Leon
Legend-
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Everything posted by Leon
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I attempted to upload a game file (in exe format) twice, and no luck.
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Brief Synopsis Leon and Jon were just two friends in the small town of Warlyth, until the stumbled upon a couple soldiers. Now, they have been thrust into an adventure that will take them across Travance. Join them, along with Ark, Kara, Lillian and Nisage as they travel the world in an effort to twart the plans of Vladmir; who wishes to employ the legendary Staff of Elements to gain wealth and power. Characters characters Screenshots screenshots Features Learn skills from various pieces of equipments. Equip active and passive skills to empower your characters. Challenging puzzles. An old-school styled game to revive the original feel of an RPG. A unique shop system. Locate elemental sprites to teach your characters new abilities. Credits Dubealex Rythe Jesse Sithjester Naramura Guillaume777 Wyzrd Arkbennett Nisage Kiriashi (If i forgot about you, please, pm me so I may make the correction) Notes I made this game as an old-school homage. If the storyline seems 'quick', and the cut-scenes a little lax, or the story seems a little 'cliche', that is the reason why. Further, to all who play the demo: Please, keep a list of all minor and major bugs. I would really appreciate this, as well as during each 'segment' of the story, record your play time, so I can give an approximate playtime. One more note: Jon does talk with that strange accent. Demo v1.1 Demo from 2-shared (31.6MB, 2 hr playtime)
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\f[S_Face]\Name[Satsuriku] hiya people lol
Leon replied to Satsuriku's topic in Introductions and Farewells
didn' consider taht. nice catc, anemoi -
\f[S_Face]\Name[Satsuriku] hiya people lol
Leon replied to Satsuriku's topic in Introductions and Farewells
or locate a different author. Either way, it is your choice. The 'not being able to find exactly what i want' thing made me want to be a scripter. -
\f[S_Face]\Name[Satsuriku] hiya people lol
Leon replied to Satsuriku's topic in Introductions and Farewells
then it is a question of putting it in the right location and all that jazz. messing with someone else's script is a bitch. -
\f[S_Face]\Name[Satsuriku] hiya people lol
Leon replied to Satsuriku's topic in Introductions and Farewells
this means you are missing the picture 'cool.gif' for the monster. in my opinion, this script is 'crap'. You see, SS's scripts are always integrated with another, and that is where the 'cool.gif' bit comes in. It is from another script of his. Only question is, which one? -
\f[S_Face]\Name[Satsuriku] hiya people lol
Leon replied to Satsuriku's topic in Introductions and Farewells
what scripts you need, Joey? -
\f[S_Face]\Name[Satsuriku] hiya people lol
Leon replied to Satsuriku's topic in Introductions and Farewells
Welcome to the site. Some of use are highly-experienced, and others.. not so much. Also, why not fixed the adv. Monster database? show me the script, and highlight the line that has the prb. -
I nominate Jesse. He has been helpful on the site; has remained relativly active, and is quick to assist those in need.
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I remember this being done in Dragon Warrior IV; (Currently remade as Dragon Quest IV for the DS) The question now is, how EXACTLY do you want it to work? You have given quite a bit of info, but how will you determine if someone will come into the shop, or when items get bought? It isn't just the order of how things go, but when they are triggered, in this instance. Further, how will you gather items AND sell items at the shop at the same time? Will there be a second person for your shop? Come up with a lot more detail to assist in what you want; and give it a lot of thought.
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Try giving the clouds a layered look, and add a touch of color. I made an example for you:
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A background with scripting, but have yet to delve in the world of RGSS. Easiest way to learn, if you know how to program is either look at the code in the RGSS part of RmXP, the Help file, or find tuts. Me, i found a mentor. Worked great, too. Passed up tib.
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He prob. wont be checking this thread for a while, because he is partyin' outta town; but i am certain he'll enjoy seeing all these replies.
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L Light Yagomi Vash the Stampede I don;t watch much anime
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I do plan on posting a new project I have been working on, thanks to Jesse getting that 'downed' sprite I needed. Now I just need to make a few changes, give it a test, and we will have a nice demo sitting on the site. I do hope people will play it; I've already had a couple people test it, and trust me when I say that I believe this is the finest game i've worked on.
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The question, more or less, revolves around what all scripts the CBS edits, or overwrites which methods; and how clean the code is. It is tricky finding a good CBS written by someone who keeps the code neat, and only edits, not overwrites most methods.
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perfect! thanks man! I owe ya one.
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I have to agree w/ Em on this. From a scripter's standpoint, anything we wish to add would be an extreme difficulty. It is a nice script, don't get me wrong, but it is a pain in the ass to work with.
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Could someone please help me? I need a down version of this sprite. Any assistance would be greatly appreciated. Also, please, no blood or decay for this one. He is merely knocked out.
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The decrease in posts in both the Script forum is for 1 of 3 reasons: It has already been done; it would take too much time, or there is absolutely nothing interesting about the script they want. New, innovative ideas for scripts would be nice... As for projects, well, the only reason i haven't posted one in a while is whenever i post a demo, i quit working on it. That and i really need some custom sprites. I may just have to go out and seek some that aren't to my specifications, but will work.
