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General Game Dev Help and Requests

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Peekimon

Me = cat-aholic, Meowr
1,671
Posts
19
Years
  • Jacksonater said:
    Not quite sure where to ask this, so i'll try here first, i'm considerin makin a game usin rpgm2k3 revolved around the orange islands, so could people giv me links to loads of information about the orange islands, maps, characters, i know the basic stuff but i'm gonna need a lot more information. Any help would be welcome.


    Try this site:
    https://www.pokemonelite2000.com/episodeguidesea02.html
     

    Jacksonater

    What Ho? A Foe?!
    15
    Posts
    19
    Years
    • Age 34
    • Seen Apr 19, 2005
    Do you think someone could do me a prof ivy charset or iff they already have, can the show it me please, plus any more help about my above query is welcome, thanks.
     
    565
    Posts
    19
    Years
    • Seen Sep 15, 2022
    Ok,

    I have to ask again:

    1. HOW DO YOU USE THE SCRIPT EDITOR WITH A 15 INCH SCREEN??!! (sorry, I really need the help now!)

    2. How do you create a battle intro?


    Another new question:

    Does anyone have character sets for Bionicles (Toa, Turaga, ect.) or for the characters from the X-Files? (I'm making both an X-Files game and a Bionicle game)
     

    Dawson

    The Rebirth Is Upon Us
    9,727
    Posts
    20
    Years
  • I can't help with the script editor problem. But for creating a battle intro you just need to use the Show Picture and Move Picture commands. It's all about timing though, so it could take a while to get right.
     

    charmandereleonzard#2

    Call me Krishnan, Please
    130
    Posts
    19
    Years
  • Okay I'm asking this the second time anyone PLEASE reply. How do I change The font colour in RMXP? And how do I make a Pokemon style CMS (which includes items, pokemon, etc.)? Thanks in advance.
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • to change the font color, go to script editor, and go to Window_Base.
    there, you'll need to change Normal_Color into this:
    Code:
      def normal_color
        return Color.new(96, 96, 96, 255)
      end
      #(red, green, blue, alpha)
    and for the menu, i've already made one.
    it should be around this forum
    (but where?)
     

    Peekimon

    Me = cat-aholic, Meowr
    1,671
    Posts
    19
    Years
  • Here's the menu:
    -virtual- made it, I found it:
    Replace Scene_Menu with THAT.
    Code:
    #  Scene_Menu
    #------------------------------------------------------------------
    #=================================
    class Scene_Menu
    #-----------------------------------------------------------------
    #menu_index 
    #help by Deke (x-rpg forum)
    #-----------------------------------------------------------------
    def initialize(menu_index = 0)
      @menu_index = menu_index
    end
    
    #--------------------------------------------------------------------------
    def main
      @spriteset = Spriteset_Map.new
      s1 = "Bag"
      s2 = " "
      s3 = "Save"
      s4 = "Options"
      s5 = "Exit"
      s6 = "Pokemon"
      s7 = "Pokedex"
      if $game_switches[1] == true
        $game_switches[2] = false
        $game_switches[3] = false
        commands = [s1,s2,s3,s4,s5]
        y = 100
      end
      if $game_switches[2] == true
        $game_switches[1] = false
        $game_switches[3] = false
        commands = [s6, s1, s2, s3, s4, s5]
        y = 80
      end
      if $game_switches[3] == true
       $game_switches[1] = false
       $game_switches[2] = false
       commands = [s7, s6,s1, s2, s3, s4, s5]
       y = 60
     end
      if $game_system.save_disabled
        commands.delete!("Save")
      end
    
      @command_window = Window_Command.new(160, commands)
      @command_window.index = @menu_index
      @command_window.x = 560 - @command_window.width / 2
      @command_window.y = y
      if $game_party.actors.size == 0
        @command_window.disable_item(0)
        @command_window.disable_item(1)
        @command_window.disable_item(2)
        @command_window.disable_item(3)
      end
    
      @my_window = My_Window.new
      @playtime_window = Window_Time.new
      @playtime_window.x = 0
      @playtime_window.y = 0
      
      @steps_window = Window_Steps.new
      @steps_window.x = 800#160
      @steps_window.y = 800#384
    
      @gold_window = Window_Gold.new
      @gold_window.x = 0
      @gold_window.y = 600
    
      @status_window = Window_MenuStatus.new
      @status_window.x = 0
      @status_window.y = 600
    
