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GermanyXItaly1000

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Everything posted by GermanyXItaly1000

  1. Well, there you go, Pol gives the best answer as always. But if it's a driver issue, then who told you it can't be fixed, Metaclaw? It's not the word of the people from the RPG Maker staff, right? (If there's something like that. .-. )
  2. The only thing I can think of is to not add him to the party at all. There's a few columns in the items and actor database tabs that I've never really used. Those might be the answers, but at the moment I'm traveling and unable to use RMXP. When I come back tomorrow, I'll have a poke around and see what I can find. One thing I do know is that if you don't want him to have different/better armor and equipment, you can fix his equipment. But that's not related to items. Again, I'll check the database tomorrow when I return.
  3. You mean the old one where you had to input your serial number? That's the version that I bought quite some time ago. I might still have the file around somewhere, if that's what you're looking for. But it does require your serial number. If you don't have that, then I'm afraid that you're at an impasse. I haven't seen the new version on my Windows 8, seeing as I've had my older version for about forever, but that sounds incredibly inconvenient. I'm tempted to download the official maker for Windows 8 just to see how it runs...
  4. I'm looking forward to the customizer. Usually I'm cool with whatever's the default colour/background, since I'm not especially picky about it. (Tbh even if it were bright pink, I'd ignore it after a while... though I would definitely be questioning Marked's taste in colours and web design lol) But being able to mix and match actually sounds pretty good.
  5. Question, do we have to use RMXP music and sound effects, or can we use existing music from other artists and musicians? Assuming the games don't go commercial, there shouldn't be a problem with copyright, I think. As for unpublished music that's still available on the internet, I could always ask the owners for permission. There's no way I'm going to be able to make original BGM, in any case.
  6. Interesting. Let me know when your demo is out--I'm really very curious about it, since my games have always had trouble with saves and switches. Who knows--it could be a script. I have plenty of them, and they always end up corrupting my files somehow. But I doubt it's that in your case, since you said you uninstalled all the scripts except for one, and I doubt that one is the cause. Again, I'll be looking forward to your game's demo. I've been craving something good to play.
  7. Oh no, that's a reference. Sorry for the confusion D: The only thing I've been working on is that guy in the brown suit. Everything else is from Ace Attorney. I should start mentioning what's mine and what's not haha
  8. Since you're giving your storyline here, I'm going to take it as permission to critique the plot. You've only shown a snippet, but I want to point out some potential problems that could steer the game in a pretty bad direction if they're not written properly. Having been somewhat an anime fan for over four years, I can spot a not-so-original OC when I see one. This guy practically radiates Light Yagami. I'm not saying he's a Light Yagami ripoff, but you could certainly do better than that. "Finding how to get home," and "He fights monsters" is extremely vague, although I can understand why you would want to keep as little of the plot out of this as possible. Pretty typical anime/adventure, although I'd want to know more about Lutalio before I can give it a proper rundown. He not only "sounds cold" like Light--top grades, genius mind, bored with everything... He's a perfect twin brother of Light Yagami. If you're going to use an MC like this, you'd better be ready to present a top-quality plot that will somehow click with his personality. It doesn't have to be something good enough to go commercial, but at least try to balance the MC and his environment. Make them compatible, incompatible, whatever you need to do to make it interesting and plausible. Drive the story. I'm also assuming that you're aiming for this to be a lengthier game. So be sure that whatever you do, you don't bore the player. The plot must have buildup, climaxes, and suspense all the way through. If you're boring the player, you've already lost. You're giving me a count of 16 characters here. Sixteen. Corpse Party had only 12 main characters; imo it was only effective because most of them were killed right off the bat so that the writers didn't have to deal with writing all twelve all throughout the game. Going above 12 is taking a pretty high risk, and if you're not planning on killing or sending some of them off, there's almost no way you could have a group. It would be very difficult. I'm hoping that these sixteen in your game are not all main characters, or you're going to have some trouble keeping them together. Also, just saying, RPG Maker VX Ace is not something you'd expect to have voice acting with. I've seen a few games with VAs (played five or six of them). Most out of those five/six are comedic, which is one of the