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Leon

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Everything posted by Leon

  1. When all map entries are given, yes
  2. Under your avatar, under Posts, it lists your SP points...
  3. I see what you are saying Ark, and the way Marked, Wyz and I see it, far as i know, s the following: There will be 2 people incharge of distributing points (as to make it so Marked doesn't have the headache). Wyz will be watching topics and posts; since he reads all of them; and distributing points accordingly based on if they are helpful (not spam) and if it contributes to the society. I'll be distributing based on contests. NOTE: Any contest not run by myself will be allowed to distribute a set number based on how much I think it should be worth. This should nullify most efforts in cheating the system.
  4. Thanks, Arkbennett. Also, I signed up for expert since judging will be voter based rather than set judges. I'll compile all the games into a folder once all entries have been submitted. If there is less than 2 people in 1 category, that 1 person will be moved to the next hardest/easiest.
  5. Ok, signing both up, and as for the SP points, that is my goal is to add them, soon as the new mods are set. Takes time, but will be worth it.
  6. The only real rule states: Your map must be between 45 and 60 tiles wide, by 45 and 60 tiles tall. 'map' means a single map. and it describes the dimensions: betweeen 45x45 and 60x60. Other than that, all is well.
  7. Yes, Kiriashi, you are right. so long as both height and width fall between 45 and 60 tiles, it is legal. Anything is virtually legal so long as your map is that big, and your entry is recieved by the first of the year MST.
  8. Well, Pol, I'll give you the same advice my dad gave me on my 18th birthday: Get out of my house, you free-loader.
  9. The Unlimited Mapping Contest Rules: You must sign up by Dec. 7th for one of the following difficulties: Beginner, Intermediate, Expert. Projects will be due Jan. 1st, 2009 Your map must be between 45 and 60 tiles wide, by 45 and 60 tiles tall. If you sign up for a difficulty, and it is felt you will do better in a different category, you will be asked to go to that difficulty. Entrants Beginner: Wyzrd Polraudio Chief Intermediate: Kiriashi Arkbennett Expert: Leon Rewards: Expert: 15sp Intermediate: 10sp Beginner: 5sp Winners will be decided by popular vote. The rules seem lax, but I must ask 1 question: What does mapping entail? Does it entail damaging tiles such as lava? Should it include the monsters which roam the map? Should mapping limit you to a single set of tiles? If music and sound effects are parts of a map, why not other parts of RMXP? When it comes down to it, games are always downloaded on the premise of their screenshots on mapping. Basing one's mapping talent on the tileset alone is not the way to judge one's mapping capabilities, for mapping is ANYTHING you can see, hear, or interact with on the map. This contest will show you exactly how far mapping can go. Let's get many entrants and push the envelope, and very definition, of what mapping truly is.
  10. take a screenshot of your problem, and post it in event technical support area. I guarentee someone can help
  11. Okay, this is more of a scripter's tool than a tool for everyone. This script by Cybersam allows key input with ANY key on the keyboard. (if you ask where the ANY key is, Ark, I'll locate and nullify you.) Now, to use this script, insert the module and core script into your game, and in the scene where you want to use any key; use the command: Keyboard.update in the loop where it updates the graphics. I also recommend removing the Input.update when using this; replacing all of the original input buttons. Now, to use a key, you use this format: if Keyboard.trigger(Keys::A) which, in this case, tells you the 'a' key was pressed. Graphics.transition loop do Graphics.update Keyboard.update update if $scene != self break end end Graphics.freeze Like that. Now, as for the script(s): Module module Keys NULL = 0x00 # NULL Value MOUSE_LEFT = 0x01 # left mouse button MOUSE_RIGHT = 0x02 # right mouse button MOUSE_MIDDLE = 0x04 # middle mouse button BACK = 0x08 # BACKSPACE key TAB = 0x09 # TAB key RETURN = 0x0D # ENTER key SHIFT = 0x10 # SHIFT key PAUSE = 0x13 # PAUSE key ESCAPE = 0x1B # ESC key SPACE = 0x20 # SPACEBAR PAGEUP = 0x21 # PAGE UP key PAGEDOWN = 0x22 # PAGE DOWN key END_ = 0x23 # END key HOME = 0x24 # HOME key UP = 0x26 # UP ARROW key DOWN = 0x28 # DOWN ARROW key LEFT = 0x25 # LEFT ARROW key RIGHT = 0x27 # RIGHT ARROW key SELECT = 0x29 # SELECT key PRINT = 0x2A # PRINT key SNAPSHOT = 0x2C # PRINT SCREEN key INSERT = 0x2D # INS key DELETE = 0x2E # DEL key N_0 = 