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Nisage

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Everything posted by Nisage

  1. Finally, the manga Skip Beat is now an anime^^ Here's a 30 second preview of it on veoh, http://www.veoh.com/videos/v16094165pHBjJxdf For those that don't know what Skip Beat is, here's a little info on it (on the manga of course since the anime is released on October 5th 2008 in Japan, soon to be subbed after a few days it's been released)..... The main character, Kyoko, has devoted her life to Shotaro (childhood friend). When Shotaro came to Tokyo to debut as a singer, she followed him and worked to provide for him. But one day, Kyoko overhears Shotaro telling his manager that Kyoko means nothing to him, that she was just convenient, a housekeeper. This made Kyoko furious (it would to anyone really), and she has vowed to get revenge on Shotaro. However, Shotaro just laughed at her, saying she won't be able to touch him because he's now a popular singer and she's a nobody. So Kyoko decides to get into showbiz and become even more popular than Shotaro to humiliate him. Unfortunately, Shotaro has destroyed Kyoko's ability to love, something she needs to become famous. She discovers that it is a prerequisite for her to debut from her chosen company, LME, a company that can help her become more popular then Shotaro. The president of LME puts her into a new section made for those who caught his eye but have something missing, like love in her case. It's name... the "Love Me" Section. If you think the name is (insert thought of the name here), then just wait until you see the uniforms..... worse then the name. Hope a couple of people here are Skip Beat fans.
  2. So you already had those ideas huh? Ok, umm..... How about a monster that can only be unlocked if you complete certain quests, and the certain quests are very challenging already? Player versus Player? Maybe a field or 2 where players can just relax (wonder if you could make something like a coffee shop in the game :P) What else, what else.... is it possible to have a pet in the game? You know, have a monster as a pet. (What other things do RPG's have or might have) Tournaments or a Battle Coliseum, oh wait that's almost Player versus Player related. Uhh, that's all I can think of at the moment, hope some of these ideas are useful.
  3. I've done that, but it still says I am using 395.4K of 500K space, even now and I have nothing uto attach to this reply. And when I uploaded the pictures, they didn't look like how these are put up. So I was wondering if there was another way or if there was only one. If not, then I'll have to ask my friend if I can borrow their Photobucket account again.
  4. So that's how you make an Earth Cave on XP. I've been making them the wrong way then. Oh well, live and learn. Thanks for the tutorial. Question, how did you post the pictures on here? (I'm almost unable to with the other way)
  5. An MMORPG for the RMXP? Sweet, sounds like a good game, can't wait for it to be done. Try adding in some quests where you get uncommon to rare items. Maybe a dungeon maze with a strong boss at the end of it. An NPC where you can make items, weapons, armors, etc if you have the required items. I'm just saying anything that first comes to mind for an MMORPG game.
  6. So you already knew about rpgm.org, I was just making sure. If I see anyone on youtube with XP or VX tutorials, I'll let you know. Found it! I finally found that site I couldn't find earlier (the one that got lost in my favorites) I got some good skill animations from this site.... http://www.crankeye.com/ No idea if you have this site or not, but just in case, http://www.rpgrevolution.com/ I was going to put up a link to a video on youtube on how to make a password protected chest, but I found the video on this site already (you guys are fast), here it is for those that don't know it about it and might want a password protected chest. http://www.rmxpunlimited.net/index.php/rmx...ted-chests.html That's all I'm putting in for now. Have to let others post a few sites as well right?