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I have Home Premium 32 bit. I believe that is just above basic.
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I quite enjoy vista. Things have actually been simplified. The only reasn people complain is everything got moved around a bit. Yes, some older software does have compatability issues, but most of them have riggings around them; including RmXP. Vista has actually run smooth on my laptop. I've never had a vital error with it, either.
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Welcome back, after my long sabbatical from tut-writing. This time, we'll talk about pictures, and all the fun involved. Now, with RPG Maker's scripting process, the window scripts and scene scripts are the guts of the script, but the pictures, and other related scripting techniques add the 'pazazz' to it. That extra sparkle. Now, to call a picture, you must attain it from the 'cache' files. To do this, you use: RPG::Cache.picture('filename') Remember the 'RPG::Cache' function, because it is important. It allows you to pull any files from the imported files. Here is the entire list, however, they are also listed in the help file. Cache files RPG::Cache.animation(filename, hue) Gets an animation graphic. Use hue to adjust its hue values. RPG::Cache.autotile(filename) Gets an autotile graphic. RPG::Cache.battleback(filename) Gets a battle background graphic. RPG::Cache.battler(filename, hue) Gets a battler graphic. Use hue to adjust its hue values. RPG::Cache.character(filename, hue) Gets a character graphic. Use hue to adjust its hue values. RPG::Cache.fog(filename, hue) Gets a fog graphic. Use hue to adjust its hue values. RPG::Cache.gameover(filename) Gets a "Game Over" graphic. RPG::Cache.icon(filename) Gets an icon graphic. RPG::Cache.panorama(filename, hue) Gets a panorama graphic. Use hue to adjust its hue values. RPG::Cache.picture(filename) Gets a picture graphic. RPG::Cache.tileset(filename) Gets a tileset graphic. RPG::Cache.title(filename) Gets a title graphic. RPG::Cache.windowskin(filename) Gets a window skin graphic. RPG::Cache.tile(filename, tile_id, hue) Gets only a specified tile from a tileset. Use tile_id to specify the ID of the tile to retrieve and hue to adjust its hue values. Used when a tile is specified in an event graphic (RPG::Event::Page::Graphic). RPG::Cache.clear Empties the cache. Now, when you call a picture, you need to call it using the Sprite superclass. to do this, you just use: @sprite = Sprite.new #This sets the variable equal to a Sprite class item. @sprite.bitmap = RPG::Cache.picture('filename') #Sets the sprite's bitmap to the picture 'filename' Now, the Sprite class controls the picture (bitmap). This is real cool, because of some of the stuff the Sprite class can let you do with said picture. For instance, let's say you only want to show a portion of the picture, you can use: src_rect How to use it is you use: @sprite.src_rect.set(x, y, lx, ly) This is how they use a character set to walk. (search for src_rect in the script editor to see what i mean) Here is an entire list of commands for sprites: commands bitmap Refers to the bitmap (Bitmap) used for the sprite's starting point. src_rect The box (Rect) taken from a bitmap. visible The sprite's visibility. If TRUE, the sprite is visible. x The sprite's X-coordinate. y The sprite's Y-coordinate. z The viewport's Z-coordinate. The larger this value, the closer to the player the viewport will be displayed. If multiple objects share the same Z-coordinate, the more recently created object will be displayed closest to the player. ox The X-coordinate of the sprite's starting point. oy The Y-coordinate of the sprite's starting point. zoom_x The sprite's X-axis zoom level. 1.0 denotes actual pixel size. zoom_y The sprite's Y-axis zoom level. 1.0 denotes actual pixel size. angle The sprite's angle of rotation. Specifies up to 360 degrees of counterclockwise rotation. However, drawing a rotated sprite is time-consuming, so avoid overuse. mirror Flag denoting the sprite has been flipped horizontally. If TRUE, the sprite will be drawn flipped. bush_depth The Bush depth for that sprite. This is a pixel value denoting how much of the sprite's lower portion will be displayed as semitransparent. A simple way to convey a sense of a character's feet being obscured by foliage and the like. opacity The sprite's opacity (0-255). Values out of range are automatically corrected. blend_type The sprite's blending mode (0: normal, 1: addition, 2: subtraction). color The color (Color) to be blended with the sprite. Alpha values are used in the blending ratio. Handled separately from the color blended into a flash effect. However, the color with the higher alpha value when displayed will have the higher priority when blended. tone The sprite's color tone (Tone). Just have fun with writing a class, then calling and manipulating a picture using each of these methods. If you need extra help, ask.
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I apologize. I said I would do pictures next. Maybe I should. So far, you guys can make some decent scripts. Let me recap over everything i have written, so i know what I should write on after pics.
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Man, between you an Nisage, i have gotten so strange vibes from topic titles (Member Weed, A Ro(u)bber [A nice way to spend an evening]) Anyway, not a bad thought, however. many people join because of the number of members, not just the active ones.