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Everything posted by Heretic86
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I agree that asking permission from the current artist is also the way to go. One idea that I've been toying with is something for Intro Credits (as in script). Something like showing text during gameplay that says something like "Music By: (new line) so and so". Not like rolling end movie credits when the game first starts up, but something like the way TV shows do it and acknowledge certain people, producers, directed by, and we can have Graphics By, throw a couple names in, Music By, etc. This way, it isnt just acknowledgement to the artist that we want to use and publish their music, but so they also get recognition from the people that play the games as well. Since Remixes might be useful, another incredible artist I think is worth note is Vomitron, also on YouTube.
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What I'm looking for in this thread is to share with community music that we can legally use in our games that is of the absolute best quality. And hopefully to give up and coming artists some recognition. So I'll start with a link to this bit: (seems like it might be good for an intro or boss battle) I know the original music is copyrighted, but as this is an original remix, I dont believe the copyright applies, but I'm not one hundred percent sure. As a result, if this particular piece is copyrighted and can not be used in RM Games, I'll remove the link. I felt this is worth sharing as this particular piece doesnt appear to have as many views compared to its quality, and his whole youtube channel is worth the time to check out. S.S.H just reeks of talent and musical genius. --- I am really looking forward to seeing links to music you guys come up with that we can use in our games!
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Well, if I remember correctly, VX doesnt support a Fog Layer without Scripts while XP does. Not sure on Ace.
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Hmm, I dont see any screenshots here yet, so I'll throw a couple of mine in, just to show off what the XP Engine itself is capable of doing. The Eye of Moron Sauron The Eye in this particular scene is FULLY ANIMATED. Upcoming game I'm working on and hope I have the tenacity to fininsh and release. --- Beach Editor Screenshot There are a ton of events in this map. The events are mostly Tile Graphics. It was experimental to try out a visual style. I was quite happy with the visual style that resulted so I went back and edited the Tileset I used to pull out a bunch of the events and replaced them with Tiles. The effect I was going for here was to allow the player to walk underneath (behind) the cliffs along the edge of the beach. Stormy Screenshot This is a cave that links to another part of the beach above. I wanted the player to be able to walk through the cave, so again, some tile editing was necessary. It also shows off some Alpha Fog Transparencies as well as the default weather effects. Walking Behind Beach Cliffs This screenshot was just intended to show that the player can walk underneath (or behind) tilesets depending on the way they are set up. It is intended to show that more "3D'ish" games can be accomplished just by using clever Tileset editing.
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There are a lot of things that scripts can help pull off, and a lot of things that we just cant fix. Things like performance issues and editor specific things that scripts can not get around. My short wish list for RMXPAce Flat Sprites Non Chibi Character Generator 4th Mapping Layer Framerate Optimizer They've added quite a few nice things, like the ability to warp and distort backgrounds and sprites, and I wish we could do those things without the perofrmance hits in xp. I've also seen some of the most incredible Lighting Effects pulled off in VX/Ace that simply will not run on XP. Things like that limit scripters ability to overcome and change many things to suit their needs. Ive done my damnedest to take care of crap that causes game hangs in my scripts (Caterpillar), but really, I should never have needed to do those things to begin with.
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Editor view of a Beach Map... With a bit of weather... Nice and sunny... The Player isnt normally allowed to walk here, but just to show off some of the detail...
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Let's Play a Game! Answer Every Question with Another Question!
Heretic86 replied to Heretic86's topic in Spam-O-Rama!
Can you really answer a question with another question? -
F0 has disappeared from several forums. We've even started some new threads poking fun at Enterbrain claiming that we know they have him chained up in their basement doing work for them. I know Im pretty well inactive, but pop in on occasion.
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Script to show the location's name
Heretic86 replied to Darkness's topic in Archived RPG Maker XP Scripts (RGSS1)
I just used an Autorun process on each different area map. But then again, I have yet to finish a game... -
You're welcome! I felt it contributed to the thread as a necropost as opposed to making another thread.
