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EmilyAnnCoons

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Everything posted by EmilyAnnCoons

  1. From what Marked has said, it was removed because of a lot of "Someone help with my game, I need <everything> lulz" topics. So, I'm hoping the new rule will kill that.
  2. haha, here you go, my very first post ever on this forum (and it's topic 2, and Marked said it was the first post by someone other then him =D) http://www.rmxpunlimited.net/forums/index.php?showtopic=2 Apparently, this was also my first request (even though it's dated much later then my entrance post) http://www.rmxpunlimited.net/forums/index.php?showtopic=74 This was a fun topic I made way back then, I should remake it: http://www.rmxpunlimited.net/forums/index.php?showtopic=154 And here...the first resource I ever posted that was actually something of mine: http://www.rmxpunlimited.net/forums/index.php?showtopic=156 This topic is extremely important to me. It's the day I "rejoined the forum". If you don't understand, read it, though I think most of you were here for it: http://www.rmxpunlimited.net/forums/index.php?showtopic=989 Lastly, I'll end my trip down "memory lane" with this. My favorite tutorial I made: http://www.rmxpunlimited.net/forums/index.php?showtopic=167
  3. So, I'm recruiting for this topic: http://www.rmxpunlimited.net/forums/index.php?showtopic=2970 (See how that works? I've got a detailed topic in the Projects and Teams forum, so I can post here). I'm in need of someone (or multiple people) who can do "Cutscene Graphics" like, single pictures I can use to display a cutscene. Here's an example from Yin-Yang X-Change Alternative: http://www.deviantart.com/users/outgoing?h...uyafighting.png Also, I need some character sets, so if I could get a spriter, that would be great. Here's some of the stuff I need sprited: http://jessada-nuy.deviantart.com/art/King...Garuda-68091887 http://yellochevy02.deviantart.com/art/Ner...lement-85142030 http://media.photobucket.com/image/drider%...y_Cyzra.jpg?o=1 http://i182.photobucket.com/albums/x36/yuf...ng_elf_girl.jpg http://terra-of-the-forest.deviantart.com/...ernaut-49470228 http://img194.imageshack.us/img194/4053/evilgodoi8.png http://img75.imageshack.us/img75/3835/m18.png Finally, I'm looking for anyone who wants to help in the way of voice acting. It's not 100% confirmed there will be voice acting, but if I can get the people to do it, then I have a higher chance of putting it in. I need male and female voices. I've got sailors, anime characters, comic characters, and a bunch of other characters that will all need voice acting. I'll get to that more in detail depending on what happens with that.
  4. Yes! There is now a forum where you can post that you are recruiting for your project, but it has a downside. In a hope to eliminate the amount of "Help me with this project plz, I don't know how to do anything, so I need help with everything" style recruitment projects, there is a rule about how to use it. In order to recruit, you MUST have a project topic already in the Projects and Teams forum. This topic MUST be fairly detailed, I don't want any like "I'm making a game, look at me!" for the project topic. It must give detail about what the game is about (I think we even have a rule about the requirements of a project topic, not sure). So, for any of you who are recruiting for your projects, there you go =D
  5. Yeah, although the card technically has no name. There should be a name before the - in the name, but I don't have an idea for one.
