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Found 17 results

  1. A tutorial on mapping caves by Dwight Delleva The following tutorial can be applied when making other maps using the other cave dungeon tilesets. You can also read the Portuguese version of this guide here translated by Gemstone. Note: The picture examples are simply done so you can easily understand the tile's use. Contents: Introduction Tileset Review Mapping Caves the Usual Way Mapping Caves the Easier Way Other Tilesets and Other Ways to Use Them Credits: Rocky Cave - Unknown Hell Tileset - Zanyzora Tree Tileset - Unknown Introduction The Drawing Buttons Use the three drawing buttons at your convenience. Pencil - the pencil makes a small dot when you click on the mapping area, as you drag the mouse, you can make a line. Click this button to manually draw something like the line of the dark soil as shown in the picture below. Rectangle - the rectangle button makes a square as you drag your mouse. Ellipse - the ellipse button makes a circular shape. Layer Buttons - These are the map layers. The orange color corresponds to the layer level. The icon in the farthest left side is the lower layer or we'll call it layer 1. The second icon after layer 1 is the middle layer or layer 2, the third icon is the upper layer or layer 3. The last blue cube is the event layer. This is useful when some tiles are missing when testing the game like for example, take a look at the picture below. Look at the orb as marked hidden under an elevated floor tile. To fix this problem, you just insert and event in the event layer. By inserting an event in the event layer using the right tile, the orb becomes visible during game play. This is done by using the always on top option: Tileset Review The marked tiles in the picture below are what I call the elevated floor tiles. The upper tiles can be used in layer 2 or 3 while the lower tiles can be used in layer 1. The tiles marked with "S" are used with the elevated floor tiles. For you hero get to the upper level of the elevated floors of your cave, we can use the following marked tiles. Look below example on how the tiles can be used. The stairs can be used in layer 2 or 3. The slope as seen under can be used in layer 1. The rope ladders can even be used like the one I did below. The following marked tiles (below) are the tiles that I refer as edges. They can be used to add the darker spaces that makes up the shape of the cave. The following marked tiles (below) are the cave's walls that can be used in layer 1. The tiles with broken lines are still part of the walls of the cave. The longer wall below with the shades darkening are used for pits. Other wall parts are marked and seen in the next fourth picture. Look below example on how the pit tiles can be used. Look at the left side of the picture (below) to see the tiles used in the mapping area. The same tiles could be found in other cave tilesets only with their appearance and other elements changed. Layer 1 is the best layer to put on the walls and the floor autotiles. Look at the picture below to learn how to extend cave walls. The marked tiles on the tileset seen on the left side correspond to the colors in the marked tiles on the mapping area. It can be used as what you can find in the picture examples below. The marked tiles above picture can be used the same way as with the next marked tiles in the next picture. For the usual cave mapping, the upper half of the cave (from the orange marked tile to the light blue tile including the red and gray) below are put in layer 1 while the lower area, the cave's edges (tiles marked with yellow, green, and brown) can be put in layer 2 or 3. If we add the elevated floor of the cave in layer 2, we should put the edges in layer 3. If you don't put the elevated floor tiles, you can also use layer 2. You can always use any layer to place your tiles. Test play and make sure that everything looks fine. When following another approach (learn this on the section "mapping caves the easier way"), you can either use layer 2 or layer 3 for the cave autotile. Read the section on how to easily design cave's using the prepared autotiles. The orange marked tile on the tileset below, can be used to extend the height and width of your caves. The same with the pink and light blue tiles. For a "variation" on the walls, you can use the following tiles as marked below. To add shadows on the walls, use the marked tiles as seen below. To really understand the marked tiles, refer to the pictures under "mapping caves the easier way". The yellow marked tile with the stretched rectangle in the mapping area is the shadow of the wall. Mapping Caves the Usual Way If you want to do it the slow way, follow this tutorial. You can use layer 1 to put on the walls, edges and the floor of the cave. We used the tile as marked below for the ground of the cave. On layer 1, Use the following autotiles as marked below picture for the cave's floor. Draw them in a random manner. Use the marked black tile as shown in the picture below to add the dark space. Refer to the picture below to know what tiles are used on the mapping area. We use the layer 2 or the middle layer for the upper edges of the cave. Refer to the marked tiles on the left side of the picture below. These are the tiles used for layer 2. If you will use the sunlight tile, you can put it on layer 1. You'll