0x30 # 0 key N_1 = 0x31 # 1 key N_2 = 0x32 # 2 key N_3 = 0x33 # 3 key N_4 = 0x34 # 4 key N_5 = 0x35 # 5 key N_6 = 0x36 # 6 key N_7 = 0x37 # 7 key N_8 = 0x38 # 8 key N_9 = 0x39 # 9 key A = 0x41 # A key B = 0x42 # B key C = 0x43 # C key D = 0x44 # D key E = 0x45 # E key F = 0x46 # F key G = 0x47 # G key H = 0x48 # H key I = 0x49 # I key J = 0x4A # J key K = 0x4B # K key L = 0x4C # L key M = 0x4D # M key N = 0x4E # N key O = 0x4F # O key P = 0x50 # P key Q = 0x51 # Q key R = 0x52 # R key S = 0x53 # S key T = 0x54 # T key U = 0x55 # U key V = 0x56 # V key W = 0x57 # W key X = 0x58 # X key Y = 0x59 # Y key Z = 0x5A # Z key LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard) RWIN = 0x5C # Right Windows key (Natural keyboard) APPS = 0x5D # Applications key (Natural keyboard) NUM_0 = 0x60 # Numeric keypad 0 key NUM_1 = 0x61 # Numeric keypad 1 key NUM_2 = 0x62 # Numeric keypad 2 key NUM_3 = 0x63 # Numeric keypad 3 key NUM_4 = 0x64 # Numeric keypad 4 key NUM_5 = 0x65 # Numeric keypad 5 key NUM_6 = 0x66 # Numeric keypad 6 key NUM_7 = 0x67 # Numeric keypad 7 key NUM_8 = 0x68 # Numeric keypad 8 key NUM_9 = 0x69 # Numeric keypad 9 key NUM_MULTIPLY = 0x6A # Multiply key (*) NUM_ADD = 0x6B # Add key (+) NUM_SEPARATOR = 0x6C # Separator key NUM_SUBTRACT = 0x6D # Subtract key (-) NUM_DECIMAL = 0x6E # Decimal key NUM_DIVIDE = 0x6F # Divide key (/) CAPSLOCK = 0x14 # CAPS LOCK key SEMI_COLON = 0xBA #Semi-colon Key (;) EQUAL = 0xBB #Equal Key (=) COMMA = 0xBC #Comma Key (,) DASH = 0xBD #Dash Key (-) PERIOD = 0xBE #Period Key (.) SLASH = 0xBF #Slash Key (/) ACCENT = 0xC0 #Accent Key (`) OPEN_BRACKET = 0xDB #Open Bracket ([) F_SLASH = 0xDC #Forward Slash (\) CLOSE_BRACKET = 0xDD #Close Bracket (]) QUOTE = 0xDE #Open Quote (') F1 = 0x70 # F1 key F2 = 0x71 # F2 key F3 = 0x72 # F3 key F4 = 0x73 # F4 key F5 = 0x74 # F5 key F6 = 0x75 # F6 key F7 = 0x76 # F7 key F8 = 0x77 # F8 key F9 = 0x78 # F9 key F10 = 0x79 # F10 key F11 = 0x7A # F11 key F12 = 0x7B # F12 key NUMLOCK = 0x90 # NUM LOCK key SCROLLOCK = 0x91 # SCROLL LOCK key L_SHIFT = 0xA0 # Left SHIFT key R_SHIFT = 0xA1 # Right SHIFT key L_CONTROL = 0xA2 # Left CONTROL key R_CONTROL = 0xA3 # Right CONTROL key L_ALT = 0xA4 # Left ALT key R_ALT = 0xA5 # Right ALT key end methods #============================================================================== # # Keyboard Script v3 created by: cybersam # # its a small update... # this have a script in it that allows you to insert a text with the keyboard # inside the game... scroll down the script lit and you'll see it ^-^ # there is a new event on the map that shows you how it works... # you can use the variables and command in the event in a script as well # since it works with "call script" # now then... have fun with it ^-^ # #============================================================================== # # hi guys.... it me again... ^-^ # # now... this script is for more keys to press... # anyone you like... # # mostly all keys are added... # # this version is now as module and easier to add to every script and # every event... # # here is nothing you need to change... # only if you want to add more keys... # add them in separate block below the last block # so you wont get confused... ^-^ # for the mouse is now only 5 buttons... # if you want more buttons couse your mouse have more... # then you'll have to wait till microsoft update there stuff... ^-^ # # i'll try to make the mouse-wheel work... # i cant promess anything... ^-^ # # till next update you cann add more stuff or just use it as it is atm... # # in the next release will be hopefully the mouse-wheel (not sure though) # and the joy-stick/pad buttons... # but before that i'll have to reasearch a little about that... ^-^ #============================================================================== module Keyboard GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i') GetKeyboardState = Win32API.new("user32","GetKeyState",['i'],'i') GetSetKeyState = Win32API.new("user32","SetKeyboardState",['i'],'i') module_function def keyboard(rkey) GetKeyState.call(rkey) & 0x01 == 1 # end def key(rkey, key = 0) GetKeyboardState.call(rkey) & 0x01 == key # end USED_KEYS = [ Keys::A, Keys::B, Keys::C, Keys::D, Keys::E, Keys::F, Keys::G, Keys::H, Keys::I, Keys::J, Keys::K, Keys::L, Keys::M, Keys::N, Keys::O, Keys::P, Keys::Q, Keys::R, Keys::S, Keys::T, Keys::U, Keys::V, Keys::W, Keys::X, Keys::Y, Keys::Z, Keys::SPACE, Keys::NUM_DIVIDE, Keys::SEMI_COLON, Keys::EQUAL, Keys::COMMA, Keys::DASH, Keys::SLASH, Keys::ACCENT, Keys::OPEN_BRACKET, Keys::F_SLASH, Keys::CLOSE_BRACKET, Keys::PERIOD, Keys::N_0, Keys::N_1, Keys::N_2, Keys::N_3, Keys::N_4, Keys::N_5, Keys::N_6, Keys::N_7, Keys::N_8, Keys::N_9, Keys::NUM_0, Keys::NUM_1, Keys::NUM_2, Keys::NUM_3, Keys::NUM_4, Keys::NUM_5, Keys::NUM_6, Keys::NUM_7, Keys::NUM_8, Keys::NUM_9, Keys::RETURN, Keys::SHIFT, Keys::ESCAPE, Keys::QUOTE ] module_function def check(key) Win32API.new("user32","GetAsyncKeyState",['i'],'i').call(key) & 0x01 == 1 # key 0 end def trigger(key) return @used_i.include?(key) end def pressed(key) return true unless Win32API.new("user32","GetKeyState",['i'],'i').call(key).between?(0, 1) return false end def update @used_i = [] for i in USED_KEYS x = check(i) if x == true @used_i.push(i) end end end end