      Graphics.transition
      loop do
        Graphics.update
        Input.update
        update
        if $scene != self
          break
        end
      end 
      Graphics.freeze
      @my_window.dispose
      @command_window.dispose
      @playtime_window.dispose
      @steps_window.dispose
      @gold_window.dispose
      @status_window.dispose
      @spriteset.dispose
    end
    
    #--------------------------------------------------------------------------
    def update
      @my_window.update
      @command_window.update
      @playtime_window.update
      @steps_window.update
      @gold_window.update
      @status_window.update
      @spriteset.update
    
      if @command_window.active
        update_command
        return
      end
    
      if @status_window.active
        update_status
        return
      end
    end
    
    #--------------------------------------------------------------------------
    def update_command
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
      end
        if Input.trigger?(Input::C)
         if $game_party.actors.size == 0 and @command_window.index < 4
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         case @command_window.commands[@command_window.index]
         when "Bag"
           $game_system.se_play($data_system.decision_se)
         when " "
           $game_system.se_play($data_system.decision_se)
         when "Save"
           if $game_system.save_disabled
             $game_system.se_play($data_system.buzzer_se)
             return
           end
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Save.new
         when "Options"
           $game_system.se_play($data_system.decision_se)
         when  "Exit"
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Map.new            
         when "Pokemon"
           $game_system.se_play($data_system.decision_se)
         when  "Pokedex"
           $game_system.se_play($data_system.decision_se)
         end # of case
       end # of conditional
    end # of method
    
    #--------------------------------------------------------------------------
    #def update_status
      #if Input.trigger?(Input::B)
        #$game_system.se_play($data_system.cancel_se)
        #@command_window.active = true
        #@status_window.active = false
        #@status_window.index = -1
        #return
      #end
      #if Input.trigger?(Input::C)
        #case @command_window.commands.[@command_window.index]
        #when ######################HERE
          #if $game_party.actors[@status_window.index].restriction >= 2
            #$game_system.se_play($data_system.buzzer_se)
            #return
          #end
          #$game_system.se_play($data_system.decision_se)
          #$scene = Scene_Skill.new(@status_window.index)
        #when ######################HERE
          #$game_system.se_play($data_system.decision_se)
          #$scene = Scene_Equip.new(@status_window.index)
        #when ######################HERE
          #$game_system.se_play($data_system.decision_se)
          #$scene = Scene_Status.new(@status_window.index)
        #end # of case
        #return
      #end # of conditional
    #end # of method
    
    end # of Scene_Menu class definition
     

    charmandereleonzard#2

    Call me Krishnan, Please
    130
    Posts
    19
    Years
  • Thank you very much guys!!!

    Thank you very much for helping me. And Peekimon I heard you are working on a Battle system for RMXP is it true? a=And anyone of you got the scripts fr Pokegear and Pokedex? I need those for my GS remake Pokemon Yellow Thunder. Thanks in advance. And sketch try searching google for those charsets or make one ;) .
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • charmander said:
    Thank you very much for helping me. And Peekimon I heard you are working on a Battle system for RMXP is it true? a=And anyone of you got the scripts fr Pokegear and Pokedex? I need those for my GS remake Pokemon Yellow Thunder. Thanks in advance. And sketch try searching google for those charsets or make one ;) .
    well, those are big task,
    and i'm sure nobody will do that for you.
    i suggest learning (to use) rgss,
    and do the scripting yourself.

    you'll get the pokegear & pokedex faster,
    if you do the scripting yourself.
     

    Dawson

    The Rebirth Is Upon Us
    9,727
    Posts
    20
    Years
  • As -virtual- said, you can't expect other people to do all the hard stuff for you. The whole point of game making is to program all the hard stuff yourself and get the satisfaction of knowing you did a good job.
     

    Peekimon

    Me = cat-aholic, Meowr
    1,671
    Posts
    19
    Years
  • charmander,eleon,zard#2 , Well, I'm using the Default Battle System with a few edits.
    If you are asking if I would give you the code, sorry, it took quite some time to get things right, so, I can't go JUST giving out my editted code out.
    And, learn RGSS, it REALLY pays off.

    Have you heard of Dubealex? He's a pro at RGSS. Here's his site:
    www.dubealex.com

    If the above link is against the rules, please tell me, and I'll replace the link, thank you.

    And, I agree with Phoenix, if you have done something so good and by yourself, you'll see the pride you have earned. You would feel great.

    Anyway, the bottom line is:
    Learn RGSS, and benefit from it.
     
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