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Dubstack

Simple Question

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The question is very simple.

 

I'm in need of a few things for my game.

 

I'm in need of sound effects like Final Fantasy 8 (error/Cancel) when you can't do/use item/skill/magic

 

Face and spirits will help as well not from Final Fantasy or anything like that.

 

If you can give me a link to finding any of this I will be very happy and thank you.

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There are some Final Fantasy sprites at the end of this page:

 

http://untamed.wild-refuge.net/rmxpresources.php?characters

 

This topic mentions a few links and ways of getting sound effects:

 

http://www.neoseeker.com/forums/822/t1134311-ff8-sound-effects/

 

And here's a bunch of FFVIII midis:

 

http://www.vgmusic.com/music/console/sony/ps1/index-af.html

 

But Dubstack, searching for resources is something everyone can do, so you should try to do it yourself. I'm sure you can find lots of Final Fantasy sprites around the web if you really tried.

 

One more thing, if you aren't really experienced with RMXP, then you should make a game with the standard RTP graphics and with your own characters and storyline. Making a fan-game is a lot harder than you may think.

 

Besides, making something with all your own characters and storyline can be really fun, and some people might enjoy more than they would a fan-game. I know I would.

 

Good lick with whatever you do. ^_^

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There are some Final Fantasy sprites at the end of this page:

 

http://untamed.wild-refuge.net/rmxpresources.php?characters

 

This topic mentions a few links and ways of getting sound effects:

 

http://www.neoseeker.com/forums/822/t1134311-ff8-sound-effects/

 

And here's a bunch of FFVIII midis:

 

http://www.vgmusic.com/music/console/sony/ps1/index-af.html

 

But Dubstack, searching for resources is something everyone can do, so you should try to do it yourself. I'm sure you can find lots of Final Fantasy sprites around the web if you really tried.

 

One more thing, if you aren't really experienced with RMXP, then you should make a game with the standard RTP graphics and with your own characters and storyline. Making a fan-game is a lot harder than you may think.

 

Besides, making something with all your own characters and storyline can be really fun, and some people might enjoy more than they would a fan-game. I know I would.

 

Good lick with whatever you do. ^_^

 

 

Naw man I don't won't to make a fan basic Final Fantasy I just like 8's Cancel sound 7's battle ending. I don't won't to make a copy or even a newer Final Fantasy Fan Basic game.

 

The idea for my game is Simple you just do normal day everything to live in the world (Minus random battles/eating)

 

Some of my ideas that will be in the game are below to give you an idea of what it will feel like.

 

* Fishing

* Banking

* Crafts

* cooking

* Alchemist

* day/night

* Time clock

 

 

You get the idea it will be really fun game am the only working on it but I should have a beta test by the end of Aug. (This be like one boss fight a few thing I posted in the * banking fishing maybe crafts or alchemist. You will have job class and other thing but I will just let you think about it.

 

Ps. If anyone can help me on any other question like better title or even how to make better Events like those post above please don't hold out I will take all the info I can get. All so if anyone can point me to a Gen maker to make face or spirits that will help even more and sound effects.

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There's a face maker for RMXP that Marked translated from japanese. Just do a search for it.

 

If you need help with any particular problems with your event systems I'd be more than happy to help. Just ask!

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yeah have a look in the resources section, youll find some pretty sweet stuff there :) and good luck on your game, its sounds pretty good and Kiriahsi, is it even possible to do skills (like posted above) via events? O.o

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Absolutely. Lot's of people underestimate the power of events. Fishing would be easy, and banking and cooking too. Alchemy might be a little bit harder, and a day and night system and time system just takes a lot of work, but it's not that hard. As for the crafts, I'm not quite sure what that would entail, but I'm sure it could be done.

 

If you need me to make a demo of any of those things, just ask!

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oooh wow, a demo would be nice, only a small one, I'll also have look around if theres a thread for this or something, but dont events end once your in another room?

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You would use a common event. xD

 

 

And which one do you want a demo of?

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Crafts is like Blacksmith.

 

I'm trying to make it a Steam punk kind of thing.

 

Those spirit I found where very nice but they don't fit the grid like they are to big how can I fix that?

 

Will Paint fix it?

 

Will have to get a program that will fix it for me?

