do is remove this block #and the other one in the "retreat_sprite method" # =================================================================== @sprite2 = Sprite.new @sprite2.bitmap = Cache.face($data_weapons[character.weapon_id].name) @sprite2.opacity = 150 @sprite2.x = 600 loop do unless @sprite2.x == 100 Graphics.wait(1) @sprite2.x -=20 else break end end # =================================================================== end # Do not remove this line.. def retreat_sprite loop do unless @sprite.x == -300 Graphics.wait(1) @sprite.x -=20 else break end end # =================================================================== # Weapon Sprite Retreat # =================================================================== # If you removed the weapon display block above, then you should remove this one as well # =================================================================== loop do unless @sprite2.x == 600 Graphics.wait(1) @sprite2.x +=20 else break end end end # =================================================================== end # Do not remove this line.. # ================================================================== # ================================================================== # Edit of the Scene_Battle class, if you have any compability issues contact me through email # ================================================================== class Scene_Battle < Scene_Base # Determine the flash animation ids through these two constants FLASH_SCREEN_ID = 81 FLASH_TARGET_ID = 82 # ================================================================== def start super $game_temp.in_battle = true @spriteset = Spriteset_Battle.new @message_window = Window_BattleMessage.new @stats_window = Window_BattelAttack.new @stats_window.visible = false @action_battlers = [] create_info_viewport end def execute_action_attack targets = @active_battler.action.make_targets @stats_window.contents.clear unless @active_battler.weapon_id == nil screen_flash_animation(targets) @stats_window.add_sprite(@active_battler) @stats_window.fill_data(0,0,@active_battler.name) @stats_window.fill_data(300,0, $data_weapons[@active_battler.weapon_id].name) target_flash_animation(targets) end @stats_window.visible = true wait(1) text = sprintf(Vocab::DoAttack, @active_battler.name) @message_window.add_instant_text(text) display_attack_animation(targets) wait(20) for target in targets target.attack_effect(@active_battler) display_action_effects(target) end unless @active_battler.weapon_id == nil @stats_window.retreat_sprite end @stats_window.contents.clear end def screen_flash_animation(targets) if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) else aid1 = @active_battler.atk_animation_id aid2 = @active_battler.atk_animation_id2 display_flash_screen_animation(targets, aid1, false) display_flash_screen_animation(targets, aid2, true) end wait_for_animation end def target_flash_animation(targets) if @active_battler.is_a?(Game_Enemy) Sound.play_enemy_attack wait(15, true) else aid1 = @active_battler.atk_animation_id aid2 = @active_battler.atk_animation_id2 display_flash_target_animation(targets, aid1, false) display_flash_target_animation(targets, aid2, true) end wait_for_animation end def display_flash_screen_animation(targets, animation_id, mirror = false) animation = $data_animations[animation_id] if animation != nil to_screen = (animation.position == 3) for target in targets.uniq target.animation_id =FLASH_SCREEN_ID target.animation_mirror = mirror wait(20, true) unless to_screen end wait(20, true) if to_screen end end def display_flash_target_animation(targets, animation_id, mirror = false) animation = $data_animations[animation_id] if animation != nil to_screen = (animation.position == 3) for target in targets.uniq target.animation_id = FLASH_TARGET_ID target.animation_mirror = mirror wait(20, true) unless to_screen end wait(20, true) if to_screen end end end # ==================================================================== # Edit the Game_Enemy class so that it supports another attribute called weapon_id # So that when the Scne_Battle checks on it it returns nil # ==================================================================== class Game_Enemy < Game_Battler attr_accessor :weapon_id end # =================================================================== Instructions Post the script above main and under the Battle Scene.. Don't forget to make two animations one for the screen flash and one for the target flash don't forget to add the battler sprite of all the battlers in the "Faces" folder with the same character name, same goes for weapons.. Credits and Thanks * Me =P Author's Notes My MSN : denarto0o0@hotmail.comThis e-mail address is being protected from spambots, you need JavaScript enabled to view it contact me if you need anything through that, this is probably my last thing with the RPG Maker series I'm quitting and going for the Torque Game Engine now =3
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I saw this on another site and thought it was pretty cool. It basically generates VX Charsets. The sites in Japanese, but here's the translated link: http://translate.google.com/translate?hl=e...i%2Findex1.html You can create stuff like this in seconds:
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Characterset pack[1732 sprites]
Marked commented on Dust Collector's file in Graphical Resource Packs
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Great stuff polraudio. If anyone has any suggestions for the Gallery, we'd love to hear them. A second update in 2 days; The RGSS Scripts section has been completely done over as well, and it looks like This. This category/forum structure has been adopted from our Website, and is mirrored in the RMXP/VX Downloads sections as well. Could get a little confusing with the two softwares, so make sure you know if you are in the RMXP or RMVX section. If anyone is a little bit confused that I said our Website, we have one that is currently under development. As the announcement says, we are looking for Publishers for it. If anyone's interested send me a PM. The Downloads Manager has also recently undergone Category changes to fit in with the release of RMVX and the Website. I dont need to explain that, just go and take a look for yourselves. There is also a BGM section added for you composers on the site. At the moment you can upload these files: Okay. So there are a couple of sound files in there. If there are some sound files or other file extensions you want added, tell me. Cause I want you to upload, I wont mind. Seriously. Future updates to come: A redone Tutorials section(merge of the Events and Event Systems), and semi-mirrored RMVX forums from the RPG Maker XP forums. Im also thinking about another Game Making in general section, but we'll see how things go. Thats a lot of work there already. I almost forgot. For those who didnt notice, theres a Usergroup legend at the bottom of the board index, and links to blogs in the topic view. For example, do you see a link to my blog?
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http://www.gdunlimited.net/forums/files/file/76-face-maker-3-1/ File Name: Face Maker 3.1 File Submitter: Marked File Submitted: 22 Mar 2008 File Updated: 23 Mar 2008 File Category: Tools & Utilities With this application you can create your own Facesets using a large range of parts and styles. Almost every part of the face is customizable, with a ton of accessories included. Click here to download this file
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The Gallery has been changed, with many new Categories added to make it easier for members to find what they are looking for. Originally requested by Arkbennett. The new Structure is as follows: RPG Maker XP Autotiles Subcategories: Interior Autotiles Exterior Autotiles Battlebacks Characters Subcategories: Male Characters Female Characters Animals & Monsters Objects Special Gameovers Icons Subcategories: Weapons Armours Items & Accessories Skills Panoramas Pictures Tilesets Subcategories: Interior Tilesets Exterior Tilesets Transitions Windowskins RPG Maker VX Animations Characters Gameovers Parallaxes Tilesets Titles WindowSkins RPG Maker XP/VX Animations Battlers Subcategories: Male Battlers Female Battlers Monster Battlers Faces Subcategories: Male Faces Female Faces Monster/Animal Faces And the rest of the Categories are the same as before. The main purpose of these changes is to make it easier to find resources such as Characters where there are many images. This splits them into groups making less pages to search through, and Categorizing them. The RPG Maker XP/VX section is new. All Battlers, Animations and facesets will be stored there as they can be used in both RMXP and VX. This saves having duplicate categories in two different sections.
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This week has been pretty slow in terms of production of the website. I've had no time this week, but we have a four day easter weekend. The RGSS Section has been updated a bit, along with a new banner. The main issue with the RGSS Section is the amount of sections to split the Scripts up into. At first there were 20 sections, which was far too many as it made the drop-down menu stretch out of the screen. Reducing it to 11 is fine, but it is more difficult to find the right sections for scripts. For example the Custom Menu Systems section is to have full custom menus along with minor default edits. Here's the section explanation: I also added the Chrono Trigger CMS to the website to use as an example of a Custom Menu System. It took me about half an hour searching the internet to find the Demo for it. I will need to do this for each section of the site, so before release there will be something in every section. Check out the Custom Menu Systems explanation Here. Something similar will be done for each section just like that. I have started on Custom Battle Systems by adding Mr.Mo's ABS to the site. Hopefully over the long weekend I'll be able to get all these sections explanations setup. Each one takes a long time to do, so it is a lot of work. My goal for the weekend(apart from getting wasted.. ;) ) is to finish these sections for the RGSS Scripts, Tutorials, and Projects.