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Bump. I just came across this, and thought of this script... Dynamic Gardening is so much more dynamic with pictures of Actual Vegetables! More sets here: http://yms.main.jp/
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I dont have time to do this right now, but I took a crack at rewriting a Battle System that sort of includes what you want. http://www.775.net/~heretic/downloads/rmxp/XRXS/index.php The Battle System includes stuff to show HP Bars for the Actors when you are selecting them. You can probably do this yourself without too much difficulty by duplicating def set_actor to def set_enemy and replacing the obvious (actor with enemy). The commenting should help you out.
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It was an example so you could create the other definitions yourself. No, it isnt possible to do without a script.
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Not too difficult. You'll have to write out some custom defs in Game_Map, but basically, it would be something like this: class Game_Map #-------------------------------------------------------------------------- # * Scroll Down # distance : scroll distance #-------------------------------------------------------------------------- def scroll_down_left(distance) @display_y = [@display_y + distance, (self.height - 15) * 128].min @display_x = [@display_x - distance, 0].max end end Then to execute, run a script $game_map.scroll_down_left(distance) Hint: To figure out what numbers to use with Distance there, just mess with the original script by putting in "print distance" somewhere in one of those definitions. Dont forget to pull it back out once you have the info you want.
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Oddly enough, I actually dont know of ANY REAL ATB Battle Systems. All of the ones that are all out there that I've tried are actually all WAIT Battle Systems with Progress Bars and some delay. A TRUE ATB system would actually allow the enemies to attack you while you are selecting from your menus. The one ATB System I know that can do this is BlizzABS, however, it is more akin to making a Zelda style action game as opposed to the fairly standard RPG Battle scenes.
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Moonpearl nailed it. Each Head of the Hyda needs to be its own Monster. The Head Graphics would have to hoverlap so that it only appeared that each Head died, not a body, as that would require its own monster, which would be targettable. It would also allow each head to attack individually, so you can cause a strategy to be needed, such as having one head handle the Healing, another ressurect other Heads (IE kill this head first), and one to attack. A bit more fun to require a tad of stategy to defeat.
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Is there a way to make an event move toward another event and react on touch?
Heretic86 replied to Jesse66126's question in Support
[XP] Heretic's Movement Enhancements - Turn or Move Toward or Away From Events http://forum.chaos-p...ic,12295.0.html Demo http://www.775.net/~...nhancements.exe This seems to be EXACTLY what you are looking for. -
Heretic's Animated Title Scenes with Events Authors: Heretic Version: 1.01 Type: Customized Title Screen Key Term: Title / Save / Load / GameOver Add-on Introduction This script will allow you to fully animate your Title Screens using just Events! By using Events, you can also set up a Prologue for your Story, or show off certain elements of your game. Eventing a Demo for the style of gameplay can be very useful if you Custom Battle System that you want to show off, or some other elements that you feel should be Demonstrated. The only limits are your imagination, and, how much caffeine you have in your blood stream! Features [li]Minimal Scripting Required[/li] [li]Simplifies Customizations to the Title Screen[/li] [li]Allows Custom Pre Load Screen Logos via Events - Crapcom - See Demo[/li] [li]Fullscreen on Load (optional) - Its like 4 lines of code to do that...[/li] [li]Sometimes, I dream about cheese, and wonder if people read the features[/li] [li]Title Menu will fade out if Inactive (Customize the Time)[/li] [li]Events allow Title Animations to be Skipped[/li] Screenshots The words "Game Title Goes Here" are In Game Pictures that are also Animated using just Events. Demo http://www.775.net/~heretic/downloads/rmxp/AnimatedTitleScreen/index.php (Dont start a New Game immediately to allow it to go into "Demo Mode".) Script Script available in Demo. Due to some required eventing (see the big red letters above), Events should be considered as part of the script. Thus, both the Script and Events are necessary. Put just above Main. Instructions You'll need to configure the Script a bit. When you start up your game, you'll jump straight into a Map instead of the Default Static Title