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View Poll Results: Which Rpg maker should I use?
RMXP 50 75.76%
RM2K3 16 24.24%
Voters: 66. You may not vote on this poll

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  #26    
Old August 24th, 2011 (02:35 AM).
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Quote originally posted by DarkDoom3000:
As a user of Rm2k3, I would say use RMXP.

The reason i chose to use Rm2k3 is because I have years of experience with it. I tried RmXP, but it took way too long to do what I wanted it to do. To do anyhting as efficently as Rm2k3 you would have to learn ruby, it was more flexable, but would take me longer to do stuff.

If you're starting off fresh RMXP is probably a better choice. be prepared to learn Ruby though, or you won't get too far.
Hmm ... never heard of this 'Ruby'
I'll go look into it. :L
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  #27    
Old August 24th, 2011 (08:10 PM).
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Quote originally posted by Nintendork15:
Hmm ... never heard of this 'Ruby'
I'll go look into it. :L
It's the rmXP scripting language.

Basically in my experience. Rmxp is far more flexable... if you know ruby. You can do more with Rm2k3's eventing interface than Rmxp's(without ruby)

Luckly, rmxp has starter kits, so you can use them.
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  #28    
Old August 25th, 2011 (02:49 PM). Edited August 25th, 2011 by Lord Varion.
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Gahh!!! D:<
Rpgmaker xp keeps saying 'Failed to Load Class Data!'
what does this mean? How do I fix it?
If I can't find an answer on my best friend (GOOGLE) I'ma have to start again. yay.[/sarcasm]

Also:
Spoiler:

Just a Tile test.
Thoughts?
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  #29    
Old August 25th, 2011 (05:03 PM).
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Quote originally posted by Nintendork15:
Gahh!!! D:<
Rpgmaker xp keeps saying 'Failed to Load Class Data!'
what does this mean? How do I fix it?
If I can't find an answer on my best friend (GOOGLE) I'ma have to start again. yay.[/sarcasm]

Also:
Spoiler:

Just a Tile test.
Thoughts?
D:

Please credit the people on my thread. (I'm Neo-Spriteman, by the way)
It looks nice, though.
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  #30    
Old August 26th, 2011 (02:00 AM).
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BatiJFG is the only one who needs credits.
I got these all from his Deviant Art.
So, all credits to him.
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  #31    
Old August 26th, 2011 (02:21 AM).
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I like the look of the cottage. Nice tileset choice.
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  #32    
Old August 26th, 2011 (02:53 AM).
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Quote originally posted by cruciFICTION:
I like the look of the cottage. Nice tileset choice.
Thaanks.

At the moment I'm attempting to sprite B/W styled overworlds.
Hoping to get some on them in and not rely on resources.
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  #33    
Old August 26th, 2011 (03:04 AM).
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So you're going with HGSS styled houses? Cool, they're really nice.
Good luck on the B/W overworlds xD
You good at spriting?
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  #34    
Old August 26th, 2011 (05:08 AM).
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Quote originally posted by GAOlivier:
So you're going with HGSS styled houses? Cool, they're really nice.
Good luck on the B/W overworlds xD
You good at spriting?


Not the best at it.
But, yeah it better than nothing.
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  #35    
Old August 26th, 2011 (05:21 AM).
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looks good, head looks a bit big though
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  #36    
Old August 26th, 2011 (06:04 AM).
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Quote originally posted by DarkDoom3000:
looks good, head looks a bit big though
That's just generally how they are in B/W.
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  #37    
Old August 26th, 2011 (06:20 AM).
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Did you use a template? Because the character moving up looks a bit like he's shaking his butt. As if he's one of them girls on the catwalk. I don't know if it looks like that in action, but it sure looks like it on the animation sheet xD
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  #38    
Old August 26th, 2011 (06:29 AM).
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I used the main hero of B/W as a template.
And ... after inserting it ... he shakes his bum-bum.
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  #39    
Old August 26th, 2011 (06:55 AM).
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See? Well, wouldn't be too hard to change that :/ it's just about 2 pixels or something...
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  #40    
Old August 26th, 2011 (07:14 AM). Edited August 26th, 2011 by Lord Varion.
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Yepp :D
It's all done :D

I've also been inserting tiles and sprites.



