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Everything posted by Moonpearl
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There are multiple ways to do either, the reason why I was referring to your example is that it all depends in what context you're trying to do so. FIrst, it's unclear whether you're trying to script it yourself or just using some third party script. Then why do you talk about "forcing" a weapon to equip/unequip? It suggests that you're trying to do so in a context where the weapon couldn't normally be equipped/unequipped. Basically, are you simply looking for the name of the method which can change an actor's equipment, or trying to figure out a solution for a specific situation? Please be specific with your requests if you hope to get the proper answers.
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This is main, not update.
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Yes there is, but I totally don't get your example.
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Put the play music command at the beginning of Scene_Menu's main method, and have it stop or fade at the end of that same method. The map music should return automatically.
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It's normal. Unless your musics are MIDI files, there's no way to change pitch without altering the playing speed as well (one of many reasons why I favour MIDI over sound formats). I think not, to me it sounds more like an ambient theme that would be played right before the final boss. I expect a final boss theme to put a lot of pressure on the player - after all, the success of all those hours of playing is at stake, isn't it? An example I can give of a final boss theme that did put me in the mood is The Extreme (FF8's). It starts off so troubling while you're drifting through space, then the boss appears and the music suddenly gets wild. Here's a link: . The theme's still good, though, and would fit nicely on earlier scenes of the game.
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Either put the wagon and the horse on the same graphic, or synchronize both events (e.g. issues the same move routes to both of them simultaneously). Also, you might want to try and set them to "through" so that the horse doesn't block the wagon when it tries to advance.
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Moonpearl's Animated Custom Menu System
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
I don't know what to tell you. According to your screenshots, everything seems in perfect order. As you've installed both every script bundles and every demos of mine, you and I are technically running them in the exact same conditions (even the OS is the same), so it ust makes no sense that it would work on my side and not on yours. As a last resort you can let go of the Script Manager and copy manually each script to your project's script editor, as you normally would with any other scripts. Just watch for the order (see the load_order.ini file in each bundle, if none exists it means the loading order doesn't matter at all). Sorry I can't help you more. -
You're welcome to use my own balloon messages system. Among many features, you can have various skins for the balloons (I've only made 3 so far but anyone can make new ones).
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What is it that you want to replicate? The graphic style or the balloon shape?
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Moonpearl's Animated Custom Menu System
Moonpearl replied to Moonpearl's topic in Archived RPG Maker XP Scripts (RGSS1)
Thanks for your appreciation. The messages you get suggest that there's a problem with your installation of the script bundles. Make sure you've installed all of the script bundles required to run the projects (if you're not sure about which to get, just get them all, it makes little difference regarding hard drive space anyways). If everything is installed correctly, then the demos should run without problems. I believe it doesn't, as I've made installations on both XP and 7 systems and all went smoothly. The Scripts folder should be located in your Common Files/Enterbrain/RGSS/Standard folder anyways, so wherever that one is. -
You should take a look at the Game_Party class. For example, the add_actor method checks whether there's room in the party before adding a new actor. Simply change the Sprite_Battler's z, according to the battler's nature (actor or enemy). This does not sound too complicated to me, but alright.
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Well, basically you just want items to be reorganized on the screen? So, since you have at least basics in scripting (if I understand correctly), what is it precisely you're being stuck on?
