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xzanabarx

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Everything posted by xzanabarx

  1. This sorta stuff used to happen to me all the time on Maple Story, I swear, within five minutes of playing that I had like 8 people try to "cyber" with me. I have a few friends who have found girlfriends and boyfriends through online gaming though. I'm not much for Online Dating... @joman195 Your signature is cool. Great way to make someone who gets paranoid easily start shitting bricks XD I shall try that on my friend.
  2. So I recently found out about that hoax "hack" of Pokemon Red Version called Pokemon Black. I watched a few videos on it and I got inspired to make a sort of a nightmare sequence for my RPG game. I was on lunch break at work when I started formulating (with a small pad and pen i keep with me always) about how I would go about this. This is what I came up with so far: -The main character falls asleep in an inn and enters a nightmare where the player's sprite is half-transparent. This I know how to do. What I need help with is: -making the screen monochrome -making every NPC on the screen turn into skeletons for a brief second while the screen flashes white and a thunder sound effect happens in the background. In about 30 second intervals. -have the player talk to an NPC in an order which will tell a gruesome tale, but have it so if the player talks to the wrong NPC (goes out of order) nothing will happen. -make an effect called "Dead" or "ghost" when the player enters the status screen and show their HP at 0. -make it so the only way to escape the nightmare is to solve a puzzle which they have to figure out by reading the story the NPCs will tell. -switch back and forth periodically from the nightmare sequence to the inn with friends and family surrounding him and priests performing an "exorcism" since the player isnt able to wake up from the nightmare. (The game is in a thrid person omniscient point of view) -have scary pictures pop out from time to time at random. If anyone knows how to do this, please help me out :) Thanks! I'm hoping all of this is possible with RMXP!
  3. If anyone could help i would be very grateful :) also, bump
  4. I've noticed that I post a lot around here xD, I really have a lot of questions that pop into my head as I go about my day regarding RMXP and my game. Anyway, here are a few more things I am curious about: 1.) How would I make the 3D Effect used in older games like Might and Magic for the NES. I remember picking the game up when I was younger and I liked the graphical aspect of it. It was pretty much in a first person perspective where the Up Arrow on the D-Pad moved forward, Left Arrow, turned to the left, Right arrow turned right and the Down Arrow did nothing. For those of you who have no idea what I'm talking about here's a pic: I was thinking I could use Mode 7 or something similar since I will only be using it for dark caves and dungeons. From what I remember (I can't find any good footage of the game I'm referring to) there are no sprites representing the character/party on the screen. So I'm guessing, I would have to set the Player to 0 Opacity. I just don't know how I would get the player to move forward, left and right, but not back by pressing the down arrow key. 2.) How do I make damage tiles that make the screen flash as long as the player is stepping on them and decreases their HP? Sort of like in Dragon Warrior. I'm trying to make a desert where the player must have a certain type of footwear to be able to cross the hot sand and if the player does not have them on, the damage tiles of sand will cause them harm. 3.)How do I get quests to appear in the menu? I did Willowdshe(?)'s mushroom gathering quest and I want the player to be informed that they have finished the quest as well as other quests. For instance, a person could ask them to kill a certain number of monsters and I don't want the player to be stuck in one particular area killing the same kind of monster over and over. I want it to be like in World of Warcraft, where a player has to kill pigs or something but if he kills the last pig way on the other side of the world they will be informed the quest has been finished. I know about Leon's Mission script, I just don't know if it will do what I want it to do. Also, how do I make a quest where a character must follow the player and have the player lead him safely through a dungeon or something (this is generic)? 4.)Is there any possible way to get a party member to appear out of the main player's character, like in Super Mario RPG or some of the old Final Fantasy series? I tried using the caterpillar script but it doesn't look natural when the player enters a door and the rest of the party stays outside. I want the other party members to appear during certain cut-scenes... because, I don't know about you guys, but it's kinda weird to me that the main characters in RPGs will talk to other party members when they aren't on screen and it makes it seem like the main character is talking to himself... even if there are face graphics for the other members lol.
  5. Is there a free open-source program out there I can use to edit tilesets? I wanna mix and match the default tilesets, as well as mix and match them with other sets to make custom towns and such. I currently use MS Paint, which has never been a problem when editing tiles and graphics for various other games and game engines (Lunar Magic, what have you). I've noticed something weird with the shadows whenever I export something from RMXP and edit it with MS Paint and then import it back. The shadows come out looking much lighter than in the original tileset. Here's what I mean: This is the original Forest Town tileset that comes with RMXP. Look how the shadows look dark and cool. Once I've imported the custom made tileset, I select the colors accordingly and press OK. And this is what I get, very light shadows that don't really fit in well with the rest of the game. It even looks the same in game. Even the sheets that are set out to dry look transparent! Is there any way to solve this? Or do I just have to grin and bear it and hope I won't get badly criticized for it?
  6. If you guys really like chiptunes you should check out some of Circle's work at http://8bc.org/members/Circles/ I like the song Thunder Carnival on there :3
  7. xzanabarx

    RMXP Questions!

