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diagostimo

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Everything posted by diagostimo

  1. is the problem that you cant use the script in you own project or that its animating too fast, just a thought, as your frame rate is half of his, why dont you double up your images so it slows it down?
  2. diagostimo

    self.z?

    its a map script for pokemon, the scene pallet town will open a window with a zoomed image of the town, much like in the actual pokemon games, obvo they will be a scene for all the index's with a town or route, regards to my question, i have solved it on another forum here, if anyone stumbles upon this looking for a resolution :http://forum.chaos-project.com/index.php/topic,11398.new/boardseen.html#new
  3. diagostimo

    self.z?

    hey guys, iv been getting into scripting and thought id start with a custom window, im having trouble with my script though, so i have a map scene here, which draws a map, and has an index to grid the map up, the problem is my index cursor is being drawn behind the map image, the only way i can see it is if i reduce the opacity of the maps image, which makes my map look really dull as it is merging it with the color scheme of my windowskin, so i need to change the self.z of either the index's cursor, or the image, heres my script as it stands: #============================================================================== # ** Window_Map #------------------------------------------------------------------------------ class Window_MapMenu < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh end #------------------------------------------------------------------------- # * def index #------------------------------------------------------------------------- def index=(index) @index = index # Update cursor rectangle update_cursor_rect end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect x = 32 + @index % 17 * 32 y = 0 + @index / 17 % 14 * 32 self.cursor_rect.set(x, y, 32, 32) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @bitmap = RPG::Cache.picture("kantomap.png") self.contents.blt(32, 0, @bitmap, Rect.new(0, 0, @bitmap.width, @bitmap.height), 160) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # if enter is being pressed if Input.trigger?(Input::C) if @index == 172 # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_PalletTown.new end end # If right directional button is pushed if Input.repeat?(Input::RIGHT) # If directional button pressed down is not a repeat, or # cursor is not positioned on the right edge if Input.trigger?(Input::RIGHT) or @index % 17 < 16 # Move cursor to right $game_system.se_play($data_system.cursor_se) if @index % 17 < 16 @index += 1 end end end # If left directional button is pushed if Input.repeat?(Input::LEFT) # If directional button pressed down is not a repeat, or # cursor is not positioned on the left edge if Input.trigger?(Input::LEFT) or @index % 17 > 0 # Move cursor to left $game_system.se_play($data_system.cursor_se) if @index % 17 > 0 @index -= 1 end end end # If down directional button is pushed if Input.repeat?(Input::DOWN) # Move cursor down if @index / 17 < 13 @index += 17 $game_system.se_play($data_system.cursor_se) end end # If up directional button is pushed if Input.repeat?(Input::UP) # Move cursor up if @index / 17 > 0 @index -= 17 $game_system.se_play($data_system.cursor_se) end end update_cursor_rect end end #--------------------------------------------------------------------------- # * Scene Map_Menu #--------------------------------------------------------------------------- class Scene_MapMenu def initialize(index = 0) @index = index end #------------------------------------------------------------------------- # * MAIN #------------------------------------------------------------------------- def main @mapmenu_window = Window_MapMenu.new @mapmenu_window.index = @index # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @mapmenu_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @mapmenu_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to Menu screen $scene = Scene_Item.new return end end end #--------------------------------------------------------------------------- # * class Window_PalletTown #--------------------------------------------------------------------------- class Window_PalletTown < Window_Base #------------------------------------------------------------------------- # * Object Initialization #------------------------------------------------------------------------- def initialize super(0, 0, 416, 352) self.contents = Bitmap.new(width - 32, height - 32) refresh end #------------------------------------------------------------------------- # * refresh #------------------------------------------------------------------------- def refresh @bitmap = RPG::Cache.picture("pallettown.png") self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, @bitmap.width, @bitmap.height), 255) end end #--------------------------------------------------------------------------- # * Scene_PalletTown #--------------------------------------------------------------------------- class Scene_PalletTown #------------------------------------------------------------------------- # * Main #------------------------------------------------------------------------- def main @pallettown_window = Window_PalletTown.new # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @pallettown_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @pallettown_window.update # if mapmenu is active call update_map # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_MapMenu.new(172) return end end end if anyone knows how i can solve this i would be very grateful, iv tried multiple solutions but to no avail :(
  4. hey, so basicly the script grids the image up 4 images by 11, if your wanting to make your sprite sets bigger then just simply make a bigger image, using gimp for example, then you can grid the image by dividing the image width by 4, and the height by 11, you can make an image as big as you like, just make sure you keep the width and height numbers even so it breaks up evenly, if your wanting to use an existing sprite set, i would not recomend streching it as it will distort the image and not be as detailed, i would recomend redrawing it, this would take longer, but be more detailed, i hope this makes sense and helps
  5. what you need is an abs(active battle system) go to chaos-project.com, then search for blizz abs in rpg xp scripts, it comes with a help manual so i recomend using it as it is rather complicating at first, also it comes with a mini map in the bottom right.
  6. there is a script on chaos-project.com that updates rpg maker os (online system) here: http://forum.chaos-project.com/index.php?topic=6524.0 of-course this wont work without rpg maker os, so if you wanted it basicly for a single player game then you could ask to see if anyone would interpret it for this method, just thought id throw it out there as i know it does what you want except listing versions, it just forces an update to the client :)
  7. ye i have been using the scroll map comand along with variables to determine the pulleys position, at the moment i have a mess of variables set up, it works to a certain extent but the camera is not acurate and sometimes overblows it when returning to the player depending where i leave it, i have a demo here if you or anyone fancys having a better look at it: http://www.mediafire...si1ib78cbdrv2ud the switch i have been messing with is the top one from the spawn point
  8. hi, i was just wondering if it would be possible to set an event to scroll the camera to lock on another event, here is the event i want to do it with: so as you can see the switch allows you to control a pulley to move left or right, but i need the camera to lock onto the pulley at the start of the sequence, as the pulley can move out of the see-able area from the switch, and the the camera to center back onto the player at the end of the sequence.
  9. hey, so in my project i am designing a space station, and on one of the floors is going to be a mainframe coolent room, by this i mean all the machines in the room are going to be submerged in a pool of water, like this: i am using this auto tile i put together for the pool: then im overlaying this tile piece for the computer: the problem is that as im using an autotile for the pool, the water is running the rippling frames, so when the computer piece is overlayed the water around it is stangnent, i know i could very well make it as an auto tile to save the hastle, but i am going to make bridges run over the water to gain access to the computers, so in doing this i still want the computer to have its 3d elements when accessing them, if any one has any ideas how i could resolve this, that would be much apreciated :)
  10. hey i have been putting together a mayan tileset, as i have an idea for a maze game, and a mayan setting would be pretty good as i can include lots of puzzles ect, i did search lots for one but i mainly found rtp reamakes of jungle ones, and none cut the job, anyways heres the tileset, its nowhere near done, i just want a general idea o how its going,, curently i have a functional gong, a base for a rotating wall panel, sacrifice table ect, also on the note if people want to post ideas of items that i should include with this theme feel free to post, and when this is done your welcome to use with credits, oh ye this also has a hedge maze on the tileset as it is going to be maze based, but the hedges arnt shaded yet :), so here it is!
  11. diagostimo

