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Everything posted by diagostimo
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i currently dont have a race script, its all just concepts at the minute, i was just gonna set them up as 4 differnt classes that you cannot change to once yours is chosen, and say each class race has 4 preset charsets you can choose on load up, so to make the stories, i would have all events conditional to having that class in your party{obviously removing all other party members once you have selected your race} edit[ the squirel talisman will be obtained later in the game, so this will have no effect on the race selection, which is why i was thinking of switching the map teleporter to deactivate when the squirell switch is on, and having the squirell swich also to enable dialogue with critters and been able to go through small spaces like tree trunks and vent systems
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i dont mean teleporting from one room to another changes it, i meant teleporting to the world map as when you press q it goes to world map changing the graphic to cursor, then teleporting to a location or backing out changes the graphic back to the alien, which is why i need to store the character graphic on load up so teleporting places via world map does not screw it up edit[the item method sounds rather cool, i could base it on a lucky charm that is sentimental to the character
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whilst im on the subject is there any way i can store my actor graphic like i store the maps x and y when teleporting, as my game is going to based on 4 differnt races, so when you launch the game you select your character out of the 4, then it saves this input, and every time i teleport it restores your character to the selected race, @ kevin, looks like im gonna have to put switches on all the teleport links as teleporting to the map as the squirell then teleporting back out will result that your character no longer been a squirell :)
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very nice, its working perfect, i had no idea how to use the else command until now, thank you very much :D
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same problem, if you look under squirell control you can see that they are all set on differnt common events, and it calls each one for the differnt transformation, should i put it all in one common event?
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rofl :) also dont suppose you can help with this http://www.rmxpunlimited.net/forums/topic/7165-character-transformation/page__p__61990__fromsearch__1?do=findComment&comment=61990 , its propper boggling with my head
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cheers the switch worked but a hell of an effort and if i missed even a couple of dialouges, these would be major glitches many thanks to both of you :)
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ok so i got an item called squirell talisman that is obtained through chest, and the item is to turn you into a squirell, so i got the item to call common event called squirell control which is layed out as so--- squirell control @>conditional branch: switch [0064: squirell talis on] == ON - @>call common event : squirell off - @> : branch end @>conditional branch switch [0064] == OFF - @>control switches : [0064: squirell talis on] = ON - @>call common event: squirell talisman on - @> : branch end @> then the two transforming common events are as follows-- squirell talisman on @>change actor graphics:[Aluxes], 168-small10 0,,0 @>Text: wow the talisman turned you into a squirell @> squirell talisman off @>contol switches: [0064: squirell talis on] = OFF @>change actor graphic: [Aluxes], alien3, 0,,0 @> the problem is that when i use the item it is constantly doing common event: [squirell talisman off], and not changing the character back
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you missundstand, i want a sperate falling sprite thats on his side kicking his legs and waving his arms to actualy simulate him falling instead of it looking like hes walking down it, i just thought i could flip a actual sprite on its side, that could work, and for the ghost changing the opacity sound like a good idea ill try it, but what i really want is something like casper thats tail point is waving as it raises up
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hi, so i got a common event that is auto running on every outdoor map so i an access a teleporting map on the q button, that also changes your sprite to a cursor, so say im talking to a person and the text dialogue is up, if i press q then it will change my graphic whilst the dialogue box is up, then teleport me to the map when the dialogue has closed, i want it so that q is completed defective whilst i am talking to people
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hi i know these would be hard to make but if anyone has anything that is similar that would help out loads, i need a sprite of a guy falling but only falling as he is going to come in from above the screen and fall down a endless pit, but he also needs a actual moving sprite as i want a cut scene of the above map showing the cut-scene which results in him falling down, then i need a ghostly figure or spirit that floats upwards to space, it does not have to match the falling character, if anyone can help it would be much appreciated :D
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I have never used a tutorial for mapping it's just one of those skills you gotta pick up for yourself as everyone has there own style and it is very easy to pick up, Lols I was meaning only the rtp ship can face one way, not metophorically ;)
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ps. if you make any edits to the main tileset like adding windows to the interior ect reposting the demo would be much apretiated, i would do it but i need to get cracking on with other stuff
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no problem, im making a docking system in my project so when i read this i was thought it had to be done, as a ship that only faces one direction is not much of a ship at all :)
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i put this together using the rtp ship i hope you like its all in the layout you requested :) edited(added teleports and people in lookout) http://www.mediafire.com/?an191l8lo4tohu8
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Dynamic Lighting Effects
diagostimo replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
looking sweet :) -
does the movement seem less gittery apart from that ?
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i had a mess about with it does this help?
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I removed the editor from this file, that's all you gotta do rite?
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i was thinking dissabling the battle system for pac man but the idea of been able to slay the chasers giving pacman a sword and putting them on respawn sounds much more cooler :D
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i know about the text i just put in caocao's message script and im guessing it makes the box smaller to allow room for the image, all ammo that is currently used is not finished product but betta testing material, if you want to go to space go to the mountain in the centre of the lake bottom left (right) island, the rest of the island is not mapped yet so its only accesable through teleport, theres also some maps on the island just above the start one but are curently blank eccept to get in the top left city you need to go round right of the mote then push a tree over, this will later require a hatchet. oh yeh to trigger the hud press e
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hey, iv been busy on with my maps mainly at the moment as i like it all ready and then base the story on what i got, heres an upload with what i got for my game so far "A Parallel Universe" , i would have posted images but some maps are to large and would require many screenshots, all comments on this so far are welcome as they will help me develop it :) http://www.mediafire.com/?4morv62c79cvf95 features so far--- press q to access the teleporting map, does not work indoors and in caves press l to close the teleporting map and be in the position last stood test traveling to space and back press s to shoot/ currently no enemies on maps except from giant alien at end of chicken maze test arcade map/ teleport is the island just left of start island aracde machine map includes- left-pacman money maker middle-the chiken maze-not set up but chikens that chase you will be near invinsible(this may lag on low spec pc's) right- teleport to end of chiken maze to test fight boss.
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i bet he was to, check this vid, awsome beatboxer, and he has a small rant how god created the earth about a quater way through :D
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cheers, i was thought that would make the actor wait that amount of frames :)