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Leetfaction

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Everything posted by Leetfaction

  1. Watched my bro play Bulletstorm, lol games these days. :P

  2. Ok, this took me quite a long time to make. I'm definitely not a spriter though because the only reason I was able to make this was by piecing together parts of other sprites, re-coloring stuff and touching it up a tiny bit. So here's a Zora sprite for RMXP. I hope you like it. I modified it a bit since I last posted it. Zora (RMXP) - I made this sprite because nobody could find one for RMXP. Goron (RMXP) - I found this here at RMXP Unlimited, but it was for VX. Deku Scrub (RMXP) - I found this at Zanyzora's site.
  3. Currently in my project, I'm having trouble getting the Attack attribute below 10 when you start the game with no weapon. For some reason, all of the actors start out with 10 attack when they are completely unarmed and it's screwing over the battle system since the monster's attack is a lot lower, such as 2. :mellow: If anyone knows how to fix this problem, please tell me. :) EDIT: Ok, I made a new project and this didn't happen, so I know that it must be one of the scripts that I added to the game. I assumed the side view battle system was causing this problem because that's the only script I could think of that would make sense, and surely enough, it was. I figured it out, lol! I should probably try harder before asking. -.- Sorry about that. :sweatdrop:
  4. If it's really that simple I'm going to face palm to myself for being an idiot. I'll go try it. Edit: Yup, it worked, rofl! Epic fail on my part. :sweatdrop: Thanks.
  5. Leetfaction

