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Everything posted by dolarmak
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Never mind i found the problem. I was missing a script file, Scene_Base. Its not an orignal file cause when i made a new game it's not listed. I'll see if that fixes the problem with the pokemon Essentials.
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I re-installed the script 2 times, once on the pokemon essentials pack which again didn't work, and on a new project just to see if i was doing it right. Clearly I am doing this wrong. So I'll tell you step by step what I did and maybe you can tell me my flaw? 1) I copied all the script files to the new game Introduction MP Common MP Keywords Constants Methods Window_Message Window_TopicEdit Scene_Topic Various 2) I copied over the 'Librarian' character event from the map to my test map 3) I copied over the 'Default Answers' from the Common Events to the test game. when I try to run the game and talk to the librarian I get the popup with the Ask about menu: Blank, Library and Librarian. If i chose either library or librarian i get the correct responces, but when i try to insert my own answer i get an error message saying Script ' Scene_topic' line 18:NoMethodError occured. super: no superclass method 'update' Now I didn't delete anything from within the files, just straight copy paste. And when i look in the script for Scene_topic it is the same as in the orignal files. Now the orignal works fine still, but nothing copied over is working. any clues? Did i miss a part or file that was necessary?
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Lol you didn't see what they did for the pokemon script did you? All the orignal scripts for the game were modified or deleted and remade.But I'll try reinstalling it and try again.
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Boo, unfortunatly it doesn't work with the pokemon essentials pack... I had to re-add the Window_Base, Window_Selectable and Window_Message scripts just to get the game to open again, and now i get an error message when I tried to use the script. I just copied the librarian to test the script. Script 'Interpreter' line 276: RuntimeError occured. Script error within een 33, map 25 (Test Map 2): ExceptionL NoMethodError Message: Section150:31:in 'lookup_keyword'undefined method 'each' for nil:NilClass ***Full script: lookup_keyword(:place) Interpreter:243:in 'pbExecuteScript' Methods:30:in 'each' Methods:30:in 'lookup_keyword' (eval):1:in 'pbExecuteScript' Interpreter:243:in 'eval' Interpreter:1593:in 'command_355' Interpreter:494:in 'execute_command' Interpreter:193:in 'update' Interpreter:106:in 'loop'
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Wow, thats mighty convenient :D thanks Moonpearl.
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when the player talks to any one i want them to have conversation topics. Each person the player talks to will say different things depending on the topic. Through out the game they will gain new topics based on the stories progression. But the show choices command is big and only have 4 choices. I don't want the player to keep clicking the 4th option to scroll down 2 or 3 topics at a time, i just want them all listed out, or atleast a scroll box that holds all the options.
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My first Request is something I asked for before but I have a better way to ask it. Is there a way to change the 'show choices' command to have more than 4 choices? Ideally i want 16 or even 24 one word options. my second request revolves around pokemon essentials. When you go to the menu select to save or check your trainer card, does any one know how to insert a picture beside that? I'd also like to peroidically change the picture displayed. thanks
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OKay, I want to make dialog options kind of like Final Fantasy 2 for the NES. Basically what happens is while you are traveling through the game you aquire "key words". When you talk to a person a list of these key words appear and you can select one to basically ask about what ever the subject is. What I need is an easy way to display these key words when talking to an NPC without using the crappy "show choice" menu. I would want the dialog box to look more like a menu box that you can scroll down. I'm not any good with Ruby, but if any one knows an easy way to do it let me know. thanks :)
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Okay, i did that, and it worked out fairly well. When the sudo-character event reaches the border i designate the screen pans to the next area and they can move back to the previous area just as easily. a note for the panning, i used a parallel script to track the location of the sudo-character, when they reach X20 or Y15 the screen pans to the next area. Now my problem is, how do i get this sudo-character to interact with other events like NPCs? My PC is trapped up at the top left corner of the screen and doesn't touch anything.
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I feel kinda stupid because i'm sure i should know this but look as i might i couldn't find what I wanted. I want to hold the position of the camera so that when the character moves the screen doesnt, but I also want the map to be bigger than 15X20. Basically what I want to do is when the character moves to the border of the map, it pans over only when the player touches a specific event tile, like the early Legend of Zelda games. I also plan to physically blocking the areas they can not go. anyway, any insight into this would be nice, thanks.
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Not just R.A. Salvator, but Tod McFarlin as well...omg i love the art. 27 companies where i live.
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[RMXP] The Hidden City of Arcatis (Now with difficulty levels!)
dolarmak replied to Bob423's topic in Established Games
although i think the title you have for the topic is cool, you can do better for the story than that can't you? -
well does it do nothing or do you not see any animation? I know from using it myself that only a small handful of the moves actually have animations. As for the steps needed to make a new pokemon with pokemon essencials, they have their own tutorial for that.
