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diagostimo

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Everything posted by diagostimo

  1. try updating your graphics driver, I remember a time when I had a fresh install of windows xp with no graphics driver installed, and I faced same issues like this as it was running on-board graphics and rpg maker xp didn't seem to like that, even when I set resolution to max
  2. this is the only thing I have ever seen around that sounds something like what you want http://forum.chaos-project.com/index.php?PHPSESSID=8701052108fcf7cf7330cd1fae16c62c&topic=9670.0 however its only an icon that is displayed above interact-able events
  3. thanks guys, like I said I have only used unity a little, but as I have programmed in c#, which is one of the main languages unity uses, I am pretty comfortable using unity with what I know, but ill probably play around with it some more before making any tutorials for it, I can start making tutorials for straight up programming a game in c# and java though, as my knowledge is some what extensive now on those topics, ill defiantly work with Unity some more though so I can make some content relating to that, as it is a great engine. @Marked, no i'm not from New Zealand, my parents emigrated out there about 6 years ago now, and I originally went out there on a temporary resident visa, that I got under my parents residency, but decided i'm too young to be putting routes down yet, and decided to start Uni over here in England as I can get the most benefit been a UK citizen, but i had a great time while over there, they live in New Plymouth so I only visited the north island, but if i was to go back I would probably visit the south as that is uncharted territory as of yet :) anyway there won't be a sudden influx of content from me, as my second semester begins tomorrow, but in my spare time ill start composing some content I can use for tutorials and go from there, also ill defiantly play around with the tutorials section for publishing stuff there, also maybe a category for straight up programming could be added? as a lot of the stuff I would cover is programming a game with java using opengl etc. edit: also how about maybe adding like a chapter system for tutorials, so say I start making tutorials for programming in java, all the tutorials would extend onto each other, like building it in steps, that would make it easier for structuring stuff like that, but not sure how much it would infringe onto the current system, maybe the system could be a bit like how a forum page works, where each page of the topic is a chapter in the tutorial
  4. Hey there fellow Game Makers, i'm sure some people recognize me, and for those who don't, Hello :) I haven't been here in a while as iv had a lot of stuff going on in life over the last year, I started University back in September, and was out in New Zealand for about a year and a half before that visiting family, and did some travelling too, so ye iv had a lot on with moving back to the UK and getting settled in at University, life be crazy sometimes! anyway just wanted to let people know that i'm kicking around and hope to put some input into the community, this was one of the first places I started out when I started game development with RPG Maker, and probably wouldn't have had the drive to end up in the position I am in today if it wasn't for the help of some off the members here teaching me the basics. I have moved away from the RPG Makers now as I do find them limiting in the direction I want to go with developing games, I have mainly been focusing on my programming skills, making games from scratch, and have learnt a lot over the past year, I have learnt opengl in java and also C# with xna, so I might start some tutorials and support topics for these, as I know this community needs contributing members for different engines, I do also know how to use Unity a little, but much prefer hard coding a game, it just gives you so much more power and ways to go about doing stuff. would people like me to post content for these? i'm up to ideas if anyone has any, or if anyone would like me to focus more on one than the other to begin, ill probably start out with the basics first and maybe start some projects later where we have to make a basic game, to implement stuff learnt, as I know the best way to learn is set a target and try and meet it, would also be good getting the community more involved. anyway, let me know what you think, peace :)
  5. hey theoryoferin, thanks for reporting the bug, I looked into it and turns out I forgot something minor, I have changed the script in the database with the fix :)
  6. cool, i'm not going to be able to be able to check it for a couple of days as I have a 30hr travel journey to the UK ahead of me :/ but as soon as i get the chance ill look into it
  7. can you post a scripts.rxdata and i can do a full debug, as it is that should work as long as you got no weapon equipped, remember to make sure your unequipping your weapon, I made that mistake a few times
  8. I still need to know how your forcing the damage to not be 0 when unarmed, when I edit the base attack like I mentioned before and make the same edits you made to the damage equations it divides perfectly when unarmed, are you giving your character a base attack power and adding the weapons attack onto that? here is the script I got it to work with:
  9. us a print before and after the damage is changed, like this: p self.damage if attacker.is_a?(Game_Actor) self.damage /= 2 unless attacker.weapon_equipped? end p self.damage tell me what result you get, if the damage is successfully divided then your problem lies elsewhere, it would be nice to see how you implemented forcing your character to do damage when having no weapon equiped edit: also where abouts you add the edit will make a diference, I would probably add it in where the guarding corection is done
  10. did you add the method 'weapon_equipped' to Game_Actor?
  11. well you will need at least some base attack or its just gonna do 0 damage anyway, then in game_actor add a method to check the character for a weapon like: def weapon_equipped? return !$data_weapons[@weapon_id].nil? end then in your battle formula you can check the character for a weapon and go from there, also check if the attacker is a Game_Actor if attacker.is_a?(Game_Actor) self.damage /= 2 unless attacker.weapon_equipped? end
  12. you want to edit game_actor, where the base attack is calculated here: def base_atk weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.atk : 0 end just make the 0 whatever you want the base attack for an unarmed character to be
  13. I had a mess around at manually opening the map file and resetting the dimensions, but because of how rpg maker center's the map on screen it makes a weird tiling affect and your movment glitches, to actually resize the map it would require a rework on how everything is calculated, which is a bit of a hassle for something small, and then when you actually reduced the size of a map you would still get black borders because of the window size, so dolarmak's answer is the most suitable as it would just give the same effect.
  14. I got a collection of all his tilesets in one project: http://www.gdunlimited.net/media/uploads/manager/inq-tileset-collection-19396.zip
  15. I still have that script file you sent me about the ice system the other day, if you haven't changed much or don't have that file available I can upload it for you, would just be easier rather than trying to find an unknown error edit: think I found your error, your blizz abs part2 is the same as part1, i am guessing you might have edited the config and pasted it in the wrong one?
  16. you could easily do it with an auto/parrallel proccess common event, simply activate the switch with the menu selection, then get your common event to deactivate it at the end, to change a switch use this code: $game_switches[iD] = true/false
  17. diagostimo

