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figment68

Member
  • Content Count

    15
  • Joined

  • Last visited

About figment68

  • Rank
    Newbie

Profile Information

  • Gender
    Male
  • Location
    Bloomington, IN
  • Interests
    3D cgi, game programming, anime, activism, anarchy, freeganism, and trying to destroy modern society.

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Good
  • Class Title
    Spriter
  • Other Skills
    story lines
  • Project(s)
    Mine of the Minotaur.
  1. Just stick with RMXP for your project. I actually prefer XP over VX, but that is just my opinion. RMXP is better when it comes to graphics etc. in my book.
  2. Thanks, but yeah I am already aware of that and many other side view battle systems. I am not looking for a side-view system per say. I just want to make it so that I could add a couple of poses to enemy in the default first person battle system. I only mentioned side-view because that is where I see enemies animate and was thinking that I could achieve doing so in the first person view as well. I am looking through a few side-view scripts to see if I can figure it out. Thanks for the input none the less.
  3. First off let me say that I am familiar with the side view animated battlers scripts that are out there, and there are a number of really good ones. However they DO NOT do exactly what it is that I am trying to achieve. I simply want to animate my monster enemies in the default first person view. Not a lot just a few poses. If I am not making myself clear then let me know and I will try to make it clearer. Say for example a different pose for attack and a different pose for a hit. Is there a way to force a change in enemy graphics or something along those lines? Or maybe a way to just modify an existing side view animated battlers script? I am VERY new to rgss, so please keep that in mind. Any tips or pointers would be welcomed. Much appreciation in advance.
  4. As soon as I opened it up and had a look at it I understood it easily. I immediately saw where I was going so wrong. I ran into a couple of problems with my Hero falling asleep during long conversations with NPCs, but it was easily fixed by turning off the trigger switch before a long conversation then turning it on again after wards. Hmmm, I suppose I could just modify the parallel process to check if the space bar is being pressed as well but I think that the way that I am doing it with turning the switch on or off works fine for my needs. Again I thank you and praise your awesomeness.
  5. First of all let me apologize for taking so long to get back here, things have been hectic to say the least. Raiku, thank you for your excellent advice. The whole conditional branches with variables path is the direction that I was working in. I still could not quite get it to do exactly what I wanted so I checked back here and read what you posted, and indeed it did turn on a lightbulb or two as to what I was doing wrong. However my utmost thanks and eternal gratitude go out to Derek for the demo and the system. Works like a charm! Also it is event based, as I was hoping it to be, so I do not have worry about it interfering with my scripts. I will of course give full credz and much praise eternally. This system rocks! I also wanted to add that I am not the type to just copy paste and move on. I opened up the game and took the time to look and see exactly how it is set up so that I could see how I was doing it wrong. I was using the conditional branch with else statements to check each movement key and then else wait variable show animation etc., etc., and it would kinda' work but not anywhere as smoothly as this. Thank you for the help, for the demo, and for teaching me something.
  6. Thanks to every one for their input. I have been brain storming and I came to the same conclusion as far as using a common event and then check every key that effects movement. I will see about throwing something together along these lines today/tonight and will keep you posted as far as my success or failure in achieving this. I think it would be a kewl lil' feature for an RMXP game. I already have most of my NPCs set up to do random things while waiting to be interacted with (such as Orc picking his nose) and I think it will give the over all game play a more fluid feel if the main character behaved similarly when left on it's own. So it looks like a combination of a common event, an event to trigger common event, checking keys and variables are the required parts, now to combine them together in a working fashion. Let me know if any one else has any luck.
  7. Yeah, I was just curious. I mean someone or a group of someones had to come up with the style and concept for these sprites. I was just curious. I can't find anything on it however.
  8. Yeah, well that alone isn't going to be able to do it. I am sure that it is going to take some scripting however, and thinking in terms of code before I am going to be able to pull this off efficiently. I will ponder on the matter and look around the scripting resources that I have.
  9. Yeah. Or like Sonic or a number of other games. I accomplished it a long time ago with code in a completely different engine however. My wheels are spinning trying to implement the same effect using RMXP.
  10. I'll try to explain what it is that I am trying to accomplish by giving an example. I want a feature in my game where if a player is inactive (as in not pressing any keys/buttons or moving) for a given period of time then the actor sprite would change to one showing the actor as bored or falling asleep etc. I have created my own sprites and am familiar with switches, events and learning scripting and so forth but was asking for any advice or ideas as to a way to achieve this? Any input would be greatly appreciated. Thanx in advance.
  11. I was just curious and poking around to try and find out the origin of the RGSS sprites that come with RMXP. Anyone have a clue?
  12. Wow, that is awesome! I was just looking for a simple system to be used in my game only briefly, but your suggestion has sparked the creative juices. I am a bit inspired to expand on the system now. THANKS!
  13. Well I did use conditional branches to reset movement to mimic normal state, but when I define movements in process the character can move when choices are given, windows open etc. instead of waiting like the default movement does. Here is the demo... Drunk Movement 2 This is workable but it does mess up movement as far as the player waiting when message windows, choice windows are shown. I was hoping there was a way to return to the default movement without having to redefine movement keys. So yes, if you know how to do such, please show me how. A demo would be great too.
  14. I was attempting to make it so that when the player is drunk or confused the directional movement of the player is altered but when the player is sober then directional movement returns to normal. So if the player is drunk then when left button is pushed the player moves up, when up button is pushed the player moves down, and so forth making a very confused movement but when player is not drunk then the movent returns to the default such as when up button pushed the player moves up etc. I used a common event set to parallel and with a condition switch. This works fine as far as causing the altered movement to happen when the drunk switch is on, but when I turn the drunk switch off instead of reverting back to the default movement the player doesn't move at all. Is there a process that I need to include that would revert the players movement back to the default movement? I have a demo if that would help. Drunk Demo Any help would be greatly appreciated. SOLVED! It was a simple oversight on my part. Here is the finished and working demo... Drunk Movement Finished
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