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Well when you put it like that, search up how to delete information from the registry. I've had it done before for a program that wouldnt install again.
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Yeah, I'm not sure what happened. You did upload it previously because I checked in the directory the files are stored in, and you uploaded two different sized files. In any case its working now.
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I'm pretty sure the screen doesn't show up with transparent .png files. If that's the case you shouldn't have a problem anyway, unless you have a background and some part that is transparent.
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Same here, I sent RMXPirate a PM about it awhile ago, so hopefully he will re-upload the file soon.
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I've decided to start making Blog entries for the RMXP Unlimited Website a month into construction. After seeing the features of the Joomla! software, and the amount of extensions and templates available, I decided to create a website for RMXP Unlimited. The first job was setup sections. This wasn't so easy because of the release of RPG Maker VX. This meant I had to devide the website into two sections, one for RMXP and one for RMVX. I firstly added the RGSS section for both RPG Makers, and started to add some content to just see what it would like it. It looked pretty good, and all the other members I showed agreed. For about a month a slowly contructed the "shell" of the site. All the sections, some content so it doesnt look empty, fixing images etc. After I was decent enough to show the staff, I made a topic in the Staff section and asked for the members ideas and opinions. They did like it enough... although I think some staff weren't entirely keen on the idea. Originally the idea of the website was to not require registrations to the view the content. Registration was only for when a member wanted to submit his/her own content as I didn't want every member registering twice. Then I stumbled apon an integration script that creates a bridge between Joomla and Invision Power Board(the most useful thing I have come across yet). I couldn't believe it when I logged in from the forum to the website. This opened up a whole range of features. I also found a latest posts, lastest members, and top posters mod, which I managed to fix for the new version of Joomla. There updates were the most important part of the website yet.
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Welcome back, Sloth. Do you have another computer at your place? You could install RMXP from download.com on another computer. The trial will last until April.
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Ah, welcome to the new forums Prepe. Everyone but Emily_konichi(SCMike from the old forums) will not know who you are. For everyone else, Prepe is one of the first members and posters of RMXP Unlimited. It's good to have you here. Though we have drifted quite off-topic and this is an old topic. The Shoutbox has been disabled December last year. If you like, make an introduction topic. Topic Closed.
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You could also upload it to our Downloads Manager. That way you can see how many views and downloads it's getting, and people can comment on the file there. For some reason people don't like submitting files to the Downloads Manager, but you get a bit of information it.
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This topic is all about what you consider to most the useful RMXP Tutorial that you have come across. Include why is useful, what kind of tutorial it is, the link if you have it. The most useful tutorial for me was a Tutorial I found years and years ago, in 2005 I think. I found it before I actually found RPG Maker XP, but I keeped the link. It taught you how to make NPC's say 3 or more random things, using Control variables and conditional branchs. After that, I eventing was easy. Beforehand, I gave up on a game because I couldn't make an Event do something if the user had a potion. That's how bad I was, but after this tutorial eventing suddenly became easy. Sorry, no link. Its probably long gone. I think I did remake it though somewhere on the forum.
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Happy 21st Trickster!
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Welcome to RMXP Unlimited, Chief.
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Ending Credits Script
Marked replied to EmilyAnnCoons's topic in Archived RPG Maker XP Scripts (RGSS1)
The Demo has been updated also. -
Ah, don't you hate when that happens? http://img341.imageshack.us/img341/8873/253oc4.jpg http://img79.imageshack.us/img79/5695/256cd8.jpg
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Do you have winrar? Or any program that can extract .rar files? In most cases just right-click the .rar file and there should be extraction options. If not, you can download winwar here.
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I voted for... Graphics - I'm sure most of you have played your share of RMXP games. Most of them have RTP tilesets and Characters, and after a while every game looks the same. Original graphics, especially in an RMXP game, definitely make it more appealing. Storyline - I get bored with games pretty quickly. Even if they have all the best systems, music and graphics, without a decent storyline keeping the player interested, I would stop playing it. A decent storyline is a prerequisite for any game. Mapping - The least important of the three to me. I would still play a game with average mapping, but when the maps are exceptionally done, it just makes the game that much better. So this would be something I look for, but is not at the top of the list.
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Closed per request. Reason: A new version of the Scrive will be released.