Screen. The Map ID, X and Y coordinates will need to be set up for your game. The Map you land on is where you will use Events to set up your Title Screen. Use Autorun and Parallel Events. Next, you need to be able to bring up the Title Menu. That is the New Game / Continue / Shutdown Menu. Do this from one of your Autorun or Parallel Events by running "display_title_menu" in a Script. Important: The Menu will NOT be displayed unless you call display_title_menu in a Script! Only certain Maps are allowed to have the Title Menu be displayed. If you are not on one of those allowed Map ID's, then you will start the entire scene over. This allows the Player to press a key and exit the Demo of your game so they can actually start playing. You'll need to put the allowed Map ID's to match however you have your game set up. I made it an Array so you can have several different Title Screens if you want. The default setup is to change the Player's Graphic to None, but they can still move around. To stop the Player from moving around, set a Move Route for the Player to Wait X Frames, and enable Repeat. Checking Repeat should exclude the Player from interfering with Wait for Move's Completion. Alternatively, you can set the X, Y coordinates to a place the Player wont be able to move. If you dont want to use Tile Graphics, you can use Events and set the Opacity of whatever Non Passable Graphic to 0. Everything else is up to you to make happen with Events! Compatibility Probably not compatible with scripts that modify Scene_Title. Some changes were made to Scene_Load, Scene_Map, and Scene_Battle via aliases, but should be highly compatible if placed above Main. Order will be important. Any other Scripts that fully rewrite anything in Scene_Title, Scene_Map, or Scene_Battle need to be ABOVE this script. Any scripts that Alias any of those scenes should be able to go below safely. Credits and Thanks [li]Thanks to Blizzard just for being Blizzard![/li] Author's Notes The Demo is cheesy. It is supposed to be. --- Style --- Style Choice is completely up to you. What this Script does is to make Easy Animation Tools available to you. You can use Fullscreen Images, then have your Game Title come flying in by using Events to move multiple Pictures around, if you want. You can use a Static Image. You can resize your Logo. You can do it how ever you want. There is no need for the Player to ever see an In Game Map as your Title Screen, as that is a Style Choice. The Map just makes Eventing available, but Players dont have to see that it is a Map. The Demo was required because some of the Eventing can be relatively difficult to pull off. It tries to provide examples of how to allow the Player to skip any Animations and bring up the Title Menu (New Game etc.) quickly. The aim of the Demo was to provide functionality through the Events to help you achieve skippable Title Animation Sequences. The only limitations you will have are what you can do with Eventing in RMXP. --- Simulating Input --- Diagostimo has given me permission to include an early version of a script for Simulating User Input, which is very useful for doing Demo's of scenes that are otherwise very difficult to get to work in Demo Mode, primarily, Battle Systems.
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Timed User Input, Scripts, and Windows - Full Version Authors: Diagostimo, Heretic Version: 1.0 Type: Simulated User Input Introduction This is the Full Version of the Timed User Input Script. This Script will to allow you to Simulate User Input in ANY Scene at ANY time by entering a series of simple script commands. It also allows you to run Scripts in ANY Scene, even Multi Line Scripts, as well as display Message Windows without ANY modifications to the Scene itself! The expanded functionality also allows you to wait for specific commands from the Player, and wait for any other specific conditions. Features [li]Simulate User Input at specific times[/li] [li]Display Timed Messages in ANY Scene[/li] [li]Timed Message Windows can use either a Specific Windowskin, or your current Game Windowskin[/li] [li]Timed Message Windows can also be "Permanent" and do not close across changes in Scenes[/li] [li]Run Timed Scripts, even Multi Line Scripts[/li] [li]I still like shiny things[/li] [li]Wait for Specific Commands from a Player[/li] [li]Wait for ANY other Specific Conditions that you can dream up![/li] [li]Should be compatible with very complex Message, Menu, and Battle Systems[/li] Screenshots Demo This Demo contains the FULL VERSION of the script with expandad functionality. http://www.775.net/~heretic/downloads/rmxp/AnimatedTitleScreen/index.php Script Script available in Demo in Two Parts Timed User Input 1 - Core code, required Timed User Input 2 - Timed Message Windows - Optional Place above Main. Timed User Input 1 goes ABOVE Timed User Input 2 Instructions See Script and Demo for examples. Compatibility This version may be slightly less compatible with other Scripts, but offers expanded functionality. It should still be highly compatible, even with the most complex scripts available. If there are any compatability issues, please let me know and I'll do my best to correct them. Credits and Thanks [li]Diagostimo for providing the original code that was expanded on.