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Valdred

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Everything posted by Valdred

  1. Tileset-artist Payment: 60$ Task: What I need is a tileset for recreating the st.peters square in rome. It's a picture in the spoiler below: I do not need the houses all around. What I need is the parts that are wrapped in red. It should fit with/be the same style as the RTP. Also this person must be available for small requests like edits or objects.
  2. can you pm me an email address or something to this friend of yours. I could need some charsets :)
  3. I might be wrong, I don't know these things.
  4. 40-100 dollar for the whole job and all the charsets. You pay once, not for every single charset.
  5. I'm not capable of doing this, but I don't think 6 dollars is enough for most people. That's just what I think though. If you don't get any results the first week then you should rise the prise
  6. I got up a youtube channel: http://www.youtube.com/user/BjrnGames
  7. is there going to be a new round? may i sign up for that one?
  8. classics: rolling stones - sympathy for the devil bob Dylan - like a rolling stones iron maiden - all their songs
  9. yup. you can hear a rough sketch of the first soundtrack here: http://www.youtube.com/watch?v=NKT0Q7jgnQA
  10. 45% of mapping completed. i promise a fully custom originally composed soundtrack ;)
  11. i made this one for another guy once. exchange the Scene_Map script with this one. #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs map screen processing. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make sprite set @spriteset = Spriteset_Map.new # Make message window @message_window = Window_Message.new # Transition run Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Loop loop do # Update map, interpreter, and player order # (this update order is important for when conditions are fulfilled # to run any event, and the player isn't provided the opportunity to # move in an instant) $game_map.update $game_system.map_interpreter.update $game_player.update # Update system (timer), screen $game_system.update $game_screen.update # Abort loop if player isn't place moving unless $game_temp.player_transferring break end # Run place move transfer_player # Abort loop if transition processing if $game_temp.transition_processing break end end # Update sprite set @spriteset.update # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $game_temp.battle_calling = true $game_temp.battle_troop_id = troop_id $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil end end end # If B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end #-------------------------------------------------------------------------- # * Battle Call #-------------------------------------------------------------------------- def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end #-------------------------------------------------------------------------- # * Shop Call #-------------------------------------------------------------------------- def call_shop # Clear shop call flag $game_temp.shop_calling = false # Straighten player position $game_player.straighten # Switch to shop screen $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # * Name Input Call #-------------------------------------------------------------------------- def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end #-------------------------------------------------------------------------- # * Menu Call #-------------------------------------------------------------------------- def call_menu # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end #-------------------------------------------------------------------------- # * Save Call #-------------------------------------------------------------------------- def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end #-------------------------------------------------------------------------- # * Debug Call #-------------------------------------------------------------------------- def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end #-------------------------------------------------------------------------- # * Player Place Move #-------------------------------------------------------------------------- def transfer_player # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end end but you should seriously learn switches man.
  12. thanks alot! :) is anyone here capable of making some charactersets from my sketches?Â
  13. Valdred

    what does UMS mean.

    i know that it's a messaging system, but what does the U mean, what does the M mean and what does the S mean?
  14. wow, your right, that car is way to small. can't believe i didn't notice that. I have gotten pretty far on mapping the city in general now and the Intro is almost finished. The battle system is still not configured 100% and i need to complete a few charactersets too. demo might be ready within two weeks if i'm very lucky. :biggrin_002:
  15. That's what i call good critism! *reputation +* :alright: Reorganizing my post right now, i'll fix my gramar and make things look better. Also i will add some info about the Battle system. My excuse for my grammar is that i am Norwegian and still studying at school.
  16. should adam be 17 or 15 years old? what do you think?
  17. thanks a lot, i'll take a look at the spriting guide :)
  18. i am ready to spend lots of time... do you know any tutorials?
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