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Everything posted by EmilyAnnCoons
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That's the one in the link I have in the first post...
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Well, I need to be able to run commands by what turn it is. By Turn 0, I mean when the battle first starts up. I have the enemy coming in from the side of the screen, running the music, and so on all when the battle first starts. If you run a "Turn 0" condition in the battle system, it'll run before it does anything else. As for the FFX summoning script, I tried looking around before requesting, but I couldn't seem to find any... If you know where one is, that would be a great help, but all of the summon scripts I've found are for VX or VXAce.
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Not really, no. But when I am looking for help with RPG Maker, this is always the first place I turn, cause I know I'll get more help here then most other places. Plus I like the people here hehe
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Hi everyone! It's been forever since I was last here...last time I was here it was RMXP Unlimited lol Loving the new site so far. Figured I'd drop a reintroduction here. I'm Emily-Ann Coons, and my pony name (also my avatar) is Sureen Ink (hence the return of the pony thing). Hopefully I'll manage to keep up a project this time and thus stick around a lot.
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I seem to be unable to post topics in any of the project forums...When I post them, it just takes me back to the main page and doesn't post anything...
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So, I found an FFX style battle system, which I thought was really cool. It included a lot of systems like a summoning system, zombify, party switch, etc. It was really nice, but the problem is, I need to be able to set things to occur on specific turns of a battle, which I can't do with that script (specifically, I need to be able to do stuff on Turn 0, and it doesn't even count a Turn 0). So, I wanted to see if someone could manage to convert the summon system into a script that will work with the DBS. This is where the demo for the FFX style battle system can be found: http://sites.google.com/site/charliefleed/CTBbyCharlieFleedv3.1-AnimBattlers13.2.zip I've done what I could to try and rip it from the system, but I know nothing about code, and despite copying everything that runs the summons script into my own project, it still did nothing...Anyone think they can help?
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Sorry, I had forgotten to check this. While that system works, it also means it is limited to the save file you have and is also susceptible to being deleted by the New Game Plus system I have in my game. As such, the achievements wouldn't be able to stick around. It would also mean that you would have to visit a specific part of the game every time you wanted to check your achievements. That would end up becoming tedious eventually, especially if it wasn't available near the beginning of the game (or was and you couldn't return there till later). So while it's a good idea, it's also a system I already thought of.
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Well, it doesn't really need to be broadcasted online or anything, but yeah, the ability to view it in the title screen menu would work just fine, same with an option in the menu itself. In fact, I'll go ahead and do this. I'll give you my scripts.rxdata because my game doesn't even use Scene_Title for anything. If you could (it's up to you) could you remove the Steps Window (I've converted it into a NewLocation Window) and extend the menu out? I'm wanting to add an options menu into the main menu as well (if you think you could do that, too...) but that's entirely up to you! I was actually gonna request that in another topic. I do want the achievements to be viewable no matter what save file you have, and I also want the achievements not to be removed if you remove all of your saves. That was pretty much my big point in it. If you removed all of your saves, you'd also lose all of your achievements. My New Game Plus script would also wipe out achievements because it resets the entire game. So yeah, a way to avoid them being wiped out by erase saving, restarting, etc. would be nice. My scripts file: http://www.mediafire.com/?behc7d3dps38hul
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So, I was thinking. Nowadays, a lot of people care about getting achievements in game. An achievement system would be fairly easy to do with events, but how would it let you show off your achievements outside of the game? Also, they would be lost if you started a new game (my game actually has a New Game + system). So, would there be a way to create an achievement system for RMXP that could run regardless of your save file, and wouldn't reset if the game reset? (A good example is I'd like to give a player an achievement for completing the game once over)
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An official English version of RM2k3 approaches~
EmilyAnnCoons replied to Liberty's topic in Engine Discussion
I'll have to agree with Jon on this one. Exactly what can RM2k3 do that RMXP can't? From what I can see, the only real bonus of RM2k3 is the fact that it's got a bigger following, so it's easier to find graphics for it. However, I think that's only due to the fact that 90% of video game graphics work in RM2k3 because a lot of old RPGs are side-view battle systems. Fact is, by using Minkoff's battle system, you can use any RM2k3 battle graphic in RMXP. So what real point is there in using RM2k3? RMXP barely even runs on Vista or Windows 7 unless you're using the legal copy, and I've never gotten RM2k3 to work on my Windows 7 computer. So right there, because I own a Windows 7 computer, there's no point in me using RM2k3. The graphics for RMXP are better, the resolution is better, you can do much more then with RM2k3. I can make a character graphic whatever size I need. I don't have to make my huge final boss be a teeny tiny sprite on the overworld. RM2k3 can't do that, though. RMVX was basically RM2k but with RGSS2, and people have even recoded the RGSS2 so that you can use a side view battle system. So, the question becomes, why would you want RM2k3? What exactly does RM2k3 offer that neither RMXP or RMVX/Ace can offer? Aside from being simpler and easier to start with? I haven't found anything. -
Legend of Zelda: Worlds Collide
EmilyAnnCoons replied to EmilyAnnCoons's topic in Early in Development
Good news! This project isn't dead! Demo v1 of Episode 1 has been released, please check it out. -
Legend of Zelda: Worlds Collide
EmilyAnnCoons replied to EmilyAnnCoons's topic in Project Recruitment
All right, I added you, so now we can talk there ^^ -
Legend of Zelda: Worlds Collide
EmilyAnnCoons replied to EmilyAnnCoons's topic in Project Recruitment
Hmm, makes sense. This would probably be a whole heck of a lot easier if we could talk off site, cause this is probably gonna be a lot of back and forth information. Do you have Skype? That's what I use for instant messaging and file sending and such. -
Legend of Zelda: Worlds Collide
EmilyAnnCoons replied to EmilyAnnCoons's topic in Project Recruitment
Looks good, but seems a little big...my standard battler is 64x64 in size, and half the time, they're not even that tall. For example, Link's idle pose is actually only 27x42 in size. Meanwhile, the Daira there is 33x65 in size. It looks pretty cool, though. I could probably use it if I could redo the other sprites in the game...problem is, Mario and Luigi are even smaller then my current Link sprite...so not changing all the sprites would be a bit out of place. -
Legend of Zelda: Worlds Collide
EmilyAnnCoons replied to EmilyAnnCoons's topic in Project Recruitment
That's actually pretty cool. I can't really say much for any of the ALttP characters, but what I could really use are Daira and Stalfos from Zelda 2. For that matter, any Zelda 2 enemy you could make into a minkoff (I would need character set as well) would be very helpful. I'm mostly looking for the slimes, the Daira, and the Stalfos right now. I'm mostly in need of non-Zelda sprites, though lol -
well...I'm honestly pretty quiet about it usually. I do kind of try to pressure other people at time into sexual things. I also love to write sexual stories ^^" In all honesty, I don't really pick up sexual innuendo from things that aren't meant to be it...I hope that helps.