  6. As the title says, this is the official Versumi Yu-Gi-Oh set. Any and all cards pertaining to my world (Versumi) will be posted here. This set is not complete, and probably never will be. I say that because I will be making cards for what I have graphics for and such, but I won't be able to make cards that pertain to stories I've either 1) not thought up yet or 2) not found graphics to match the characters. Otherwise, I'll be posting a bunch of stuff. The numbers won't be in any kind of order, though, so don't expect them to be (other then the first 10 I mean). This card can only be Normal Summoned by Tributing 3 monster from the field. This monster cannot be Set, Special Summoned, or changed to Defense Position. This card is immune to the effects of Monsters, Traps, or Spell Cards. This card cannot be the target of Titan-type monsters. When this card is summoned to the field, select 2 Monster Zones on your opponent's side of the field. Destroy any monsters on those zones. As long as this card remains face-up on the field, those zones cannot be used. http://yellochevy02.deviantart.com/art/Ner...lement-85142030 This card can only be Normal Summoned by Tributing 3 monster from the field. This monster cannot be Set, Special Summoned, or changed to Defense Position. This card is immune to the effects of Monsters, Traps, or Spell Cards. This card cannot be the target of Titan-type monsters. This card may attack again if it destroys a monster in face-down Defense Position. http://captainmorwen.deviantart.com/art/Go...-Dawnn-93220468 This card can only be Normal Summoned by Tributing 3 monster from the field. This monster cannot be Set, Special Summoned, or changed to Defense Position. This card is immune to the effects of Monsters, Traps, or Spell Cards. This card cannot be the target of Titan-type monsters. As long as this card remains face-up on the field, increase your Life Points by 1000 during your Standby Phase. This card can only be Normal Summoned by Tributing 3 monster from the field. This monster cannot be Set, Special Summoned, or changed to Defense Position. This card is immune to the effects of Monsters, Traps, or Spell Cards. This card cannot be the target of Titan-type monsters. When a card is Normal Summoned on your opponent's side of the field, decrease it's ATK by 1000. When a card is Set on your opponent's side of the field, flip the card ignoring flip effects and decrease it's DEF by 1000. http://i182.photobucket.com/albums/x36/yuf...ng_elf_girl.jpg This card can only be Normal Summoned by Tributing 3 monster from the field. This monster cannot be Set, Special Summoned, or changed to Defense Position. This card is immune to the effects of Monsters, Traps, or Spell Cards. This card cannot be the target of Titan-type monsters. During your opponent's Main Phase 1, flip a coin and call it. If called correctly, skip their Battle Phase for that turn.
  7. ok, so, I'm trying to use CCOA's UMS http://www.rmxpunlimited.net/forums/index....amp;showfile=63 for my game. Originally, I was using Diego's CMS, but it came to a point where there were just too many compatibility problems with that and other scripts. In the end, I decided to change menu scripts. The only CMS I could find on the site here was the Chrono Trigger CMS http://www.rmxpunlimited.net/forums/index....amp;showfile=74 and I really like it, but I get a weird error with it. It only happens when I have the UMS script in it. That's the error. When I check, that line and the lines around it, they are: def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(8, n * 32, @cursor_width, 32) #This is the error line else self.cursor_rect.empty end end end I marked the error line above. So, when I couldn't figure out the problem, I deleted that portion of script, and guess what happens? All of the text windows become Window_Selectable. It doesn't happen with just the UMS, and doesn't happen with just the CMS. It only happens with both in the game. I also tried making a new project with just those scripts, but they just don't work. So, I figured I'd ask for help and see if anyone could pinpoint the problem.
  8. Looking into the possiblity of automated battles. Basically, a way to make it so that you can set up a battle where the computer plays both your characters and the enemies. This way, you can make "Battle Cutscenes" of sorts. I was wondering if it was possible to do this without a script. If not, then I'll have to see about whether or not someone could make it. I'm using the cogwheel RTAB, script, though. version 1.16 to be exact.
  9. Well, technically (people hate it when I say that :P) everyone but Link can talk :P Plus, I heard it went over real well in Metroid Prime 3 with everyone but Samus talking.
  10. Shigeru Miyamoto proposes for the next Zelda game: Voice Acting! What are your thoughts? I think it would be great!
  11. Hmm...could be done...but it would be amazingly difficult to script...I heard it took someone 5 months just to code a tactical battle system, and this is the same but with even more...would probably take forever to code, as well as be something that would be incompatible with anything else. Would also probably be super hard to use.
