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Everything posted by kellessdee
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Pol, I <3 you. You gave a beautiful description and examples, so it was really easy to make :) Here is the script: (note: All you need to configure is the constant in Window_SaveFile: set CHAPTER_VAR to the ingame variable ID of whatever the chapter variable is, and the constant in Scene_File: set SAVE_BG to the filename in the pictures folder :3) and @viraniz: feel free to look at my code if you wanna see how i did it :3
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i can only imagine what a purple nurple/titty twister would feel like if nipples had nipples
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Favourite song??!?!?! I have to pick one??? hmmm that's hard; I will pick a couple :) RIGHT NOW (it changes often) ugh yes the mars volta are amazing (unfortunately I couldn't find a full-version, the song is 13 mins long, but the first 10 minutes are the best i guess :D) of montreal are god http://www.youtube.com/watch?v=Ws__HZ9XXaU pendulum makes me want to dance into eternity this song is just too catchy :D okay that's enough for now XD
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I call conspiracies on this thread! ಠ_ಠ
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Hmm. Well you are definitely on the right path, but the issue with adding attributes to weapons/armors, is mainly just that you only have so many fields in the database (e.g. no luck field to set that attribute) however there are a few ways to work around this: 1. You could hardcode all your weapons/armors luck attribute ex. after loading the Weapons.rxdata / Armors.rxdata files; you could set each $data_armors luck attribute to whatever you want it to be $data_weapons[1].luck = 50 however that would take a lot of typing...but this would be the most surefire way to make it all work. 2. The method I might suggest, is have each weapon/armor get an individual icon, and include the luck attribute as the first three digits (it will make it easier if it includes leading 0s, so 50 would be 050), and just loop through the entire $data_weapons array setting each attribute to the icon_name's first three letters (then use the string.to_i method to parse the integer from string) ex. $data_weapons.each {|weapon| luck = weapon.icon_name[0..2] # This will grab the first 3 characters in the icon_name string weapon.luck = luck.to_i # This parses the luck string into an integer } There are probably a lot of other ways to do this...but just to give you an idea on how to approach it. The first method would require more coding, but saves on image files (and having to name them correctly) and the second method saves on coding but unfortunately requires more images... so either pick one of these methods, or maybe I have inspired an even better method for you to come up with :) good luck, if you need a better explanation; just lemme know.
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How to change the position of Battler Graphic in a Battle?
kellessdee replied to tezu97's question in Support
xxultimaxx is exactly correct, play with those values to get what you want...however; do you plan on using other battlers for other players? if so you'll need to create a formula that will display each battler in the position you want... so self.index * 160 + 200 may position the first battler correctly, but the rest of the battlers will be positioned further and further to the left, and some may be drawn off-screen. Just keep that in mind when determining what calculation to use :) -
No problem :) glad I could help in some way. My method with the RPG::Cache involved creating a bitmap then stretch_blting that bitmap into the cache so all graphics called through the cache would be scaled to 1/2. anyways, good luck with everything :)
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The RPG::Cache is technically a hidden module, but the script is in the help manual, but to make it easier for you: RPG::Cache (just c/p any where within the script editor, and any changes made will overwrite the existing cache) as for editing the movement...it unfortunately isn't as simple as distance variables, there are a lot of calculations to be taken into account and slowly apply movement over a certain amount of frames, to make the sprite "move." Editing movement efficiently is actually probably one of the more difficult things to do within the engine... And the scaling the tilesets would be difficult (in terms of externally scaling the graphics) as you would need to rewrite the tilemap to display each tile at 16 px intervals rather than 32...and the tilemap class is a hidden class (thus cannot be editted, you would need to write it from scratch) I think your best bet would be to see if those pokemon games have any scripts available to look at/for use. I don't even know if there is a function within the win32api that does this, but I make that assumption as the most efficient way to rescale everything at once would be by scaling the entire screen. Also, imo I think that graphics that are half size (unless they are HUGE to begin with) would make it difficult to play, no? I wish I could be more help, but good luck with this :)
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hmmm I never thought about the tilesets..I guess that makes sense XD And I think I may have come up with a quick and easy solution to this! I never thought about it; A simple rewrite of the rpg::Cache module that instead of returning the full-sized bitmap, re-blt it at 1/2 scale and return it...hmmm EDIT: Okay, so I got it to work, well sort of anyways. Those pokemon games you speak of MUST have a different method all together for scaling the graphics (as it would need to scale the entire screen rather than each individual graphic) OR they did a huge script rewrite. Everything worked fine, except for tilesets. Since the movement in rmxp is tile based (32 X 32 px tiles to be exact) one would probably need to rewrite movement, tilemaps, etc. in order to scale the tilesets correctly. Otherwise, there may be a set of win32api functions that can scale the entire screen...which is something I am not very knowledgeable of.
