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Spence607

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Everything posted by Spence607

  1. I figured it out, I had to have exit event processing in the event for some reason. Never had to before.
  2. I'm currently using Blizz-ABS 2.6 because it still uses item icons for the item drops, 2.7 uses sprites. Anyway the item drops when I defeat the enemy but I can't pick it up, no matter what key I press I cannot pick up the item. Anyone have any idea why?
  3. No, I want the battlers to be above that window so it doesn't have to be transparent. So basically the battlers will be right under the enemy battlers.
  4. I just found this old script today and it's very useful if you want to have different fonts for almost anything in the game. The font, size, color, and effects are all stored in a PNG image which can be generated with GIMP. The original script contained a syntax error which I've fixed. Also the script for GIMP to do this does not get the height spacing correct, but you can make the SFont manually easily anyway. I'll make a tutorial if anyone is interested because it will take a while to explain especially if someone doesn't have any knowledge of GIMP. Script SFonts 1.0.txt SFontCreator SFontCreator.zip This is used to calculate the spacing between characters and will add bars to the PNG so RMXP can read them. Here's some of my font creations:
  5. I was wondering if it was possible to have multiple fonts in the game that are different sizes. I want to have the title screen, main menu, and battle fonts all different. If this is possible how do I make a new font object and how do I use it?
  6. Yeah, where is this z value located?
  7. Awesome game, played the whole demo. I'd definitely buy it when it's finished.
  8. I've figured out how to change the battler y values finally you can edit either self.oy = @height or self.y = @battler.screen_y in Sprite_Battler. Only thing is it also moves the enemy battlers and by the time I get the character battlers above the status window the enemy battlers are way to high, is there any way to only change the value of the character battler?
  9. I've been trying the change the y value of the player battlers because I'm using the sprites as battlers and I want to move it up so it's not behind the status window. I know I can change the position of the character in the main menu by editing draw graphic in window base, but where is the y value of the battlers stored?
  10. This topic can be closed. I've decided to give up on IG Maker, the program is awesome but I don't have the time to make all the resources myself. I'll be working on the game for months just making all the tile maps, fonts, sprites, etc. it's not worth it.
  11. I've been working with IG Maker for two days now and I'm very impressed. Really simple to use, take a look at my title screen. Sorry for the huge file-size, I went crazy designing my title screen's wallpaper. Anyway this game is about heaven VS. hell basically. You get to choose your side at the beginning, so really it's two games in one. Many quests and decisions you make will determine how good or evil you really are and you'll evolve accordingly, basically become a half-breed of either side. The more you evolve the more abilities you will gain and the stronger you will become. The game is mainly about battle, if good defending villages and what not, if evil attacking villages. It's going to be a 2D hack n' slash game similar to the old Zelda games but with real-like sprites and much blood.
  12. Yeah it costs less, but the only way I can make a hack n' slash game with RMXP is by using scripts other people made which I don't want to do because I want to make 100% of the game myself. No I'm just using the trial right now but in 27 days I probably will buy it, depends on if my game works out.
  13. It is limited, but it's way easier to use then professional programs. So people like me can actually make a nice hack n' slash game without weeks of reading tutorials. Definitely worth the $90.
  14. Just figured it out. I forgot that the top-left tile has to be blank, my bad.
  15. I just started to my make one of my tile maps and I can't seem to get it working. I only have two tiles on it for now, grass and water. The water tile works but the grass tile won't show up on the canvas when I try to use it on any layer. I have no clue what's causing this because there is nothing wrong with the tile. Here it is: This is what it's doing: If you need to see the tile map here it is:
  16. Alright, thanks. Ccoa's UMS works great.
  17. Yeah, it's not working. I still have to hit the action key for anything to happen.
  18. Wait didn't do anything the user still has to hit the action key. I could do that but that's not what I want. I want it on a timer because there is an event playing where I have the main character on a ship heading towards an island and I want it to have text.
  19. How to I display text in a game that doesn't require the user to hit the action button to continue. I have text that needs to be displayed within a certain time and I was going to use the command Wait to set how many frames it's displayed for before it switches to the next line of text.
  20. Does anyone know of a script to change the default window size of RPG Maker XP? Not only changing the window size but the bigger the resolution the more of the game you can see.
  21. Good idea. I've actually decided to do something different with my battle animations, well for just plane attacking anyway. I'm currently making animations of weapons being used on the attacker, of course in the correct position in the hand to make it look like the attacker is using a weapon. This works fine.. but I can't seem to find a side view CBS that is perfect for it, and I can't figure out how to change any of them to my needs because what I need to change is in the actual code not the config, and I know nothing of RGSS right now. I just want a plane side view CBS that has the attacker walk up to the enemy then display the attacker animation then the target animation and lastly the damage text, that is the only way this is going to work. For the animation on the target I have a blood, bone, rock, etc. effect.
  22. True, although that's not a problem for me since I use the sprites for battles as well.
  23. Alright, thanks and I agree. More clearly what I mean is I'd rather have the animation look and sound according to the type of material the weapon or spell is hitting, like flesh, bone, rock, etc. As for the enemy collapse sound, I'd like to have it sound as if that certain enemy has actually died. For now I'm just going to have to make every animation look and sound the same, so I guess I'll have to treat every enemy as flesh, not to be sick, but I'm sure many people would enjoy some bloody animations when attacking flesh enemies. To me it's realistic because obviously if your killing an enemy that contains blood it's going to bleed.
  24. I was wondering if it's possible to change the target animation of the currently equipped weapon depending on what enemy I am fighting, and is it possible to change the battle start and enemy collapse sound effects depending on the enemy I am fighting as well. I want to make my game more realistic and the sound effects of a battle starting, enemies being hit and dieing should not all sound the same for every battle. I'm sure this is possible with a script but I have no clue where to start. [EDIT] I'm using RPG Maker XP.
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