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If it is FF sounds you want, almost all FF forums homepages have it.

 

If not, you can easily record them through an emulator. :)

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I don't know what am doing wrong but I keep getting an error on the 28# line in the code when I try to make a Menu

 

Do I put the whole code or just what should I put?

 

##################################################

Basic Menu # Mog Plus V 1.0 #

##################################################

# By Moghunter

# Http://www.atelier-rgss.com

##################################################

Menu # VX standard with added extras, this

# Script you can work on it and adapt it

# Easily to your game.

#-------------------------------------------------

##############

# # Game_Actor

##############

class Game_Actor <Game_Battler

def now_exp

return @ exp - @ exp_list [@ level]

end

def next_exp

exp_list return @ [@ level +1]> 0? Exp_list @ [@ level +1] - @ exp_list [@ level]: 0

end

end

###############

# # Window_Base

###############

class Window_Base <Window

def draw_actor_level_menu (actor, x, y)

self.contents.font.color = system_color

self.contents.draw_text (x, y, 32, WLH, Vocab:: level_)

self.contents.font.color = normal_color

self.contents.draw_text (x + 16, y 24, WLH, actor.level, 2)

end

def draw_actor_class_menu (actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text (x, y, 85, WLH, actor.class.name)

end

def exp_gauge_color1

return TEXT_COLOR (30)

end

def exp_gauge_color2

return TEXT_COLOR (31)

end

def draw_actor_exp_meter (actor, x, y, width = 100)

if actor.next_exp! = 0

exp = actor.now_exp

else

exp = 1

end

gw = width * exp / [actor.next_exp, 1]. max

gc1 = exp_gauge_color1

GC2 = exp_gauge_color2

self.contents.fill_rect (x, y + WLH - 8, width, 6, gauge_back_color)

self.contents.gradient_fill_rect (x, y + WLH - 8, gw, 6, GC1, GC2)

self.contents.font.color = system_color

self.contents.draw_text (x, y, 30, WLH, "Exp")

self.contents.font.color = normal_color

xr = x + width

self.contents.draw_text (xr - 60, y 60, WLH, actor.next_rest_exp_s, 2)

end

end

#####################

# # Window_MenuStatus

#####################

class Window_MenuStatus <Window_Selectable

def initialize (x, y)

super (x, y, 384, 416)

refresh

self.active = false

self.index = -1

end

def refresh

self.contents.clear

@ = $ Item_max game_party.members.size

for actor in $ game_party.members

draw_actor_face (actor, 2, actor.index * 96 + 2, 92)

x = 104

actor.index = y + WLH * 96 / 2

draw_actor_name (actor, x, y)

draw_actor_class_menu (actor, x + 120, y)

draw_actor_level_menu (actor, x + 200, y)

draw_actor_state (actor, x, y + WLH * 2)

draw_actor_hp (actor, x + 120, y + WLH * 1)

draw_actor_mp (actor, x + 120, y + WLH * 2)

draw_actor_exp_meter (actor, x, y + WLH * 1)

end

end

def update_cursor

if @ index <0

self.cursor_rect.empty

elsif @ index <@ item_max

self.cursor_rect.set (0, @ index * 96, contents.width, 96)

elsif @ index> = 100

self.cursor_rect.set (0, (@ index - 100) * 96, contents.width, 96)

else

self.cursor_rect.set (0, 0, contents.width, item_max @ * 96)

end

end

end

############

# # Game_Map

############

Game_Map class

attr_reader: map_id

def mpname

$ Mpname load_data = ("Data / MapInfos.rvdata)

$ Mpname [@ map_id]. Name

end

end

###############

# # Window_Time

###############

class Window_Mapname

 

 

This what I am using.

 

When I use the code I get an error in line 28 if you don't add the ##### and names if you do add that part its on line 31

 

Our this the code you will be looking for I don't know what I did wrong please tell me I would be so happy

 

" return @ exp - @ exp_list [@ level] "

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You need to put code in codeboxes. [ code ] codehere [ /code ] without spaces.

 

And that script is for VX, you know that right?