  12. Ok, first off, you may not want people looking at common event 8 unless you need help with it. A kind word of advice: Encrypt all your games if they have sensitive info you don't want easily released. Second, to make it downloadable: File => Compress Game Data (and i recommend encrypting it.)
  13. Happy birthday, man. Now, if you live in No. America, beware if the draft returns!
  14. I dont believe that will center the map ont he lower 'screen' on the plaer though.
  15. you could change the viewport to 'shorten' the window, then change the map scene to center on the character in the new viewport, then you will have a black block behind all the detailed information at the top.
  16. I say more than 1... I mean, if you take into consideration the Name That Game series, they may need more. It all depends on how the points flow will we decide the ratios of the spending, and the venders prices. Let's find out as time goes.
  17. Send me the rxdata files. i may figger soemthing out...
  18. Okay, new items posted! Now, the rules have changed: Each round has a total of 5 points! And they will be split amongst the winners. Also, difficulty has revved up a touch. Remember, be honorable... no using the internet to cheat.
  19. Blue Eagle is right. Just have the character set template a multiple of 4; and each part of the character set is 1/16th of the overall bitmap. Here, this can explain it more: link
  20. I recommend we have 2 people distribute points. One person based in if a topic has higher quality than another; and the other for contests and events. I would like volunteer to be the distributor of points in the Contest/Event system. And as for the one going around, if Wyz has no objections, I nominate him.
  21. The trick isn't to dredge on it, but embrace it as a chance to improve on your idea. Especially if you kept notes. Also, have you an encrypted version of your project? I can help you if you do.
  22. Actually, yes, I have had this happen.. but not with my project. Instead, 2 years of scripting work went down the tubes. By some miracle, I was able to recover about 75% of it. All but my weather/moon script and a couple others.
  23. Okay, this script allows you to change the current tileset with another one. Sounds like something you wouldn't want to do, but it is great for 3 big things: 1. Create bridges using a duplicate tileset and a simple command. 2. Mountains with real depth. 3. Change the appearance of a tileset. (for instance, make it look more demonic without needing a new map to teleport to.) Demo Script #==================================== # Phylomortis Script, Ryethe. Rewrite: Leon_Westbrooke #------------------------------------------------------------------------ # Game_Map and Spriteset_Map are aliased # To call $game_map.replace_tileset(x), where x is the ID number of the new tileset. #==================================== #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Game_Map #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Game_Map attr_accessor :new_tileset alias leon_gm_tileset_setup setup def setup(map_id) @new_tileset = false leon_gm_tileset_setup(map_id) end def replace_tileset(new_tiles) tileset = $data_tilesets[new_tiles] @tileset_name = tileset.tileset_name @autotile_names = tileset.autotile_names @panorama_name = tileset.panorama_name @panorama_hue = tileset.panorama_hue @fog_name = tileset.fog_name @fog_hue = tileset.fog_hue @fog_opacity = tileset.fog_opacity @fog_blend_type = tileset.fog_blend_type @fog_zoom = tileset.fog_zoom @fog_sx = tileset.fog_sx @fog_sy = tileset.fog_sy @battleback_name = tileset.battleback_name @passages = tileset.passages @priorities = tileset.priorities @terrain_tags = tileset.terrain_tags $game_map.new_tileset = true end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Spriteset_Map #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Spriteset_Map alias leon_sm_tileset_update update def update if $game_map.new_tileset == true @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) @tilemap.priorities = $game_map.priorities for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end $game_map.new_tileset = false end leon_sm_tileset_update end end
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