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Something you might not wanna spit on.
dolarmak replied to Thalesrar's topic in General Game Development
I'm not entirely sure what you're getting at. Do you mean something like in Final Fantasy 4 when you fight the myst dragon at the begining of the game where it demateralizes and you can't hurt it for several rounds? -
I have an idea that might help you a bit. Okay so you do have 8 characters, what if you have 2 rows of characters, the first row are the offence and defence where as the back row is supportive. to off set the power you make stronger enemies, but also have the same tactic, enemies have 2 rows of characters. Now the front rows are free to attack each other but the back rows must resort to weaker ranged attacks, which not all of them should be good at. Have 1 archer and one rear attack mage and two supports like a medic and a booster. Your front row can be beefy guys, but some can be fast and edgy. having different formations can block the rear row more effectivly, or use special formations that don't grant much protection but boost abilities. Finally adding multi character techs would add to the carnage. Also an idea that could work is designating who attacks when durring the round. So for instance you can choose to have your top two fighters and a mage attack one after another adding a combo system. But don't forget to let the enemy do the same. It could be complicated but would look cool if done properly.
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My only suggestion for the map is a good chipset. Id say build your own or look them up in the recources here on the site or on other sites. as for the character miniturisation that you'll have to make custom. very rare that people do that unless they plan on the exact thing like Chrono Trigger. I'd also say don't use the shink tool to do it. make a small sprite from scratch because that way it won't be all distorted.
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No offence but you could easily do that with simple event scripting. You can do one of two methods. To teleport to a world map. 1) Item - Basically have an exit item that teleports the player to a "World Map" that allows access to the previous seen areas. Create a Variable - Lets call it "Location" When the player enters a map set the variable to a specific number. Ex Town 1 = 1, Town 2 = 2 Dungeon 1 = 3 Create 2 switches "Exit" and "Exit Allow" Create an Item that activates the switch "Exit" - Lets call the item "Map" Create a Common Event call it "Exit Trigger" that activates on the switch "Exit" Set a Conditional Branch that when switch "Exit Allow" is ON, also make sure "or else" check box is checked. In the Condition "Exit Allow" ON, Set Conditional Branches for each of the "Location" variables with teleport locations to your world map and the aproperate places. In the Else condition you can put a simple message like "I cant use it here" or "This function doesnt work right now" Finally whenever the player enters a new area you set the switch "Exit Allow" Off. (this prevents them from teleporting out.) Make sure your world map is set properly with teleports to the proper places, and if you really want to get swanky the teleport events you use to leave the area and also ask if the player wants to goto the world map (and skip connected stage) or trek through the stage they are going to enter. Also make sure that new areas are properly blocked off. If you want you could totally go Mario 3 on them and only let them travel a very liniar path. 2) Location list. You can activate this with the Exit item too if you want, or just when they goto leave town. You can use the Show Choices option, and set the names with conditional branches. But you can make a cool GUI that will look nicer and I'll explain that once i remember how to set the arrow keys to edit variable amounts. Also for the World map teleport thing I think you can use the conditional branch "when button is being pressed" to set a specific button to activate it. It would basically be the same as the item except you make the Common Event a parallel process and set the first conditional branch to "button pressed". then set the "Exit Allow" conditional branch and everything inside it. But I havn't used that yet so maybe i'll test it and let you know how that turns out. BTW you really shouldn't rely on all the RGSS scripts out there. Some things are simple enough to do with events that you don't need a complex script. Also play around and learn how to use variable and switches properly. With a decent grasp you can do complicated things without needing other people help.
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Mapping Natural Formations: Cliffs
dolarmak replied to dolarmak's topic in Archived RPG Maker XP Tutorials
like i said i was only using the basic RTP chipsets thats why they are a bit bland. it's the technique that really matters, I am not teaching you how to fill the area with stuff, but how to form proper cliffs. -
Natural formations: Cliffs Note: This is an intermediate mapping class. If you do not understand the basics of mapping you will want to look at the other tutorials we have on the site. Kiriashi's Mapping Class You see them all the time in forest, hill, desert and mountainous areas. Cliffs are natural barriers that prevent you from moving on from one area to the next. In videogames this is a simple and effect way of leading the player so that a linear area doesn't seem to linear. Good use of it however is hard. Even in towns where people live there is an often area where this natural barrier has presented itself. But the key thing to remember is that Cliffs are natural formations (or rarely man-made). They have stood there for centuries or millennia before men began building around them and that is a thing to remember: We build around them. So for mapping purposes it is always best to start with the geography. Sure you can add it in afterwards and even some professionals have been known to do it, but over the years many people have learned from their mistake. When done properly the finished product is many times better. So let’s start understanding Cliffs. First there are many different types of cliffs. Cliffs created by the sea and erosion and cliffs in the mountains are very different things and look very different. Cliffs in forest and hill regions are also different from the others because they are formed by earthquakes or rivers that flowed through the land but are now dry. Each type has its unique features and we'll look at those. Sea Side Cliff sides by the sea are also known as bluffs. The first thing to remember is that these