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Everything posted by Moonpearl
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Which Maker Do I use..Can't Choose Ace
Moonpearl replied to ShinGamix's topic in Feedback, Bug Report and Forum Help
VX Ace is just another installment of VX anyways, so choose VX. -
You should rather say: Windows 8 is slow on RMXP. :P
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Good luck fixing it all Marked. It seems like a tough time but I know for sure you can do it. Cheers!
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Weird stuff is happening in the chat
Moonpearl replied to albertibay's topic in Feedback, Bug Report and Forum Help
If I'm correct this happens when we get disconnected for whatever reason, and the chat reconnects us right away. It's like we have 2 connections instead of just one. Also, the fact that rgangsta appears 5 times on RageMage's screen while the others appear just once is because rgangsta signed in to the chat after this glitch had made the chat give 5 copies of each message, whereas the others were already connected before. -
Enterbrain is becoming very unprofessional
Moonpearl replied to FranklinX's topic in Engine Discussion
To be pretty honest, I doubt the fact that XP and ACE can't work on the same machine is a bug. Most probably they saw that VX hasn't encountered the expected success since so many people (like me) tend to stick to XP - proof is, instead of a brand new soft, they made an upgraded version of VX instead... They want to force people to switch to ACE, that's it. That's my point of view but at least it would explain the lack of support they give for this particular issue. -
Moonpearl's Animated Battlers [RMXP]
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
Actually I have an idea. You have re-downloaded the Common bundle, but have you re-downloaded everything else (including the Script Manager and the Animated Battlers)? There's a chance the glitch you experience comes from a problem with the scripts' loading order. -
Moonpearl's Animated Battlers [RMXP]
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
Thanks. :) If it was just my laptop it would lag at random points. The fact that it does when something particular happens with the script proves that it's got to do with it and not the computer running it. Besides when I talk about lagging I mean like 20 FPS drop all of a sudden, and just for the duration of a battle animation. But as I said, your computer must be just powerful enough to take it so that you don't notice anything (tried it on my desktop computer too and no lag can be seen). Yes it does. In what circumstances did you encounter that bug? As for me, I tested each and every ranged attack, and the camera does focus on the enemy. That's normal. I mean, it might bother you, but it's intended. I'll see what other people think about it. -
Moonpearl's Animated Battlers [RMXP]
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
For those of you who encounter an error when trying to run the demo, you should read this post. :) -
Moonpearl's Animated Battlers [RMXP]
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
Thanks guys. :) -
Moonpearl's Animated Battlers [RMXP]
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
Well, I've managed to keep it rather concise (it's not a full CBS after all, it just manages the graphic part), however I'm always open to feedback should there be any bugs. If by any chance you could solve the issue I mentioned in the post I'm all ears. -
So, the least you could say is that battles have never been my thing. Proof is, I've never ever made anything for battles along my scripting career. Until today. No custom battle system yet, just animated battlers, but animated in a nice way. I don't like how all CBS around here all feel so static, so I decided and try myself at making something that would make battles spring to life. For that I drew inspiration (mainly) from Valkyrie Profile, and I have to say that I'm pretty satisfied so far. I should credit Holder for making the spritesheets I decided to make use of, and while I'm there I recommend you take a look at his site be cause he's a really talented spriter. Features Lively animations Horizontal scrolling with camera and perspective effect Voice acting support Theoretically compatible with any battle systems that comply with RPG Maker XP's base engine specifications Planned features Enhanced battle interface with the Animated Custom Menu System A new battle system while I'm at it Known issues For some reason, the script tends to lag at the end of battle animations (mostly when the target falls back to the ground after being hurled in the air). I have absolutely no idea at the moment why it does that, I will however keep an eye for a solution. I'm experiencing such lags on my laptop, though, so i'm confident that users with more powerful computers are not likely to notice it at all. Additional Credits Battlers by Holder Voices from Valkyrie Profile Download Please visit my blog.
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Don't make one enemy transform, let the enemies be the heads themselbes, and let there be three of them in the beginning.
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Making an ATB battle system requires a thorough understanding of how the battle scene works, so it would require an entire course on the subject, or that someone else would write the script in your place, which is not the point I guess since you could easily find such a script on your own with a quick search. So I stick to what I told you through MP - you have motivation to make your own scripts, that's good, but you should study RHSS and RPG Maker's base engine in the first place.
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Well basically you have to rewrite the Window_Selectable class (or a copy of it). The simplest solution to me would be to prevent the window from scrolling down when you use only the arrows, or have it scroll one page down when you do so, instead of one item down. Look at the code in Window_Selectable#update that runs when the user presses L or R (which are supposed to scroll one page up/down themselves), and use a copy of it to replace the code that runs when you press UP/DOWN and the previous/next item is out of the page.
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It records a program (that is, a pattern of notes) rather than actual sound. Thus you can record any melody with a piano sound and later change it to flute, or transpose it, or change the tempo, and so on.
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can teach me how to overide the choice menu and help me make a new one
Moonpearl replied to albertibay's question in Support
What do you want to do SPECIFICALLY? Another window to replace the existing one, with the same functions? Or implement new functions in the existing one? And if so, what kind of functions? -
events don't run, but it seems like the picture won't remove itself Well what I'm saying is there's no point checking what type of scene you have, because if your event is running, the scene MUST be a Scene_Map (and besides the code as you wrote it does NOT check what type the current scene is, it's doing something completely different and pointless). So you can just drop those conditional branches, what you need to do is erase the picture before calling the menu, and restore it right afterwards, because the event won't continue unless you return to the map. And use the "Erase picture" command rather than the "Move picture" command.
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Plus, events don't run when not on the map anyways.
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I understand what making a picture-based HUD means. The point of my question is to understand why the heck he would put the scene change commands in contional branches.
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Wooow wait... What're you trying to do with those scenes anyways? Otherwise you just need to input an "Erase picture" event command.
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Right, sorry.
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You must use the dispose method on each and every sprites when you switch scenes.
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The condition in this part is useless, the script won't access it unless the scene is being exited anyways. So, just the same without the "if".