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You would use a common event. xD

 

 

And which one do you want a demo of?

ahh common event, I've never really used common events before :unsure: but I think I know how they work :sweatdrop: and no need for a demo now, I'm not going to use skills in my game like those, I was, but, just thought it wouldnt suit my game, thanks anyway

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You need to put code in codeboxes. [ code ] codehere [ /code ] without spaces.

 

And that script is for VX, you know that right?

 

 

Okay but where is the Codeboxe(s) which line is and what part there are 4 parts not saying you are wrong or anything cause you know more than me.

 

Could you give me the line or is it still 28 line or 31 if you add the ##

 

Yeah this VX this the program I have been using. Those Steam punk Spirits don't fit the box I don't know how to fix that.

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That first sentence is a little hard to understand. Actually, I don't really understand what you're saying. :sweatdrop:

 

However I might be able to help. To me it looks like you don't have the entire script. I'll post it down below in a spoiler box:

 

 

##################################################
# Mog Basic Menu Plus V 1.0                      #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
#Menu padrão VX com adição de alguns extras, neste 
#script você poderá trabalhar em cima dele e adaptá-lo 
#facilmente ao seu jogo.
#-------------------------------------------------
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window  
 def draw_actor_level_menu(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
 end  
 def draw_actor_class_menu(actor, x, y)
   self.contents.font.color = normal_color
   self.contents.draw_text(x, y, 85, WLH, actor.class.name)
 end    
def exp_gauge_color1
   return text_color(30)
 end
 def exp_gauge_color2
   return text_color(31)
 end  
def draw_actor_exp_meter(actor, x, y, width = 100)  
 if actor.next_exp != 0
 exp = actor.now_exp
 else
 exp = 1
 end
   gw = width * exp / [actor.next_exp, 1].max
   gc1 = exp_gauge_color1
   gc2 = exp_gauge_color2
   self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
   self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 30, WLH, "Exp")    
   self.contents.font.color = normal_color
   xr = x + width
   self.contents.draw_text(xr - 60, y, 60, WLH,  actor.next_rest_exp_s, 2)    
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
 def initialize(x, y)
   super(x, y, 384, 416)
   refresh
   self.active = false
   self.index = -1
 end
 def refresh
   self.contents.clear
   @item_max = $game_party.members.size
   for actor in $game_party.members
     draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
     x = 104
     y = actor.index * 96 + WLH / 2
     draw_actor_name(actor, x, y)
     draw_actor_class_menu(actor, x + 120, y)
     draw_actor_level_menu(actor, x + 200, y)
     draw_actor_state(actor, x, y + WLH * 2)
     draw_actor_hp(actor, x + 120, y + WLH * 1)
     draw_actor_mp(actor, x + 120, y + WLH * 2)
     draw_actor_exp_meter(actor, x , y + WLH * 1)
   end
 end
 def update_cursor
   if @index < 0               
     self.cursor_rect.empty
   elsif @index < @item_max   
     self.cursor_rect.set(0, @index * 96, contents.width, 96)
   elsif @index >= 100         
     self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
   else                     
     self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
   end
 end
end
############
# Game_Map #
############
class Game_Map
attr_reader   :map_id  
def mpname
$mpname = load_data("Data/MapInfos.rvdata") 
$mpname[@map_id].name
end
end
###############
# Window_Time #
###############
class Window_Mapname < Window_Base
 def initialize(x, y)
   super(x, y, 160, WLH + 64)
   refresh
 end  
def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Location")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2)
end
end
###############
# Window_Time #
###############
class Window_Time < Window_Base
 def initialize(x, y)
   super(x, y, 160, WLH + 64)
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Play Time")
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, text, 2)
end
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end
##############
# Scene_Menu #
##############
class Scene_Menu   
 def main
   start                         
   perform_transition            
   Input.update                 
   loop do
     Graphics.update            
     Input.update              
     update                      
     break if $scene != self      
   end
   Graphics.update
   pre_terminate             
