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Jon Bon

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Everything posted by Jon Bon

  1. Awesome, I had done some messing around without the 2 other elements, but it'll be better to have them. I will try to get something visible to you no later then the end of the week.
  2. Here is Kishe completed. EDIT: Both sprites can now be found near the bottom.
  3. Agreed, constant updates is definitely a good idea, I never saw this thread. Also I think the lack of follow through has more to do with the email notifications not working, so no one probably saw the replies. This is an excellent idea, I suggest you try again when we move over to GDU and everything is working better, I think you will get even more results.
  4. I got a down animation what I think is close to complete. Try the sprite above, and test walking down, let me know what you think.
  5. AHAHAHAHAHA! Looks awesome man. I put it into my test project and the basic animation is pretty solid, I can totally use this. I'll start working on it now actually, since it's almost done anyhow lol. EDIT* Hows this look? (this is just the front view, one frame, I also intend to make a cross one, but this is the one i'm making first)
  6. This system does use an in game variable, the very first one, named 'Poção'. Make sure to not use this variable for anything in your game. Also the system suggests to build your game into the demo rather than moving it over into your game. I am currently using this system and the first time attempted to move it into my project and ran into multiple issues and errors. After moving my game into the demo, all the errors and issues stopped. I have little scripting knowledge so I would suggest you do the same, and move your project into the demo, or create from the demo, as you will run into exceeding less issues. This is definitely an amazing system, I am using tons of scripts as well as this one and some have caused issues, but I have always been able to find an alternate script that does the same thing, and currently have no compatibility issues. I agree with pol, every time you do any script work create a back up copy of your entire game, I use version numbers to tell the difference. I would also suggest to do all your script work at once, or near each other, and read the through each section a few times before you start, I still read, or understand further new things. If you have any questions about how to do something with this system in the future, feel free to post here, I will help best I can.
  7. Yeah I contemplated the whole hop animation thing, but it's hard to have the passion for someone else's work that I have for my own, so I decided against trying it. I am glad because I am ending up having to make a whole new graphic ha! You, described the hop animation perfectly, I can definitely achieve that. I will use the exact same tones as the first graphic to start, once we are satisfied with the animation I can add any weathered effects etc if desired. Yeah I use GIMP, same idea though. Ha! Yeah I know what you mean, about wanting to get too in depth into things. My rule of thumb is, I never go forward with something else until the first thing is finished, which you seem to follow as well. With that in mind you can never really go too hard at anything because you never leave anything unfinished expect for maybe the last thing you start, which is ok. As far as actually doing the whole status effect thing, um, 100 times yes. That's freaking genius, picturing that in my head, I couldn't imagine a system that didn't already do that. Showing animations on the map screen for the status effects combined with a cat script is definitely epic. I will have to start on this on the weekend, as my plate is super full at the moment, don't expect anything until Monday. -Cheers!
  8. 1) Perfect, that is exactly what I needed to know. 2) Awesome. Some source art for your game would rock, like the element colors, so I can match their shades. 3) 64 pixels works perfectly. Yeah the picture may have worked, but I didn't know how you took it, or if its exact resolution or any other crazy factors that may have made me make the wrong size etc. That's pretty much it, if you could get me some pictures of your element colors I can start up.
  9. Chat can definitely be quicker and more efficient as far as brainstorming and asking questions goes, but the down side is that only the people in chat see it. If you make a thread to discuss your ideas, everyone can see it and help/comment etc, it also remains there permanently so people can get ideas from it in the future and it allows you to have a permanent locations to build up the information base for your game. I prefer threads to chat, and find them more efficient because you can go back to reference the thread ideas, or link people to the thread etc. Chat is useful but I think it hinders the creative process by limiting the number of people to the conversation. In theory if you wanted to have a closed conversation about your game you could just use whatever chat program you already use. MSN, facebook, skype, etc. If you want an open conversation start a thread. Also, in all reality if you want to have a conversation about a game idea, peoples names are irrelevant, as you only need feedback etc, who says what shouldn't really matter. I suggest you start a thread and tell people if they want to discuss it, they can meet you in chat. The only reason you would actually need peoples name while in chat is if you were having personal conversations or debates/discussions, game feedback and ideas may as well be anonymous. The only reason I could foresee to need someones name when their are helping you brainstorm for a game, is so you could judge their idea for anything other than face value, or you want to talk to people specifically, if the later case, just ask certain people to help you brainstorm. Other than for social chatting reasons I fail to see why the chat putting 'guest' as your name effects anything.