    But there is no Win condition under the Battle Processing: Troll. I didn't check "Can Escape" or "Continue After Loser". What do I do then?
  8. xzanabarx

    RMXP Questions!

    How do I make monsters disappear after battle and how do I make the music change after a battle too? I have this scene where the player has to fight a troll and the music gets intense as the troll draws near. Once I defeat it, the troll still stays and the music stays the same as well.
  9. xzanabarx

    RMXP Questions!

    How do I add the RTP to the compress game archive? I went to "Compress Game Data" but it didn't give me an option to have RTP attatched to it.
  10. xzanabarx

    RMXP Questions!

    I know these are a lot of questions but please help :) Thank you in advance! 1.) I keep hearing about these tile set limitations with RMXP, what is the limit for tile sets? 2.) Does a person need to have RGSS installed on their computer or RMXP to be able to play my game? 3.) When importing a custom tile-set how do I get the shadows on trees/buildings/etc. to look right? They come out light gray when I start to play the game and since I have some tile-set tiles mixed and matched it looks weird going into a forest town where the shadows of trees look right (semi-transparent) and then going to a park using the same tile-set as a base just adding benches, fruit-stands, and such and the shadows of all those look light gray. 4.) Is there anyone on here that does custom sprite work? I need someone to help me edit some of the sprites (recoloration and added frames) for a few quests and cutscenes I'm making. Message me for more information on this, if someone on here can help me. 5.) In addition to the above question: Is it possible to change an actor's sprite based on the equipment they have on? For example the player's character starts off with leather armor and then upgrades to wood and then metal.. etc. How would I do that? I'm sure I need a script, but does one exist for it and is it even possible in RMXP. 6.) Is there a script somewhere that makes a battle like the ones in Chrono Trigger for Super NES? 7.) Is there a way of changing the battler graphics to a different image when they are attacking or being attacked? Sort of like in the Super Famicom game of The Slayers. 8.) How would I make the screen shake at the same time when a character/enemy is walking? I have this idea of making a troll appear in a dungeon (how original, yes I know :P) and having the screen shake with each step it takes. 9.) How would I add a splash screen, like a logo to appear before the title screen starts up? Or is this not possible at all?
  11. I like the script... The Biographies you can add to it are awesome, as well as the other character details that can be added. The only problem I found is that everything tends to bunch up together sometimes and the fonts get all distorted making some things hard to read. I was sort of hoping that someone could teach me how to implement that "sub-window" shown in the picture. Since the character's picture itself is a bit too bright, making some of the equipment names hard to read. I would just need to implement a small sub-window for the equipment, hopefully allowing the biographies and other details to remain on there as well. The original site is: http://fayforest.sakura.ne.jp/sozai/english.html if you go under "For RMXP Resources" and then click "Illustration" you'll see the image I posted. There is a link there for the script and I tried to use Google Translate to help me but it didn't really help at all.
  12. I was browsing this really cool japanese site and I came across an image of something that seemed awesome. The only problem is the instructions that they had on there didn't really translate too well with Google translate. Could someone tell me what I need to do? I looked in the script database and I could not find anywhere to add the directory listing for the picture itself. Here's the example that was on the website:
  13. xzanabarx

    Some Questions

    The move route set works, but if I go into the shop processing and just hit Exit, the clerk still walks to the back and comes back and says "Here you go". I want to be able to have the player buy something and then have the clerk go back and basically nullify the move route if they press Exit without buying anything.
  14. I'm a Mexican-American :P Third generation too. My grandparents came here legally too. People think of me as strange since I'm into game design and computers instead of the stereotypical "Mexican" interests such as soccer, auto repair, construction, welding, basically the jobs that Mexicans would probably do. I remember in high school how they used to hint at auto repair or wood shop as electives for me. <_<
  15. xzanabarx

    Some Questions

    Here's what I have for the Shop/Hotel: Where would I add the command so that the clerk walks to the back and "retrieves" the item? I pretty much have the Shop, Cancel commands in there, as well as a choice to stay at the hotel.
  16. xzanabarx

    Some Questions

    How would I make a message appear every time the player enters a certain place from outside and only outside, such as a message showing the name of a shop or inn.
  17. xzanabarx

