Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

vincestick

Member
  • Content Count

    175
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by vincestick

  1. Well, it's not gonna be forever, and I might check on you guys periodically, but for the most part I'll be leaving the forums. Why? Hmm, wasn't expecting explanations, but here are a few: 1. School is starting, and because of the classes I got I'm prepared for a homework dump. 2. Birthday on same day as first day of school (Irony sucks), and I'll be off to Red Lobster(CHEDDAR BISCUITS!!!) 3. I'll be working on my game, Legends of Valaera. (So far so good.) 4. I have 3 manga/comic series' I have/want to work on: A. Stick Men (comedy about stick people going about crazy shenanigans (currently 65 issues, don't plan on ending it anytime soon.) B. Hanyo (manga that I've been planning for 2 years (never got around to it, damn laziness; currently developing characters for future story arcs, need to make pilot issue soon.) C. G.I.F.T.(comic about a post-apocolyptic world and a secret lab experiment about a drug that gives individuals distinctive super-powers. Still in development) 5. I got a Dell portable notebook (about half the size of a regular laptop) and I'll be transferring all my crap into it, because the family computer sucks and I always get kicked off when I'm most busy. 6. There is no six. 8. You didn't notice that I skipped 7, did you? 9. Well, other than all that, I'll be fine. Well, then. Bye Byyye!
  2. Happy-happy birthday! You're not alone, I turn 17 on my first day of school (luckey me, right?) , which is about less than a week.....sigh...
  3. Bans Rgangsta for having Gin Ichimaru in his sig.
  4. is that using XP? That looks awesome. Pray tell me, what dimensions are your sprites? And do you have a template of the charset? They look neat.
  5. vincestick

    [USA]AVOID THIS!

    Resistance is futile. Hand over all private information, lest you be upheld by the law. You have no rights. You're not even allowed to breath, blink, or sniff. I said no blinking! Now, I must report back to base. DANGER WILL ROBINSON, DANGER!!!! .................. ............Was i talking in my sleep again?
  6. vincestick

    [USA]AVOID THIS!

    Well, you can't believe EVERYTHING you see on the news, internet, etc......still..... Just take the news-guy's advice and don't go to that site. If it spreads then we should be worried. I live in the US and I must say this is some shucked up fit. .Message paid for by the US Government. All rights reserved. Give us your money so we can fund in more stupid shit like this.
  7. Ok, I just signed you up for eHarmony. I even put up a nice little video showing how much you like to have a good time =p: =D Youtube Video ->
  8. Ohhh, that's what you meant. Funny thing about manga is that sometimes the glassy effect of the eye is ommitted to make his/her character look more menacing/crazy/etc...
  9. It is a tad too big. I'm not lookin' for anything fancy, just regular text to show what map you're in. Is there a way to do this by editing the x and y settings within the script?
  10. If it makes it any easier, I just need the text of the map location name to appear above the minimap in the screenie.
  11. Hmm, I don't quite understand what you both are saying....the eyes are detail-simplified because they are, well, cartoon eyes. I might have an idea on what you're saying, but could you explain to me so I can verify?
