-
Content Count
14 -
Joined
-
Last visited
About Leon Kennedy
-
Rank
Newbie
Contact Methods
-
Website URL
http://
Profile Information
-
Location
Raccoon City
Engines
-
Prefered Engine
RPG Maker VX
-
Engine Level
Good
-
Class Title
Programmer / Scripter
-
To all: I figured out how to change the window skin. It was quite easy. I'm not sure everyone knows how to do this, so I'll give a quick step by step for VX: 1. Click on the 'Script Editor' icon. 2. Scroll down to the Windows, and click on 'Window_Base'. 3. On line 21, change the portion that states "Window" to whatever window you want to use. It is important to note that the PNG file you want to use for the window skin must be in the Graphics/System folder for RMVX. If it isn't, you'll get errors. Um, not to sound harsh, but I don't think you wanted to piggyback on my thread with your question. I can give you a partial answer, though. Go to www.rpgmakervx.net, and there you will find in one of the help sections a link to a tutorial that covers this in pretty good detail. I don't have the direct link, but if you go there you'll find it pretty easy.
-
Ok, so I was wandering the internet last night hoping to find some window skins for use, and I came across what has to be a great little application that allows you to create your own windowskins. The link: Window Skin Generator It's a RAR file, and you'll need to extract it to your projects folder. It works for RMVX, but I don't know about RMXP. Click on the game icon (looks just like the standard project executable icon) to launch. Use the up/down arrow keys to select an option, and then use the right/left arrow keys to cycle through the available backgrounds for that option. Press enter to preview. The Leia Me file (Read Me) is in spanish or some other latin language, so don't try reading that for any information (unless you can read in that language fluently).
-
Well, I have another question that I need to ask. I'm sorry to be such a pain. :) I saw a topic once a while ago talking about how to change the options that display when you bring up the menu in-game. Like, instead of having "Item, Skill, Equip" and so on, you can change these options so that custom things show up, and then (of course) different windows come up when you select them. I've seen this done in games, so I know it exists. The problem is that I can't seem to find the topic that talks about this, and I can't remember what was talked about in that topic as to how to do it. Can someone post a link to a topic that discusses how to do this so I can read up on the subject? I'd truly appreciate it, and you'll get at least 1 internet cookie for it! And while we're talking about windows, can someone point me to some resources to change the default window skins? I have seen a couple of topics on this, but I can't seem to find any downloads or tutorials on creating some. If someone can point me to a tutorial on how to create and change window skins (1st priority), or to some downloads of window skins (2nd priority), I'd be forever in your debt.
-
The Right Choice: Existant or Non-Existant
Leon Kennedy replied to EmilyAnnCoons's topic in Debate and Mature Discussion
Before we can get into whether making a choice is right or wrong, we need to first look at the two aspects that make this question a philosophical one. 1. Right vs. Wrong. This debate has been going on for as long as people have believed in right vs. wrong. What's right, and what's wrong? Part of it is as Enigma stated - what are your beliefs, and the beliefs of the society you live in. What may seem right to you may seem wrong to another person. A good example of this is the classic Star Wars character Darth Vader. Sure, he seems like the ultimate bad guy - cool costume, great powers, bad attitude. But why was he such a tyrant? He was trying to establish justice and order in the galaxy, end the war and defeat the separatists. In his mind, he was right, and he was doing what he thought was right. Just because others didn't agree with him didn't make it wrong. It was right from his point of view. 2. Having choices. This one is going to make some people question themselves. Simply put, all choices are nothing more than a question which can only have 2 answers - yes or no. "Will you do [insert statement] - yes or no?" Simple. We all think that we have some ability to examine the options presented to us, analyze what they mean, and then spit out what our decision is and then everything will be all roses and bed spreads. Not so. When you look at the question asking you to choose, it becomes obvious that you are merely making a yes or no decision on the question (or of various parts of it). Once you see this, you will begin to question if you really want to say yes or no. An example of this in action: You have 3 pieces of cake. One piece is angel food, one piece is devil's food, and the other is lemon. You can only eat one of them today. Your choices appear simple - do you want the angel food, devil's food, or lemon. Seems easy enough, right? Now look at the question again, and boil this down a little bit. There are 3 yes/no questions in that statement. Angel food, yes or no; devil's food, yes or no; lemon, yes or no. Now, I put that question in here in alphabetical order because that's how I order things. It also happens to be how I answer yes/no questions - by putting things in alphabetical order. It shouldn't surprise anyone that I almost always answer yes to the first option in the sequence. In fact, most people do that anyhow. So what choice was there to make? Although we've examined the 2 pieces, we still can't make the determination that any yes/no decision is right or wrong. Right and wrong are subjective - it's determined by what you were taught, and how society views the actions taken by its members. So in Enigma's example, is Kevin right or wrong? -