  7. I'm happy to help. This is a great idea, it just needs some more links to make it work. I don't know if you have this one or not so here it is anyway.... http://www.rpgm.org/ And I do know some people on Youtube that have made tutorials on a few things. Like map making for XP, they were very usefull for me since I didn't know how to use the maps at first (this person even made a video on door making) http://www.youtube.com/user/willowsidhe And here is someone who made tutorial videos which might be usefull if you're new to XP http://www.youtube.com/user/NarutorealmZabuza (No idea if the links leading to Youtube are ones you wanted, but I'm putting them there anyway just in case). Oh, that reminds me (where is it, where is it....).... Here it is, here's a link to a forum on a "3D Ring Menu" for XP (I'm using it for one XP game I have, works fine) I know the Ring Menu that's here is pretty cool, but....... http://rmxp.org/forums/index.php?topic=41967.msg395910 (For those who don't know about the Ring menu that's on this site, here's the link to it) http://www.rmxpunlimited.net/index.php/rmx...-ring-menu.html If I find anymore, I'll post them here, ok?
  8. Well that is true........ Alright, no demo for now since it's easier to just read the replies above to make the skill.
  9. An upgraded version already? (That was fast :)) True it means more work, but it will show more info on them. And it seems I might have forgot one little detail if no one has read it. In that circled area, it is set for enemy 1 for any and all monsters that are enemy 1 in a monster group correct? Make sure it's put on enemy 2 if you want Analyze to show the HP, MP, etc... (Going to say info) on enemy 2 in the monster group or it will always show the "info" for enemy 1, even when enemy 1 is dead (I found that out when trying the skill out, and I was wondering why it said the enemy had zero health yet it was on the field). I did say we'd only work on enemy 1 for this, but I'm letting you all know this detail just in case ok? Hmm..... I wonder if it'll be easier if I uploaded a demo of the skill to make it better to understand. If anyone would like, I'll upload a demo of the skill Analyze, that is once I add in Jimmyly's upgrade and if anyone wants me to upload a demo. Question is....... where do I upload them again? Oh yeah here, http://www.rmxpunlimited.net/forums/index.php?showforum=18 Now I just have to figure out how to upload it, if anyone wants a demo of it that is. No point if no ones wants it right?
  10. Thanks, it's great to be here.

  11. Thanks. I experimented with a few things when I got XP, and then on VX later on. And thanks to searching forums on this site and learning new things, like changing text color \c[x], I'm better at eventing now. Yes, I got the "Hyper Beam" to work. I just need to make sure of a few more things with it, and I'll post it up.
  12. I might as well submit a few sites I've found/used before finding this site. Here's a site with some scripts for XP and VX (NOTE: The site is in spanish for some parts. Use google to translate it.) http://www.atelier-rgss.com/ I used this one to find/use some Character Sets, like a Kakashi (This site also has some interesting Title Screens, try looking at some) http://charas-project.net/resources.php There was another one, but I lost it somewhere in my favorites. I'll try to find it when I can. This Link Directory sounds very useful, hope it get's finished soon.
  13. I am happy to help^^ I'm now working on a skill that's like Hyper Beam in Pokemon. If you use this powerful skill, it paralyzes you for a few turns, or one. I almost have it, and it has no variables in it making it abit easier to make (unless if I need them, doubt it.)
  14. You don't see games like this nowadays (I miss them) I played it and it seems fine, but the timer doesn't show any numbers (just blank) other then that, pretty good. But I am curious, what is this prize "A subscription to RPG Manager"?
