KarshnerShagger
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Everything posted by KarshnerShagger
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I first make the summoned monster in the actor tab. Then, I make the summoned monster in the classes tab which will allow me to assign status proficiencies/vulnerabilities and elemental resistance. It also allows me to assign skills and special attacks. I also create a monster that must be defeated to acquire the skill. These next two images show the item that I create that the monster (which must be defeats drops to learn the skill) and the common event that I created to learn it. I create two skills in the skills tab called Summon Dragon and one called Revert. Here are the images for those skills. The next attachment shows the common event that must be set up for the summon skill. When used in battle, it first checks to see that the summon monster is alive and if it is it completes the summon. If the summoned monster is not alive, it doesn't do anything. Finally, this last common event I link to the revert skill in the skills tab. I also set up a parallel process to put somewhere on the map to call this common event in case I win the battle before the summoned monster gets reverted back. It allows me to revert back to my hero form. Any other questions? Please feel free to ask.
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Going through doors to new maps?
KarshnerShagger replied to BradfordFL's topic in General Game Development
Transfer player command is something that I use as well. I try and make my maps between like towns or whatnot as large as possible so I don't have to use a lot of them. I also make sure that there are very few spots on the map that are passable to the next one. It allows me to use the transfer player command very sparingly because otherwise you might start noticing a lag depending on your computer. -
Here are two maps that I have done for my game.... The first is a cave in which the player starts out. It will have a couple of tutorial-type objects. There is also two secret passages for the player to find. I know that I have to add more bits and bobbles. This is the map when you exit the cave above. It leads to the first town where you learn more about the story. Cheers, KS
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Wow Black Shadow! I wish I had your mapping capabilities. I've been practicing, but for some reason interiors for me are always the most difficult to do. I can do caves and others better. My main difficulty is that I either overuse things and the maps become too cluttered or underuse things and it seems too sparse. I have difficulty deciding when to just stop. Any advice on how much is too much or how little is too little?
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[XP] How to make an RMXP Expansion Pack
KarshnerShagger replied to EmilyAnnCoons's topic in Archived RPG Maker XP Tutorials
I just automatically figured that it would have to be after the New Game/Continue screen. I'm glad that you think it is possible. I'm going to try and work on a few things to see if I can get it to work. I wanted to try and make a game that was connected in only some certain aspects rather than in its entirety. I didn't want like Character 1 and Character 2 playing on the same lands. I wanted completely different maps and everything. I was finding out that you can start running out of maps very quickly. Thank you and Happy New Years! -
Thanks for the edited snowfield
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I love programs like this. It allows me to create. I may or may not use it in a game, but I love fooling around with ones like this one. Thanks!
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Enterbrain Spriting Tool ?
KarshnerShagger replied to DarkDragon's topic in General Game Development
Is this program like Graphics Gale? -
If I'm not mistaken, you create an event square and set it to autostart. It will automatically begin.
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Looking for these. I didn't know you could use a controller either. Glad you can, it will make navigating a little easier.
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Love the FF Plotline. There is so much creativity and originality in the FF series. It inspired so many people to create their own games, to make games better, to dream. Still to this day, it is amazing how popular FF7 is with its concept of the materia system. Thank you so much for this!
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Eventing - Faceset Tutorial
KarshnerShagger replied to EmilyAnnCoons's topic in Archived RPG Maker XP Tutorials
Thanks for the faceset tutorial. I'm finding all bits and bobbles that drastically help out creating a game on this board. It's magnificent! -
[XP] How to make an RMXP Expansion Pack
KarshnerShagger replied to EmilyAnnCoons's topic in Archived RPG Maker XP Tutorials
Thank you so much for this tutorial. I asked about this on another site and no one knew how to do it or no one responded. I just recently found this board and am so glad that I did. I wondered about making an expansion and how you could go about doing it. Thank you so much! My other question that I asked on a board was is there any way like two games can be tied into one. For example, the game starts and it asks if you want to play as Character 1 or Character 2. If the player chooses Character 1, Game 1 will load along with the corresponding maps, monsters, etc. If the player chooses Character 2, Game 2 will load. I wondered if this was possible because it would also allow a person to create an epic game with more than 1000 maps. Any clues if it is possible? -
Save & Animated Save Points
KarshnerShagger replied to Noob Saibot's topic in Archived RPG Maker XP Tutorials
Love the animated saving system. I've seen so many games with the same basic concept, I'm glad to see something new! Cheers! -
Character Transformation Tutorial
KarshnerShagger replied to Noob Saibot's topic in Archived RPG Maker XP Tutorials
Nice tutorial! I think I can use it for something! I'll be sure to credit you if I do.... -
Enemy Summonings Tut.
KarshnerShagger replied to Noob Saibot's topic in Archived RPG Maker XP Tutorials
Thank you for this. I've been attempting to create a guy without using tons of different scripts. I'm slowly learning ruby, but I wanted to see how much can be done with events and then maybe redesign the same game using scripts to see what a difference it can make. Thanks! -
It sounds very similiar to what I did. I had the same problem... How do I remove the summoned monster once the battle was over or what would happen if the summoned monster was killed in battle? I finally created a common event that I called reverting and had it remove the summoned monster and replace it with the character that summoned it, I put that in a parallel event on the maps. Also, if my summoned monster was killed in battle, I wouldn't want it to be able to be called again until it was healed. I utilized the common event as above, but I put a conditional branch in it saying that if Summoned Monster was knockout, like ignore it. It actually works fairly well, but I'm still trying to find a way to redo it.
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Nice work of the Heaven In tileset. I think the only drawback of some of the tilesets is their limitations unless you re-edit them to include stuff that better suits your needs. Good job!
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Enemy Encounters Tutorial
KarshnerShagger replied to Marked's topic in Archived RPG Maker XP Tutorials
Thank you so much for showing exactly how a Terrain tag could work properly. I have heard about utilizing it, but have never really seen an example of it. Thank you!