    Some Questions

    I have a few questions about things I want to do in my game. I want to know if they are possible to do and if anyone can post a quick crash course on them or send me to a tutorial it would be awesome. 1.) How would I make a shop-keeper who is behind the counter walk towards the back and "retrieve" the item I purchased? I tried setting a move route after the Shop Process was completed but they still walk back even if I cancel. I couldn't see anything within a conditional branch that would allow me to do this or anything that says "end process". 2.) How many switches can one have per game? I've added several chests in my game and I find myself making a new switch for each chest because if I use one that has already been used the other chest using the same switch will open at the same time. Also, how many self switches can I use? And would they affect any other instance of a self-switch that has been used? 3.) Is there any possible way to configure the game to use custom keys, such as M to display a map and Q to display a quests menu? I've hit F1 during the playtest and I just see several keys with the options A, B, C and so on? What do these mean? I've figured out that C is the action button, but what about the rest? 4.) How would I export the actual game file so I can send it to friends, family, etc. when the game is ready to be played by others? Do they have to have RMXP installed on their PCs or is there a way to just export the actual .exe files? Is the .rxproj file necessary for the game to be played? (I know that programs on Windows install the audio, graphics and data in the background and access all that when the program is run) 5.) How would I make the following quests: Item Retrieval Killing a certain amount of Monsters Leading someone through a dangerous place Item delivery Thank you very much in advance! :)
  18. xzanabarx

    Doors

    Now how would I make the door open when the player transfers outside and the player walks out of the door and it shuts behind him? ^^''
  19. xzanabarx

    Doors

    I can't open the file with RMXP it says that the file you posted was created by an older version of RPG Maker and it gives me an error about RGSS104E.dll being missing. I was able to fix that to see the actual demo by changing the 104 to 102 but I still can't open the actual game-creation file :( Edit/Update: Nevermind I figured it out. As for the demo, I really like it, the one thing that I really kicked myself for was how you used a floor tile for where the door was. I was trying to get my character to walk through a wall xD how silly of me. Thank you very very much!
  20. xzanabarx

    Doors

    Thank you! I can't wait to learn how to do this!
  21. xzanabarx

    Doors

    I've been scratching my head at this for about 30 minutes now. I want to make an event where the player approaches a door, the user presses the action button, it opens, the player walks into the open space of the door and it closes behind them and then transfers the player into the next location. I've gotten the door to open and then have the transfer happen, but it doesn't look natural. I've already tried to make the door event "through" and set the tile where the door is, to passable, but the player ends up standing on the door. Is there any way I can make the door open and have the player walk in and have the door shut behind him without the need for using screen flashes or fades, until the door closes? Thank you in advance! :alright:
  22. Is there any way to change the default keys. I find it kind of awkward that people have to press Esc to bring up the menu key. Are the buttons somewhere in the scripts? If so are they just labeled as "Esc", "Space" etc. or are they labeled as Case 1, Case 2 etc. from previous programming classes I have taken, keys are usually set kind of weird. Thanks in advance!
  23. @Enigma: How would I insert the teleport code directly? The only time I know how to do that is when the player touches an event that would teleport them to another map. @Zeriab: How would I change the self-switch before transferring to a new map? I tried turning off the self swtich at the end of the event code, but when I go back into the room (the player sort of has to go back in there to get out of the house and continue with the story... its sort of Pokemon-esque) the self-switch turns on again. Thanks for the hug, btw! I'm such a n00blet! ;___; Are there any tutorials for this stuff on here or anywhere else you guys could point me to?
  24. Well the thing is that the catgirl goes into the room on the left and wakes up the main character... so I guess that would be a continuation of the cutscene on the 2nd map, but I use a different event for that and then I have a fade effect and the character is standing by the bed. Should I just not do that at all? I was kinda trying to do something like the intro of Chrono Trigger where Chrono is woken up by his mom.
  25. I'm trying to create an introduction cutscene and I did the following (according to a post of neoseeker) on how to erase events permanently: - I added a Control Self Switch Function to the bottom of the event. - I made a new blank page and turned the same self switch on - I used CCoa's UMS script but I doubt that could be an issue. The event for the cutscene starts playing when the game starts and the player presses New Game and whem the cutscene transitions to another Map where the player can finally move about and they go back into the other map, the event begins to play again. Here are some screen shots to further explain my dilemma (I apologize in advance if they are too big): Does this look okay? Or did I mess something up here. How do I get the event shown in the first picture (top-left corner) to just play once and once alone (when the player selects New Game of course) Thank you for your help!
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