cliffs are created by erosion. That means the water has slowly eaten away at the land and what once stretched flawlessly into the sea has been eaten away and is now a near vertical slope. These aren’t perfectly uniform however. Because different types of rock have various densities they can take longer to erode, and thus odd formations crop up all the time. Often creating small coves and out cropping. Mountains Mountain cliffs are often the enjoyment of rock climbers and beautiful natural barriers. These cliffs have actually been made by the tectonic shifts in the world that press against each other so that the rocks jet out of the ground. Some times these cliffs are formed by rockslides and many have been carved out by glaciers. These are part of the mountains and can stretch for miles and tend to look impenetrable. These cliffs however are much more jagged and splintered compared to bluff because erosion hasn't had a been great factor in their development. They stick out at off angles and jet out in ways that seem impossible and often unstable. Other cliff Sides Lastly you have cliffs that form in forests, hills or plains. These are often the ones where people settle near because they are not as grand or dangerous and tend to be near a resource we use. that is not to say they can't be just as dangerous. The most well know cliff side world wide is the grand canyon and that was carved out by the river at its base, but for the most part these types tend to be smaller. These cliff sides are created by earth quakes and long dead rivers that have eroded the path they once took. These have pretty straight foreword natures. Riverbed cliffs flow like the river did, their path bends and weaves around the hills and surroundings. These can even be full of trees the drop only being 10 to 12 feet, or as high as the grand canyon. Earthquake formed cliffs tend to be jagged and rigged, following the fault line splitting the earth. They aren’t completely straight however and tend to take sharp turns but flowing the general path of the fault. They also don't tend to be very wide. Mapping Now that you have a basic understanding of cliff faces, let’s start building them in game. Be sure to remember that unless the cliff is man made (either in a city or maybe a vineyard like in Portugal) these are never straight. They bend and twist, the take sharp corners and turn. They are natural and straightness is rarely of nature. So let’s start with a Mountain. Since these types of cliffs occur often in games and they often steer the player to a destinatin, they tend to be the predominant feature. Start off with the levels of the cliff. Since this is a Mountain there tend to be many levels to the cliff top, they are uneven and often misleading. I like to use the walls for this. It allows you to see how tall the areas are and where you can make outcroppings. ((Bare with me since I’m using the RTP the selection is limited. I always suggest using custom chipsets, either built from scratch or at least one that caters to your needs precisely.)) The red lines indicate the cliff edge. Don't forget that cliffs like mountains have a lot of outcroppings and little edges that are not easily accessible. Now that you have the layers of the mountain, you can add the detail to finish the levels. Now you can clearly see the edges of the cliffs. Practice makes perfect, but a good eye can detect errors. Try as hard as you can to fix little things. Can you find the ones I made? Now that we fixed up the mistakes, Now if you are unfamiliar with layers, I suggest you check out Kirishi's Lesson 2 - Demystifying the Layers. This will help you out a lot. Here I'll show you the way I used them in order to make the map look a bit more dynamic. Finally we can add our details. These would be trees, bridges and wild life. Depending on what you want remember to put the appropriate details. A rocky mountain won't have many trees, as a lower mountain does. This map wasn't made with any design or path for players to walk through. This is simply an example of what a mountain sides can look like. There you go, you have finished a Mountain with cliff sides. Here are a few examples of other types.
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oops. oh well, i tend to forget to check the dates on posts lol
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oh well. didn't realize it at the time. I'll try and post something in the next little while.
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I've been thinking about doing a mapping tutorial. I've been using Rpgmaker for almost 12 years now, and have a good grasp of mapping.
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I believe what you did is right, but you need to find a better suited fog and technique. Now by only using an event try this. Create a parallel process with the following loop using Fog '003-shade01' (that is a forest shade). The changes will create a small pattern. Add Fog, Opacity "80", Blending "Add", Zoom "200%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "198%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "196%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "194%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "198%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "194%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "192%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "190%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "188%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "190%", SX "0", SY "0" Wait 5 Frames Add Fog, Opacity "80", Blending "Add", Zoom "195%", SX "0", SY "0" Wait 5 Frames This will give it the simulation that the trees are swaying in the wind. You can also lower the Wait period and do a more complex pattern making it look more fluid. But thats your choice.
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Here's an example. By using different building shapes you can make pretty eloraberate places. I suggest you look up building layouts to help guide you when mapping. Don't forget that you need several things when building a factory. 1) Warehouse (clutter is your friend, this can help make little mazes where normally none should be.) 2) Loading area 3) Main floor 4) A break room is nice lol Here is an example i made with Minetown2. Don't ask what they are making cause I donno lol. BTW i made this in under 20 minutes. Once you get used to mapping and have good tile sets you can do a lot more with it. Try not to use the basic tiles sets if you can avoid it. Uploaded with ImageShack.us
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Yeah, cause if you did Super Mario RPG battle system, that would be awesome!