Ok, so I am not an artist, and I am obviously NOT a spriter. I found a file with vehicles in it by doing a google search, and the file was on one of the RPG Maker forums (I forget which one, but I will make sure that I go back and give credit to whomever uploaded it). So I looked it over, and it has a few vehicles in it that would be perfect. However, I'm having difficulty with this, so I need some help. I have attached a ZIP file of the four car images that I want to use, and the zip file also includes 2 version of what are supposed to be the final sprite sheet for this particular car. I tried making the sheet 96x128, and I tried making it 384*512, and every size in between. However, VX isn't seeing this how I thought it would see it. When I select the sprite sheet Car 1 for use, VX outlines a section of it to be used as the character. Which is great. However, it's taking a section that's 1/4 of the width, and 1/2 of the height of the sprite sheet, and the final result is a sliver of car is being shown as the character graphic. When I select the sprite sheet Car 2 for use, VX outlines the whole area for the car, which is great. However, the final result is 2 halves of the car in the wrong place as the character graphic. What I mean is, the left half of the car is on the right, and vice versa. Can someone help me out with this? Can someone let me know what it is I'm doing wrong with this, and help me create a sprite sheet for this car? EDIT: Never Mind - I figured it out. I had this 4 wide instead of 3. It's all fixed now! I have 2 new questions that I am hoping I can get some help with. I tried using search, but when you can only use words that are longer than 4 letters long, it tends to bring back results that aren't the greatest. 1. I want to be able to show an arrow on the screen to show the player the direction they need to be going in to complete their current quest/assignment/etc. For example, the character needs to go to the church to talk to the priest, but the map is rather large (like a very large city with many buildings), and the player has never played before, so they don't know where the church is other than "...near the west end of the city...". Is there a way to show a directional arrow to guide the player? 2. This one is really simple, and is probably just a transfer event that I am too stupid to figure out. :) Anyhow - when the player leaves the town on his/her way to the next town, instead of using the normal charset for the character, I want to use a vehicle (like a wagon, or cart, or car, or truck, or whatever). So I know how to do the transfer from one map to the next. But how do you make it so the charset changes? Is there a script out there that already exists that I can use? Is there something in the transfer event that I missed?
-
@Nisage: Thanks for the reply - I appreciate the help. I'll take a look at the link you provided, but I think that it won't be what I need. I apologize for not making myself entirely clear - I need a sprite that isn't a person or monster at all. I want to have a sprite that is a car, or truck, or an automobile of some kind. I'm sure that someone has created one somewhere, but I can't find anything. Which is why I asked if there was an application that I could use to create one. And I appreciate the honesty about not knowing the answer to questions 3 and 4. It's all good. Maybe I'll just play around with Paint and see what I can see.
-
Ok, so I went to the VX forums in an attempt to get help with something, and I was beaten back down like a noob. Over what was a simple question. So I decided to come back here and at least try to get some help on some stuff. And I'm really hoping that someone out here can help me out. I am starting this thread in an attempt to put all of my questions that I have so as not to take up major space on the boards. Anyhow, I have a couple of questions to start with: 1. Is there an application somewhere to create VX sprites for characters? 2. Do the characters/sprites HAVE to be human/humanoid looking? 3. If there aren't any specific applications that exist, can one use, for example, Paint or Paint.Net to create the sprites? 4. If the answer to 3 is yes, then does anyone know the limit on detailing? Like, how detailed can you make a sprite before VX rejects it? I've got more, but this is a good start. Why am I asking? I have an idea for a really cheesy kids-type game that I want to play with. It isn't necessarily an RPG either, but the engine is perfect for doing it. And I just can't leave well enough alone - I'm always gonna try to push the limit of whatever game engine I'm using. :)
-
You will all have to forgive my prior response - I wasn't trying to be a dick or harsh. I was just frustrated that I hadn't received any answers to the questions. You will all be happy to know I did get the answers I was looking for. On a side note, I downloaded XP and gave that a small whirl. I have to say that I think I made the right choice going with VX right off the bat. I don't like the whole layers thing in XP, and only being able to use tiles from a single tileset at one time kind of limits the creativity. I know that there are people here who have done remarkable things with XP, but I still think being able to use more than one tileset on a map is a great benefit. Just my two cents.
-
4 days, 13 views, 0 responses. So much for asking questions out here. Nothing personal, but if people aren't going to answer VX questions out here then I'll stick with rpgmakervx.net. I'll come back if I decide to use XP. Oh, and I still don't know the answer to my questions.