   Graphics.freeze               
   terminate                   
 end  
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end  
 def create_menu_background
   @menuback_sprite = Sprite.new
   @menuback_sprite.bitmap = $game_temp.background_bitmap
   @menuback_sprite.color.set(16, 16, 16, 128)
   update_menu_background
 end  
 def create_menu_background
   @menuback_sprite = Sprite.new
   @menuback_sprite.bitmap = $game_temp.background_bitmap
   @menuback_sprite.color.set(16, 16, 16, 128)
   update_menu_background
 end
 def dispose_menu_background
   @menuback_sprite.dispose
 end
 def update_menu_background
 end  
 def perform_transition
    Graphics.transition(10)
 end
 def start
   create_menu_background
   create_command_window
   @gold_window = Window_Gold.new(0, 360)
   @status_window = Window_MenuStatus.new(160, 0)
   @playtime_window = Window_Time .new(0, 270)
   @mapname_window = Window_Mapname.new(0, 178)
   @status_window.openness = 0
   @playtime_window.openness = 0
   @mapname_window.openness = 0
   @gold_window.openness = 0
   @status_window.open
   @playtime_window.open
   @mapname_window.open
   @gold_window.open
 end
 def pre_terminate
   @status_window.close
   @playtime_window.close
   @mapname_window.close
   @gold_window.close
   @command_window.close
   begin
   @status_window.update
   @playtime_window.update
   @mapname_window.update
   @gold_window.update
   @command_window.update
   Graphics.update
   end until @status_window.openness == 0
 end  
 def terminate
   dispose_menu_background
   @command_window.dispose
   @gold_window.dispose
   @status_window.dispose
   @playtime_window.dispose
   @mapname_window.dispose
 end
 def update
   update_menu_background
   @command_window.update
   @gold_window.update
   @status_window.update
   @mapname_window.update
   @playtime_window.update
   if @command_window.active
     update_command_selection
   elsif @status_window.active
     update_actor_selection
   end
 end
 def create_command_window
   s1 = Vocab::item
   s2 = Vocab::skill
   s3 = Vocab::equip
   s4 = Vocab::status
   s5 = Vocab::save
   s6 = Vocab::game_end
   @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
   @command_window.index = @menu_index
   @command_window.openness = 0
   @command_window.open
   if $game_party.members.size == 0           
     @command_window.draw_item(0, false)     
     @command_window.draw_item(1, false)     
     @command_window.draw_item(2, false)      
     @command_window.draw_item(3, false)    
   end
   if $game_system.save_disabled              
     @command_window.draw_item(4, false)     
   end
 end
 def update_command_selection
   if Input.trigger?(Input::B)
     Sound.play_cancel
     $scene = Scene_Map.new
   elsif Input.trigger?(Input::C)
     if $game_party.members.size == 0 and @command_window.index < 4
       Sound.play_buzzer
       return
     elsif $game_system.save_disabled and @command_window.index == 4
       Sound.play_buzzer
       return
     end
     Sound.play_decision
     case @command_window.index
     when 0      
       $scene = Scene_Item.new
     when 1,2,3   
       start_actor_selection
     when 4       
       $scene = Scene_File.new(true, false, false)
     when 5     
       $scene = Scene_End.new
     end
   end
 end
 def start_actor_selection
   @command_window.active = false
   @status_window.active = true
   if $game_party.last_actor_index < @status_window.item_max
     @status_window.index = $game_party.last_actor_index
   else
     @status_window.index = 0
   end
 end
 def end_actor_selection
   @command_window.active = true
   @status_window.active = false
   @status_window.index = -1
 end
 def update_actor_selection
   if Input.trigger?(Input::B)
     Sound.play_cancel
     end_actor_selection
   elsif Input.trigger?(Input::C)
     $game_party.last_actor_index = @status_window.index
     Sound.play_decision
     case @command_window.index
     when 1 
       $scene = Scene_Skill.new(@status_window.index)
     when 2   
       $scene = Scene_Equip.new(@status_window.index)
     when 3  
       $scene = Scene_Status.new(@status_window.index)
     end
   end
 end
end
$mogscript = {} if $mogscript == nil
$mogscript["basic_menu_plus"] = true

 

 

I have that script placed here in my VX project:

 

 

scriptlist.png

 

 

Which changes the menu just fine:

 

 

Before:

capture2cr.png

 

After:

capture1lb.png

 

 

 

So try copying what I have in the code box and pasting it where I put it. If you continue to have problems, start deleting added scripts from your project until it works. This way you can find out which script is conflicting with the menu one.

 

Hope this helps!

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