Dubstack 0 Report post Posted June 9, 2010 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. Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted June 9, 2010 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. ^_^ Share this post Link to post Share on other sites
0 Dubstack 0 Report post Posted June 9, 2010 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. Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted June 9, 2010 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! Share this post Link to post Share on other sites
0 madanchi 18 Report post Posted June 9, 2010 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 Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted June 9, 2010 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! Share this post Link to post Share on other sites
0 madanchi 18 Report post Posted June 9, 2010 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? Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted June 9, 2010 You would use a common event. xD And which one do you want a demo of? Share this post Link to post Share on other sites
0 Dubstack 0 Report post Posted June 10, 2010 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? Share this post Link to post Share on other sites
0 CrimsonInferno 35 Report post Posted June 10, 2010 If it is FF sounds you want, almost all FF forums homepages have it. If not, you can easily record them through an emulator. :) Share this post Link to post Share on other sites
0 Dubstack 0 Report post Posted June 10, 2010 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] " Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted June 10, 2010 You need to put code in codeboxes. [ code ] codehere [ /code ] without spaces. And that script is for VX, you know that right? Share this post Link to post Share on other sites
0 madanchi 18 Report post Posted June 10, 2010 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 Share this post Link to post Share on other sites
0 Dubstack 0 Report post Posted June 10, 2010 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. Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted June 10, 2010 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: Which changes the menu just fine: Before: After: 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! Share this post Link to post Share on other sites
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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