  10. The one way I can think of to achieve this is as follows. Setup 1. Create two skills of the same name and memorize their Skill ID number, or name them something slightly different. For the purpose of this explanation I will name the skill 'Supercharge', since there are two skills I will call them 'Supercharge A' and Supercharge B', I did the same when making this, you can always remove the A and B later so they appear to be the same power. 2. The first skill (supercharge A) should be setup exactly how you want it to work but it must be set on the occasion: 'Only in Battle'. 3. The second skill (supercharge B) is a 'dummy skill', the only thing you need to put on this is a description, something like 'Depleted skill' and set the occasion to 'Never'. 4. Create a common event with two commands -'Change Skill':add the second/dummy skill (supercharge B) -'Change Skill':remove the first/real skill (supercharge A) 5. Add the common event to the first/real skill (supercharge A). 6. In the 'troops' tab of the database, in the 'Battle Event' section, create a conditional branch that states if the character who knows the second/dummy skill (supercharge B), to then remove it (Supercharge B) and then add the first/real (supercharge A). Change the condition of the 'Battle Event' to 'Turn 0'. 7.This skill will now work, but only for that troop, you will need to copy and paste that battle event section into each troop in your game so the skill works correctly. You will also need to make a unique; Common Event, First Skill, Troop Battle Event conditional branch, for each character that wishes to use this skill or one like it. Explanation What this does is -Character uses skill and gains it's benefits -Skill is removed from character and replaced with a skill of same name that does not work (dummy skill) -At the beginning of each battle the dummy skill is removed and the real skill is added to be used again. This effectively makes the skill one time use. I hope this is what you were looking for. I am sure there has to be other ways to achieve this, but I tested it and this worked perfectly. If you need further explanation or pictures to help you understand what to do, let me know. If anyone else has a better suggestion on how to achieve this please post it, as better is always better.
  11. That actually looks really fun. Total Link To The Past intro too, love it. I don't know if you plan to, but your maps need to be gone over one more time and have a bit of detail added to them, their design is excellent, but they just seem a bit bare and empty. Big is good empty is not. I remember seeing this a long time ago, seems like you have made excellent progress. Keep it up. -Cheers!
  12. Haha, not a link to the demo, a link for your picture. The one with the coffin standing up. I always need source art, so it would be awesome to see that. I did catch that questin, I definitely remember seeing bloodied RTP characters somewhere, I am not a collector though, because I always want to credit people and it's to hard to credit and blindly grab at the same time. As far as Zombie versions, without putting my foot in my mouth, I think I could whip those up rather fast. I'll take a look around see whats our there, and then see if I need to make them. I will definitely try the zombie chars, I think I can get away with a quick color shift, if so I can tell you how I did it so you can add the method to your script so people can create their own zombie graphics of their unique characters. So remember to fix that coffin link so I can see the picture. I will look into the other sprites.
  13. Hey no problem at all, we are definitely going to have to go back and forth a few times before we get it ironed out, that's the pain of text versus talk. 1) As your circle menu turns now, how many frames until it repeats the exact same image, like 2 or 3 probably? So like not repeats the same icon but goes from a non icon spot back to an icon spot. Example, as you spin the menu if you were to look at the top icon, would it be an icon then not an icon then an icon again, or would it not be an icon for two 'beats/frames'? I hope that's clear enough, tough to explain. 2) No problem, if you can do a crude drawing or possibly find an example, that works. Off the top of my head I was thinking something simple, like small spherical balls between each icon that 'rotate' with them. 3) Yeah, exactly, a white sheet with the circle where it should be, ideally a demo I can test my image out in a few time (if possible). I am not sure how you are going to make my graphic appear so I don't know what size canvas to put it on, and how big to make it etc. I think if you get that template that should be enough to start, provided I am given an idea as well. Also the icons them selves would be good too for their size. I look forward to hearing back from ya. -Cheers!
  14. I agree, your caterpillar script is turning out even more amazing as time passes. That dissolve effect sounds amazing, that's awesome. I can't see the link for some reason, says forbidden.
  15. I can definitely think of a few ways to do this with events, but with different results. Did you want the skill to be; gone from there list entirely, faded out, still there but fail if used a second time. Depending on which result you want is on what method I can suggest. Let me know what you think, or if you need further clarification.
  16. Jon Bon

