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Everything posted by GermanyXItaly1000
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Changing the "cursor" for Window_selectable for Choices?
GermanyXItaly1000 posted a question in Support
I'd like to know if there's a way to import a picture to use instead of the rectangular selection "cursor" that appears to highlight choices when one has to make a choice in rmxp games. The closest I've found is this: http://rmrk.net/index.php?topic=38971.0 But I'd like one that stretches across the entire choice box, if possible? Anyone know of such a script? :P -
Pffft. That's "Aizen-sama" to you. But since you've claimed the throne of posting, I'll very subtly let it slide
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Love your streets and buildings, Tomo. That menu--probably my favourite out of all the others I've browsed through. Can't imagine the pains you went through to piece it all together. :P Now that you've posted screenshots (which I recognize from the cosmetic fog tutorial), I'm even more excited. (Your tutorial, btw, has been a huge help.)
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Congrats, Marked! Your posts have really spiced up the forums (as well as all your awesome designing), so take your throne and be proud of it.
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You, ma'am, are my new favourite person. I haven't got points aplenty, unfortunately, and I have done a little recon around dA and found very little help. I might do a scout tonight again and see what I can find. But you're definitely right about it all. Despite being a 2 and a half year deviantART member, I'd love to get some help here. It just seems that people have way more experience with RMXP on this site than the people on dA do.
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Love it, Tomo! I recognize that menu from a Resident Evil shooting system demo I got off a site somewhere. Did you make it? I remember Hope Afloat from the cosmetic fog tutorial you did, and the maps looked great. Can't wait to see what you do with it! Everything in this thread looks amazing. Looks like I've got to work on getting a hang of the RMXP engine and try to improve my mapping skills. :P Seeing all this fantastic work makes me half depressed.
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Saw some huge changes in the site since I visited it last year. Definitely noted the recent change (especially in my message centre and the front page--damn, that front page). A few things were wonky with the design when I came by a month ago, but they were fixed up by the time I came back yesterday. Great job, Marked!
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Oh! In that case, the green one works just fine in modelling for it. EDIT: Since I don't think double posting is allowed, I have to ask one more time, is anyone up for this? If no one can do it, I'll probably have to take it to some place like deviantART. D: Not sure if I can get anyone there. (Can't do anything on my own, I suck.)
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There are maps on the RTP already, but they're not American. I've been looking around for one that was right for my game, but the one the RTP has doesn't suit my comrades' greater purposes. the fate of the neo nazis rests on my shoulder Lol, no, but seriously. Thanks for giving it a try, Bob. I don't know if anyone else is willing to completely redo it or give it a shot, but I dug around and have a screenshot of that map: The American flag is supposed to go where the green flag is currently. Because green just isn't cool enough for my player.
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... You know too much. You must die immediately. Pop into my neo Nazi oven, please. lol, no, I certainly am not. Thank you for doing this! However, it's not necessary to resize it, as I will be resizing it myself and replacing a flag on my tileset with this flag (I'll be centring it over several tiles, so it won't fit perfectly anyways). Just redo it as is--thank you!
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Can someone please edit this American flag to look more like the XP RTP? It's just the sort of thing I want in my game (if I can resize it the right way), but it looks far too different from the RTP style. Thanks!
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Can someone help me find the script for this item system?
GermanyXItaly1000 replied to GermanyXItaly1000's question in Support
Hi there, CrimsonInferno, Thanks for the link. I already checked out that page, and it hasn't given me much to work with. After doing a little looking into the topic, I assume they have their own scripters for this project. That was very helpful, though. Thanks! -
Can someone help me find the script for this item system?