  12. I don't know what to edit, but how would you set it so the location name would be directly above the mini-map in the screenshot? If it helps, I'm using these two scripts: Selwyn's Passability Minimap (Used in Mr.Mo's ABS) #============================================================================== # ■ Passability Mini Map #------------------ # made by Selwyn/Squall // selwyn@rmxp.ch # released the 30th of May 2006 #============================================================================== #============================================================================== # ■ Scene_Map #------------------ # draw the mini map # @corner is the corner you want the mini map to be displayed in. # 1 is upper left, 2 is upper right, 3 is bottom left and 4 is bottom right #============================================================================== class Scene_Map alias main_passminimap main alias update_passminimap update alias transfer_passminimap transfer_player #-------------- # ● initialize #-------------- def initialize @corner = 2 # 1 or 2 or 3 or 4 end #-------------- # ● main #-------------- def main @mini_map = Map_Event.new(@corner) main_passminimap @mini_map.dispose end #-------------- # ● update #-------------- def update @mini_map.update if $game_system.map_interpreter.running? @mini_map.visible = false elsif not $game_system.map_interpreter.running? and @mini_map.on? @mini_map.visible = true end update_passminimap end #-------------- # ● transfer_player #-------------- def transfer_player transfer_passminimap @mini_map.dispose @mini_map = Map_Event.new(@corner) end end #============================================================================== # ■ Map_Base #------------------ #  Base class for mini maps #============================================================================== class Map_Base < Sprite #-------------- # ● constants and instances #-------------- PMP_VERSION = 6 ACTIVATED_ID = 3 # set the switch id for the minimap display (on/off) attr_reader :event #-------------- # ● initialize #-------------- def initialize(corner) super(Viewport.new(16, 16, width, height)) viewport.z = 8000 @border = Sprite.new @border.x = viewport.rect.x - 6 @border.y = viewport.rect.y - 6 @border.z = viewport.z - 1 @border.bitmap = RPG::Cache.picture("mapback") self.visible = on? self.opacity = 180 case corner when 1 self.x = 16 self.y = 16 when 2 self.x = 640 - width - 16 self.y = 16 when 3 self.x = 16 self.y = 480 - height - 16 when 4 self.x = 640 - width - 16 self.y = 480 - height - 16 else self.x = 16 self.y = 16 end self.visible = on? end #-------------- # ● dispose #-------------- def dispose @border.dispose super end #-------------- # ● x= #-------------- def x=(x) self.viewport.rect.x = x @border.x = x - 6 end #-------------- # ● y= #-------------- def y=(y) self.viewport.rect.y = y @border.y = y - 6 end #-------------- # ● visible= #-------------- def visible=(bool) super self.viewport.visible = bool @border.visible = bool end #---------------- # â— minimap_on? #---------------- def on? return true end #-------------- # ● update #-------------- def update super self.visible = on? if viewport.ox < display_x viewport.ox += 1 elsif viewport.ox > display_x viewport.ox -= 1 end if viewport.oy < display_y viewport.oy += 1 elsif viewport.oy > display_y viewport.oy -= 1 end end #-------------- # ● width #-------------- def width return 120 end #-------------- # ● height #-------------- def height return 90 end #-------------- # ● display_x #-------------- def display_x return $game_map.display_x * 3 / 64 end #-------------- # ● display_y #-------------- def display_y return $game_map.display_y * 3 / 64 end end #============================================================================== # ■ Map_Passability #------------------ # draws the mini map # #  thanks to Fanha Giang (aka fanha99) for the autotile drawing method #============================================================================== class Map_Passability < Map_Base #-------------- # ● constants #-------------- INDEX = [ 26, 27, 32, 33, 4, 27, 32, 33, 26, 5, 32, 33, 4, 5, 32, 33, 26, 27, 32, 11, 4, 27, 32, 11, 26, 5, 32, 11, 4, 5, 32, 11, 26, 27, 10, 33, 4, 27, 10, 33, 26, 5, 10, 33, 4, 5, 10, 33, 26, 27, 10, 11, 4, 27, 10, 11, 26, 5, 10, 11, 4, 