    hedge maze

    hey guys, it was bugging me loads and im rather impatient, as i really wanted it to get on with a bit of mapping, so i made it and it worked out pretty well, heres the current state, still need to add T parts and + parts, also it is only in three colors at the moment, havnt done any shading yet just got it operational: what do people think? i think it would work well in castle courtyards and what not as-well so feel free to use it at your disposal, ill add it to the gallery once its shaded and what not but thats my weakest area, so it could take a while depending how it goes :D ps. swy for double post, i know im rubish :P
  12. diagostimo

    hedge maze

    hey, its rather simple my request really, what i want is a standard hedge maze tile piece, that can be expanded to make a bigger maze, so ye hedge walls, about 2 to 3 tiles high if possible, and corner pieces would be a bonus, if your bothered about em i can give anyone 10k shop points that sorts this or sources an existing one, but i have googled my arse of for something similar, thanks in advanced :)
  13. hey guys, iv been inactive for a short period of time, but let me assure you it is not due to me getting bored of rpg maker or failing on projects, just formatted both my laptops so haven't been very creative recently, i still have my projects backed up on my hard-drive so anyone that was interested in my projects, they are still on the go, but progress is slow as im in full time work saving to go to n-zealand to join my parents, but in my spare time i will fully write up the stories for both my projects- a parallel universe, and my mmo that im making(currently unnamed) and also draw up maps and ideas onto paper as i dont plan on making any in game progress until i have my super computer up and running that i just bought, as my laptops are old school and lag alot when testing ect, your regards diagostimo :)
  14. Try re installing the rgss player
  15. i use gimp, its similar softwar to photoshop but free, if you own a copy of photo shop that would be better as it has more functions, just remember that the image has to have a width of 256, the hight can be ajusted for how much you are putting in to it, and the grid size of each tile is 32x32, just set that up in the grid setup and your good to go :)
  16. that is my opinion on the topic, i am not telling you that it IS morally wrong, that is just my opinion i will say it again in case you missed it, i accept the fact that one has the choices to approve or disapprove for there-selves, and where abouts did i say that people should not get a boob job because.....
  17. that is ace, i am generally an unorganised person but another way to keep track of stuff is defiantly a benefit :)
  18. oh yes i would defiantly see it as socially wrong, and i agree about celebritys, but there will be a time when there fame is over people shun them for it, not like it matters, no matter how atractive a celeb may be i would never get in a relationship with them for the media factor, back to the moral point, i broke my nose around the age of ten and it has been of angle since(didnt get it broke back into place) i would consider it to be morally wrong for me to get a nose job as it is syntheticly replacing me with a nose that is naturaly not my own, and proves insecurity in myself, as the saying every scar tells a tale and is part of who you are
  19. i actually dont know if western names have meaning rofl never looked it up and not well informed, i would say no they dont have much meaning as not much meaning(in most cases) is put into naming a child, when a child is born you get a big book of names and they say what would you like to call him/her lol but my name is perry, i like it because i have never personally met another person with the same name :)
  20. diagostimo

    fountain!

    i like really need a big water fountain sprite, differnt than the rtp one and preferably around 96 by 96 single image size, if anyone knows of one that exist or can make one in free time it would be very appreciated, the only one i found is to small as i want it as the main part of a city
  21. your drawing is ace, i look forward to seeing more :D
  22. i only just read this, i would have got that straight up im ashamed in you karashi for having to google it, you should no quality music :P
  23. i meant on a moral bases that it was wrong, i accept the fact that one has the choices to approve or disapprove for there-selves, in my statement i did not say surgery of any sort is wrong, only that i thought getting a boob job was wrong, it does not enhance one health wise and imediatly has threats like any sort of surgery has, surgery has to be taken seriously and should not be used comercialy like you see with celebrities and that doing it to gain an extra bra size because they think there to small and/or is needed to be more atractive, im going to quote lizzi about the droopage lols, what is wrong with using natural methods of atraction and like lizzi said reducing droopage, because i would much prefer a girlfriend to wear them as it would more than likely boost our future confidence with each others physical appearance
  24. cheers, at least i got a way to find stuff for now, i hate losing track of content that could later be of use :)
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