reasons why the makers were able to pull it off. All of them have what sounds like they have either high-quality microphones or professional editing. A comedic game with lower sound quality that actually gives more to the comedy would be passable. If you're not going for comedy and you don't get people with good mics, or at least a guy who can work an audio editor, I would pass on the voice acting altogether. That's my critique, so far, on what you've presented. Take this how you will, but know it's not flaming--just criticism. Feel free to do what you want with it. But also know that writing will be essential to your game; having been a student of writing for fifteen years, I have some confidence in my abilities. Another point. All/most of your contributions to this site have been posted 7 December 2014. I'm wondering how long you've been using RPG Maker--your ability to use the engine will also be vital to how you handle the making of the game. Poor mechanics will not go unnoticed. I have no idea how long you've been using the engine, but let's consider this. It took me over half a year to learn most of the function in RMXP and be able to implement them decently in my game. My first games that were made within two months of my introduction to the engine were bad. Sure, they contributed to my learning, but they were individual projects and there was nothing to lose whether they were terrible or amazing. But one thing for sure is that all of them were discontinued. I must have started about ten of them. Having said that, I'll impart a bit of advice. Hold back nothing from the voice actors that might be willing to participate in your game. Your skills, your experience, your abilities with the engine/writing, and if you're willing to continue this game with whatever it takes. Some people don't take it well when you enlist their aid and then say you won't continue with the project they've worked hard to contribute to--take this from someone who's made the same mistake. Good luck on your game. Hopefully you finish something you can be proud of, or at least walk away with some good experience under your belt.
  9. Hm. Something curious I saw in your first post is that it only happens in a save game... It doesn't happen in playtesting? I've also had similar problems with save files, only it's that the switches aren't activated even though they were before. But when I exported my game, the problems weren't present. I'm not sure what it means, but I feel that if the problem isn't present in the playtest, they shouldn't be there in the save files. Or, the problem is on one of the earlier maps you made. I'm wondering whether when you tested certain maps you just put your player right on the current map you were making. Then the error is in one of the events from earlier in the game. Although it does contradict what you said: "I tried restarting the game and creating new 'clean' savegames and not worked". In any case, I could look through the project if you uploaded it. I'm actually curious about what this problem could be. Seeing your project on my English copy of RMXP could reveal potential evidence, since I'm only in my second year of Spanish and probably missed something in your screenshot.
  10. Kind of based off of Drago's art journal. Except it's for me, and it's for my learning experience with making sprites, Ace Attorney style. I will be using whatever I make in a fangame way in the future, which is why I wanted to make them in the first place. This log will be a pretty good way to keep myself on track. The last topic I submitted with sprites was an edit of some Ace Attorney courtroom sprites. But I thought "To hell with that!" and decided to make some Ace Attorney style sprites from scratch. Those kinds of sprites are really nice and detailed, so here's hoping that I'll walk away from this with some artistic experience gained as well. I'll be updating this topic as often as possible showing my progress with the sprites. Not in consecutive days, because time is getting scarce around this time of year, but whenever I can work on them. (I warn you that this beginner's work will burn your eyes if looked at for too long.) First day of working on the sprite: I made a sketch on paper and scanned the thing into my laptop. The initial sketch looked something like this. (Note: he's based off America from Hetalia. Well--he is America from Hetalia, but I won't go into that. I didn't use any references for my anatomy, so it's pretty bad. Since my sketches are god-awful and full of extra lines everywhere, I decided to take it into Paint Tool SAI and clean it up. The second day: Since that was all good and well, I took it out and brought it into MS Paint, where I created the most horrible sprited creature to exist. Part of this being due to the fact that I don't actually know how to use MS Paint. I discovered soon after that I am very bad at it. Very frightening stuff. Obviously I wasn't happy with that at all. So I decided to revert back to a program I'm actually familiar with and get some actual good work done. Back to Paint Tool SAI it is. I redid the sketch for the sake of having some actually passable anatomy and discovered a nifty little pixel tool. I got right down to work with it. There was a lot of