  12. Well, that shouldn't really be a problem anymore. I'm using a different system then I was in the last demo -points up- I just developed this like...5 minutes ago lol So it's not in the old demo. The 1 frame wait is because (on my computer) at 4 frames its slow and jaggedly opening. At 1 frame, it's a smooth opening transition. So...I'm not sure what the problem is there ^^"
  13. Okay, so, I'm not really sure what to call this lol This is the system for making doors that I use in my game, however. First, start off by making a blank event where you want your door to be. Give it a door graphic, then go into the event lines and input the following: The conditional branch isn't necessary, but everything else is. Now, create a new page and give it "Local Switch A: On" then input the following (make sure this event page is set to auto-run): Doing this will make it so that when the player opens the door, they will walk in, then, when they come back out, they will walk out of the door. Now, for the first page of the event, make the Transfer Player event one square lower then the doorway out (yes, I do mean one square lower). You want it so that when the player walks into the map, that they are covered completely by the ceiling tile. Now, go into the building, and where you have the door create a new event. Input the following (make sure this event page is set to auto-run): This will set it up so that the player will actually walk up from underneath the ceiling tile, now becoming visible. You will also then hear the door shut behind the player, then allowing the player to move once more. Now, make a second page and input the following with "Local Switch A: On": This will make it so that the player will walk under the ceiling tile, becoming completely covered by it, then exit the door. It makes for a pretty cool effect in my own opinion, but you'll have to give it a try yourself. As for a demo...I haven't uploaded it yet. I might at some point soon.
  14. Ok, so, I'm pretty sure that I'll need a special script for this, but I'll ask here anyway. Anyone know how to make a skill that, when cast on an enemy, will damage them, then heal you for x amount of the damage dealt? Also, can this be done with a status effect as well?
  15. I'm noticing the transparency issue too when I open it here on RMXP Unlimited. It should be an easy fix with the uploading into RMXP, but I dunno (plus, last I checked, RMXP showed black behind transparent stuff when there was no graphic)
  16. Wow, such a simple form, and yet it looks pretty good. I'll have to look into doing something like this with the fort. Thanks -nods- Just need to know how to map the interior now lol
  17. As for the journal thing, I have a script for a quest diary already in the game, so I'd just use that. As for the beginning, it's a pretty good idea, I'll definitely look into it a bit more and see what I can do. I think I'd want more of a beginning for each character, though, and your idea gave me a bit more of an idea for Valerie, but I'm still not 100% on Zach and Jessica. I'll have to think about them a bit.
  18. Hmm...that would be a good idea, but the problem is that I don't really know what else to put in front of it...Storywise, there isn't too much that occurs without skipping back 10+ years...this was as far back in the story as I could really go unfortunately. I figured, though, that if each dungeon took as long as the intro, it would be a good 10+ hours of gameplay...I'm not really sure how else to lengthen it...I'm not a very good "roundabout" thinker...I think straightforwardly, and I tend to just go for a straightforward plot...
  19. I'm not sure what you mean by putting the actual playtime and the currency...That's what you get when you open the window. I can't really change that, cause the person who made the CMS is no longer around (vanished off the internet) so I can't ask him for help. I'm actually having some errors with the CMS now and may have to locate a new one soon (which sucks, cause I like the current one a lot, but we'll have to see). The towns are pretty empty. I'm trying to rework that now. I'm no good with making NPCs, as you'll notice from the mines, as each NPC says the same thing. Same with Yulan (when you get there)...all the NPCs say basically the same thing, and there aren't many of them around. So, I'm still trying to work on the NPC thing. The towns themselves...yeah...I'm working on that, actually. I really can't make the towns resemble the outside tileset much at all. Inquisitor's World Map is designed "for looks" not really to look like the actual towns...He didn't really design it that way, so there's not much I can do about that. I've been considering dropping the world map and creating individual pieces of land for the player to wander through but...that might cause a problem. There's a LOT of land to cover, and I think making the player have to walk through all that land might be a problem. As for "the story is too direct" what do you mean by that? I'm not 100% sure how to make the story any less direct, but if someone knows, that would be a great help.
  20. lol, that's kind of the point of this topic :P Get some mappers to tell me.
  21. Do you have any other events set to move? For example, are there any events set up with a "random" path, or a "custom" path? Sometimes, when there are other events moving on the same map (even when they aren't moving via a move route command, but are moving via a programmed path in the event itself) it can cause a similar problem. Check that and see if that may be the case. If it's not, then I'm not sure...I was thinking the 1.02 patch was supposed to fix that problem, though...maybe not -shrugs-
  22. It's ok, feel free to test it whenever you get the chance ^^
  23. Hmm...a blood mage script? Sounds interesting...I have a blood mage in my game, and something like that would be great. I'd love the ability to make a spell that costs HP instead of MP. Puts a little more strategy into it.
  24. http://www.rmxpunlimited.net/forums/index.php?showtopic=2970 Crystals of Chaos, Demo 1.1 is up.
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