then have to put the edges in layer 2. If you decide to add more things like elevation in layer 2... ...Put the elevated floor tiles in layer 3. And this what will look like during game play: Mapping Caves the Easier Way Follow this tutorial if you want to map caves faster and easier. Note: In this tutorial, you can follow either two of my approaches. For type 1, the autotiles are used in layer 3 so that the elevated floor tiles of the cave can be used easily in layer 2. Follow type 2 so you can use more tiles from the tileset. Type 2 uses the second layer for the autotiles. In this approach you can still use the elevated floor tiles. You'll just need to cover tiles in layer 3. We can use the following autotiles for easily mapping cave interiors. Go to the database and set them to their specific tilesets. Set the passability to square and the priority to 5. This will make the autotile feel like the normal tileset. The autotile goes here as shown below picture. Type 1 We used the tile as marked below for the ground of the cave. Click on the flood fill button and click the lower layer button . Click anywhere on the mapping area. The fill button fills up all the white area in layer1 or the lower layer. Use the following autotiles as marked above picture for the ground of the cave in layer 1. Draw them in a random manner. Let's go to layer 3 or the upper layer. Choose the earth cave autotile and draw any shape that will make up the cave area using the pencil tool. Add a small area for the entrance. Make this noticeable to your player's eyes as seen below in the lowest part of the map. Use the fill tool and click outside the line you draw before. This makes the dark area as shown below picture. Get back to the first layer and put on the walls. Use the tiles as marked on the left side of the picture below. You can use the sunlight tile in the cave's entrance on layer 1. Go to layer 2 or the middle layer. This is where we can add the cave's "things". Use the third layer to fix things or add more things. This what will look like during game play. Type 2 Layer 1 We can use the lower tiles of the elevated floor tiles in the first layer. Layer 2 We use the upper tiles of the elevated floor tiles in the second layer. Layer 3 We use the third layer to cover tiles we need to hide so that we can still use the elevated floor tiles in layer 2. Output The marked tiles named variation on the left side of the picture as shown below is the same as the tiles you can see above with the orange square. The marked tiles named shadow are the tiles you can use to add shadows on your cave. Look at the layer 1 picture before for reference of the cave's shadows. The yellow marked tile with the stretched rectangle in the mapping area uses the shadow tiles. As you can see with the 6 orange marked tiles in the mapping area, we use the same orange marked tile in layer 1 to extend the height of the walls of the cave in the upper area of the map. The same method used with the 2 light-blue marked tiles. Other Tilesets and Other Ways to Use Them Rocky Cave Note: Do not right-click to save the tileset, the picture below is only a preview. Click on the picture for the actual tileset. Using this Tileset Layer 1 Layer 2 Layer 2 Output Hell Note: Do not right-click to save the tileset, the picture below is only a preview. Click on the picture for the actual tileset. Using this Tileset Other things you can use with this tileset: The three following resources are original modifications of mine so you can use them with the hell tileset. Layer 1 Layer 2 Layer 3 Output Inside Tree Note: Do not right-click to save the tileset, the picture below is only a preview. Click on the picture for the actual tileset. Using this Tileset Layer 1 Layer 2 Layer 3 Output Interior Exterior Support Topic
  2. Title screen by Kevin.ds (you've been replaced shiny :P) Story 2000 Years ago a huge city covered nearly all of the world. It was a thriving city where everyone was happy. Scientists discovered something that could make life so much easier. Not that it wasn't easy already. The energy gave the people the ability to summon water, or fire out of thin air, control earth, and wind, as well as heal the injured instantly. This power was in limited supply, however. People began to get greedy, and keep this energy to themselves. It was stored in glass containers, and released for a brief moment when used. The greed was slowly weakening the energy, and the people eventually ran out. They blamed each other for this. Then one day, the sky turned black. The city began to sink into the ground, taking most of the people with it. Some people made it out alive. The people began to restart their society. For hundreds of years, everything was fine. There wasn't even any trace of the city. One day an unlimited supply of that energy was found. The energy, which the people began to call magic, had been passed down; from generation to generation, through the peoples' souls, but lay dormant until then. Children now had the ability to use magic whenever they wanted. As the children aged, they learned to control their magic, and built schools to teach their children. Schools where the student were able to learn about the kind of magic they wanted to study. The 3 types of magic are: Attack Magic, Healing Magic, and Status Magic. One particular 16 year old boy named *Bob starts his first day at a school in