pulling up references, for anatomy, the pose, the spriting style and colour palette... I swear after this I will never look at another Ace Attorney sprite again. The end of that day's work, over two hours of fixing anatomy and all, was this: I ended up over 20 layers, half of which are failed lineart and sketches. There are tons of WIPs I could show that I made from the original MS Paint attempt to this, but I think I'd rather not. I have no idea how to shade, so forgive me. The third day: I came back from finals exhausted, so I made only some small edits, cleaned up some of my lines, and added glasses + half-finished hands. But I think it makes it look a lot better than yesterday's. At this point, I think it's starting to look decent! Next, I'll start working on the shading some more, then try to add an eye. For some reason, I have an aversion to drawing right eyes. I'll be updating this soon! [uPDATE... 29.12.2014] The fourth day: I call this the fourth day, but in actuality I've been on and off this thing for a couple minutes at a time. I think it adds up to less than an hour over the span of five, six days. So I came back to this thing after a while and did some shading. Then I left for a few days, came back, and had a "WTF" moment. I realised how off his left arm looked, so now I'm trying to rectify it. Time to pull out some references. I tried to go the easy way and use the "Transform" tool... turns out there's no easy way when it comes to trying to fix anatomy. Then transforming the jacket outline messed up the clean lineart I did. Ugh. Going to have to spend some more time on this. I DID give him a left eye, though. I'm pretty glad with how it turned out. Any tips on anatomy? Could totally use some right now. [uPDATE... 29.12.2014, a few hours after the previous update. haha] Fifth day... because I get to decide what day is what: Decided I'd go on an art spree... turns out I just sketched more of the characters I'll be using for my new Phoenix Wright/Hetalia fangame if it ever actually gets made. I sketched on paper, than scanned to computer and did some stuff on Paint Tool SAI. I think he's looking good. He's supposed to be a defendant in one of the cases... gets accused of murder, because all of Phoenix Wright cases are murder. He's kind of buff because he's a tennis player, but I think I just ended up making his anatomy look weird now. Plus I don't like hands. So I'm not going to do his hand until the end. Started the pixel outlines, I'll be working simultaneously on him and Jones now. [uPDATE... 01.2.2015] The sixth day. I did some work with Jones and tried to fix his arm, although he continues to be uncooperative. He looks slightly improved now, I think. I faded out the hands. Planning to rework them, although I'll probably never be able to fix them completely. Anatomy is not something that I can handle. I also did some lineart and colouring on the defendant I last sketched, but I haven't done anything with him that strikes me as decent enough to post.
  11. I came back after having visited the site last night (the old version) and had a short "wtf" moment when I saw this. But when I got used to it, it's actually very impressive. Nice changes! Love 'em.
  12. Do you really need to turn that option on by adding events to all the maps, Phrono? I would have thought that switching it off after you finish your event would be enough, or does the player still need to move around while being able to pass through objects? Just saying, because I did a very similar thing in one of my projects back then and ended up being confused when I came back to it after a while. imo it's good to cut down on the needed events, make everything simple as possible.
  13. Good points there, Mage. I would like to work with one person outside of this forum, however I'll wait on the rules before I see if I can work the game jam myself or not. Depending on the number of maps and whether or not it's a small enough project for me to do entirely on my own, I'm curious to see if we can bring others into this. And I'm all for the starting time being specified, since if I post my own time I'll most likely never find time on my own to start. D:
  14. This support forum is starting to become a familiar sight to these poor eyes... I was wondering if it's possible to use RMVX Ace tilesets in RPG Maker XP. I haven't seen inside of Ace yet, so I haven't taken a closer look at its tilesets. (Posting while being still under-informed--what a good way to start off a support thread D: ) The only thing I've done with VX Ace sprites is take simple objects out of what I've found online and paste them individually onto my XP tilesets. But there's got to be a faster way to do it, especially if I just want a whole chunk of the tileset. Like walls, water, roads, etc. Note, what I HAVE seen about VX Ace is that the walls aren't set at a certain height like in XP, but you can use one tile to make a wall as tall as you want. And I don't know how/if that's going to work with XP. Before we begin to question the nature of mixing RMVX Ace and RMXP sprites, I'm only looking for a method to implement VX Ace in XP. Not a discussion on the clashing of styles and how it would be extremely difficult to work out. :D Thanks in advance for any help!