-
I'm not sure if this is the right place for these questions, so if they aren't would a mod please move to the right place? I need someone to make sure that I am understanding one concept right, and I am hoping someone can explain the other 2 to me as if I'm 5 years old. I searched for the answers, and what I found didn't make a whole lot of sense to me. And I'm a programmer by trade, so that should tell you something. For starters, I want someone to just let me know if I understand VARIANCE correct. I am in the middle of a project with RMVX, and I've done the weapons and armor. I'm now up to items, and I'm a little...stuck. If I understand it right, VARIANCE is the amount, in percentage points, that the BASE DAMAGE can vary either high or low. For example, if the BASE DAMAGE is 10, and I set the VARIANCE to 20, that means the damage can be anywhere from 8-12 (20% high or low). Correct? Am I right about this? And now for my question. What exactly are Attack F and Spirit F used for? The information I read meant very little to me, and it confused me even more than before I started out. The only thing that struck me with these is that they are supposed to be set very high, but I don't understand why. I know how damage is calculated, but everything I've read has said nothing about these 2 elements. If someone could just let me know if I'm right on the first issue, and then help me with the second, I'd be forever in your debt. Well, maybe not forever. But I would be extremely appreciative!
-
Joey, I'm active on a host of other forums. And I always go by Leon Kennedy, with one exception. The other forusm I'm on are: Palladium Megaverse (most notably Dead Reign, where I have my story "A Survivor's Journal") GTA4.TV (where I'm known as Marilyn.Manson) Scarecrow's Field (I have 39 of 53 puzzles solved) RPGMakerVX.Net FPSCreator Forums (although I'm less active now than I was) Is it from one of these sites that you have seen me before?
-
Mature Content in an RMXP game?
Leon Kennedy replied to EmilyAnnCoons's topic in Debate and Mature Discussion
Ok, so I'll throw my 2/100 of a dollar into the pot on this one. Violence in video games has been around since, well, almost the invention of video games. Examples? Pac-Man goes around, eating these little dots, and some ghosts are trying to kill him. He eats a bigger dot, and then EATS the ghosts. That's violence. Almost all games (not all, but almost all) have some form of violence in them. From eating ghosts to shooting zombies, most of them have some form of violence. As for gore, I think that's a personal preference. Some people think that the blood spatters in Wolfenstein (yes, I'm dating myself here) were too graphic, while I don't get that upset. Some people don't get offended by anything, yet others may think that killing innocent civilians in Grand Theft Auto is gory and graphic. It's a personal thing, in my opinion. Language is language. I don't recommended dropping f-bombs every other word, but if you wanna use then go for it. Should it be in games? In some instances it makes sense. Think of the following: You (or, well, the character) has just successfully defended his location in the middle of a jungle swarming with the enemy, and you look down and see that you're out of ammunition. You look up and see that you're going to be besieged again. Which of the following sentences is most appropriate: 1. Oh, hell no. I'm totally fucked now. 2. Oh, bummer. I'm at a disadvantage here. If you went with #2, then you have issues. Or maybe a whole subscription. :) Sexual content isn't anything new in games. Nowadays we can create the graphics to go along with the intent. Even in early games, innuendo was there. Don't believe me? Why do you think Mario is trying to save the princess? It ain't because he wants to borrow her car. While I agree with rating systems, I think the responsibility falls more on parents than it does on society overall to monitor what children are doing. And as far as putting this stuff in games created with RMXP or RMVX - that's up to the developer to decide. If you want it in there, well, it's your game. You can put anything in there that you want. :) -
Good [insert the appropriate time of day here]! As you can all see by my join date, I'm new here. Being as such, I figured I'd say hello, and give a little bit of information about me. I'm quite familiar with programming due to having gone to college for that. I'm also familiar with game creation as I've spent a great deal of time using FPS Creator, and playing around with a few other enginges (3dGameStudio, Silent Walk to name a couple). For the most part, however, none of those engines was what I needed it to be. FPSC is first-person, which I don't like, 3dGS is too bulky and overly-complicated, and SW just, well, sucks. :) I found RMVX by doing multiple google searches, and after reading up on this I knew that this was the engine I was supposed to use. So here I am, trying to use it and develop at least 1 game. And after firing it up, I am well on my way. I've got one "game" that I'm creating as my way of testing and playing with the engine, and 1 serious idea that I'll get to once I get more familiar with the engine. Again, hello to all. ;)
-
Although the prefix is for VX, I am sure that the question (and therefore the answer) could apply to XP. When you create a new project, the database "prefills" with certain values for the armor, weapons, skills, and so on. Then as part of the project, you (the developer) gets to re-define these things. For example, I just finished re-doing the armor list, and now have 47 customized entries for the project I'm working on. (On a side note, this is one of the reasons that I switched to RMVX.) I also know that if I start a new project, the database lists will reset themselves in the new project back to the default settings. My question: Let's say that I create the custom settings in my project. At the end of the project, I compress the game files and distribute them, and everything's wonderful. Then let's say that I decide I want to make a follow-up game to the one I just finished, and I want to use a lot of the same weapons, skills, etc. Is there a way to auto-copy the defined lists (armor, weapons, skills, etc.) from one project into another project? Is this even possible? Or would I need to re-define all of the lists again?