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LaDestitute

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Everything posted by LaDestitute

  1. I haven't been here in ages. I kind of forget about RMXPU but came back recently. Working on a new project with a friend, and it's gaining speed rather fast. :3
  2. My mother thinks the same way. Personally, being safe is better than sorry. I just leave my password data in LastPass, and so; never worry about memorization and such. Besides, my master pass is ungodly complicated.
  3. Welcome to RMXPU! I haven't been here in ages, but I'm here to greet you anyway.
  4. I initially believed this until reading the bottom posts, and now I'm a bit suspicious of the validity of such claims...
  5. Not bad looking. I do kind of like the orange fall leaves (is that what it is?) auto-tile but you need more original sprites and less recolors.
  6. bump #============================================================================== # â– Bomb Weapons 1.0 for RPG Tankentai Sideview Battle System # 8.23.2008 #------------------------------------------------------------------------------ # Written by Enelvon Siolach #============================================================================== # This script makes all weapons with the Bomb element (default Element ID #23) # have an animation where they throw a bomb at the foe. #============================================================================== # â– Release Notes #------------------------------------------------------------------------------ # 1.0 # â— Original Release. #============================================================================== # â– Installation Notes #------------------------------------------------------------------------------ # Plug and play. Set the BOMB_ELEMENT to the Element ID of Sworddash. Add # BOMB to your Bomb weapons and give them an explosion animation from the # Database, and you're done! #============================================================================== module N01 # Element used to define a skill as a Bomb skill BOMB_ELEMENT = 28 # Action Sequence BOMB_ATTACK_ACTION = { "BOMB_THROW" => ["BEFORE_MOVE","WPN_SWING_OVER","absorb1","WAIT(FIXED)", "START_WEAPON_THROW","12","OBJ_ANIM_WEIGHT","Can Collapse", "COORD_RESET"],} ACTION.merge!(BOMB_ATTACK_ACTION) end class RPG::Skill alias enelvon_bomb_base_action base_action def base_action # If the Bomb Element is checked on the skills tab in the database, # the Bomb attack action sequence is used. if $data_skills[@id].element_set.include?(N01::BOMB_ELEMENT) return "BOMB_THROW" end enelvon_bomb_base_action end end class RPG::Weapon alias enelvon_bomb_weapon_base_action base_action def base_action # If the Bomb Element is checked on the skills tab in the database, # the Bomb attack action sequence is used. if $data_weapons[@id].element_set.include?(N01::BOMB_ELEMENT) return "BOMB_THROW" end enelvon_bomb_weapon_base_action end end
  7. The party concept gamedragonfly is looking for has also been used in FFVI, and something like this might help: http://www.hbgames.org/forums/viewtopic.php?f=11&t=75073
  8. A set of icons (for the game's element system and the sword is the game's program icon) I made for a friend's Chao based fantasy MMO called Chao Land.
  9. Nah, I didn't think badly of you and your welcome for the feedback
  10. Psst, your supposed to comment on the screenshot before you. Anywow. Your maps look...partially amazing. While there's much potential here, you seem to be having a problem with detail and symmetry. What stuck out to me right away was your square bodies of water. Unless their man-made (even then, it looks bad), pools aren't square. Make a little more room and spread them out and don't make them SQUARE! Also, keep in mind: Nature is random. While it's okay to have a little symmetry (you can't avoid it, like two flowers on the same line 28 blocks away from each other) The night-time map with the illumination affect I posted on the last page is a good example of excellent mapping.
  11. I've dabbed in RGSS quite abit in the past, and I want to pick up RGSS and learn it so I can script mostly on my own. So, to begin with my learning. Could someone direct to me to any easy/user-friendly tutorials that are easy to pick up and learn before moving onto harder stuff?
  12. I like the example of artwork. Small, but nice. I assume you where interested in a position on TCT's development team?

  13. Seeking (currently): Spriter(s) Seeking at least two spriters with quality skill and can successfully pull off the breeze revolution style and GBA Sonic style sprites. Along with character sprites, I also need special/misc sprites and tileset/object sprites (which will involve spriting entire tilesets by hand or with a reference). Along with sprites, general graphics and special text is counted with this position. Coder(s) Seeking at least one coder (two would be nice, though) with high RGSS experience, and who fully understand's RGSS and it's concepts. Artist(s) Seeking an artist who has quality skill in drawing, and knows proper body portions (for animals, humans, sonic characters and chao) but also will be drawing object and scene concept artwork for the game as well as presentation and general artwork such as logos and boxart. I prefer if my artist(s) had a tablet and quality rendering and drawing software.
  14. A mockup for the CMS for TCT, or how I imagine how it look. Some explanations btw: Firstly, ignore the other copies of the character status windows. Just there to fill space. The meter with the Chaos emeralds (only actually present in Chaoin's status window, if he is in the party) is aptly named the Chaos Meter. In short, it's what you get if you combine Terra from FFVI's Trance skill with Paper Mario's Starpower Meter, but replace magic AP with CP (Chaos Power) and turning into an esper with transforming into a Chaos Chao. The emotiball and chaos drive (one or two chaos drives, depending on the character's class) represent class, so Chaoin is a N/R chao. Some examples: D/R/F (Spiky emotiball, green and purple chaos drives), and H/P/S (Halo, red and yellow chaos drives) The sparkle icon is experience, and the orange fruit is SP (Stamina/HP) and the purple fruit is ZP (Zeal Points). (I'm also looking for somebody to make a script for this, so if your up for the offer: excellent. The rounded corners are just there to ease the eyes, I don't think RMXP is capable of rounded window corners without modifying a window skin.)
  15. I sometimes do that or take elements from series (if the game i'm making has basis form a series) or use what comes to inspiration.
  16. There just wasn't much here, and I don't find your statement about a character's personality entirely true.
  17. I honestly found this tutorial dissapointing, I was expecting more such as pointers on character and personality development.
  18. Welcome! We're pretty friendly people, ya know.
  19. Welcome. So your name is a number? Okay.
  20. LaDestitute

    Ban 2.0

    Banned for...I don't know, honestly.
  21. The left side doesn't look empty to me, besides the space to the right of the sand's bottom part; which doesn't bother me. PS, the graphics is a tileset/template called Breeze Revolution, from RPG Revolution. Edit: Added a redo recently:
  22. The tower looks...ominious, yeah. Nice job. But I agree with Crimson, try adding some more detail. Some practice so I don't get rusty:
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