his hometown of Silverwood Village. His best friend, *Joe happens to be in his first class. Over the course of their first year at the school, they meet a girl named *Cathy, who becomes their friend eventually. Finally, at the end of the year, they take the Final Exam together, and pass. Not long after being informed of their achievement, the wooden training dummies, brought to life by magic, get out of control, and attempt to burn the school down. They all make it out alright, and the teachers use water spells to douse the flames. When they reach the village, they find that their entire home town is on fire! They find a way to escape the flames by jumping over a broken part of a fence. While escaping the flames, they get separated, and Bob falls unconscious. Bob wakes up in a house south of Silverwood Village, and meets an old man, who only says to call him Brian, and that he found Bob unconscious, but not the others. He directs Bob toward the village, and hands him a sword and shield as he sets off to find his friends. after finding his friends, Bob, with the help of his friends, must save the world from an ancient, corrupted power formerly sleeping under the earth's crust. *Player can name this character contents places features characters screenshots videos credits download [/anchor] Places Features Characters Screenshots here's an album of them http://imgur.com/a/6TGnQ First 19 minutes of the demo [media]http://www.youtube.com/watch?v=TSO1x_sagtQ[/media] Credits Here's a banner made by Kevin.ds [anchor=download] UPDATE: Added difficulty levels and made it so the player is forced to chose one of each class. this prevents the player from getting stuck on certain parts and forced to restart the game. Expert mode is how the game was before i added the difficulty levels. Hopefully the game is easier now :D DOWNLOAD (About 120mb) If the above link doesn't work, I'm probably fixing something. Known Bugs (That I can't fix, or not without making parts of the game too easy.) Tips for stuck people: If something seems weird and isn't explained in game, (e.g. Caeli Temple being really high in the air when you're inside, but on a mountain when outside, or the Mana Temple seeming less old, and some rooms being different from the rest of the temple) it can usually be explained by saying "It's magic" sorry if the game is broken. Alternatively, you can watch this: http://www.youtube.com/playlist?list=PLmZjr8BajltKjHOZWMbmTdl7mpNDzMDyI&feature=mh_lolz The Hidden City of Arcatis is more of a prequel then an actual beginning...if that makes sense. I've written out what happens in the game as another alternative to playing it. http://pastebin.com/07Ns42cG
  3. Warrior of Add-ons Author: Bigace360 Type: Add-on Collection Control Script Version: 1.51 Introduction This is a collection of different add-ons with the option to turn each on/off. If you have any ideas how to improve this collection, just say so. I will add you into the credits of this add-on collection if you have an own add-on. I will not add any add-ons made by somebody else than yourself, you can't ask me for somebody else to add an add-on. The creator has to ask me himself. Version History Version history inside the script at the bottom! Features Utility (make your game more unique and better/help you during debug): Help Window+ (A script that adds extra features to the Help window during battle.) Scene_Title_Skip (Used to test games without having to go through the title screen.) Outlined Text (Basically gives your text a outline.) Battler Stat: Barehand: (Gives actors stronger strength when no weapon is equipped.) MP Death: (Allows your character to die by MP also, like in Star Ocean.) Enemy Auto States: (This script allows you to create effects that stay always active for enemies) Status Effect (non-standard status effects) Status: Reraise: (Allows you to use the reraise status in battle.) Item (non-standard items): Special Elements (Allows it so for only certain enemies to be hurt by certain elements.) Instructions Inside the script in the first comment. Note the most add-ons have their own instructions. Script Warrior of Add-ons v.1.51 Compatitblity None known so far. Credits and Thanks Bigace360, for the script. Author's Notes As stated before if anyone has any add-ons they wish to add to it or have any ideals then ask away. Remember however, if you have an ideal, I may or may not be able to fulfil the demand right away as I'm still learning. I'm making this a GDUnlimited exclusive script, so only posters here will have this. So don't post this script on any other site without my premission. Enjoy the script
  4. Scene_Biography Authors: Bigace360 Version: 3.1 Type: Actor Biography Key Term: Misc Add-on Introduction Features Shows actors characteristic stats and battler image or imported image. Can also add a background to it now. Screenshots Script Instructions Insert this script above main, and call it Scene_Biography. Everything is in the module so there’s no need to go any further down unless you know what your doing. Also as default, the script uses the battlers set in the database unless you place a image in the picture folder and place _P at the end of the files name. Compatibility Requires Scene_Base scripts that may conflict with this Engine are stated in the comments in the SECTIONS. Credits and Thanks Bigace360, for the script [table=Author's Notes] Enjoy!
