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Punk

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Everything posted by Punk

  1. This is probably one of those rare moments where I actually write a tutorial. It's something I just learned about, and I consider myself to be a bit terrible at explaining things but I hope it helps. (And I'm going to assume you're familiar with some of RPG Maker's event commands.) With this tutorial, I hope to teach you how to create your own Wait Until Button Input. This is probably useful should you want to pause your evented cutscene and then let the player know to keep going by pressing a particular button or two. 1. Create an Event. We will start off by creating a new event. And it's blank. 2. Set up the loop. Alright, in all seriousness, let's get started. First, you want to create a loop. Let's look for it. Click it, and it gets placed into the Contents box. So far so good. 3. Make a Wait Command. Next up, you'll want to place a Wait Command inside the loop in order to prevent your game from completely choking. Now you should set up the wait frames. You could choose a small number. I prefer 1 (unless the game gets intensely laggy for me). 4. Create a Conditional Branch. Now set up a conditional branch. Head into Tab 4 and Click the radio button next to "Button". Set the Input Button to whatever you wish. (If you're new to RMing, just go with C for now.) Your Contents box should now look something like this: 5. Break the Loop upon pressing the button. Just one more thing we need to do. Head to the Event Commands and look for Break Loop. And here's the final product! Hope you enjoyed the image-heavy tutorial. I'm sure you guys can pull something a little more creative than what I just did, but I hope it helped all the same. :)
  2. Switchless Common Events Version 1.1 Introduction Remember how in RPG Maker 2000 and 2003, you didn't need to rely on switches in order for your common events to run on parallel process and autorun? Well, it's back. This script lets you set which common events are going to run in either parallel processing or automatically, without the use of conditional switches. Features Set which common events are going to use autorun or parallel process triggering without a conditional switch. Script Switchless Common Events (RMVXA) Author's Note This was a fairly quick script I wrote. It was an idea I had in my head for a little while. A port to this maker was very difficult to accomplish due to my continued lack of familiarity with Ace's scripting structure as a whole. Thankfully, IceDragon helped. :) Thanks If it wasn't for IceDragon's help, this script probably wouldn't have gotten ported over. License Free to use for commercial/non-commercial. Just credit me for it.
  3. Switchless Common Events Version 1.1 Introduction Remember how in RPG Maker 2000 and 2003, you didn't need to rely on switches in order for your common events to run on parallel process and autorun? Well, it's back. This script lets you set which common events are going to run in either parallel processing or automatically, without the use of conditional switches. Features Set which common events are going to use autorun or parallel process triggering without a conditional switch. Script Switchless Common Events (RMVX) Author's Note This was a fairly quick script I wrote. It was an idea I had in my head for a little while. License Free to use for commercial/non-commercial. Just credit me for it.
  4. Switchless Common Events Version 1.1 Introduction Remember how in RPG Maker 2000 and 2003, you didn't need to rely on switches in order for your common events to run on parallel process and autorun? Well, it's back. This script lets you set which common events are going to run in either parallel processing or automatically, without the use of conditional switches. Features Set which common events are going to use autorun or parallel process triggering without a conditional switch. Script Switchless Common Events (RMXP) Author's Note This was a fairly quick script I wrote. It was an idea I had in my head for a little while. License Free to use for commercial/non-commercial. Just credit me for it.
  5. I should post more scripts.

    1. kellessdee

      kellessdee

      @jon: I wondered this too, but if you look--each version is for a different RPG Maker (XP, VX, VXAce) Confusing, but awesome at the same time.

    2. Punk

      Punk

      ^ Yeah, that. They're all for different makers. :)

    3. Jon Bon

      Jon Bon

      Ahaha, thanks. That's awesome man, good stuff.