Not much as of yet.
But I'm getting there. Once I have gotten to where I got after it crashed I will start to learn RGSS/Ruby.

Another update today ... damn.
The 1st script.
Where your 'rival' lurks outside the lab.
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  #41    
Old August 27th, 2011 (09:33 AM).
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Mapping for the Dark Woods has begun.
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  #42    
Old August 27th, 2011 (10:40 AM).
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Cool. I don't like the trees at all, but that's your decision ^_^
Did you set the sandtiles in the post above ( the one with 8 screenshots ) to 'bush'? Because the character's legs are vaguely hidden. Wouldn't do that with a sand path if I were you.
Overall, good progress ^_^
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  #43    
Old August 27th, 2011 (10:56 AM).
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Quote originally posted by GAOlivier:
Cool. I don't like the trees at all, but that's your decision
Did you set the sandtiles in the post above ( the one with 8 screenshots ) to 'bush'? Because the character's legs are vaguely hidden. Wouldn't do that with a sand path if I were you.
Overall, good progress
I'ma keep with the trees. There a nice simple design without all the overlapping the player's head crap.
And, the sand tiles will be changed i just haven't done that yet.

Will do now though ;D
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  #44    
Old August 27th, 2011 (11:00 AM).
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I don't mind those trees, but I think they'd look better if the woods were actually dark, heh.
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  #45    
Old August 27th, 2011 (11:02 AM). Edited August 27th, 2011 by Lord Varion.
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When I have fully mapped it and done the professor script.
I shall put a script in which darkens the colours like I had in the other version i did before the crash. :D


Presenting the Septi Region ;D
Info of it has been updated to the first post :3
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  #46    
Old August 28th, 2011 (08:56 AM).
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Just a Tile Preview of the next town.
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  #47    
Old August 28th, 2011 (09:48 AM).
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You've got some conflicting graphics. Your trees and that weird barrier? They've both got outlines, but the house doesn't.

And I just realised why I don't your character overworld sprite. He's standing there with his arms held out. Do you know how painful that gets after a while? It's just unrealistic. That house looks nicely set up though, with the path there and the trees surrounding it.

I just really really hate looking at that character, and you need to decide on the one style of graphics for everything, I think.
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  #48    
Old August 28th, 2011 (10:17 AM).
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Quote originally posted by cruciFICTION:
You've got some conflicting graphics. Your trees and that weird barrier? They've both got outlines, but the house doesn't.

And I just realised why I don't your character overworld sprite. He's standing there with his arms held out. Do you know how painful that gets after a while? It's just unrealistic. That house looks nicely set up though, with the path there and the trees surrounding it.

I just really really hate looking at that character, and you need to decide on the one style of graphics for everything, I think.
I'm using B/W Graphics. In the game some of the trees (naming the one I've picked) have an outline. But the houses don't, as well as various other scenary in game.

As for Red, I did base him of off Hilbert, so hilbert had the bag under his arms, But I will change it ;D

And I'm using one style of graphics which is B/W Custom.
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  #49    
Old August 28th, 2011 (10:23 PM).
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Quote originally posted by Nintendork15:
I'm using B/W Graphics. In the game some of the trees (naming the one I've picked) have an outline. But the houses don't, as well as various other scenary in game.

As for Red, I did base him of off Hilbert, so hilbert had the bag under his arms, But I will change it ;D

And I'm using one style of graphics which is B/W Custom.
This is why I don't plan on playing Black and White. Ever.

The only other problem I have with the main character sprite is that the head looks like a head and the body looks like a cardboard cutout. But maybe that'll go away with the arm fix, heh.

And when I said one "style" of graphics, I don't mean one single tileset. I mean one style of graphics so that all your tiles match. Three dimensional houses would match with three dimensional trees, you know? Trees with outlines will match houses with outlines. I just think it looks odd like that.

I'm liking the progress though, don't get me wrong.
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  #50    
Old August 29th, 2011 (04:11 AM).
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Could you PLEASE sen me those tree tiles? They look amazing!
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