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Everything posted by joman195
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Well, I will rejoin the contest.
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The jumping you can do with set move route and the punching is the normal frames but it goes forward then back really quick.
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Well that was all I had gotten done before I had to drop out 2-3 days in.
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It's the Standard Development Package, it adds more options for script makers to do more things.
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Alright. I fixed the link
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I don't know if this is in the right forum or not but I have been using this minimap script ################################################################# ##################### Autor Squall ############################## ################################################################# # For the position of your NPCs, enemies or teleports to appear in # the map, you have to add comments on the events, # Enter the command of events and select the command "comment". # Type event for events # Type enemy for enemies # Type teleport for teleports # Type savepoint for savepoints # Type chest for chests ################################################################# class Game_Event < Game_Character #-------------------------------------------------------------------------- # ? name #-------------------------------------------------------------------------- def name return @event.name end end #============================================================================== # ¦ Map_Base #------------------------------------------------------------------------------ # Base class for mini maps # # made by squall // squall@loeher.zzn.com #============================================================================== class Map_Base MP_VERSION = 5 #-------------------------------------------------------------------------- # ? Initialize #-------------------------------------------------------------------------- def initialize(corner, use_windowskin) @tileset_name = $game_map.tileset_name @bg = Window_Base.new(0, 0, 144, 112) @bg.z = 9000 if no_display? @bg.windowskin = nil else unless use_windowskin @bg.dispose @bg = Window_Base.new(0, 0, 160, 128) @bg.contents = Bitmap.new(128, 96) @bg.windowskin = nil bmp = RPG::Cache.picture("mapback") @bg.contents.blt(0, 0, bmp, Rect.new(0, 0, 128, 96)) @bg.z = 9015 end end @map = Sprite.new @map.bitmap = Bitmap.new(map_width, map_height) @map.z = 9005 @event = Sprite.new @event.bitmap = Bitmap.new(map_width, map_height) @event.z = 9010 self.back_opacity = 56 self.opacity = 200 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 = 640 - width - 16 self.y = 480 - height - 16 end end #-------------------------------------------------------------------------- # ? display_map? #-------------------------------------------------------------------------- def no_map_display? for event in $game_map.events.values if event.name.include?("[no map]") return true end end return false end #-------------------------------------------------------------------------- # ? display_map? #-------------------------------------------------------------------------- def no_event_display? for event in $game_map.events.values if event.name.include?("[no event]") return true end end return false end #-------------------------------------------------------------------------- # ? display_map? #-------------------------------------------------------------------------- def no_display? for event in $game_map.events.values if event.name.include?("[no map]") and event.name.include?("[no event]") return true end end return false end #-------------------------------------------------------------------------- # ? dispose #-------------------------------------------------------------------------- def dispose @bg.dispose @map.bitmap.dispose @map.dispose @event.bitmap.dispose @event.dispose end #-------------------------------------------------------------------------- # ? map #-------------------------------------------------------------------------- def map return @map end #-------------------------------------------------------------------------- # ? event #-------------------------------------------------------------------------- def event return @event end #-------------------------------------------------------------------------- # ? width #-------------------------------------------------------------------------- def width return 128 end #-------------------------------------------------------------------------- # ? opacity= #-------------------------------------------------------------------------- def height return 96 end #-------------------------------------------------------------------------- # ? opacity= #-------------------------------------------------------------------------- def visible=(bool) @bg.visible = bool @event.visible = bool @map.visible = bool end #-------------------------------------------------------------------------- # ? opacity #-------------------------------------------------------------------------- def visible return @bg.visible end #-------------------------------------------------------------------------- # ? opacity= #-------------------------------------------------------------------------- def opacity=(opacity) @event.opacity = opacity @map.opacity = opacity end #-------------------------------------------------------------------------- # ? opacity #-------------------------------------------------------------------------- def opacity return @event.opacity end #-------------------------------------------------------------------------- # ? back_opacity= #-------------------------------------------------------------------------- def back_opacity=(opacity) @bg.opacity = opacity @bg.contents_opacity = opacity if @bg.contents != nil end #-------------------------------------------------------------------------- # ? back_opacity #-------------------------------------------------------------------------- def back_opacity return @bg.opacity end #-------------------------------------------------------------------------- # ? x= #-------------------------------------------------------------------------- def x=(x) @bg.x = x - (@bg.width - 128) / 2 @event.x = x + 8 @map.x = x + 8 end #-------------------------------------------------------------------------- # ? x #-------------------------------------------------------------------------- def x return @bg.x end #-------------------------------------------------------------------------- # ? y= #-------------------------------------------------------------------------- def y=(y) @bg.y = y - (@bg.height - 96) / 2 @event.y = y + 8 @map.y = y + 8 end #-------------------------------------------------------------------------- # ? y #-------------------------------------------------------------------------- def y return @bg.y end #-------------------------------------------------------------------------- # ? map_width #-------------------------------------------------------------------------- def map_width return $game_map.width * 112/20 end #-------------------------------------------------------------------------- # ? map_height #-------------------------------------------------------------------------- def map_height return $game_map.height * 80/15 end #-------------------------------------------------------------------------- # ? display_x #-------------------------------------------------------------------------- def display_x return $game_map.display_x / 128 * 112/20 end #-------------------------------------------------------------------------- # ? map_height #-------------------------------------------------------------------------- def display_y return $game_map.display_y / 128 * 80/15 end end #============================================================================== # ¦ Map_Mini #------------------------------------------------------------------------------ # Base class for mini maps # # made by squall // squall@loeher.zzn.com #============================================================================== class Map_Mini < Map_Base #-------------------------------------------------------------------------- # ? initialize #-------------------------------------------------------------------------- def initialize(corner, use_windowskin) super(corner, use_windowskin) unless no_map_display? draw_map end end #-------------------------------------------------------------------------- # ? update #-------------------------------------------------------------------------- def update map.src_rect.set(display_x, display_y, width - 16, height - 16) if @tileset_name != $game_map.tileset_name @tileset_name = $game_map.tileset_name unless no_map_display? map.bitmap.clear draw_map end end end #-------------------------------------------------------------------------- # ? draw_map #-------------------------------------------------------------------------- def draw_map bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32) for i in 0...($game_map.width * $game_map.height) x = i % $game_map.width y = i / $game_map.width for level in 0...3 tile_id = $game_map.data[x, y, level] if tile_id >= 384 tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0) src_rect = Rect.new(0, 0, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end if tile_id >= 48 and tile_id < 384 id = tile_id / 48 - 1 tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id]) src_rect = Rect.new(32, 64, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end end end d_rect = Rect.new(0, 0, map_width, map_height) s_rect = Rect.new(0, 0, bitmap.width, bitmap.height) map.bitmap.stretch_blt(d_rect, bitmap, s_rect) bitmap.clear bitmap.dispose end end #============================================================================== # ¦ Map_Event #------------------------------------------------------------------------------ # draw the events and hero position #============================================================================== class Map_Event < Map_Mini #-------------------------------------------------------------------------- # ? initialize #-------------------------------------------------------------------------- def initialize(corner = 4, windowskin = true) super(corner, windowskin) @dots = [] end #-------------------------------------------------------------------------- # ? refresh_dots #-------------------------------------------------------------------------- def refresh_event_dots for event in $game_map.events.values bitmap = nil x = event.x * map_width / $game_map.width y = event.y * map_height / $game_map.height next if event.list == nil for i in 0...event.list.size if event.list[i].parameters[0].is_a?(String) if event.list[i].parameters[0] == "event" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "enemy" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0].include?("teleport") bitmap = RPG::Cache.picture("teleport") break elsif event.list[i].parameters[0] == "chest" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "npc" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "savepoint" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "yuhul" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break else bitmap = nil end end end @dots.push([x, y, bitmap]) end end #-------------------------------------------------------------------------- # ? refresh_dots #-------------------------------------------------------------------------- def refresh_player_dot x = $game_player.x * map_width / $game_map.width y = $game_player.y * map_height / $game_map.height bitmap = RPG::Cache.picture("hero") @dots.push([x, y, bitmap]) end #-------------------------------------------------------------------------- # ? update #-------------------------------------------------------------------------- def update super @dots.clear event.bitmap.clear refresh_event_dots unless no_event_display? refresh_player_dot unless no_display? for dot in @dots unless dot[2] == nil event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4)) end end event.src_rect.set(display_x, display_y, width - 16, height - 16) end end #============================================================================== # ¦ Map_Full #------------------------------------------------------------------------------ # made by squall // squall@loeher.zzn.com #============================================================================== class Map_Full #-------------------------------------------------------------------------- # ? Initialize #-------------------------------------------------------------------------- def initialize @dots = [] @teleport_sprites = [] if $game_map.width > $game_map.height @map_width = 640 @map_height = $game_map.height * @map_width / $game_map.width if @map_height > 480 @map_height = 480 end else @map_height = 480 @map_width = $game_map.width * @map_height / $game_map.height if @map_width > 640 @map_width = 640 end end @map = Sprite.new @event = Sprite.new @map.bitmap = Bitmap.new(width, height) @event.bitmap = Bitmap.new(width, height) @map.x = @event.x = 320 - width / 2 @map.y = @event.y = 240 - height / 2 draw_map unless no_map_display? draw_event_dots unless no_event_display? draw_player_dot unless no_display? if no_display? @message = Window_Base.new(0, 208, 640, 64) message = "the map is not available" @message.contents = Bitmap.new(608, 32) @message.contents.font.name = $fontface @message.contents.font.size = 32 @message.contents.font.color.set(255, 255, 255, 100) @message.contents.draw_text(-1, -1, 608, 32, message, 1) @message.contents.draw_text(-1, 1, 608, 32, message, 1) @message.contents.draw_text(1, -1, 608, 32, message, 1) @message.contents.draw_text(1, 1, 608, 32, message, 1) @message.contents.font.color.set(255, 255, 255, 50) @message.contents.draw_text(-2, -2, 608, 32, message, 1) @message.contents.draw_text(-2, 2, 608, 32, message, 1) @message.contents.draw_text(2, -2, 608, 32, message, 1) @message.contents.draw_text(2, 2, 608, 32, message, 1) @message.contents.font.color.set(255, 255, 255) @message.contents.draw_text(0, 0, 608, 32, message, 1) @message.windowskin = nil end end #-------------------------------------------------------------------------- # ? display_map? #-------------------------------------------------------------------------- def no_map_display? for event in $game_map.events.values if event.name.include?("[full]") return false end if event.name.include?("[no map]") return true end end return false end #-------------------------------------------------------------------------- # ? display_map? #-------------------------------------------------------------------------- def no_event_display? for event in $game_map.events.values if event.name.include?("[full]") return false end if event.name.include?("[no event]") return true end end return false end #-------------------------------------------------------------------------- # ? display_map? #-------------------------------------------------------------------------- def no_display? for event in $game_map.events.values if event.name.include?("[full]") return false end if event.name.include?("[no map]") and event.name.include?("[no event]") return true end end return false end #-------------------------------------------------------------------------- # ? dispose #-------------------------------------------------------------------------- def dispose for sprite in @teleport_sprites sprite.dispose end @message.dispose if no_display? @map.bitmap.dispose @map.dispose @event.bitmap.dispose @event.dispose end #-------------------------------------------------------------------------- # ? width #-------------------------------------------------------------------------- def width return @map_width end #-------------------------------------------------------------------------- # ? opacity= #-------------------------------------------------------------------------- def height return @map_height end #-------------------------------------------------------------------------- # ? draw_map #-------------------------------------------------------------------------- def draw_map bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32) for i in 0...($game_map.width * $game_map.height) x = i % $game_map.width y = i / $game_map.width for level in 0...3 tile_id = $game_map.data[x, y, level] if tile_id >= 384 tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0) src_rect = Rect.new(0, 0, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end if tile_id >= 48 and tile_id < 384 id = tile_id / 48 - 1 tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id]) src_rect = Rect.new(32, 64, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end end end d_rect = Rect.new(0, 0, width, height) s_rect = Rect.new(0, 0, bitmap.width, bitmap.height) @map.bitmap.stretch_blt(d_rect, bitmap, s_rect) bitmap.clear bitmap.dispose end #-------------------------------------------------------------------------- # ? refresh_dots #-------------------------------------------------------------------------- def draw_event_dots for event in $game_map.events.values bitmap = nil x = event.x * width / $game_map.width y = event.y * height / $game_map.height next if event.list == nil for i in 0...event.list.size if event.list[i].parameters[0].is_a?(String) if event.list[i].parameters[0] == "event" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "enemy" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0].include?("teleport") bitmap = RPG::Cache.picture("teleport") name = event.list[i].parameters[0].dup name.slice!("teleport, ") @teleport_sprites.push(new_name_sprite(name, x, y)) break elsif event.list[i].parameters[0] == "chest" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "npc" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "savepoint" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "yuhul" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break else bitmap = nil end end end @dots.push([x, y, bitmap]) end for dot in @dots unless dot[2] == nil @event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4)) end end end #-------------------------------------------------------------------------- # ? new_name_sprite #-------------------------------------------------------------------------- def new_name_sprite(name, x, y) sprite = Sprite.new sprite.y = y + 240 - height / 2 x + 128 > 640 ? sprite.x = 512 : sprite.x = x + 320 - width / 2 bitmap = Bitmap.new(128, 32) bitmap.font.name, bitmap.font.size = $fontface, 20 bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 128, 32, name) sprite.bitmap = bitmap return sprite end #-------------------------------------------------------------------------- # ? refresh_dots #-------------------------------------------------------------------------- def draw_player_dot x = $game_player.x * width / $game_map.width y = $game_player.y * height / $game_map.height bitmap = RPG::Cache.picture("hero") @event.