  15. Still not sure if this thing is going on. I only realised now that the date was set for Friday, but I was studying for finals and completely forgot. D:
  16. Sounds good for me. Luckily it's not this week, since I have speech & debate tournaments tomorrow.
  17. I haven't seen any update on this topic... I assume the assigned starting date is still today, Friday, 5 December? In any case, I'm going to hold off on starting anything. Maybe it hasn't yet turned 5 December in other time zones. D: Perhaps there should be a specific time assigned for the beginning and end of the game jam, for a specified time zone. That way everyone can be on the same page. :D
  18. Hey there, Smoke_wolfpack. Nice to have you as a member. Have fun! As for your question about editing tiles... I've seen a few metallic tiles out there in the depths of the Google search engine. They might be for XP, though. There might be some VX Ace resource packs that have a few (but they cost money). Imo, best to just start off from scratch and use images of real metal to help you as a reference. Spriting's not something you can dive into immediately without some good practice first. But it'll definitely be useful to start off learning to sprite as soon as you can. It'll be worlds of help in the future when the resources you need aren't out there. ;D I've just started to learn to edit/recolour sprites, myself.
  19. Awesome! Is this an official date? I have a speech&debate tournament that day, but if I can I'll definitely bring my laptop along and try to work on a game as I go. If this is official, it might be nice to post to the front page along with all the rules, the date, etc. There might be more people interested in something like this. Always good to get news out there, after all.
  20. GermanyXItaly1000

    Play Ball!

    You should be using jump for the ball, I think. Which should take it over the net if you've placed the net correctly. And I haven't actually done this myself, but to make it look like they're playing volleyball, it might be possible to edit their sprites to make them appear to be spiking, bumping, etc. Imo that would be difficult. What's wrong with your ball event? If you could upload a screenshot or describe more specifically, I might be able to see what's wrong. (Also, it'd be nice to know if this scene is shown only one time in an autorun, or if the characters are continually playing volleyball while the player is moving around or whatnot.)
  21. I can attempt. Detailed character descriptions and references, however, would be necessary.
  22. I may not have any programming skills to offer, but let me tell you it's gonna take you a while to get a hang of the program and all the functions. After using RMXP for two years on-and-off (started at age 13), I can event and such. But still can't code. (Ruby's one of the goals on my long list. :P) Just learn how to use the engine well. If you can, learn Ruby. I hear it gets you a long way and gives you plenty more room to work rather than just trying to use what's out there. But then again, there's a lot out there on forums like Chaos Project and Save Point, with detailed instructions and members that are more than willing to help out. But my advice is just to explore, learn how to event thoroughly, and get yourself familiar with the resources out there. If there's anything to do with eventing, I could possibly help.
  23. I'm with the anime fandom, and I use deviantART for getting the word out on my game. There's an abundance in anime fans on that site, especially for Hetalia (the anime my fangame is based off of). I think it's safe enough to say that we're the anime fandom with the best/most RPG Maker fangames. Posting the fangame demo to deviantART groups centred around the anime in question got it in the sights of more people. Getting it on Youtube helped a lot, although the only reason is probably because a decently popular LPer did a playthrough. (Said LPer is a member of the fandom.) We've got a channel with 150+ subscribers... to us, that's a pretty amazing number. I don't actually post on game-making forums like this one, or on sites that feature mainly original RPGs. It just doesn't seem proper, what with my game being based off an existing anime. My partner and I are currently planning an original game, and we will definitely post to RPG sites. But we're also posting on deviantART, because it's a good way of getting word out. Youtube--not so much. It works for our current fangame because of the number of fans that anime has. With an original game we probably wouldn't have much luck.
  24. For my RMXP fangame, I was planning to toss in some Phoenix Wright: Ace Attorney references. Then I thought: "Why not have a spin-off minigame for the heck of it?" The minigame is not going to happen, most likely. It'd make coding more difficult than necessary, and I haven't even learnt Ruby. But what I have done is started editing Ace Attorney sprites, which hopefully leads me onto the road to my learning to sprite. It looks terrible, even for a quick edit and recolour that took way longer than it should have. But hey. Better start learning now than later, amirite? Let it be known first that I have no experience in art. At all. Meaning anatomy, shading, and proportionality (basically all important elements) will be completely shot. The sprites are unfinished, but I thought I'd post a WIP and get some feedback before I continue. Here's what I've done. (Note, it's supposed to be Japan from Hetalia posed like Phoenix Wright.) Hair isn't shaded and everything looks pretty weird. I didn't get around to cleaning it up. Thanks in advance for any feedback from y'all out there.
  25. Ay, sorry... I quoted you in that last post, but for some inane reason my mobile didn't go through with my added text. I did figure that out, but there was a white line around the picture (it was supposed to fill the whole window), so I took the advice of the first poster and did it manually using the move picture option. Works out great!
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