  15. Today I will be showing you how to make the skill Analyze with some Variables, Common Events, an Ailment, and Conditional Branches. (And thanks to Jimmyly, it's more detailed then before. And maybe better). Step 1: Status Effect (or Ailment as I'll be calling it). Let's make an Ailment called Analyze, make it non-resistance so the enemy will have the Ailment easily, and for "Release Conditions" have it set to "After zero Turns, 100% chance". It should look like this..... This will make sure that the ailment won't be removed. We will have to remove the Ailment from the enemy, but that will be mentioned later. Step 2: Variable. This is a little tricky..... We open a new variable (let's say you made a new game and haven't used any variables yet. We'll use variable 1) Name it HP, the operation is "Set" and for Operand we put it to "Enemy"and for that one empty bar in the middle it should show a 1, like this..... and the bar on the far right we put it on HP. Make another variable and call it MaxHP, everything is the same as the last variable we made, but instead of HP, we choose MaxHP for that bar on the far right. Like so, We'll get back to these two Variables after we made a Conditional Branch in a Common Event that'll be named after a monster. Let's choose Ghost for the monster. Step 3: Switch, Conditional Branch, and Common Events. Let's make the first Common Event be called Skill Trigger since it'll trigger the Analyze skill. In that Common Event, make a new Switch called Analyze, and make sure that the Switch is on. In a new Common Event, let us call it Ghost. Now we make a Conditional Branch in Common Event Ghost which the condition will be "If enemy has this ailment" Once that is done, we put in the two variables (first variable HP then variable MaxHP) and put the variables in a text messege (which will be shown in the next step) Step 4: Variable Messege: For the messege you'll be putting after you put the variables in the conditional branch, you will type (in the quotes) "HP: \v[x]/\v[x]" \v[x] is just like changing the text color, insert the number where the X is. (Since we made variable 1 HP and variable 2 MaxHP, it should be like this) HP: \v[1]/\v[2], or like so, Press the F2 button, it should look like this and I'm putting \c[3] before it all so the text color is green (<- for fun). I'm going to add the enemies name (Ghost) before I put in HP:\v[1]/\v[2]. I also added a few things depending on the Ghost, like what it's Strong/Weak to. I also added some variables to show it's MP (whcih can be set up the same way I did with the HP) So it'll look something like this...... Picture Don't forget to add the Change Enemy State that removed Analyzed, or the game will freeze, and the Switch Analyze off so the battle can continue. Now we have to make sure that when the enemy is in a state of "Analyzed" it'll call Common Event Ghost, which can be done in the Enemy Troop Battle Setting. You know, here. It is set up that if Enemy 1 is in a state of Analyzed, it'll call Common Event Ghost, if not, it'll turn the switch Analyze off. Make sure that the Span is set to Moment so this will take effect as soonas any of the enemies has the state Analyzed.Now for the most important part of all, the skill itself. Step 5: Skill Making. This is kind of easy, change the maximum number of skills so you get a blank new one. Name it Analyze, make it hit one enemy, give it the Ailment Analyze (a "+" next to the name on the right) for Common Event, put the one we just made called "Skill Trigger" and it should look like this now....... You can make it consume SP if you want (I'm making it use 10, and doing some small damage) Now then, give a character class this skill. I'm giving the Fighter class the skill. Now we test it out in battle. However, we only made it so this skill would only work on monster 1 in an enemy group. An enemy group can have a maximum of 8 monsters, we made this skill work for monster 1 since we didn't make any more conditional branches for 2 through 8. Once the enemy is hit with the skill analyze, a test messege should appear and should look like this.... Picture Ok, so I used a picture of me using my analyze that has MP and others on it. But it should still work nontheless.If you want an Analyze that shows the element the enemy is strong/weak to, that's a script thing, I can't help you there, unless you like it this way. I almost forgot. if you use the skill Analyze and kill an enemy, then the switch Analyse will still be on, which means if you enter a battle that has the Troop thing set up like with Ghost, then it'll freeze. To prevent this, You'll need a Common Event and a new Switch. I called my Switch "Main Switch", I named the Common Event "Disable Analyze" and set its Trigger to Parallel as long as a certain Switch is on. In this Common Event, as long as Main Switch is on, the Switch Analyze is off. Let me show you...... Disable Analyze When you enter battle and use the skill Analyze, the Switch will turn on. This Common Event will only work outside of battle. Why? No idea, put it comes in handy for something like this. This concludes Skill Making - Analyze, I hope this makes things interesting now. Oh, one more thing! This skill can work in XP and VX. Please leave a comment about this, thank you.
  16. Yes please, I must have messed up somewhere.
  17. It's ok, we all make a typo or two when we're tired (I know I do) So how did you get the event to work, I can't get it to?
