-
Content Count
33 -
Joined
-
Last visited
About Lawrence
-
Rank
Member
Profile Information
-
Gender
Male
-
Interests
Film making - animations - music making - drawing - drinking - swearing - howling at the moon
Aside of all this, my big dream is publish a videogame.
I don't care how bad will it be, or how slow, boring etc.
I'm dreaming it since I was a kid and I'll do the best I can to make one.
Engines I Use
-
RPG Maker XP
Yes
Engines
-
Prefered Engine
RPG Maker XP
-
Engine Level
Getting There
-
Class Title
Eventer
-
Other Skills
Film maker, Bartender
-
Ok.. I temporarily fixed this with a switch activated every time a message is shown, but I'd prefer more a thing like the old rpgmakers... Ok, this is how I did this: I added $game_switches[number] = true under "refresh" of Window_message script $game_switches[number] = false under def terminate_message of Window_message Then every time a message ends, I call a common event to disactivate the switch... then then I went to "game_character 2" and ... This kinda works for now... At least for event movements... if anyone knows a better way please tell me Thank you people
-
Hi everyone, after a big time... I went back to work on my game... Did a lot of things but then I noticed a very annoying thing... When a message box is shown up, events do not stop moving. Apart from asking WHY all the older rpgmakers have this function but not RPGmXP... How can I fix this with a script? :/
-
Well... Damn. Just discovered that If I equip an item it disappears from the list... Great. More things to fix!
-
Hi everyone, I modified the scene_item in order to equip/unequip weapons from there. The part for equip or unequip a thing is this: unless $itemselected.id == target.weapon_id target.equip(0, $itemselected.id) else target.equip(0, 0) end That works for one character, but how do I check if the weapon is equipped by another character (not the target) ? Can you help me? Thanks.
-
Thanks a lot. (Sorry I forgot to answer ^_^" )
-
Lawrence reacted to an answer to a question: It is wrong to call "script.new" in a parallel process?
-
Hi everyone... It's me again. Recently I managed to customize the menu screen with some static pictures, a sort of health bar and other stuff... But now I'm trying to make a picture move inside the menu and I can't find a way to do that. It should be a thing (a button) that falls from above and then stops in the middle of the screen, and maybe starts another kind of movement (like swaying ?). I searched a lot in the forum and google but I can't find anything that helps me, do you have any suggestion of where I should take a look? Thank you.
-
Ok, thanks a lot for your patience ^^"
-
Ok I did it, but it is a safe way to check something? I mean, it won't do errors while playing? Sorry if I'm asking stupid things, but It's like running in the dark for me at the moment ^^"
-
How should I do that to prevent errors or slowing the game or whatelse?
-
I'm trying to write a script to make the player run + drain stamina + change his sprite when holding SHIFT It worked but to make it work I just put a parallel process with "script".new in it, but it seems it's not the better way to do it so I'm trying to do that with "script".update
-
Uff... Ok so, now I got this and then the running script, with "update" instead of "initialize" now a message appears: "The script is hanging". Maybe it's a suggestion to hang myself, anyway, what am I doing wrong? :/
-
It does the same with "@" I checked but there's no other x_buttons anywhere, so maybe it's because in X_buttons I wrote class X_buttons < X_controls I'm not sure what "<" means in that case..
-
What do you mean "I'm trying to open the script in the same script"?