5, 10, 11, 24, 25, 30, 31, 24, 5, 30, 31, 24, 25, 30, 11, 24, 5, 30, 11, 14, 15, 20, 21, 14, 15, 20, 11, 14, 15, 10, 21, 14, 15, 10, 11, 28, 29, 34, 35, 28, 29, 10, 35, 4, 29, 34, 35, 4, 29, 10, 35, 38, 39, 44, 45, 4, 39, 44, 45, 38, 5, 44, 45, 4, 5, 44, 45, 24, 29, 30, 35, 14, 15, 44, 45, 12, 13, 18, 19, 12, 13, 18, 11, 16, 17, 22, 23, 16, 17, 10, 23, 40, 41, 46, 47, 4, 41, 46, 47, 36, 37, 42, 43, 36, 5, 42, 43, 12, 17, 18, 23, 12, 13, 42, 43, 36, 41, 42, 47, 16, 17, 46, 47, 12, 17, 42, 47, 0, 1, 6, 7 ] X = [0, 1, 0, 1] Y = [0, 0, 1, 1] #-------------- # ● initialize #-------------- def initialize(corner) super(corner) @autotile = RPG::Cache.picture("minimap_tiles") setup() end #-------------- # ● setup #-------------- def setup() @map = load_data(sprintf("Data/Map%03d.rxdata", $game_map.map_id)) tileset = $data_tilesets[@map.tileset_id] @passages = tileset.passages @priorities = tileset.priorities redefine_tiles refresh end #-------------- # ● pass #-------------- def pass(tile_id) return 15 if tile_id == nil return @passages[tile_id] != nil ? @passages[tile_id] : 15 end #-------------- # ● passable #-------------- def passable(tile_id) return pass(tile_id) < 15 end #-------------- # ● redefine_tile #-------------- def redefine_tiles width = @map.width height = @map.height map = RPG::Map.new(width, height) map.data = @map.data.dup for x in 0...width for y in 0...height for level in [1, 2] id = @map.data[x, y, level] if id != 0 and @priorities[id] == 0 @map.data[x, y, 0] = id @passages[@map.data[x, y, 0]] = @passages[id] end end end end for x in 0...width for y in 0...height for level in [0] tile = @map.data[x, y, level] u = @map.data[x, y-1, level] l = @map.data[x-1, y, level] r = @map.data[x+1, y, level] d = @map.data[x, y+1, level] if !passable(tile) map.data[x, y] = 0 else if tile == 0 map.data[x, y, level] = 0 next end if pass(tile) < 15 if !passable(u) and !passable(l) and !passable® and !passable(d) map.data[x, y, level] = 0 elsif !passable(u) and !passable(l) and !passable® and passable(d) map.data[x, y, level] = 90 elsif !passable(u) and !passable(l) and !passable(d) and passable® map.data[x, y, level] = 91 elsif !passable(u) and !passable® and !passable(d) and passable(l) map.data[x, y, level] = 93 elsif !passable(l) and !passable® and !passable(d) and passable(u) map.data[x, y, level] = 92 elsif !passable(u) and !passable(d) and passable® and passable(l) map.data[x, y, level] = 81 elsif !passable(u) and !passable® and passable(d) and passable(l) map.data[x, y, level] = 84 elsif !passable(u) and !passable(l) and passable(d) and passable® map.data[x, y, level] = 82 elsif !passable(d) and !passable® and passable(l) and passable(u) map.data[x, y, level] = 86 elsif !passable(d) and !passable(l) and passable® and passable(u) map.data[x, y, level] = 88 elsif !passable® and !passable(l) and passable(d) and passable(u) map.data[x, y, level] = 80 elsif !passable(u) and passable(d) and passable® and passable(l) map.data[x, y, level] = 68 elsif !passable(d) and passable(u) and passable® and passable(l) map.data[x, y, level] = 76 elsif !passable® and passable(d) and passable(u) and passable(l) map.data[x, y, level] = 72 elsif !passable(l) and passable(d) and passable(u) and passable® map.data[x, y, level] = 64 else map.data[x, y, level] = 48 end else map.data[x, y, level] = 0 end end end end end @map = map.dup map = nil end #-------------- # ● refresh #-------------- def refresh self.visible = false self.bitmap = Bitmap.new(@map.width * 6, @map.height * 6) bitmap = Bitmap.new(@map.width * 6, @map.height * 6) rect1 = Rect.new(6, 0, 6, 6) for y in 0...@map.height for x in 0...@map.width for level in [0] tile_id = @map.data[x, y, level] next if tile_id == 0 id = tile_id / 48 - 1 tile_id %= 48 for g in 0..3 h = 4 * tile_id + g y1 = INDEX[h] / 6 x1 = INDEX[h] % 6 rect2 = Rect.new(x1 * 3, y1 * 3, 3, 3) bitmap.blt(x * 6 + X[g] * 3, y * 6 + Y[g] * 3, @autotile, rect2) end end end end d_rect = Rect.new(0, 0, @map.width * 6, @map.height * 6) s_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.bitmap.stretch_blt(d_rect, bitmap, s_rect) self.viewport.ox = display_x self.viewport.oy = display_y bitmap.clear bitmap.dispose end end #============================================================================== # ■ Map_Event #------------------ #  draw the events and hero position #============================================================================== class Map_Event < Map_Passability #-------------- # ● initialize #-------------- def initialize(corner = 4) super(corner) @dots = [] @player = Sprite.new(self.viewport) @player.bitmap = RPG::Cache.picture("mm cursors") @player.src_rect = Rect.new(0, 0, 15, 15) @player.z = self.z + 3 @events = {} for key in $game_map.events.keys event = $game_map.events[key] next if event.list == nil for i in 0...event.list.size next if event.list.code != 108 @events[key] = Sprite.new(self.viewport) @events[key].z = self.z + 2 if event.list.parameters[0].include?("event") @events[key].bitmap = RPG::Cache.picture("event") elsif event.list.parameters[0].include?("enemy") @events[key].bitmap = RPG::Cache.picture("enemy") elsif event.list.parameters[0].include?("teleport") @events[key].bitmap = RPG::Cache.picture("teleport") elsif event.list.parameters[0].include?("chest") @events[key].bitmap = RPG::Cache.picture("chest") elsif event.list.parameters[0].include?("npc") @events[key].bitmap = RPG::Cache.picture("npc") elsif event.list.parameters[0].include?("savepoint") @events[key].bitmap = RPG::Cache.picture("savepoint") end end end end #-------------- # ● dispose #-------------- def dispose @player.dispose for event in @events.values event.dispose end super end #-------------- # ● update #-------------- def update super @player.x = $game_player.real_x * 3 / 64 - 5 @player.y = $game_player.real_y * 3 / 64 - 4 @player.src_rect.x = ($game_player.direction / 2 - 1) * 15 for key in @events.keys event = @events[key] mapevent = $game_map.events[key] event.x = mapevent.real_x * 3 / 64 event.y = mapevent.real_y * 3 / 64 end end end Moghunter's Map name #_______________________________________________________________________________ # MOG_Window Map Name V1.0 #_______________________________________________________________________________ # By Moghunter #_______________________________________________________________________________ if true # True = Enable / False = Disable (Script) module MOG #Font Name. MPFONT = "Arial" #Fade ON/OFF(True - False). MPNMFD = false #Fade Time. MPNMTM = 500 #Window Position. # 0 = Upper Left. # 1 = Lower Left. # 2 = Upper Right. # 3 = Lower Right. MPNMPS = 2 # Disable Window Switch. WM_SWITCH_VIS_DISABLE = 500 end #_________________________________________________ $mogscript = {} if $mogscript == nil $mogscript["mpmapname"] = true ############### # Game_System # ############### class Game_System attr_accessor :fdtm attr_accessor :mpnm_x attr_accessor :mpnm_y alias mog24_initialize initialize def initialize mog24_initialize @fdtm = MOG::MPNMTM if MOG::MPNMPS == 0 @mpnm_x = -300 @mpnm_y = 0 elsif MOG::MPNMPS == 1 @mpnm_x = -300 @mpnm_y = 380 elsif MOG::MPNMPS == 2 @mpnm_x = 640 @mpnm_y = 0 else @mpnm_x = 640 @mpnm_y = 380 end end def mpnm_x return @mpnm_x end def mpnm_y return @mpnm_y end def fdtm if @fdtm <= 0 @fdtm = 0 end return @fdtm end end ############ # Game_Map # ############ class Game_Map attr_reader :map_id def mpname $mpname = load_data("Data/MapInfos.rxdata") $mpname[@map_id].name end end ############### # Window Base # ############### class Window_Base < Window def draw_mpname(x,y) mapic = RPG::Cache.picture("") cw = mapic.width ch = mapic.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch + 65, mapic, src_rect) self.contents.font.name = MOG::MPFONT self.contents.font.size = 16 self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 4, y + -8, 160, 60, $game_map.mpname.to_s,1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 4, y + -8, 160, 60, $game_map.mpname.to_s,1) end end ########## # Mpname # ########## class Mpname < Window_Base def initialize super($game_system.mpnm_x, $game_system.mpnm_y, 160, 60) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 refresh end def refresh self.contents.clear draw_mpname(10,0) end end ############# # Scene_Map # ############# class Scene_Map alias mog24_main main def main @mpnm = Mpname.new @mpnm.contents_opacity = $game_system.fdtm if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false @mpnm.visible = true else @mpnm.visible = false end mog24_main @mpnm.dispose end alias mog24_update update def update mog24_update $game_system.mpnm_x = @mpnm.x $game_system.mpnm_y = @mpnm.y if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false @mpnm.visible = true else @mpnm.visible = false end if MOG::MPNMPS == 0 or MOG::MPNMPS == 1 if @mpnm.x < 0 @mpnm.x += 8 elsif @mpnm.x >= 0 @mpnm.x = 0 end else if @mpnm.x > 400 @mpnm.x -= 8 elsif @mpnm.x <= 400 @mpnm.x = 400 end end @mpnm.contents_opacity = $game_system.fdtm if MOG::MPNMFD == true $game_system.fdtm -= 3 end end alias mog24_transfer_player transfer_player def transfer_player mog24_transfer_player if MOG::MPNMPS == 0 $game_system.mpnm_x = -300 $game_system.mpnm_y = 0 elsif MOG::MPNMPS == 1 $game_system.mpnm_x = -300 $game_system.mpnm_y = 380 elsif MOG::MPNMPS == 2 $game_system.mpnm_x = 640 $game_system.mpnm_y = 0 else $game_system.mpnm_x = 640 $game_system.mpnm_y = 380 end @mpnm.y = $game_system.mpnm_y @mpnm.x = $game_system.mpnm_x $game_system.fdtm = MOG::MPNMTM @mpnm.refresh end end end
  13. Thanks, and nope, I'm not Japanese :P
  14. Well, I got bored so I drew a quick drawing of one of my manga characters. He is one of many characters I have created, as well as one of many antagonists in my series. He represents the western zodiac sign Libra (one eye is black, the sun and moon are tattooed on his face...represents half, or balance, Libra is the scale....ummm, you get it the gist of it.)..When I have time I'll upload the rest of my characters, but there are quite a lot :P Libra
  15. Ah, but all that seems to be too much work to test that small feature, and I don't plan on using an ABS. I did find a script close to it, is there any way to edit it to fit my specifications? http://www.creationasylum.net/forum/index.php?showtopic=11223
  16. Almost any song by Nightwish is my favorite song (the exception is Sleeping Sun.). Some songs from anime openings...I like most tracks from the XP RTP (I think the LastBoss03 track is just epic :D ), old songs from Metallica, Buckethead songs...Flight of the Bumblebee....hmm, this may take a while..and go on forever..
  17. If it's possible I would like this to work with Fukuyama's caterpillar script. I'm looking for a scripter to make a script that when a party member is dead, the next one alive is switched to the front, and the dead one is switched to the back of the party, and his opacity is changed to look like a ghost (ex: Opacity is 50), or his graphic is changed into a coffin. Any help would be much appreciated, and maybe I can help you out with something in return. I can make non-sideview battlers (meaning I can make battlers that are the same as the RTP), charsets (humans only, can't do monsters.) and I can even help you with stories.
  18. Like when the party is damaged outside of battle (trap in dungeon, some village kid threw a buckeye at them..), it shows the number of damage dealt. Is there a way to do this without a script. If no, then does anyone have the script? I can't seem to find one.
  19. Now that you mention it, there is a program that you use for stick-figure animations called Pivot Stickfigure Animator, and it is free.
  20. 20. If it's a 99 cent store, follow the same employee around all day asking "How much is this?" 21. Someone is standing in line in front of you in the 10 items or less lane, and you get impatient and then rip open that person's cereal box and start counting all the cornflakes, "500 mother-F***ing cornflakes....in the 10-Items-or-Less lane? You make me sick.." 22. Purposely figure out which employees are undercover by conspicuously shoplifting. 23. Take the pens for sale out of packaging and 'accidentally' flick the ink cartridges across the aisle. 24. Don't bother parking and instead drive your motorcycle into the store because you'll only be 'just a minute'. 25. Grab portable speakers, turn volume all the way up, play any song by Slayer, Lamb of God, etc, and start a random mosh pit in various parts of the store.
  21. CHOCOLAAAAAAAAAAAAATE!!!!!!!!! Youtube Video -> For those who don't get it, in Death Note the character with the short blond hair (Mellow) is addicted to chocolate.
  22. Altair from Assassin's Creed? Neat, maybe you'll fall for Ezio in Assassin's Creed 2 (out Nov. I think), he's Italian AND he's got a long-a** name!
  23. It's nice to be included in something :P ..............wait. Hey!
×
×
  • Create New...