[/li] [li]I'd like to thank the Academy...[/li] Author's Notes My goal with this script is to reach as close to a 100% compatability rating as I can get. NOTE: There are TWO VERSIONS of this Script. This is the FULL VERSION. Both versions are very similar, but for sake of compatability, a LITE VERSION was born. Some of the features in the Full Version may not be needed at all, but they may also lower the compatability. The Full Version will NOT be compatible with anything other than RMXP. --------------------------------------------------------------------------------
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Timed User Input - Lite Version Authors: Diagostimo, Heretic Version: 1.0 Type: Simulated User Input Introduction This Script is intended to allow you to Simulate User Input in ANY Scene at ANY time by entering a series of simple script commands. Features [li]Simulate User Input at specific times[/li] [li]Very easy to use[/li] [li]Highly Compatible[/li] [li]I like shiny things[/li] Screenshots No Screenshots. It isnt possible to take a Screenshot of simulating User Input. Demo This Demo contains a FULL VERSION of the script with expandad functionality. http://www.775.net/~heretic/downloads/rmxp/AnimatedTitleScreen/index.php Script This is the LITE VERSION of the User Input Script. It does NOT contain the expanded functionality provided by the FULL VERSION, but will be more compatible. Place above Main. Instructions How to use: timed_input(wait=n, key) Wait is Wait Time in Frames before simulating the key as the Button pressed. Key is a CAPITAL LETTER of the corresponding Input Key or WORD. That means you dont need to put in Input::DOWN, you can just put in the word DOWN in all capital letters. See Script and Demo for examples. Compatibility I believe this will be nearly 100% compatible with other Scripts, including other Input Scripts! If there are any compatability issues, please let me know and I'll do my best to correct them. Credits and Thanks [li]Diagostimo for providing the original code that was expanded on.[/li] [li]I'd like to thank the Academy...[/li] Author's Notes My goal with this script is to reach as close to a 100% compatability rating as I can get. NOTE: There are TWO VERSIONS of this Script. This is the LITE VERSION. Both versions are very similar, but for sake of compatability, a LITE VERSION was born. Some of the features in the Full Version may not be needed at all, but they may also lower the compatability. The Lite Version is compatible with RMXP, RMVX, and RMVXA. Update: Minor update to fix compatability with VX and Ace. Verified as compatible in all versions. --------------------------------------------------------------------------------
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I need some Beta Testers! The Script I am working on here will allow you to Animate your Title Screens using nothing more than Events. It opens up many other things like Demos, Prologues to your Story, Batte Demos, etc. It is ALL accomplished with Events so nearly Zero Scripting is necessary! The Demo contains a very cheesy Map that is used to animate the Game Title. You can use Full Screen Images if you prefer, but using a Map and Events allows you to put in some Animations on your Title Screen if you want. The Visual Style is up to you. The Demo does this in kind of a cheesy way in order to not get too overly complex. The Eventing that is needed to make the Demo function the way it does is semi difficult, so to keep it from being too much, the Animations were made to be fairly simple. The Script allows you to make any animations you want as complex and extravagant as you want. This is NOT a Script Release. I may need to fix some bugs, update the commenting in the Script, or do some things differently. Thus, it is a Beta Script, and I am currently only looking for what might need to be revised in regards to the Script itself and not the Visual Contents. The Visual Contents are merely examples of the Functionality that this script provides. I'll make a separate entry in XP Scripts once any of the possible bugs are hammered out. But first, I need to find those bugs! Especially Compatability Bugs! DOWNLOAD LINK http://www.775.net/~heretic/downloads/rmxp/AnimatedTitleScreen/index.php Let me know what you think! --- Edit ---- Okay, I monkeyed with it. Im happy with the Animated Title Scene bit of it. Now Im beta testing Simulated User Inputs if anyone cares to comment... --- Edit 2 --- Im done with it. Its released. It is so encouraging when so many people comment.
