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EmilyAnnCoons

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Everything posted by EmilyAnnCoons

  1. Well, we'll focus on the graphics later. For now, we need to decide how we rate games. What guidelines do we use to determine the rating of the game?
  2. They all look cool -nods- I really don't see any difference between the two Late Teen ones
  3. I thought it was rather boring, sorry ^^"
  4. Sounds pretty cool. Where do you find the backup script, though? I used to have one, but it didn't work.
  5. Teamviewer is a good program and it works great for Technical Support. I think it would be a good idea to use it for such. We could even do that here on RMXP Unlimited, if someone has a problem, they get Teamviewer and we see what we can do to help.
  6. Looks interesting. Never played FFVII (and never really wanted to) but I liked Advent Children.
  7. Please try not to double post, there's an edit button...In either case, I like them so far =D But now we've gotta see what other members think, who wants to be part of it, and how we rate the games.
  8. Hmm...well, that's fine and all, but it really doesn't have to do with a group that rates games >>;;
  9. For those who don't understand the topic title, this topic is basically to discuss whether you think "right choices" actually exist or not. This might seem like kind of a weird thing to talk about, but here's kind of an overview of my feelings: How can you decide if a choice is the right choice or a wrong choice? I always here things like "If it's right, then it's right" or "If no one gets hurt, then its right" or some such thing. Here's a little scenario for you: You're walking along, and you see someone getting mugged. Immediately, you have to make a choice. To help the guy out, or not help the guy out. If you help the guy out, what is the good that comes out of it? You save the guy (possibly), you get the muggers to run away, etc. But there's a bad side to it as well. You might get the crap beaten out of you. You might get stabbed if they have a knife. You could even get shot! But what if...you walk away? You don't get hurt, maybe the muggers didn't even notice you saw them, so you get away scott free (I think that's how it is said). That's the good part, but the bad part is, now the guy got hurt. But, do you even care? You don't know him anyway, so what's it matter? We all naturally assume the "right choice" is to help the guy...but now you're both probably going to get hurt. What I'm saying is: "For every action, there is an equal and opposite reaction." In turn: "For every choice you make, both good and bad come out of it." So in turn, is there a way to make a "right choice"? If a right choice is defined as something that causes good, then we have to assume it is non-existant OR that every choice is right, because good comes out of every choice. After all, if good didn't come out if it, you wouldn't make the choice, right? So, what's the true definition of a "right choice"? How can you say you know a choice you made is right? What if it is right in your eyes, but not in someone else's? Is it still right? If not, then you can't make a right choice, because at least 1 person in the world will disagree with your choice. You'll never find a way to make everyone in the world happy, no matter what choice you make. So, what's the true definition of a right choice? Or is it simply that there is no such thing, and we simply need to just decide what is right in our mind and to forget what the world thinks? So, now I give you all the question: What do you define as a "right choice"? How do you know you've made it? Is there even such a thing as a true "right choice"?
  10. Ok, so, I'm not too sure how this would work, but I was thinking...maybe some of the members should form together and make a game rating group. Maybe we could make an extra forum for people to post their games in, and we rate them. Like...I don't mean like...rate them as in say how good they are and what not, but like...rate as in like...ESRB(right?) rate. Like K, T, M, etc. Does that make sense? >> I'm not sure how to do something like this, but I'll leave it to the members to discuss and such.
