Kiriashi
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Everything posted by Kiriashi
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Cheat System - CJBoy's Request
Kiriashi replied to Tomo2000's topic in Archived RPG Maker XP Tutorials
xD I was just playing around CJ! hehe. Hey Tomo, maybe you Leon and I should formulate into a team and make an awesome game! All we would need is a writer.... ;) Your event-ing = superb. My mapping = beautiful. Leon's script-ing = amazing! What more would we need? xD -
Anyone else have any more maps to post? :rolleyes: Let's see who can use the snow tileset!
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I agree with you one HUNDRED percent. I assume you are talking about RMXP games mostly though, right? (This is in RM discussion) I can stand to see fan games on the internet, because I know they are going to be crappy. There are exceptions of course, like for example this zelda fan game. However they generally do suck. People should refrain from making fan games in RMXP if they can, because it might cause them to drop RMXP altogether. :( It is also really unoriginal most of the time. <_< That's my two cents.
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Well I'm not saying it won't work out, just that odds are it won't. ;) We are wasting are time anyways, with this grab-and-run member.
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I don't know.. maybe we are all waiting for a massive bump that will get people to start this again. There are two reasons this didn't kick off. One: People who said they had time didn't. Two: we were so disorganized.
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Wait what? :blink: Try a different translator.
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I think he corrected the mistakes, because I see no spelling mistakes... gramps isn't a word but that doesn't really matter.
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Emmy, try diddling with all the numbers and stuff, and you can change stuff around.
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EDIT lol, pol covered the only thing I forgot to cover. xD. The Database The database is going to be your best friend when using RMXP. It is here that you can change almost all of the data in the game, be it character graphics, their base stats (HP, SP, ATK, etc), tilesets, and terms (is it gold you work with, or something else?) Actors The "Actors" tab is where you will be able to create the party for your game. You can change their name, their graphics (both battler and sprites), as well as their starting equipment. You can also change their stats, and determine how they will develop as a character. Will you have a game where the HPs are low (base of 20) or a game where the HPs are high (base of 500). What you decide here will determine how you will have change the enemies in the game. If you have a base HP of 20, it won't do you any good to be fighting monsters that deal 57 damage now will it? The RTP of RMXP is relatively limited. Unlike VX, there are no built in face graphics, and the sprites are not necessarily the greatest. But, for a first project, they usually work out just fine (I used all RTP in my first project while I got a knack for RMXP). If you you decide to get a sideview battle system (see: Scripting section), you will replace the Battler graphic with the sideview template (if applicable). Classes The "Classes" tab is where you will create or edit the type of characters you can have. The default classes are: Fighter, Lancer, Warrior, Thief, Hunter, Gunner, Cleric, and Mage. Each class has their own set skills and equipment that they can use, as well as the type of efficiency they have in certain situations (perhaps you create a Paladin class that is effective against the Undead). You can also choose where to place your classes when in battle. Lastly, you can choose what skills a class should learn, and at what level they will learn it. Skills The "Skills" tab should go hand in hand with the "Classes" tab. It is here that you can create and edit the skills that a character can learn. The Skills tab is very in depth in terms of what each skill calls for. You must name your skill, and give a brief description as well. You choose the animation of both the character (what it does when it casts a spell) and the target (what does the attack look like). You also choose the element, if applicable, and the state it causes to an opponent. You must also determine how much power a skill has, and how much HP it drains. It seems like a complex tab at first, but when you break it down, it can be quite easy to get used to. Let's walk through creating a new skill for the Fighter class. Call it "Power Slash". Skill Walkthrough Items The "Items" tab is where you can create consumable items that you will use in game, as well as determine how effective they are. The steps used in creating a new item are almost identical to that of the Skills tab. The only difference is that instead of choosing how much power and SP an item has, you choose how much it helps you. Do you want potions that recover a percentage of your health, or just a solid number? There are also items that give boosts to a player's stats. The Items tab is also where you will create your keys, access cards, etc. You can also create items that a player must have in order to do certain things in a game. For example, if you created a lockpick, you would be able to get into any door, no matter if it was locked or not (this would be done through eventing, which we will be talking about later). Weapons and Armors The "Weapons" and "Armors" tab are almost identical, so we will look at these together. There are very similar to the Items and Skills tabs, but to a more basic extent. Here you can choose how powerful an item is, as well as its efficiency in certain situations (bows are useful against birds, etc). You can also create accessories, such as rings or amulets that can aid in a character's journey. These accessories can give elemental resistances, or give stat bonuses. You cannot, however, create an accessory for offensive purposes. You would need to create a special weapon. Enemies and Troops Because these two tabs go hand in hand, we will take a look at them as a pair. In the "Enemies" tab, you will be able to create and edit monsters that you will encounter in battle. If you are creating an enemy, you must choose how it will fare in battle. We will make a new enemy to show you how to do this, but first we'll take a look at the "Troops" tab. The "Troops" tab is the jelly to the "Enemies" tab peanut butter. In the Enemies tab we created a new monster that we will face in combat. In the Troops tab, we will actually be able to select the monster as a mob. Do we want just one of them? Or maybe we will face numerous enemies. But because this can be somewhat confusing at times, let's take a shot at making a new enemy. I personally get tired of bashing on monsters all the time, so I will be making a human soldier for which to do battle. Enemy Walkthrough States The "States" tab is where you create new states to be used in battle (or outside as well if applicable). States are things (spells, attacks, etc) that affect a