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Thallion

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Everything posted by Thallion

  1. change: tmp_bit.text_size(ln) to: tmp_bit.text_size(ln.join(" "))
  2. I'm so sorry that I missed so many errors. Here is the probably fixed script.
  3. Go to that line and replace: self.contents.text_size(@prompt[i])[0] with: self.contents.text_size(@prompt[i]).width
  4. Alright, I forgot to add the final line of text into my array of lines.
  5. Sorry, it's hard making a script w/o the program it's for. Go to lines 46 and 49 and change where it says: tmp_bit.text_size(ln)[0] to: tmp_bit.text_size(ln).width
  6. Edit. I fixed it. Now I'm sure it'll work.
  7. Sorry about that, I forgot to check if the window still existed in the update method. This should work: I checked through for other bugs.
  8. I don't think it's possible with events, but I could try to make a script for it.
  9. First you'll need this Window_Dialog script I just wrote: And here's the edited Scene_Title. And finally Scene_End. That should work, but if you get any errors, post pictures so I can see what's going on (I don't have RMXP anymore).
  10. Thallion

    Blur Effect

    I have a blur effect that I made, but it lags horribly. Would you still want to use it?
  11. No, if I wanted a char recolored, I'd recolor them myself.
  12. This is good, but you keep switching between past and present.
  13. Wait, what is a gazebo??? jk
  14. I used to play DnD, and my friend and I (we were both dms) emailed each other about our campaigns. We used fantasy names in our emails, mine was Thallion Darkshine (made it up myself).
  15. can't you just make a rectangle using the parameters? Rect.new(x, y, width, height)
  16. This looks pretty cool, except from the screenshot, I think the opacity should be higher.
  17. This looks awesome. I tried making multiple denominations of coins, but gave up after working on it for a few hours.
  18. I'll try some tests to see how they can be used ingame. I'm already working on making constantly changing gradient health bars on the map. I'll let you know when I get something cool working.
  19. Sorry, I'm trying to convert my code over to Win32API, but its not working very well. Right now it's just in ruby.
  20. *shakes head in despair Mine can draw lines of any slope. And there's a simple formula for blur. You just set each pixel to the average of surrounding pixels.
  21. Who here thinks that it would be a good idea to add on to the built in RGSS classes such as bitmap. Well, I'm starting doing it. So far I have added in several RGSS2 bitmap functions missing from RGSS. Functions completed: Bitmap: draw_gradient(rectangle, color1, color2, gradient_type[, subtype]) rectangle - rectangle in which to draw gradient color1, color2 - starting and ending colors gradient_type: 0 - horizontal, 1 - vertical, 2 - diagonal, 3 - radial subtype - for diagonal: 0 - top-left to bottom-right, 1 - top-right to bottom-left - this method is very laggy, especially with anything other than horizontal or vertical draw_circle(rectangle, color[, border, border_size, border_color]) rectange - rectangle in which to draw circle color - color of the circle border - whether to draw a border (default false) border_size - how large the border is (default 0) border_color - color of the border (default black) - this method doesn't lag as much as the gradient, but it still lags blur - this method only lags a bit compared to the other functions sharpen - this method lags a little more than blur draw_line(x1, y1, x2, y2, color[, width]) x1, y1, x2, y2 - starting and ending coordinates of line color - color in which to draw the line width - thickness of the line
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