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brewmeister

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brewmeister last won the day on February 26 2011

brewmeister had the most liked content!

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About brewmeister

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    Member
  • Birthday 10/09/1963

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  • Gender
    Male
  • Location
    42.682152 N 82.970488 W

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Expert
  • Class Title
    Programmer / Scripter
  • Other Skills
    Eventer, Composer
  1. If it's not menu based, how does the interface work?
  2. Scripts are part of the program's default database. Not part of the RTP. The RTP is Graphics & Audio If anyone had bothered to read the license agreements for both the program & the RTP, it should be pretty clear that you can use the program & the RTP to make a commercial game. That includes scripts, and everything else in the database. The only stipulation made in the license(s) is that in order to use the RTP or program for commercial games, you must have a legally purchased & "Registered" copy of the program
  3. brewmeister

    draw bridge

    Demo: http://hbgames.org/user_files/diag_drawbridge.exe The 2 water tiles on layer 2 are Passable. I inserted a specific tile from the autotile by right-clicking on the autotile, selecting the specific tile I wanted, then OK, then Shift-Click on the map to place the tile. The tile on layer 3, part of the wall, is also a passable tile. By making the bridge "Through" when it's open, you don't need to make the player "Through", so he won't walk anywhere he's not supposed to. Be Well
  4. I did a demo of this a while back... http://hbgames.org/user_files/Slide_On_Ice.exe This one's all done with events. I thought I saw a script for this somewhere too. Check the usual haunts...
  5. Kell, take a look at these... http://www.hbgames.org/forums/viewtopic.php?f=155&t=74395 http://www.hbgames.org/forums/viewtopic.php?f=11&t=74494 First one is a discussion on 'subtractive' lighting & how to implement it Second one is the script that resulted from said discussion. Might give you some insight / ideas... Be Well
  6. 1) is this happening in both RMXP & RMVX (your post icon) 2) It would be really helpful if you posted, at least a screendump of the cutscene event. More helpful if you posted a demo of the project, since there could be something extraneous to the cutscene that's causing the problem.
  7. <scratches head> There is no "Time" in the default shop menu... :unsure: This will remove the number selection, and force it to '1' Insert above Main in the ▼ Materials section #============================================================================== # ** Scene_Shop #------------------------------------------------------------------------------ # This class performs shop screen processing. #============================================================================== class Scene_Shop #-------------------------------------------------------------------------- # * Update Buy Item Selection #-------------------------------------------------------------------------- def update_buy_selection @status_window.item = @buy_window.item if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @buy_window.item number = $game_party.item_number(@item) if @item == nil or @item.price > $game_party.gold or number == 99 Sound.play_buzzer else Sound.play_decision $game_party.lose_gold(@item.price) $game_party.gain_item(@item, 1) @gold_window.refresh @buy_window.refresh @status_window.refresh end end end #-------------------------------------------------------------------------- # * Update Sell Item Selection #-------------------------------------------------------------------------- def update_sell_selection if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil @help_window.set_text("") elsif Input.trigger?(Input::C) @item = @sell_window.item @status_window.item = @item if @item == nil or @item.price == 0 Sound.play_buzzer else Sound.play_decision $game_party.gain_gold(@item.price / 2) $game_party.lose_item(@item, 1) @gold_window.refresh @sell_window.refresh @status_window.refresh end end end end
  8. Enemies don't have a class, therefor no class_id You could add the property to the Game_Enemy class class Game_Enemy attr_reader :class_id alias enemy_class_init initialize def initialize enemy_class_init @class_id = 1 end Set @class_id to whichever class you want the enemies to use. Create an extra class in the database if necessary.
  9. I've used SVN with others to manage a 'team' project. But honestly, unless you have a large team I think it's overkill. If you plan your project, and divide the work so you're not stepping on each others toes, it's not too hard to do manually. Knowing a few little facts/tricks makes it pretty easy... 1) You can manually 'patch' by copying a single .rxdata file. e.g. your partner adds a few enemies to his database. He just sends you the Enemies.rxdata file, you drop it in your \Data folder & continue. You can also do the same thing with maps. The only caveat is you need an empty map in your project to hold the space for the new map. 2) A lot of people seem to overlook the fact that you can open multiple sessions of RMXP, and copy/paste just about anything between them. In the above example, what if you have also added enemies to the database? Open 2nd session of RMXP, drop your partner's Enemies.rxdata file into a new project, open both databases, "Change Maximum" to open slots for the new enemies, and copy/paste between them to make them match. In this case, I would recommend moving your new enemies to the bottom of the list in your copy of the project, and pasting your partners using the same object numbers he used. Then update your Troops & Battle calls accordingly. Obviously, planning ahead & assigning specific numbers to each developer will avoid the 'overlap' problem and make updating easier. 3) If you're both going to work on maps & events, make sure you also assign ranges of variables & switches too, so you're not using the same ones. 4) One thing I've done it the past for larger projects is layout the database ahead of time in Excel http://www.box.net/shared/flrhydyxs4 This saves a lot of rearranging, and keeps the database nice & neat.
  10. Right-Click on "Span" --> "What's this?" Moment: Repeat while Conditions continue to be met
  11. I just happened to have this handy. (someone else requested it a while back) class Scene_Gameover def create_gameover_graphic @sprite = Sprite.new name = "GameOver#{$game_variables[3].to_s}" @sprite.bitmap = Cache.system(name) end end Insert above main, in the ▼ Materials section change the "3" to the game variable you want to use rename your default gameover image GameOver0.png, and subsequent images GameOver1.png, etc.. set the variable in-game to correspond with the suffix in the filename.
  12. comment out line 58 in Window_Skill # self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2)
  13. Just update your desktop to 1.04. The error message should read "...different version...", or "...newer version..."
  14. brewmeister

    help

    Have you checked out: http://www.rpgrevolution.com/forums/index.php?showtopic=47454 ?
  15. 12 yr. old humor... <_< It's the only way I can think of to 'accurately' represent a light source. Rather than "adding white" to an image, a light should really "subtract black", otherwise a bright light washes out the image instead of making it clearer. This was the issue that Star started the whole 'gang-bang' with. the only other way I can think of would be to write a 'dodge' effect for the sprite (in addition to 'normal', 'add' or 'subtract') Then maybe the sprite would have the correct effect on the underlying image. If you want to combine this with day/night, where the 'darkness' is applied with an overlying image, then you're back to subtracting the inverse of the light from the overlay. Another thought would be to add light methods to the Tone class. But I think that would end up being the same as what we are trying, just on a different object. Be Well
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