character. For example, the "Knockout" state only occurs if a character hits 0 HP. They will not receive any EXP from battle, and cannot be used for the remainder of the fight. For the percentages, it deals with how effective they are against the character. So, if you want to weaken an enemy who has been stunned, set his STR % lower than 100. You can also choose how long a state is effective for (unless an item is used to reverse it) and if the state is released after battle (will a unit that dies in battle be revived after battle, or is he dead for good?). Animations The "Animations" tab is where you will be able to set the animations of an attack or skill. It is the most advanced tab in the Database (in my opinion) and is probably the only one you wouldn't need to touch. I personally would recommend leaving this tab alone until you are more familiar with RMXP, as it can be very confusing for somebody who is new to the program. At least, that's my opinion. So, for now, we're going to act as though this tab doesn't exist. The odds of you needing this for a starter project are very slim. I will make a tutorial for this later ^_^ Tilesets The "Tilesets" tab is where you can edit a tileset to determine what you can and can't walk on/through. You can also change the Autotiles (tiles that tile and border automatically, usually for floors, grounds, ceilings, etc) for a tileset here. The Tilesets tab can be confusing, but it's one that you very likely will use. Personally, I recommend getting used to the RTP maps at first, but there are many tilesets that are RTP bundles that make mapping a lot easier. The simple way to import a tileset is to use the Materials folder (it's the icon of the folder and 3 pages on the taskbar). And, the easiest way to set it is if there is a demo with the tileset already in use, because you can simply copy/paste it from the other project. However, many times that is not an option. So, we'll need to take a look at each setting in the Tilesets menu. The passage option simply means if you can walk on that tile or not. Autotiles also have a separate setting (the square) that means if the tile is set in a row, that the player may walk on the top tile. Passage (4 dir) is just a more advanced way to set the passage. It means what ways can a player walk on a tile. So, if there is a railing, you may be able to walk up, left, and right, but not down. The priority settings simply mean what tiles the game puts on top. So, if a player walks behind a tree, the tree will need a higher priority, so that the player doesn't look like he is standing on a branch. The higher the number, the closer to the foreground the tile is displayed (in relation to the character). The Bush flag is used to make a character look like he's actually in water or tall grass. It brings a sense of realism to your maps. Counter flags and terrain tags are rarely ever used (I have yet to see it). Counter flags set an event to start after a certain number of "counters" have been recorded. Terrain tags, to be completely honest, I have no idea. But honestly, you won't need this feature, so you don't need to worry about it. Common Events Common Events make life so much easier when you're making a game. They allow you to make a chest or door open with a simple command, rather than having to do the eventing over and over. They can also be used for lockpicking events, etc. Basically Chaos, these are used when you need a break from eventing the same thing over and over again, however that is not all they do. You may notice that you can set the trigger to paralell process, and you can have a switch requirement. With these two things, you could make awesome eventing systems, such as a dashing system. System Last, but certainly not least, we have the System tab. It is here that you can do all the little data things with your game. You can choose your starting party, the names of elements, and all the graphics/terms your game uses. Essentially, this tab is dependent on the game itself, and aside from knowing BGM is background music, and SE is sound effect, this is a tab that you will need to play around with in order to understand. It's pretty basic for the most part, and unless you have custom music/graphics for your game, odds are you won't touch this page. However, if you do, make sure you have everything imported into your Materialbase, otherwise it won't be found by the system. Well, that about does it for the Database. Hopefully you learned something from this tutorial. RMXP can be pretty confusing if you're new to it. Hell, I'm not new to it and I still get confused sometimes. I hope you enjoyed my little tutorial. If you have any questions, feel free to ask them, and I will be happy to help in any way that I can. *hugs*
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Personally?! Wow! I can only look at things... oh wait. ¬_¬
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Well for one, we could do the RMXP thingy I mentioned earlier, or something that involves exclusive content. Meh. I'm not in an idea mood.
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Lesson 4 - Select Case Statements
Kiriashi replied to formlesstree4's topic in Formlesstree4's Visual Basic Class
I think you're going to have to supply and example for me on this one. :unsure: ^^Says the VB nooby. -
Lesson 5: String.Format()
Kiriashi replied to formlesstree4's topic in Formlesstree4's Visual Basic Class
Yeah that's what I want, the finished product.... 'Cause I'm a noob. ^_^ Thanks again! -
I assume this is because you are making a fangame? Well I'll just give you some advice instead: Don't make a fan game. These generally never kick off, are a pain in the ass to start making, and are unoriginal. Don't take this as an insult, I'm just telling you the truth. Try making something on your own! ^_^ Here is a link with a bunch of starwars characters though, if you don't believe me and want to learn the hard way :mellow:: http://www.untamed.wild-refuge.net/rmxpresources.php?characters Click the single images to open the full set.
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Well I don't know.. Kinda' like once the winner has been announced, someone (either you or me.. or both together) could make a project that basically showed who won in a funny way? It's kind of a stupid idea really. Just something for fun.
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Formlesstree made it for Leon because Scrive is too much for him. :P As for the second question, try it out and see for yourself.
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I'm going to make my GF play that game with me. :P
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What the hell is up with your sig? :o
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LEON! One word posts are not allowed! :P Welcome to the forums! If you need anything, JUST ASK!
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I think that it's plain ol' wrong. :rolleyes:
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Well RMVX and RMXP are not as old as 2k3, 95, etc. I don't think there would be a point in supporting them. :/
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Whoa.. block o' text alert. *reads* 8-o