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Everything posted by Polraudio
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Follow the pics and it should work Step 1 http://img525.imageshack.us/img525/1719/page1h.png Step 2 http://img27.imageshack.us/img27/3946/page2h.png Step 3 http://img139.imageshack.us/img139/8831/page3h.png Step 4 http://img508.imageshack.us/img508/8819/page4h.png Step 5 http://img119.imageshack.us/img119/7721/page5h.png Step 6 http://img39.imageshack.us/img39/3982/page6h.png NOTE: You might want to set this for Direction fix once you get to that part. http://img119.imageshack.us/img119/7721/page5h.png
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YUCK! YUCK! YUCK! My body was tightening reading it. I cant believe she would do something like that. That is down right sick. Poor kid.
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First you have to import them to your autotiles folder then after that go to the database then tilesets, select the tileset you want it to go on then select the autotiles graphics. Once you insert it keep it as an X or change it to an X
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I hate the default autotiles for water. Theres not one i know of for the desert but here is one for the grass. http://www.rmxpunlimited.net/forums/index.php?showtopic=2367 Very good autotile to use.
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The Friend Starter -- Who wants to be friends?!
Polraudio replied to CrimsonInferno's topic in The Cafe
You know you could have added me a long time ago. You know who started the friends bars here? -
Tomo Tomo, Happy birthday. Remember the cake is a lie unless you have a Bakers License. Wish i could give you something.
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This is a nice idea i like it.
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They need to install the RTP and please do what i said about the .dll files if you do all my steps you should not run into any problems regardless of what version your using.
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[VX] Shin Ra - Phoenix Wright-style RPG
Polraudio replied to teknomaniac's topic in Early in Development
Looks like a promising game. What kind of scripting are you looking for? -
Welcome to RMXPU. If you need anything feel free to ask.
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I will follow you anywhere, my love
Polraudio replied to LovePhoenix's topic in Stories and Literature
Wow nice story. Nothing like a good story after you eat. -
Welcome back man. I'm sure you remember me cause i remember you.
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Try searching your computer for them files. If you have the RTP installed you have them files. Once you find the files throw them into your game folder.
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Well see you when you get back.
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odd >Wait for move's completion issue.
Polraudio replied to Araphre's topic in General Game Development
I never encounter this problem before. I had it before where the move commands needed to be used 10 times in order to move once tho. -
How about Flaren(Flare-In). Sure its made up but made up names are the best and it shows creativity.
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I would have to go with the top one cause it sticks out more with the brightness.
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NOOOOOO!!!!! OVERLORDMAO dont do it the cake is a lie i would know cause i just got orangebox today. Sorry i missed it. im truly very very very sorry. I usually don't miss stuff like that. But........... HAPPY BIRTHDAY MAN!!!!!!!!!!!
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Congrats Leon. I was waiting for you to get that far. I thought you would have beat me a long time ago.
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Works Perfectly fine for me. I made a new project and just edited a few lines. You sure you completely replaced Scene_Menu and Scene_End? I don't mean insert a new script.
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Here ya go. Took out save. Replace Scene_Menu with this #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5]) @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end Replace Scene_End with this #============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # This class performs game end screen processing. #============================================================================== class Scene_End #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = "To Title" s2 = "Shutdown" s3 = "Cancel" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.x = 320 - @command_window.width / 2 @command_window.y = 240 - @command_window.height / 2 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of window @command_window.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update command window @command_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(4) return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # to title command_to_title when 1 # shutdown command_shutdown when 2 # quit command_cancel end return end end #-------------------------------------------------------------------------- # * Process When Choosing [To Title] Command #-------------------------------------------------------------------------- def command_to_title # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Switch to title screen $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Process When Choosing [shutdown] Command #-------------------------------------------------------------------------- def command_shutdown # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Process When Choosing [Cancel] Command #-------------------------------------------------------------------------- def command_cancel # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to menu screen $scene = Scene_Menu.new(4) end end
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Are you using the Default Menu system? If you are i can remove the save option completely for you.
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Welcome back my good man. How is your GF and Little Girl doing?