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 4, 4)) end end #============================================================================== # ¦ Scene_MiniMap #------------------------------------------------------------------------------ # draw the map full screen #============================================================================== class Scene_MiniMap #-------------------------------------------------------------------------- # ? main #-------------------------------------------------------------------------- def main @map = Map_Full.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @map.dispose end #-------------------------------------------------------------------------- # ? Update the contents of all five windows on the main menu #-------------------------------------------------------------------------- def update if Input.trigger?(Input::B) | Input.trigger?(Input::ALT) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end end end #============================================================================== # ¦ 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 # # @use_windowskin is whether true or false. true if you want to use the # the current windowskin for the minimap background. # or false if you want to use the picture named mapback in your picture folder. #============================================================================== class Scene_Map alias main_minimap main alias update_minimap update alias transfer_minimap transfer_player #-------------------------------------------------------------------------- # ? initialize #-------------------------------------------------------------------------- def initialize @corner = 4# 1 or 2 or 3 or 4 @use_windowskin = false # true or false end #-------------------------------------------------------------------------- # ? main #-------------------------------------------------------------------------- def main @event_map = Map_Event.new(@corner, @use_windowskin) main_minimap @event_map.dispose end #-------------------------------------------------------------------------- # ? update #-------------------------------------------------------------------------- def update @event_map.update if $game_system.map_interpreter.running? @event_map.visible = false else @event_map.visible = true end if Input.trigger?(Input::ALT) $game_system.se_play($data_system.decision_se) $scene = Scene_MiniMap.new return end update_minimap end #-------------------------------------------------------------------------- # ? transfer_player #-------------------------------------------------------------------------- def transfer_player transfer_minimap @event_map.dispose @event_map = Map_Event.new(@corner, @use_windowskin) end end but the way I made my game I was wondering if I could make it not show the 3rd layer.
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I know I had to drop out but here is what I had gotten done. http://www.mediafire.com/?63l86d88cm5b6to Credit to MCG from save-point.org for the FPLE script.
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Deep Space Nebula Title Screen/Parallax
joman195 replied to ShinyToyGuns's topic in Resource Showcase & Critique
That looks awesome but I think it would do better if you used it as a parallax. -
That one I have never figured out.
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1. This looks awesome. 2. I lost the game.
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Don't worry, why you ask? Because you are awesome :biggrin_002:
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The ship tileset.
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I think he means the shading and the hair looks a little off.
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I know, I just wanted to be captain obvious...
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One of those people is Gaara...
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Banned because how did this keep going for 14 pages?
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Banned because I forgot who started all this.
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First off, this class is not for teaching you the basics, there are other classes on here that do that. This is a class for those who want to learn how to string events together. Second off, this is an open class meaning anyone can participate in the assignments, first there will be three parts then an assignment. Now that the giant wall of text is done let's get down to the real stuff. First off I am going to show you how to make a banking system that gives 25% interest every 10 sec, now you can easily change this. What you will need: 3 Variables 2 common events 1 switch Alright first make your two common events and label them like so: Then make three Variables and name them: On Hand, In Bank, and Temp: Next inside bank make a loop, inside it make a choice: Deposit, Withdraw, Check Balance, Cancel. Inside Deposit make a number input processing command and have it save to the variable temp. Then set the variable on hand to your current gold and make a conditional branch to check if the variable in temp is less than or equal to your gold keep he box checked. First, under else make a text box saying 'Not enough gold!' or something to that effect. Above the word else make a change gold and hit decrease then select variable and temp. Create a control variables and choose in bank and add then hit variable and temp, for deposit do the same thing except add gold and subtract the variable. Then for check balance make a text event with \V[the number of the in bank variable]. And for cancel use the break loop command. When it's completely finished it looks like this. Now, for the interest. Go to the other common event and make it parallel process with the switch being the one you made earlier. Then make a timer for 10 sec. after that make a conditional branch for the timer being 0 sec or less and uncheck the box. Then use the change variable and set the temp variable equal to the in bank variable, then divide the temp variable by 4 and add it to the in bank variable. Start a new timer and you're set. Now make an autorun event on a map to turn on the interest switch and an action button event and call the bank common event. It should turn out like the one attached. Bank.zip
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Banned because the french wave white flags everytime a car backfires.
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Banned because you are Swedish.
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Banned because [404 Comment could not be completed] wait...I already made this joke!!