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Actually, I think deathmover has you beat, pearl. Counter Flags are the best way to do this. Counter Flags will identify a tile as being the type of "Counter" you can step up to. Please step up to the "Counter" for service, sir. What the Counter Flag does is it tells the engine to disregard the distance between the Player and Event, exactly as requested. It is limited to only one space, however. If you feel really creative, you can even have the player talk to NPCs in another room by laying down a Counter Tile, then covering it up with a Wall so the Counter Tile isnt visible at all. It saves from having to use extra events to accomplish the same thing. Im feeling chatty right now. In your Database -> Tilesets, there are a bunch of Tilesets listed there. This applies to the Default Tilesets. On the left, click on any of the Tilesets that says "In". "Castle Town In" or "Port Town In". Click it. Right side, there is a button that says "Counter Flag". Click that. Now, look at the Tileset itself. There is a Table looking thing here. That Table should have a couple of large Diamonds, indicating that these particular tiles are flagged as Countertops. There are a couple more that are flagged, but as you see them, it should make more sense.
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Strange bug in firefox. I tend to keep my browser windowed so I can view multiple things at once instead of taking up the whole screen. I noticed that when resizing the browser window, the avatar div jumps to become a huge size, larger than the size of the post on the right. Resize again, snaps back. CSS issue? Site is barely functional in IE, but I think you stated that IE functionality is too difficult to maintain so it isnt a supported browser.
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I think this will clear things up, if you take the time to read it. http://www.rmxp.tigerseye.uk.com/tutorial_resource3.shtml This will be especially useful if you are looking to create Animated Autotiles like Water.
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[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
Version 1.99 Released Minor update. Ladder Effects were not disabling properly when the player was transferred from a Ladder to a Non Ladder. Fixed --- I've been doing a lot of work on the Multiple Message Windows script that is bundled with the Caterpillar. When I first got to see Zeriab's caterpillar, it was already bundled with the MMW script, so I decided to just leave it that way and improve what I can. Current MMW Change List - MMW can now play SOUNDS while a character is speaking! Think Banjo Kazooie! Sounds are all customizable. The DEMO was updated to include a new map to show off this feature. So be advised that only ONE MAP in the DEMO will provide examples of sound. This is kind of a work in progress, but it is stable and functional enough to release. - Choice Windows function correctly when two messages are being displayed - Choice Windows can also Default to the 2nd or 3rd or 4th items in the List - Message Windows can now go completely off the screen. Older versions of the MMW script would automatically "Flip" the Message Window if it went off the screen. This is OPTIONAL and can be turned on and off. - Message Windows can now "Flip" when a Speaking Character turns. This allows for better visibility for your Players so that the text that is on the screen does not prevent the player from seeing what they want to see. - Message Windows can be "Sticky". When a message "Flips", it will "Flip" to the Top or Bottom. Sticky means that the following messages "Stick" to that location. Top or Bottom was implemented to maintain the visibility of the message itself. Since messages can also be allowed to go Off Screen, messages that appeared to the Left or Right were not always fully visible to the player which prevents players from being able to read them. You'll have to position your NPC's and / or set up your scripts accordingly to make sure that the player can read them. - Gold Window positions can now be specified. I had some trouble with the Automatic Positioning of the Gold Window interfering with Message Windows, so I thought providing more specific control would be a nice feature that everyone should have. - Maximum Distances from Speaking NPC's can be imposed. Windows used to close automatically if the speaking NPC was moved off the screen. I thought that to be a bit too far. This allows Players to walk away from a Speaking NPC and have that message window close at a much shorter distance. This is very useful for Optional Dialogue that a Player may not be interested in seeing. message.move_during needs to be true in order for this feature to work. - Maximum Distance for Non Floating Windows can be imposed. A "Non Floating Window" means it isnt a Message Bubble. For example, a Sign. A