  11. Holy damn...that's fuckin' crazy...Seriously...Why does the government want to screw us over so bad?
  12. I have no clue for VX (I don't use it), but, for RMXP you do the following (note, this does not include animation for the switch getting pushed down): Make a parallel process event that is set to through with the following for your switch: @>Control Variables: [<Event X>] = [<Rock Event>]'s Map X @>Control Variables: [<Event Y>] = [<Rock Event>]'s Map Y @>Control Variables: [<Player X>] = Player's Map X @>Control Variables: [<Player Y>] = Player's Map Y @>Conditional Branch: Variable [<Event X>] == <X coordinate> @>Conditional Branch: Variable [<Event Y>] == <Y coordinate> @>Control Switches: [<Switch>] = On @> Else @>Conditional Branch: Variable [<Player X>] == <X coordinate> @>Conditional Branch: Variable [<Player Y>] == <Y coordinate> @>Control Switches: [<Switch>] = On @> Branch End @> Branch End @> Branch End @> Else @>Conditional Branch: Variable [<Player X>] == <X coordinate> @>Conditional Branch: Variable [<Player Y>] == <Y coordinate> @>Control Switches: [<Switch>] = On @> Else @>Conditional Branch: Variable [<Event X>] == <X coordinate> @>Conditional Branch: Variable [<Event Y>] == <Y coordinate> @>Control Switches: [<Switch>] = On @> Branch End @> Branch End @> Branch End @> Branch End @> Branch End @> On a second page in the event, show the event pushed down with the switch ID you used above set to "On" then put the following in the second page (make sure it is also set to through): @>Control Variables: [<Event X>] = [<Rock Event>]'s Map X @>Control Variables: [<Event Y>] = [<Rock Event>]'s Map Y @>Control Variables: [<Player X>] = Player's Map X @>Control Variables: [<Player Y>] = Player's Map Y @>Conditional Branch: Variable [<Player X>] != <X coordinate> @>Conditional Branch: Variable [<Event X>] != <X coordinate> @>Control Switches: [<Switch>] = Off @> Else @>Conditional Branch: Variable [<Event Y>] != <Y coordinate> @>Control Switches: [<Switch>] = Off @> Branch End @> Branch End @> Else @>Conditional Branch: Variable [<Player Y>] != <Y coordinate> @>Conditional Branch: Variable [<Event X>] != <X coordinate> @>Control Switches: [<Switch>] = Off @> Else @>Conditional Branch: Variable [<Event Y>] != <Y coordinate> @>Control Switches: [<Switch>] = Off @> Branch End @> Branch End @> Branch End @> Branch End @>
  13. So, here's the thing. I need help with quite a few tilesets. I'll just come straight out with it and give you a list of all the tilesets I have no clue how to use but need to know how to use (note, I'm using the PKE titles cause I've been copying the tilesets since my use of PKE, even though I don't use it anymore, so I don't know the regular RMXP names for them): 1. Church Exterior 2. Church Interior 3. Fortress Interior 4. Town Exterior 5. Castle Interior 6. Castle Exterior 7. Depths of Darkness
  14. Awesome =D let me know if you find anything else.
  15. Thanks =D That's a glitch left over from my old Message Script. If you encounter anymore, let me know. Or if you encounter any text windows with \nm[<name>] at the end, cause I have to fix those.
  16. Comic update! http://zeldawindwaker.smackjeeves.com/comics/666773/006/
  17. Added one, removed one, and edited a picture for another. Also took out all the complete ones. Can anyone help me with this?
  18. Isn't that an anime, not a video game? o.O
  19. I have updated the demo to 1.2 Previous safe files are (once again) not compatible (sorry people). Here is a list of changes I made: Remade the Light's End Forest Changed the Darminia Castle a bit Switched up the door system Changed several of the game lines Added voice acting* Modified various maps Added several NPCs** Expanded city sizes Updated 2 chests to use the lock picking system * = This is actually a glitch, I forgot to take it out, you'll only hear the voice acting in about 5 lines. ** = There are still cities without NPCs, I know how to do them, I just haven't done them yet.
  20. Ok, I need a character set for this creature: It's called a Desmongu (in my game anyway). Think someone could help?
  21. I agree with Wyzrd, I like the second one.
  22. A "sprite" is generally an image that is fairly small that is used for characters. The RMXP term for that would be "Character sets". As for making sprites...don't ask me ^^" I can't sprite at all.
  23. Awesome, SP should work the same then. How would I set that if I needed the number to be a specific variable? EDIT: Never mind, figured it out lol EDIT2: All the commands work except for ATK, PDEF, and MDEF...
  24. I've been thinking, and I think this would work best. I need a script that will make it so that any character gets experience, whether out of battle, or in battle. I also need a script that, when one specific character dies, it will replace it with another character that is out of battle. Can anyone help with that? EDIT: Never mind, I figured out how to fix my system up without the need of this script.
  25. Just as a side note, RMVX has a great Death graphic =D
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