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This actually looks like a pretty cool idea. I actually have my own character sprite, so I'll give it to you As for my character...hmm...well, I'm known for being a "honey badger" which basically means I don't care about much (that's mostly do to me having Asperger's I think...I could be wrong...). Because I don't care about much, I tend to not care what I'm saying either, so I'm known as being a very honest person...like if you ask for my honest opinion, I'll give it without a second thought, even if it is hurtful. I'm also Hypersexual, but I doubt you'll be putting anything like that in your game hehe As for my class, either Healer, Necromancer, or Enchanter fit best, and out of those three I think Necromancer fits the least so ^^"
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Legend of Zelda: Worlds Collide
EmilyAnnCoons replied to EmilyAnnCoons's topic in Project Recruitment
I'm using RPG Maker XP for my game. -
Okay, I know this is a pretty big request, but I'm looking for a battle system similar to the Mario RPG series. For those who don't know, the system I'm looking for involves animated battlers. When the enemy attacks, you have a chance to hit a button at the right moment to lower the amount of damage that is done. When you attack, you can hit a button at the right time to also increase the amount of damage you will do. I know it's a lot to ask for, but could someone try to make this script? I'm working on Legend of Zelda: Worlds Collide, and I would like a battle system that feels either Zelda-ish or Mario-ish since those are the main focus of the game (and since I haven't found many ABS systems I like, I'd like to try a Mario style system) If it helps, here is my current scripts https://rapidshare.c.../Scripts.rxdata
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Knights Creations is seeking anyone who wishes to help work on the game "Legend of Zelda: Worlds Collide". Story It's been a year since the awakening of Princess Zelda. Hyrule has had troubled times while the Order of Wizrobes continues to attempt to capture Link for their dark ritual of resurrecting their master, the Evil Wizard Ganon. Times have grown desperate, and it seems the Order has no choice. Their army collects together in one location in a hope to launch one final assault on the castle and take Link. However, Zelda, now Queen of Hyrule, has forseen this. She sends Link deep into the Underworld to stop them before they can create an unstoppable army. However, things are not as they seem. Shadow Link appears and tries to destroy Link once and for all. However, at the last moment, Link vanishes and Shadow Link swears he will search for Link. Link appears deep within Limbo, the Realm Between Dimensions. There a small sprite named Lucia explains that an evil force is trying to conquer all worlds. It is up to Link to stop this evil force, but he cannot do it alone. Link and Lucia head off to the Mushroom Kingdom to seek the aid of Mario. Together, the two should be able to stop and defeat the forces of evil once and for all. (Storyline is still in development at this point, but it is planned for Link to also visit the Pokemon World and then return to Hyrule before facing against the final boss. However, I would like to include some other worlds such as Kirby, Mega Man, Sonic, and others like that which I need spriters and what not for) Spots needed Spriters - People who can make tilesets, minkoff battlers, and character sets A scripter to fix a couple script glitches Artists - People who can draw backgrounds for the battle system and face graphics for the game Voice actors - Mostly female voices, but a few male voices are planned, just not ready to be auditioned for yet
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Okay, so, here's my main request (I'll be making several over a course of time here if no one just outright joins the project I'm working on). I need character sets and minkoff battlers for the following two characters. They are supposed to be Umbreon and Espeon, but in a more human form (Gijinka). I will be needing these for the game I'm working on due to the fact that Umbreon and Espeon will turn into these outside of the Pokemon world (and the others will turn into Pokemon when they enter the Pokemon world). So, here's some pictures of them. Umbreon: http://shhitsdark.de...jinka-264006984 (I need the female from this picture) Espeon: http://nya-nannu.dev...speon-174227466 (of course, Espeon is the one on the far right, but I think that's obvious ^^")
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Hi everyone! I know I've been gone forever, and still come back from time to time to post one liner posts and what not...I'm hoping though that this return will be a bit better. I actually want to try to get involved here again, at least a little bit. I'm also in a major bind game making-wise and I desperately need help... So expect to see a few posts about that around. So, this is just me saying I'm back...or at least hoping to be.
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Interesting, Inquisitor's tileset but with the tileset I'm using added in at the bottom, I like that. Thanks ^^ This should fix all of my issues.
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So, I'm trying to find an overworld tileset. Problem is, I found one, but it needs autotiles and a LOT of cleaning up (seems it was ripped from a jpg or something cause it's all fuzzy). Here's the overworld tileset I found. Anyone think they could tell me whereabouts I'd find the real version with it's autotiles?
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Yay! That's what I was looking for! Thanks ^^