    4. Show next comments  3 more
  6. Try this: [11,12,13,14,15,16,17,18].each { |i| if Input.trigger?(i) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end } 11: Input::A 12: Input::B 13: Input::C 14: Input::X 15: Input::Y 16: Input::Z 17: Input::L 18: Input::R If you're looking to add more keys (or remove some), you could also use UP (8), LEFT (4), RIGHT (6), DOWN (2), SHIFT (21), CTRL (22) ALT (23), and the F5-F9 (25-29) input buttons.
  7. Damage Text Revamp Version: 2.1 Introduction Tired of looking at that rather dull Arial Black font in battle? Are you looking to fancy the look and animation of your damage text? Look no further, this is the Damage Text Revamp! It's customisable and it's heavily packed with options. Have a look for yourself! Features Set X, Y, Blend Type, Angle, Zoom_X, Zoom_Y, Color, Tone of Damage Text. Set format, color, and outlines for Damage/Heal/Miss/Critical Val+Text Set keyframe animations for damage text. Set specific keyframe animations for Damage/Heal/Miss/Critical text. Enable or disable damage counting (known as Iteration). Create keyframe animations for damage counting. Create specific damage counting keyframe animations for Damage / Heal / Miss / Critical Changelog v1 (11/18/2009) - Initial release. v2 (4/6/2012) - Remade, added a plethora of new settings. v2.0.1 (4/6/2012) - New dmg_v variable to help ease script calling needs. v2.1 (4/8/2012) - New switch setting added. Screenshots Video coming soon. This screenshot does not do this script justice. Demo No demo. Script Instructions You may learn a little more about each setting by looking at the "What is this?" section in my script header. FAQ Awaiting question. Compatibility RMXP only. It pretty much rewrites the heck out of the damage and update methods in the Sprite > ::Sprite class of the RPG module. Credits and Thanks Yeyinde's help with fixing stacking error issues. Rhyme helped me out a few years ago on drawing outlines better. Kain Nobel asking for the Miss text to have a custom string to it, and suggesting a scrolling text option. My Iteration feature probably looks nothing like what he requested but it should be just as epic. MetalRenard pretty much telling me to "make this as epic as possible" made me want to go all out on this script. Again for asking about it being possible to make the sprite flash every time the value reaches +100 more, which made me add the dmg_v variable. Victor Sant's Collapse script for RPG Maker VX Ace inspired me to attempt a custom animation feature for Damage Text. Author's Notes When I first made this script, I remember making it because I was bored and I was watching people play Eternal Sonata. I couldn't help but love how fancy the damage text looked, so I wanted to make something kind of like it here. Now when I was working on this version, I went in there thinking "okay, I'll just edit a few settings and call it a day." It sounds mean, I know, but that was because I didn't think I'd be able to improve the script much further. That was, until I saw Victor Sant's collapse script thread for RPG Maker VX Ace. Seeing that thread gave me some new ideas for what I wanted to do for this script. Terms and Conditions Feel free to include it in your game, just credit me.
  8. Free from school now. I think it's time I started posting again.

  9. I have to say, your account looks so weird without your trademark avatar.

  10. I *really* need to start posting.

    1. Bob423

      Bob423

      @mark kinda

    2. Marked
    3. Punk

      Punk

      XD! I feel bad. D:

       

      I'm serious about posting some stuff. I've improved a hell of a lot (scripting-wise) since then. :)