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Monster Collapsing Effect Change
Moonpearl replied to Darkness's topic in Archived RPG Maker XP Scripts (RGSS1)
What do you call an explosion effect? I mean, specifically? -
Monster Collapsing Effect Change
Moonpearl replied to Darkness's topic in Archived RPG Maker XP Scripts (RGSS1)
So a fading to blue instead of red is okay? :P Seriously, I'm not just teasing, you can't ask people to make whatever they want, just different from the original, without any further clues. If you have no idea what you want yourself, your request is pointless. -
Monster Collapsing Effect Change
Moonpearl replied to Darkness's topic in Archived RPG Maker XP Scripts (RGSS1)
Well, you mentioned that effect where a mosnter disappears in "stripes" - that effect, for example, is awfully complex to render compared to the normal red-fading, and by compelx I mean it requires ten times more code. So you're asking whether it's possible to make a different effect, I say yes. However, even though you potentially don't give a damn about that, a scripter will in turn ask himself "how difficult is it to do?" implying "am I interested enough to do it compared to the amount of work it requires?". So basically I'm telling you, if you want that stripes effect, I'm not interested because it's difficult to do, and also ugly. But since you also mentioned you might want another type of effects, I'm telling you, make up your mind first and we'll see. Clear? -
I know what you mean, but on the other hand I think there's no point in having a contest with no theme (or at least common element, as you suggested). There's this French RPG Maker contest called "Alex d'or" everyone can participate in with any projects, whatever the theme/game type/project advancement... so there's no main criterion to judge the entries with, and the winners always end up being those who spent the most time on their projects (usually several years) since they're inevitably those who score the best globally. Besides, how can you compare entries, say on gameplay, when you get things as different as RPG/puzzle games/action games/visual novels and so on? Also, as you said, giving a theme or some other kind of constraint ensures people make legit entries. Maybe a good type of constraint would be "make a game that plays in one hour max centered around said theme". People might be more willing to participate in since it's made clear that the game must be very short and it ensures no one makes any longer projects - also game length would not be a judging criterion. As you can see, i'm pretty frustrated to always be left behind no-life, hardcore game-makers who have no idea at all but can spend twenty hours a day mapping and programming events. :P
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Monster Collapsing Effect Change
Moonpearl replied to Darkness's topic in Archived RPG Maker XP Scripts (RGSS1)
Well you have to make up your mind first, because some things are possible and some other aren't (well to be more accurate let's say some things are "obivous" and some other would require heavy recoding, just for a graphic effect). -
Not saying this is the best approach, just giving some insight. Besides it seemed obvious to me that the counter flag would do the trick so I assumed that the original poster was looking for a different approach for whatever reason.
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I'm developing a new origin story for my game.
Moonpearl replied to Jesse66126's topic in General Game Development
Interesting plot, but as Saltome said, I'm very curious as to what game mechanics you're going to use because this sounds exactly like the kind of storyline which sounds great at first but comes with disappointing gameplay. As for the dress, I'm very partial to blue anyways, but maybe you should try with less flashy colors, because none of the three seems suitable to me. -
Any leads as to what criteria you expect people to specify, or should we answer with whatever comes to mind?
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Put the event with the character's graphic as a "dummy" behind the counter, and put the actual event on the counter with an empty graphic.
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Right. RPG Maker was designed to build a specific type of games, there's no point in mixing everything up. What they should do, however, is make a system that is truly designed for extensive customization. Okay, you can script using RGSS, but it just comes down to learning yet another programming language if you really want to make your very own game. When you look closely at it, RPG Maker in itself is just a little tool that allows to draw maps, custom skills and this kind of stuff. So either you can't script and you end up making the same game everyone makes with it, either you can script and then you basically don't need RPG Maker anymore. That's what I'm thinking of actually but I'm too taken by other business to go for it right now.
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RPG Maker is too restrictive anyways, regardless of the version. It was designed to make simple games in a simple manner, so it's just natural that the graphics should be simple too - I mean, I don't like RMVX as well for various reasons, but you can't deny that it achieves what it was supposed to in the first place. In my opinion there's nothing more to do with the RPG Maker system as it is now, it should be entirely re-thought. THAT would be a great addition - I mean, graphics and tileset management and stuff like that is just detail.
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Any interest in mobile Game Development?
Moonpearl replied to Marked's topic in General Game Development
Since I use my mobile phone only for its primary purpose - that is, giving phone calls - definitely, no. -
And by all means drop Paint. We're in a civilised world you know.