  18. I don't want to sound rude, but isn't \c[x] for changing the color of the text and \n[x] for the name of the actor?
  19. That's what I did, but with a little extra. When the boulder/bomb touches you, it shows the small explosion animation on itself. While it's showing the animation, change the graphics of the bomb to nothing (since it exploded, why should it still be there right?) Do the same "no graphics" thing for the character that the bomb touched. Then you can do 2 things..... One is to put in a wait command for a few frames (until the animation is done) then put in the game over command, or what I did was put in a messege saying "Game Over." then put in the game over command.
  20. I was wondering how you do that boulder event. I had to give up on that idea for a while and make it where if the boulder touches you, it explodes (since it's really a bomb) and makes it a game over.
  21. For VX? That was tricky at first. If it's XP, then that's different. (It's alot easier with XP. But since it's VX.....) Here's what you do....... Step 1: Make a Switch that you will "NEVER" trun off, name it something simple and easy like.... Auto Switch (you make sure it "auto"maticly turns on when you begin your game [haha]) Step 2: Common Event. Make a Common Event, call it.. (let's make an example) Add/Remove Skill (or Skill Modifier, your call), make sure the Common Event's trigger is Parallel or it might not work as well (and for Conditional Switch, set it to Auto Switch). In that Common Event, you choose Conditional Branch, go to page/tab 2, select the character you want the weapon/armor/accessory to have when they obtain the skill. Then make the character gain a skill, like Heal... heres a picture to make things easier....... http://i143.photobucket.com/albums/r136/ki...illAdjuster.png This way, they can only learn the skill if they have the weapon/armor/accessory equipped to them. If you remove the weapon/etc..., the skill is removed. HOWEVER!!!!! However, if your using a side battle scrpit, then you might, or will have to call the Common Event at the start of each battle that involves the Side Battle. Here's a picture to show what it looks like......... http://i143.photobucket.com/albums/r136/ki...tleFriendly.png I hope this helps. There used to be a script for this, but the person who made it got banned for some reason (he's on a different site, not on this one) and apparently, those who downloaded it when they did, deleted it. So I hope this helps.
  22. So that's how you open them, thanks. And sorry about posting the forum twice. When I first tried it, it said "page cannot be displayed" so I refreshed and tried posting it again, didn't think it'd post the first time.
  23. I got RPG Maker XP and VX a few months ago, I'm pretty good with making maps, cutscenes, making items, weapons, magic scrolls, skills, animation and a few more things in both of them. But I don't know alot about XP and VX at all, like for scripts and what RGSS means and what it's about/does. I don't know where to post a topic like this, so I put it where it might be good so sorry if I put it in the wrong place. I'm working on a few games for fun (one was out of boredom and is only about 30 minutes long, maybe shorter if you beat it quickly. and it's for the VX [game is still incomplete at the moment]) Since I found out you can have different ways to battle monsters (normal way, a side view battle) I wanted to find a script for a battle that's a favorite of mine. I don't know what everyone calles it, but it's in some tactical/strategy RPGs, you can have 8 - 12 team members on a field at once and move them around the battle field but only by a certain number of squares, and you can cast spells in a "square range" as well. Like in, uh...., in Disgaea 1 through 3 or in Shining Force Resurection of the Dark Dragon...... or (after doing some searching for some better examples) a Tactical Battle System that someone called GubiD made (for those who don't know it, http://www.rmxpunlimited.net/forums/index....amp;showfile=88 ) . I like the tactical battles, so I was hoping to make a game having that kind of system in it. Can someone please help me with this, thanks^^ Oh and I don't know if this is anything imporant or not, but I have the "RPG Maker XP - Postality Knights Edition ENHANCED" so when I try to deal with some script programs, I can't open the RPG XP game (not the one you can play, the one where you make events, maps and all that) because of the, as the program say's, "Project could not be read do to incompatibility between software version." Just my kind of luck huh? If it's not too much trouble, could you put the scripts in a notepad file please. Thanks again everyone.
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