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discochicken

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Everything posted by discochicken

  1. discochicken

    Unwalkable Tiles

    Every once in a while when I do some mapping, there will be a few tiles that I simply cannot walk on. The floor tiles are all the same and are on layer one, and the higher layers are all empty, yet I cannot go on some tiles. It stops me from moving, as if there was an invisible barrier in the way. Is this simply a (rather irritating) program bug, or am I doing something wrong when I map? I've tried every possible troubleshooting method that I am aware of, but I cannot come up with a solution. Any ideas? I have one such map that I can take a video of of you need to see what I'm talking about.
  2. My bad. Forgot to add that part. I believe the scripts in question should be the following: #============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 32) draw_actor_state(actor, x + 90, y + 32) draw_actor_exp(actor, x, y + 64) draw_actor_hp(actor, x + 236, y + 32) draw_actor_sp(actor, x + 236, y + 64) end end #-------------------------------------------------------------------------- # * Cursor Rectangle Update #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #============================================================================== # ** Window_BattleStatus #------------------------------------------------------------------------------ # This window displays the status of all party members on the battle screen. #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 320, 640, 160) self.contents = Bitmap.new(width - 32, height - 32) @level_up_flags = [false, false, false, false] refresh end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- # * Set Level Up Flag # actor_index : actor index #-------------------------------------------------------------------------- def level_up(actor_index) @level_up_flags[actor_index] = true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors actor_x = i * 160 + 4 draw_actor_name(actor, actor_x, 0) draw_actor_hp(actor, actor_x, 32, 120) draw_actor_sp(actor, actor_x, 64, 120) if @level_up_flags self.contents.font.color = normal_color self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!") else draw_actor_state(actor, actor_x, 96) end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Slightly lower opacity level during main phase if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end end end
  3. I'm using script that comes with custom hp/sp/exp bars that have their own labels; however, the generic white text overlaps the bars (see below for clarification). I want to remove the white text that says hp/sp/exp in the menu and battle screens. I assume I have to edit the scripts to accomplish this. Could someone tell me which scripts/lines I would have to edit? I would really appreciate it.
  4. Thanks for the clarification. everything is ok now
  5. My game file got corrupted, so I cant open it to copy over my maps etc. I put a lot of work into this game and I really don't want to start over. I tried copying all of the map data from this file to a new game, but when I opened the new file, the maps weren't there. Is there a step that I missed, or does this method simply not work? Is there even a way to copy over the maps I want?
  6. The same happened when I copied the actor and class data
  7. I copied over all of the map data to my new game, but when I open the new file in RPG Maker, the maps still don't show up. Did I miss a step?
  8. Thanks. Now that you mention it, my computer restart while I was editing yesterday.
  9. I went to open my game today to work on it, but it gave me an "unexpected file format" error message. I thought this was strange because it is the standard rmxp project file type, and I have been opening and editing the file for weeks. When I opened the playable game file, I got an error that the file ;cannot run on windows". Is the file corrupted (in which case I have to start over), or is there a way to fix the problem/recover my work?
  10. This is great! Is there any way tho change the font?
  11. I was scrolling through some sample maps online for inspiration and came across this. I think the map name in the top left looks really cool. Does anyone know of a script that will allow me to do something similar?
  12. Thanks! I used the desert town tileset (XP)
  13. And I made events for some randomly wandering cows inside the fence, so that section won't be so empty in-game
  14. Hey! I made a desert oasis map today for my game. Would you guys mind taking a look and telling me what you think?
  15. I haven't used RPG maker for very long. I've figured out most of the features, but there are a few things I still struggle with. My main problem is mapping. All of my maps look the same, and they are incredibly boring/lackluster. Also, they are pretty boxy (every map i make ends up looking like a square). Could anyone give me a few tips to help make my maps original and to avoid making maps that are so simplistic?
  16. discochicken

    GIF support?

    I read somewhere that it might be possible to use GIFs as battler sprites with a certain script. I have absolutely 0 scripting skills, so I have no idea if such a thing is actually possible. Does anyone know where I might find such a script (if one exists at all)?
  17. That's a little irritating, but thanks. I'll look into that.
  18. Hello again. I am using the (you guessed it) Enu Side-battle script for my game. Could someone walk me through how I would create troops in the Side-battle style? I really like the preset ones for the script, but I also want their to be more enemies in my game than some ghosts and a few bosses. For the examples attached, I want to make the basilisk troop look like the ghosts by using overworld character sprites. Can anyone help?
  19. Thanks so much! Can't believe I didn't think of that...
  20. Hey. I've been playing around with the Enu side battle script, and whenever I create a new actor and go to battletest, the actor's graphic does not show up (see attachment). Does anyone have any ideas as to why the art is not appearing? Any help would be greatly appreciated!
  21. Hey. I'm making a game where the main character gains new sword skills as he progresses, and I want him to be able to practice his swordsmanship using straw training dummies. The problem is, I can't find a suitable battler graphic (and I've looked everywhere). I'm looking for something kinda like the scarecrow from the forest town tileset (see attached picture). Does anyone know where I could find such a thing?
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