    4. Show next comments  3 more
  11. Ahhh, thanks for the edit. I'll change that right now. :)
  12. You're in luck. A few days ago, I ported Woratana's Picture Below Characters script to XP. Here you go. http://dl.dropbox.com/u/68527961/RMXP/Scripts/Picture%20Below%20Characters.txt
  13. Challenges. They're kind of like achievements and trophies.
  14. WWE/TNA/etc. is entertainment. Keyword, entertainment. So of course it's "fake". Of course the matches are pre-determined I'm sure. However, please don't disregard that it takes skill, exercise and what-have-you to wrestle and while the stories and matches "aren't real", the bumps and bruises are definitely real. No, I don't actively watch wrestling like I used to. John Cena being all-powerful like Hulk Hogan, WWE going PG and children cheering for him made me not like watching WWE anymore. Owen Hart? That was pretty fucked up, yeah.
  15. I know I haven't been too active on RMXP Unlimited to say such things but I think there are absolutely way too many forums. I think having so many forums (advice, lifestyle, international, etc.) makes your forum LOOK inactive. I mean, your board MIGHT be active but having so many of these forums makes the board look dead. Plus, I'm not sure if the active memberbase (not your entire memberbase, just the actives) is large enough to accommodate that, y'know? I've an idea though. Isn't there some sort of a thread prefixing system you can use for this board? Y'know, where members would select a "genre" for the topic they're creating? If so, I think most of the chatty forums should be merged and a prefix system should be in place. Prefix systems are pretty damn cool to use and can totally help out.
  16. Whoa, thanks Chief. :D I'm using RPG Maker VX and it's RGSS2 to create this.
  17. Whoa, long time no reply here, eh? These are screenshots of a game launcher project I'm working on. The menu has yet to be finalized.
  18. Include RPG Maker VX in your eventing system forum descriptions too! :P
  19. New things you shall see in a bit! :P The new event systems I'm going to post are a lot more "plug and play" this time around. They're going to be very easy to install. In fact, the installation will be as easy as a simple copy-paste. That's how totally easy it is. d:D Time to post a remake of an old system which got 3-starred. Dash System!
  20. I've a very bad habit of not being active on this site. T_T For those who might not remember me or know me at all, I go under the handle of "Punk", but some (particularly oldbies) will know me under the older alias "Punkid89". I'm a bit of an Eventer (and not the kind that throws down a dialogue command and claims to be some advanced eventer). I made a couple of event systems here and there, some which were pretty cool and others which never really saw the light of day due to it being either "easier to script in" or "hard to install on a project". Those who knew me back in the day know that I've had this rather insane obsession (for lack of a better word, I guess) for making event systems. I still do... sorta. What I've been doing as of late? I've been working on this one project since like January. It's supposed to be like a "Game Launcher" (Yeah, that would be a nice way to describe my project). I hope to get into further detail pretty soon. I've recently moved my project from RPG Maker XP over to RPG Maker VX to suit my scripting needs. I'm also learning how to script as well as creating my own scripts. I'm not quite as skilled as others in terms of creating some pretty stuff I wish I could do like battle systems and such. And lastly, I'm remaking my old event systems from a few years ago as well as making new event systems with the goal of making them easier to install with a simple copy and paste. So I hope to post some new event systems and scripts soon.
  21. Sorry if it's a useless necro. Yep, it was done through photoshop. Also IIRC, the idea just sorta came to me at random.
  22. I don't think I use the script request forums for any community often. Apologies in advance if the request sounds like I'm asking for quite alot. I sometimes forget my manners, hopefully not in this topic. What I am requesting. I am requesting a "gallery" script. Allow me to elaborate on the request. I would like it to show images from a custom directory. Example: (" GameRootDirectory/GalleryImages"). I want the images displayed in columns of 3. The number of rows depends on how many files are in a directory. I'd like the images be displayed in reduced size, if possible. I apologize if I seem bratty or picky here however, I'd like the images to be called through "Bitmap.new" instead of "RPG::Cache" since I think (and I'm looking through the help file) it would only show graphics from the game's "Graphics" Directory which I don't want. I'd like it to be possible to have files of the following filetypes be displayed in the gallery. .bmp, .jpg/.jpeg and .png. I'd like to give users the ability to select an image in the gallery. (I'll work on the conditions for when Input.trigger?(Input::C) is pressed and such. If it's possible or if it is okay with the scripter doing this request, can someone make it so that the name of the image is displayed on top of the image? It can be on any corner or above/below the image. Sorry if this seems rude to me but can I ask that the person who completes this request send the script to me by way of Private Message? Lastly, in case my request may have come off as vague or anything, I have made a mockup of how I wanted this gallery to look. The scripter who completes this request will be credited.
  23. I heard about you! You're that tool that the white haired avatar rocking scripting dude brags about!
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