    PLEASE HELP ME!!!!

    I remember when I was messing around with a pokemon game, the overworld tilesets where huge, and had loads of holes, eventually I just ended up creating my own tileset with buildings and stuff that I actually used, which meant I had to re-map all my maps to the new tileset, but hey I now have a well customized tileset that I will use 100% off.
  18. diagostimo

    PLEASE HELP ME!!!!

    I am afraid there is no simple solution for your problem, my best advice is to create a new copy of you tileset that has been modified to have less spaces in it, then redraw your maps with the new tileset copying from the old ones, iv been in that sort of dilemma before and its not nice :(
  19. about the opacity not changing straight away with my method, as I said put it above the main loop, there's a bit of code there that might cause delay, you will notice Graphics.transition just above the main loop, it should have been above that, that may cause a slight delay in it being drawn but not 100% on that, but bigace's way is more efficient as it deals with multiple windows at once for that scene, with bigace's script you could add to it to account for more scenes, if you didn't want to do it manually in them all as it can get messy and you might forget where you added edits, here is an example: return unless $scene.is_a?(Scene_Menu) #if I wanted to add scene_item to be transparent I should change the above to this: return unless $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Item) #note I just add || which basically means or, I also change the class name, you could #also add more on multiple lines like so: return unless $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Item) || $scene.is_a?(Scene_Title) || $scene.is_a?(Scene_Battle) || $scene.is_a?(Scene_Equip) #ect
  20. for your first one add this code: @background = Spriteset_Map.new place it in the main method of a scene above the main loop, and then just reduce the opacity of all windows in that scene, heres an example of how I did it in scene_menu, I placed all this code just above the main loop: @command_window.opacity = 160 @playtime_window.opacity = 160 @steps_window.opacity = 160 @gold_window.opacity = 160 @status_window.opacity = 160 @background = Spriteset_Map.new oh ye and your going to need to dispose the background otherwise you will get an error when the menu re-opens, place: @background.dispose at the bottom of the main method below the disposal of all the other objects for your second one your going to have to make a few edits, first you will need a larger battleback(640, 480), reduce the opacity of the window, then go into Spriteset_Battle, on line 19 you will see: @viewport1 = Viewport.new(0, 0, 640, 320) change that line to: @viewport1 = Viewport.new(0, 0, 640, 480) next go to line 106 and you will see: @battleback_sprite.src_rect.set(0, 0, 640, 320) again change the 320 to 480 as long as you have a larger battle back you will now be able to see it behind the window :)
  21. no problem, but you will definitely need to keep the edit to the class name for the compatibility with blizz abs, always test new scripts on a new game, as initialization of a script only happens when the new game option is selected, basicaly if you ever see that a script plays with the initialize method of a class then it needs to be a fresh game for it to work properly
  22. umm that's pretty weird, I replaced the scripts with yours and im sliding around like crazy, if your terrain tag is definitely right, what about save data? try it in a new game
  23. I think its demo time, must be something other than blizz abs as it works flawlessly for me, what version of blizz abs do you have, it is the most recent?
  24. in my script change "class Game_Player < Game_Character" to "class Game_Player < Map_Actor", just the class name, I have it working in my project like that with blizz abs, that fix would probably work for bigace's too, autotiles shouldnt effect it as im using them
  25. did you get an error when you tried using it bob? I downloaded the most recent version of blizz abs and was faced imediatly with an error, changing the class name too: class Game_Player < Map_Actor solved the issue and it works fine, as in blizz abs it has its own sub classes and when I added to it I changed the child class that it used
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