GermanyXItaly1000 posted a question in Support
When I asked on another forum someone directed me to this video: http://www.youtube.com/watch?v=XDZdQ1vtgp I was searching for a script of an item system I wanted (RMXP) that would allow you to collect several parts of an item and then let you view the separate parts as pictures when you click on the item so that you can inspect every piece you've collected. The youtube video has the perfect item system I want, and you can see how it works if you skip to around 18:20. If anyone could link me to the script for this system or tell me how it can be made, I'd be grateful! Thanks! -
That's for RPG Maker VX or VX Ace, so there's no way to select them singularly, unless you use Paint or some editor to individually crop them out. But that's a neat idea, to use facesets. I myself like to use the show picture option after selecting a position that I like, but some people find that troublesome, so I recommend to them http://www.gdunlimited.net/forums/files/file/63-ccoas-ums-18/. That's Ccoa's UMS, a really great message system. If you're very far into your game already, I don't recommend using this if you want to keep many of your adjustments the same, because when I first used this it altered my title's message box back to the original position when I had moved it. I had to go back into the message system and adjust that again, as well as the font and some other things. But it allows you to use facesets (even animated ones) and other very useful items, such as more than four choices and such. There's also AMS, found here: http://www.gdunlimited.net/scripts/rpg-maker-xp/custom-message-systems/advanced-message-script. Personally, I've tried using that one and didn't like it that much. But you may think differently. I'm certain that one allows you the use of facesets. Give them both a try, or if you get bored of the some of shortcuts and code you need to copy-and-paste, you might in the end decide to try the "Show Picture" event like me. One user also wrote this: http://www.gdunlimited.net/forums/files/file/133-emily-konichis-faceset-tutorial/ which I think is a very helpful tutorial. Hope this was helpful to you in some way.
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Hey there! It's been a while since I posted here. But I've run into a problem with my game, and it's with a button that I've selected to be the main option to do something. We already have the arrow keys or a, w, s, d to move and x, c, and sometimes z to select or cancel (depending on the RPG Maker version, I think). So I decided to try to select another button to do something else--I have a working shooting system in my game, only I needed to select a key to use that, each time I press on it, will fire the gun. So I tried a few keys, and when I pressed on them, that didn't work. I used the script: Input.trigger?(Input::A) which lets me use the shift key instead of the other keys. But the problem with this is when I press Shift multiple times without pause, I activate my computer's StickyKeys, and I don't want that to happen, especially when others play my game. So I was looking for a way to change the Shift key to another key for the game, and it seems I'm having trouble. I'd like to use either the r, v, or z button as a fire key, but can't figure out how to change the script to let me do that. Can someone help me? Thanks if you can. :)
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Thanks, but for some reason, the downloaded game isn't working; now that I think about it, I'm sure I've tried it before, but the game isn't supported by my version of RMXP. It was probably for an older version. So I'm left with... zero ideas? My thought was that I could use variables as bullets, and as you shoot by pressing on the Shift key, you use up one variable with each blast, which is accompanied by a movement (stepping backwards) and a sound, maybe an animation if I'm up to making one. When the variable reaches 0, a conditional branch I've made is activated that says "Reload". So far, so good. I have the shooting, the movement, the surface action done. And the only problem I actually have is to create several conditional branches that relate the the person the player is trying to kill (you only kill one person at a time, it's like an assassination thing, I guess?), and I've lined up the x variables and y variables of the player to match with the person's, so that when you fire from below, above, or the sides, you can "shoot" them, and I would build up the variables for the person's death. Basically, if I manage to shoot from either one of the said directions, the person would accumulate a variable for his/her death with each shot, and once it reaches a certain number (in my case, 4), the person "dies". I got this done with a common event activated by a parallel process when the player receives the gun. Well, I've only encountered a few problems: -I can't figure out how to make my player have to face the event to actually shoot him (like, you can't be looking away from him and still be in the line of fire and be able to still actually shoot him) -I really can't figure out the variable system; something's wrong with the way the variables act, because apparently I can shoot 2 rounds at the event and before I even manage to get off a third, he collapses with the text that appears when the conditional branch for the death variable is equal to 4. I don't know how it gets from 2 to 4 like that. I have screenshots of the events I've used related to this system (which is relatively easy, since there's only one guy to take out, and I have no hope for Mr. Mo's ABS since it's not supported with my editor :(). http://www.gdunlimited.net/media/uploads/manager/gun-loading-24661.png http://www.gdunlimited.net/media/uploads/manager/shooting-the-event-24661.png http://www.gdunlimited.net/media/uploads/manager/shooting-24661.png ... Yeah, I'm pretty sure this is somehow wrong, either it's kinky in the branches (like... I set it up incorrectly?) or something else. And I still don't know how to make the player face the event (if he's moving around, even if he's just stationary). If anyone would help, I'd be super grateful.