Sign could display a message in a Non Floating window. This feature allows a Player to move away from that sign and for that Non Floating Window to be closed automatically. - Maximum Distance will Save your Settings in the event of an Automated Closure. This should save you extra work from trying to set up messages for each and every NPC. If a message window was closed automatically because a player walked away, those settings are restored. It is a little tough to explain. Say a Player reads a Sign (non floating window), then walks away and talks to an NPC. The Sign would need message.floating = false to display in the Default Window, but when they walk over to talk to the NPC, you dont need to put in message.floating = true for that message window. - NPCs and Move Routes now continue properly if interrupted. If you trigger a conversation with an NPC, then move away prematurely, if the NPC was moving around, they will continue moving correctly instead of starting their move route anew, which would have caused NPC's to end up in unwanted positions. --- Other New MMW Features --- (from previously released Caterpillar Revisions) - Auto Comma Pause - This feature will automatically insert pauses based on punctuation, assuming proper punctuation is used. It was implemented with the intent of making the text appear in the way that a person would speak, by pausing after commas and at the end of sentences. - Number Window Input Cancellation - RMXP allows developers to cancel choice windows, but nothing was implemented for cancelling a Number window. You can now allow your Players to cancel their Number Input Windows, and you can Detect if a Number Input Window was cancelled, making its functionality similar to the Cancel Branch Condition. - MMW stands for Multiple Message Windows. The focus being on "Multiple" because Multiple Messaegs can be displayed. In previous versions, displaying Multiple Windows simultaneously required that the next messages be tagged with \+ at the start of the text, but, would only fire up both windows at the same time. I made a change so you can use \* to display the next message at ANY time, once those two characters are processed. This means you can have a message start to display some text, then display another window half way through. It eliminates the artificial requirement to display more than one message at the exact same time. - Auto Window Positioning with \$ and \% - In previous versions, you could reposition a window to be on Top (Default), Left, Right, or Down from the Speaking NPC by using \^, \<, \>, and \v respectively. I found that it was more useful to Auto Position the windows based on the Speakers Direction. The \$ option will place the message window on Top of the Speaking NPC unless the Speaking NPC is facing UP, in which case, the message window will appear on the Bottom. The \% position will place the Message Window BEHIND the Speaking NPC. Thus, if the Speaking NPC is facing Left, it will position the Message Bubble to the Right of that NPC. I found this to be incredibly useful if you did not know what direction the Speaking NPC was facing. It prevents covering the Speaking NPC's and / or obstructing the Players view. Basically, it provides a greater range of Freedom to the Player to move around while NPC's are speaking. - Caterpillar Positioning - Requires both the Caterpillar and my revision of Wachungas MMW Script. In order to cause a speech bubble to appear for another NPC or Player, \P[Event_Id] is used. \P[0] is used to make the Player speak. But to make a speech bubble for an NPC, \P[24] would be used, provided, of course the Event ID of that event is 24. The Caterpillar Positioning allows your party to be more dynamic. If you wanted your first Caterpillar Actor to say something, you would use \P[C2], C standing for Caterpillar. The Caterpillar is heavily event based, and each Cat Actor uses a different event, thus, in a more dynamic game, the Event ID of your 2nd Party Member may be very different, which makes eventing dialogue difficult. This is intended to make it much easier for you. Instead of using Conditional Branches, you just need to add one more letter to the dialogue. --- Future Versions --- At some point in the future, I still intend on removing the SDK dependancy. I also intend on at least attempting to make the Bubbles translucent, but because of the Message Tail, it doesnt look right. If I can figure out how to do that, MMW will probably get another release. There are a few other versions of MMW out there that at some point I want to tie together. One did get rid of the SDK dependancy, another is compatible with BlizzABS, which required some further tweaking, but has some features I havent built into this rewrite. I do hope to tie as many of these together, but these are things on my to do list and much further down the road. For now, I think this version should keep everyone happy.