  5. Scene_Bestiary Author: Bigace360 Type: Enemy Catalogue Display Version: 2.7 Introduction This script will allow your characters to retrieve information about enemies they gained during battle and show them in a window. Version History 1.30.2012 (v1.0) – Initial Release 3.13.2012 (v1.1) – Fixed Incompatibilites 4.24.2012 (v2.0) – Overworked the system, Improved coding, Fix bugs 6.04.2012 (v2.4) – Improved coding, Add conditions to the ability page 8.21.2012 (v2.7) – Fixed Incompatibilites, Improved coding, added layouts Future Updates [table=Feature] Elemental and Status resist tables Enemies skill Page Show enemies description text You can test fight defeated monsters Some monsters data can stay hidden [color=#000000 Inside the script in the first comment. [color=#000000 [color=#000000 [color=#000000Q: The demo won't open, how to open it?A: Download Winrar and try again. Q: I'm having problem with working this with my CBS, can you help? A: No! Sorry but unless it's Tenkantai CBS, I suck at Custom Battle Systems so you're going to have to request help from some one else. [color=#000000 This is an Advisory for those of you using multiple scripts. If you are using other scripts that rewrite the same classes or methods as this one, there may be a conflict and things will work incorrectly in unpredictable ways. This script automatically adds itself to the default menu if you turn that feature on in the module. [color=#000000 Bigace360, for the script. Blizzard (Bitmap.Slice_text method) Kellessdee, for helping me add the conditions to the Bestairy Night_Runner, for helping fix a couple of things I was having trouble with [color=#000000 If you have any suggestion to add to the Monster Album, don't hestitate to ask. But just know that there's a chance that it won't be added.
  6. I've been trying for months for RMXP to work on my laptop. I have Windows 7 64-bit and I always come across mixed reactions whenever I search it online. I have heard that RMXP DOES in fact work with 64- bit, so I was wondering if there was something I need to do for it to work. The problem is whenever I try to activate, it does not go through the system and is left saying "connecting to server" for hours on end. (I left it for two days straight one time). So...help?
  7. If you have spent any decent amount of time in the Editor, you have probably encountered this bug. Game just STOPS, reason is not apparently obvious. It doesnt CRASH, but just STOPS. What I found was that if you "Force" an Event to have a Repeating Move Route, then later call in ANY EVENT to "Wait for Move's Completion", the game goes into an Infinite Loop of Waiting, due to the Repeated "Forced" Event. So the game basically waits Forever. A "Forced Move Route" is when you change an Events Move Route by using the "Set Move Route" button. The Custom Move Routes were not affected. An easy work around would be to use different Pages, each Page having a different Move Route. This prevents that bug from occuring PERIOD. Its only a One Line Fix, but probably a NIGHTMARE for anyone new to RMXP to understand. DO NOT USE IN VX OR VX ACE - RMXP (RPG Maker XP) Only! It didnt look like there was an easy way to Alias the Def, so I just did a total Redefinition of the original with the fix. Comments?
  8. I'm not quite sure where to put this so if this is in the wrong place, please move it. Anyway, since I haven't been able to use RMXP I've been making some characters. As for facesets, I'm usually fine with using face maker but for main characters I like to edit the face sets using paint.net (which can be downloaded for free from here: http://www.getpaint.net/download.html ) to give them more personality and set them apart from the NPC's. The way I edit them doesn't take much skill either. So, I thought I'd give a tutorial on how I go about editing a character with paint.net. How to edit eyes: How to edit eyes onto a face set: Forward Facing Face: Face that's at an angle: Face Profile: I'll add a tutorial on editing hair and skin soon.
  9. Scene_Title_Skip Author: Bigace360 Type: Title / Save / Load / GameOver Add-on Introduction This script basically does what the title says, it skips it. This is basically for developers who get tired of seeing the title screen over and over again when there testing there game. Feature Skips title screen Allows the Developer to add items when he starts the game at the top. Screenshot picture skipping the title screen in your head. Demo Not need Script Compatibility No known issues. Credits and Thanks Bigace360, for the script Author's Notes Enjoy!