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out of curiosity, is it necessary to scale down the graphics? if so, I would HIGHLY suggest resizing them in something like gimp or photoshop. Using the existing methods to resize the graphics could easily slow down/lag your game ALOT. calling the zoom_x / zoom_y methods takes a lot of processing power (well not THAT THAT much, but multiply the number of rescales necessary by 2 and that's a lot of method calls.)
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The computers, internet and tech talk forums is probably better suited for these kinda of questions, for future reference. Anyways, I think rose has the best solution; and gimp's color selector is very versatile - you have options to select similar colours as well as specific colours; you can add and subtract to the selection as well :) (very useful, especially when trying to restore the quality of jpeg files)
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Although I won't lie, madanchi you made me laugh; but please let's try and stay on topic here, it seems to be drifting off a lil.
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Well how it works, is when the user opens game.exe the game.ini file first searches in the game directory for the rgss.dll and then if it can't find it there looks else where. So the user can just leave the rgss dll right in your game folder they do not have to do any file moving :) EDIT: oh, rgangsta you beat me to it :P And don't worry about it for the scripts, don't thank me, thank those who wrote them :)
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Welcome! Yay another ex-rpg maker 95 user and fellow canadian! I have family in montreal :D I need to get out there again sometime, Quebec is one of my favourite provinces (that I have visited anyways). Also, if you have any questions about scripting, or anything; ask away. We have many kind/helpful and talented members here. Enjoy your stay! ps. what is this rpg maker 7 you speak of?
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Welcome; Kiriashi is correct, this is the best rmxp community (just saying) anyways I hope you enjoy your stay! I think you will like it here :D
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I am assuming your other topic for this was posted by accident in the wrong forums :) Anywho, for the astronaut sprites, were you looking for a specific style? i couldn't find any, but if i come across any, i will let you know
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It should be, I am *pretty* sure (i haven't really tried, but as far as I know it should work) that all you need to distribute rmxp games for users that do not have rmxp are: the rgss dll and any rtp files that is used in the game (you do not have to include the rtp if it isn't used) The location of the rgss102e.dll (this is the latest version i think) is C:\Windows\System32\ (32-bit windows) or C:\Windows\SysWOW64\ (if you use a 64-bit windows) I could be wrong about the 32 bit part (i only have 64 bit) if you cannot find it go to C:\Windows\ and just search for rgss102e.dll or even just rgss. Also, there is a script that helps create a log of any missing files in your game. http://forum.chaos-project.com/index.php?topic=2949.0 I am not sure if it will tell you which files are used in your game, so if that is the case this script will make a list of what resources are used in the game: http://forum.chaos-project.com/index.php?topic=113.0
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Did you include the rgss10x.dll? That would be something only rmxp users would have and required to run it. I need to play this once i have more time on my hands XD
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I was creeping your profile and noticed you like Princess Mononoke and Spirited Away :D mayazaki is god
have you ever seen Nausicaa?
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;) Canada but we prefer the term "escort"
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Wow. Now that is something interesting. Once when working in a discount grocery store, one of our produce guys found a Black Window spider in a shipment of grapes, and they caught it in a plastic bag. Anywho, I love how dominoes reaction was: "Oh sorry we sent you a spider that could have killed you, here's your money back. Want some more pizza?"
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:3 You are learning ruby :D good luck! It is a very beautiful and addictive language I'll help you out with this one: class Custom < Window_Base super(560, 0, 233, 254) self.contents = Bitmap.new(width - 32, height - 32) refresh # Calls the refresh function in this class end What's happening is you are calling super (which calls the super class's method of the same name) outside of any method...I guess my explanation isn't much better than the error message but I can show you why, you have super directly below the class definition, where it should be below a method definition. In this case you need the initialize method (which is called when creating an instance of a class, ex: Custom.new) so you simply need: class Custom < Window_Base def initialize super(560, 0, 233, 254) self.contents = Bitmap.new(width - 32, height - 32) refresh # Calls the refresh function in this class end now super is called within a method, and you won't get that pesky error. I might be able to explain better, but lack of sleep's got my brain in a knot XD If you need a better explanation, lemme know :)