kerkidas
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Everything posted by kerkidas
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I see. Well, I merged the script on AMS and it's working perfectly, doing exactly what I needed. Thanks a lot diagostimo! You've been a great help, and I really appreciate you taking the time to help me. For what it's worth, I'll credit you in my game.
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Why is all this necessary? Can't I call animations from the default rmxp system?
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Look at 5:26 or 10:27 to see what I wanted to mimic. http://www.youtube.com/watch?v=j1EnL52NwpY So it would randomize WHICH button to press when asked? While this is probably useless for dialog choices, it would be pretty amazing in an action sequence. I don't need this for that script(to answer your question), but you've definitely given me ideas. I think I will try that. Long story short, I don't need the randomizer, but thank you for letting me know of the ability. Actually you've already given me what I need. Just a couple of questions: Is there command for displaying an animation outside any window? Is there a command to stop displaying it? Or do I have to make everything inside skinless windows and make the windows disappear when I want to get rid of the animation?
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Sorry, you lost me. I didn't understand. Why would you want to randomize the input? I mean, what would that do?
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Yes, that's the one. I hadn't noticed it overrides the whole method. It's okay, I think I can apply the edits on ams myself (besides I have to because I already have changed other things on it). Normally I'd need the animation outside the box, but just in case let me know how to switch it. ((My plan with animations is basically to display them in mid-screen(like in fable) and then try to make a seperate window for the text of each choice to be displayed below. I'm not sure I'll be able to do that (and I know it's too much to ask another to do it) )) The trigger thing sounds good. What would the randomizer for the button input do?
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Thank you so much for taking the time to help me man. I think I fixed that problem, I added this: if Input.press?(Input::C) == false @timer = 100 end I found out in documentation that input.press checks the value needed. I have another issue though. The script is incompatible with AMS for some reason. It does nothing if put before AMS and it crashes if put after AMS. Works perfect without AMS. I could not figure out why. If it will make things easier, I don't necessarily have to replace the original choice dialog, I don't mind calling it with the script command seperately.
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Hi everyone, I want to make the dialog choices behave as in games like fable. Specifically: -You have to hold down the button. -An animation appears -After a specific time interval, the animation changes and releasing the button makes the choice. -Releasing the button earlier cancels the action. I tried messing with Window_Selectable and failed. I am using SDK 2.3 and AMS R4. It was like I didn't change anything. When tried to do the same in a vanilla project, it crashed. I know in theory how to do this, I don't understand why it's not working. I know this is very easy to do. Someone please help.
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Thanks, I really appreciate this. However, I don't want to be a bother. Since it's an event system, if you can make the trickier parts for me I can finish the job.
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First of all, really thanks for answering. I was kinda getting desperate. Maybe it's a good idea to event at least part of this, yes. But to the extent of my experience there are some problems with that. First of all, it would be a huge hassle when doing the animations... and I'm not even sure I can it well. Actually, I don't fully understand how to make the whole thing myself, even with event commands... By the way, showing a command window would really ruin the ride... I want an arcade "press the right button at the right moment" kind of thing. But I think I know how to script that and use it in an event.
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Bump. Pretty please?
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Bump. Can somebody please look into this?
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Hi everyone, I'm making a hybrid rpg game and I want to replace some of the battles with a rock-paper-scissors action minigame. Those who played Sid meier's pirates know exactly what I'm talking about. More specifically, I need a script that: ->Loads two animated battler pictures (those dueling), ->Shows the respective animations of three attack and three block modes. ->Gives the necessary time for the player to see the opponent's attack and select the right block button(in real time). I need the ability to adjust the speed of both opponent's animation in both attacking and defending by various factors(like skills and such) so difficulty will vary. ->Pushes both battlers towards either edge of the screen every time an attack is not blocked (so the loser takes a step backwards) ->When either battler reaches his edge of the screen, he loses the battle and an animation of defeat is shown. ->I also need the option to setup the duel to pause in a random moment to show a dialogue option(to add things like insults and random event choices) ->(Optional) I'd also like to see the opponent making feints, appearing initially to attack from one direction and then switching to another. I don't need the graphics for this, and I won't have much trouble adjusting the minor things in the script with few explanations. From what little I understand from ruby this wouldn't be much trouble for someone with scripting experience. The script for this is practically an interactive slideshow machine that randomly selects numbers between 1 and 3 for attack directions. I would really appreciate it if somebody could look into this. Also, I will return the favour to the community. I may not be a scripter, but I have adapted several scripts to do things my way. If I manage to put together the game engine I have in mind, I'll publish it for everyone's benefit.