  10. Help Window+ Author: Bigace360 Type: Menu Add-on Version: 1.0 Introduction It's simple plug-in-play script that just adds extra feature to the help window during battle. Version History v.1.0 (Feb. 1, 2012) ~ Original Script completed Features Help window Plus adds the HP & SP gauge for enemies, it also allows the developer choose which enemies will show ??? to hid the HP instead. Instructions It's plug and play, only thing that needs to be done is for you to add the enemies that you wish to have there HP & MP blocked which can be done in the module by putting the enemies id in the bracket array. Screenshot Close your eyes and image your help window with a HP and MP for your selected enemy. Script Compatitblity Shouldn't have any issues with any other script then another custom Help window script Credits and Thanks Bigace360, for the script. Author's Notes Enjoy the script
  11. Max Limiter Breaker Author: Bigace360 Type: Misc Add-on Version: 1.4 Introduction Tired of having only 99 items? Want to have be able to change maximum gold amount or party capacity? This is the script for you! This script allows you to change the max for a few things! Version History v.1.0 (I never released it) ~ Original Script completed v1.1 (Nov, 2. 2010)(I never released it) ~added a module for easy configuration ~added gain_item to the Game_party v1.4 (Oct, 23, 2011) ~added add_actor, gain_weapons, and gain_armors to Game_Party ~Upgraded the module, so you can now also choose which items that can be max out by ID Features Change Max Amount of Items (Items, Weapons, Armor) Owned Change Max Amount of Gold & Step count Change Max Amount of the Party size Instructions There in the script comment section in the beginning. Script Max Limiter Breaker v1.4 Compatitblity This script has modded Window_ShopBuy, Window_ShopSell, Scene_Shop, and Window_Item. DO NOT USE ANY OTHER MODDED VERSIONS OF THESE WINDOWS IF YOU WOULD LIKE THIS TO WORK! Credits and Thanks Bigace360, for the script. Author's Notes I never relesed the first 2 verisons of this script and the third verison was created way back in October 2011. So, I've been practically updating since then and now finally decided to release it exclusively here. Enjoy the script
  12. So I've downloaded the free trial for RMXP, and I tried to activate it. After an hour, I knew something was wrong so I looked it up and saw the problems it sometimes has for Windows 7. I changed the settings so I run as administrator, and the firewall is down. It still won't work. Any suggestions on what I can do?
  13. Is it possible to resize the battleback settings in RMXP to allow for files larger than 640x320? I imported a 640x480 battle background since I shortened the battle menu by a row, but it just cuts off the background at 640x320, so there this nasty black bar in that space instead. What would I do to fix that? Thanks!
  14. im going to be making an ice cave soon, and i need some good ideas for puzzles. not the sliding floor thing in pokemon, im tired of using that, and might not work well with an ABS. so...ice themed puzzles anyone? thanks :alright:
  15. Greetings! my name is Grimm Hallows, and I'm willing to make everyone music, largely so they can get rid of the not-so-great RTP music! As a musician, I love creating music, and while my talents are with looping programs like MAGIX Music maker 17, and Garage Band, I don't always use loops, creating entire songs through sheet music notation. I have provided a sample for you all to listen to; it's an example of a battle theme, with a "Starting effect". Battle Theme (With Starter).MP3 This is also another creation I have recently uploaded, made for the title or main theme of a game, or even overworld music for something www.k003.kiwi6.com/hotlink/4i80c6au6c/epic_battle.mp3 Please review both! Without the starting effect for the first one, which is optional, the battle theme will repeat and loop over itself, creating a brilliant theme. I also do "overworld" themes, for when your character is not in battle, and just about anything else necessary to do with the Musical audio of RPG games. Simply request it an I'll make it as soon as possible, generally within a few days per song. This is completely for free, so feel free to either PM me, or simply reply; this thread will be monitored daily to make sure I'm not falling behind! -Grimm
  16. Hey guys. I decided I might do one of these -og things. :ph34r: I've never blogged before but, what the heck? This blog will contain all maps in RMXP I make, any info on things I'm making, progress on tutorials and games, and helpful tips. I can't promise an entry everyday, but I most probably will make one everyday. It's not like they all have to be super long, right? Please comment as that will keep me writing, at least, if you want me to keep writing. There is no point in writing here if no one reads what I write, right? :lol: Until next time, Kiriashi
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