    Zelda Sprites

    That sounds really cool, not gonna lie. :alright:
  6. The title and description says it all. Is it possible to make a parallel process wait go beyond 999 frames. What I mean by this is that for instance, If I wanted to make a really rare mining rock that takes a long time for the ore to come back, how could I make it so that it would take a few minutes to come back? 999 frames can be quite a while, but what if I want it to take even longer? This same thing applies to a water breathing potion I want to make. I want to make it so that the water breathing effect lasts a few minutes and 999 frames doesn't seem long enough for that kind of thing.
  7. Ocarina Script Demo Ok, I didn't actually make this script myself because I don't even know how to script. I found the names of the people that made the script on the script itself. Originally made by Rudy_Guillan Edited by RENEGADEOFBMX Revised and Rewrite by vpcdmd The link for the demo was broken, so I copied and pasted the script into RMXP and played around with it for a while and I decided to make my own demo out of it. So I DID make the demo, but I DIDN'T make the script. Download It Here http://rapidshare.com/files/433767397/Ocarina_Script.rar Screenshots
  8. Oooh, that's the same problem I have to face with on the project I'm making. I use a caterpillar script that allows you to show/hide the people in your party so when I do a cut scene, I make the party members hidden but make events on the screen that look just like your party members and it all works out just fine for me.
  9. I made a recolor of the grass tile and the stuff like the stairs, hills, etc in the mountain tileset. I recolored the grass to a bolder green because I thought it made the grass look more lively. I hope you like it! :) Here are some autotiles for it too! :D
  10. Cool! Thanks for the ideas everyone! I'll be sure to try them all out throughout the game. :D The dungeon is just a simple one in a desert, it's the first one in the game so I'm going to make it much easier then the ones later on.
  11. Ok, I've been working on my project and I've gotten to the point where I have to begin making my first temple (dungeon) and I want it to have a bunch of puzzles and challenges to make it a little tricky. If you have any tips or advice, please share it because I don't have very many ideas on how to make a temple puzzling. The only ideas I have for puzzles is sliding blocks, slippery ice, and torch puzzles, some help would be appreciated! :)
  12. Hey, I was just wondering if it is possible to make it so that after you defeat an enemy and the the result shows up telling you how much gold and exp was earned, the victory music effect that plays can loop and will stop looping when you return to the map after the battle result? An example of this would be Pokemon. After you win the battle, the victory music loops until you press a or b or whatever and then it stops.
  13. I was looking around and I found something called the "Enemy Detection" script for RMXP here. I'm going to try it and see if it works. The script was made by Gubid. EDIT: Nice! It works and it's awesome! You use script commands in the event to make it work. I'll post the things you need to do to make the event work. It's in the original post at Chaos Project, but I'll put it here too. RETURN_TO_POSITION = true Use this to determine if you would like the event to return to its original position or not. CHASE_SPEED = 4 ENABLE_SPEED_CHANGE = true Use this to set the speed in which enemies will approach after spotting you and whether or not their speed will change. VIEW_RANGE = 5 Use this to set the distance in which you must be in order to start the detection process, or escape to stop. ESCAPE_RANGE = 7 Use this to set the distance in which you must escape to stop the detection process.
  14. Just downloaded it! These tilesets are epic! I wonder how long it took the person to make all of them?
  15. Wow, that tileset is impressive! I just wish the original RTP looked like that, that would make me so happy! I'm going to make a food set event! :biggrin_002: Whoever made that tileset has a lot of talent! EDIT: Here's the food set, I just pasted the food from the tileset into one picture and it can be used as an event so you can place the food anywhere in the game using an event. :)
  16. Yeah, that's what I mean when I say they lunge at you. The enemy sees you and comes after you. I've seen ABS scripts that do it but I'm using a side view script.
  17. I'm not sure if it's possible to do this with events, but I want to make it so enemies that roam around the map will move randomly, but if you come within a certain amount of spaces from it, it will notice you and lunge at you and if it hits you, it goes into a battle scene. How can I make it so this happens? Will I need a script or is this possible with eventing? I'm using RPG Maker XP obviously.
  18. I'm looking for a script that allows you to pull out an instrument and play notes and songs on it, like The Legend of Zelda: Ocarina of Time and Majora's Mask. I'm using RPG Maker XP and I've had no luck finding one so far, if anybody has a script or knows how to do this with events, please tell me, thanks! :) EDIT: Wow, fail! I typed in Ocarina script on google rather than instrument script and found what I was looking for at http://forum.chaos-project.com/index.php?topic=2323.0.
  19. Mixing Crash Bandicoot and Final Fantasy together reminds me of SMBZ (Super Mario Bros Z) which is a flash series with Mario and Sonic crossed together. SMBZ is awesome so I think your game will end up being awesome too! :) It's a very original idea too! I would post some links, but it looks like there is already a bunch here. :P
  20. I always mix tileset objects on to one another and re-color some of the stuff for more variety so the game isn't as dry. I totally agree that the ship tileset is no good though. I've never even used it a single time! XD
  21. Cool! I got it to work, thanks Zane! I looked in the Game_Actor script where it says: #-------------------------------------------------------------------------- # * Get Maximum HP #-------------------------------------------------------------------------- def maxhp n = [[base_maxhp + @maxhp_plus, 0].max, 9999].min for i in @states n *= $data_states.maxhp_rate / 100.0 end n = [[integer(n), 0].max, 9999].min return n end and I changed the HP min to 0 since it was at 1 by default and it fixed the problem, thanks again! :alright: This could probably be used for a poison effect as well.
  22. You can make the character restore SP on the map using a common event probably. Just make a switch for it and make the common event a parallel process that has the condition switch set to the new one you made for it. For example, you could make it give the player 5 SP and then put wait 50 frames or something. Just make something in the game that turns the switch on for the common event and it should work, hope that helps. :) If you already knew that then sorry for wasting your time. :lol:
  23. Ok, in the project I'm making called "The Seven Stones", I'm making this area called the Alakaza Desert and I wanted to make it so that there is a "sandstorm effect" where you lose about 1-2 health every 5 frames and you instantly get a gameover if your health reaches 0. I've got the Common Event set to a switch and made it a parallel process and it works fine, the only problem I'm having is that the character's health stops dropping when it hits 1 HP, so they won't get a gameover since it won't drop to 0 HP. I had another parallel process event on the map that had a conditional branch saying that if their state is "Knockout" then they get a gameover, but their HP won't go to 0, so I'm kind of stumped here. Is there a way to get around this with events or will I need a script for this? I'm using RPG Maker XP in case that helps. Thanks for anyone's help in advance! :) Edit: Yeah, I probably should of posted this in the RPG Maker XP section... <_<
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