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I'm trying to make a gun system composed of variables and conditional branches to allow the player to use a gun and shoot enemies with it on the map. Unfortunately, I've started working and it seems that my conditional branch involving a button being pressed doesn't really work. There's a file I've attached here: I have the revolver in my inventory, two of the same item once I playtested again to make sure it wasn't wrong, and I'm pressing down on Z. I tried pressing once and holding down on it, and it doesn't work. The character (Italy) doesn't jump, and the sound doesn't play, either. This is just starting to get worked on, so I don't have the bullets or anything yet, either. .-. To think I've encountered a mistake/problem so early in my system is, well, pretty discouraging. If anyone can help with this button problem, I'll be really grateful.
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Okay. The other answers are definitely correct, that's how I do it, but I want to drop a reply saying that if you have an extra script that sets the opacity for that window, like Ccoa's UMS script, that will override whatever you have in the script that is already set in RMXP. For example, in UMS, you have to change "@opacity = 255" to your desired opacity. Do you have any script like that?
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Displaying HP on Screen in Pictures?
GermanyXItaly1000 replied to GermanyXItaly1000's question in Support
OKAY. Never mind. I'm awesome and I figured out how to do that. On with the game. :) -
Hey there. I'm pretty sure you can accomplish this by accessing the database, changing the maximum number of tilesets to allow for TWO more instead of one, then using the same image in both the new tilesets and creating separate priorities for each of them, although they will be the same graphic. This is if you want to use them for separate maps, though. If you want to put multiple priorities for the same objects on one map, just select the desired object and copy and paste at the bottom of the same image. Be careful when doing this, though, because RMXP works with 32X32 squares, which is how you'll map things. You don't want any of your objects to get cut off, seem too big, or be stuck in the wrong positions. Hope this helped. :)
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Biography Screen Instead of Status (RPG Maker XP)
GermanyXItaly1000 replied to GermanyXItaly1000's question in Support
Thanks! It's been really helpful for my game, and I hope to be able to use it well! -
Biography Screen Instead of Status (RPG Maker XP)
GermanyXItaly1000 replied to GermanyXItaly1000's question in Support
Thanks! I messaged bigace a while ago, back in May, at the site where he posted the download. He said something about writing up a script for the purpose of the biography screen I'm looking for, and while he hasn't posted it yet, I guess this is solved. Thanks! -
Displaying HP on Screen in Pictures?
GermanyXItaly1000 replied to GermanyXItaly1000's question in Support
Well, I'm using RPG Maker XP, but I really prefer using the pictures (because I make the player lose HP outside of battle. There are no battles in my game, strictly puzzle-base.) Why? Because they come with a certain image that I'd like. And a certain styling of writing (how do you say it? font?). These images are digitally-drawn and have a number placed at the bottom. What I'd like to do is set up some kind of control variable or likewise to change the pictures in the corner when the player's HP goes down (and like I said, very low HP in the game). The pictures appearing would be activated when the player picks up an item that will supposedly "display their health". Hence why I want to use pictures (comes with the design of the item). Could you help me set it up in Common Events with control variables or something that would work? Because all I can do is access control variables and set "Operand" to the Actor's HP. I don't know what that actually does, but maybe that's a step in the right direction? ... I don't even under what Operand is, but... oh well.