    March Voting

    Hey thanks a ton for such kind words. My efforts always go unnoticed because I refuse to sugar coat things, and I never use emotes, so my posts read rude more than not, that's my theory anyhow. I actually did get nominated during the nomination process but was reluctant to put my name up since I am organizing it this month for pol. Oh well there is always next time. Thanks again for your kind words, you have put in a large chunk of this site yourself, hope to see you active again some time. -Cheers!
  17. I understand. So the same dimensions as the sprite then. Is it possible to lay a graphic over top? So like I make a standing coffin that has an open part that shows the characters face? In either case, I will see what I can do about a standing coffin, I think I can probably adapt that coffin to work, its roughly 32 wide as is. Gimme a few days, I will see what I come up with.
  18. Hey, no worries at all. I live for this sort of problem solving logic. I knew it had to be something small/silly, it was just a matter of finding it. I am glad you were able to resolve the issue. I hope I can help you with any other future problems. -Cheers!
  19. My next suggestion was going to be go to the script section and use the 'Ctrl+F' command and look for the word 'miss' see what that turns up. Then compare where the word appears between the two versions to see if there is a difference.
  20. I'll answer your second question first. It appears you are trying to achieve high customization with eventing, in my personal opinion as an eventer, it may be best for you to start to learn scripting and attempt the same things through scripts as you won't have as many limitations. I know that really isn't a suggestion, but to be honest eventing systems generally slow things down more than scripts, and they take way more setup and configure time as well. As for your first question, I can only really answer it from a development point, rather then a technical one. I would think that you would some how be able to make it so that the as the intended player moves 'X' amount of pixels 'X' amount of ability points are taken. So lets say 32 pixels= 1AP. This would of course mean you would be able to 'waste' your points by running in circles/inefficiently, but you would need to add some sort of confirmation window asking "Confirm movement?" so you could cancel your previous movement, return to where you were and start again. From a technical stand point, I have little to no experience with the pixel script, but I believe what I described above is definitely possible.
  21. I will definitely be able to do this for you. Here is a teaser frame of Kishe.
  22. So the buffs work in the Japanese game? Have you tried copying just one buff skill (right click and copy) from the japanese version to your translated version, then seeing if it still misses? If after you copy the power over and it still misses you can eliminate the possibility that the skill is the cause. If the problem stops, then you can assume there is a difference between the two skills causing the 'miss' effect. Let me know what turns up.
  23. I know I have seen at least 3, but I couldn't remember for the life of me where. I have 1 I am using in my current project, but it's more mausoleum/crypt style, then actual coffin. I was thinking about it as I went to sleep as well, I actually drew a casket rather than a coffin, ha! So since I couldn't find one I figured it may be quicker just to make one up, rather than scour the internet for one. Now you get one without crazy permissions, and there for can do anything you want with. I'll finish it today, update the sprite above with a permanent link, and send you a PM when it's done.
  24. Jon Bon

    Mode 7 Trouble.

    Your problem is you didn't read the setup instructions. I put this script into a brand new project, hit play and was able to recreate the error instantly. I read the first paragraph of the setup and it said I needed to add an extension to any map names in the project. I picked a random extension from the list (I used [M7] to activate the mode) and the error went away. Always make sure to read everything in the setup multiple times, and toggle/leave the same EVERY option in a script before wondering why it won't work. More often than not it's simply a user error. Just a hint too, any time you see 'undefined method' it means the script is missing something it thinks it should have, so it's likely you forgot it during setup. I hope this clears things up, feel free to ask any follow up questions etc. -Cheers, and happy making! EDIT* In the future try and put scripts into spoiler tags it keeps threads easier to read. [spoiler] Script text would go here. [/spoiler]
  25. Yeah I don't own VX, but if you wouldn't mind sending me the RTP characters that would help huge. The less work I have to do, the quicker you will get your sprite, ha!
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