• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Help & Request Thread

Status
Not open for further replies.
2,217
Posts
17
Years
    • Seen Nov 10, 2007
    Hey!

    I have a new problem. I have a bridge and I want the hero to be able to go under it. But I also want the hero to go on it (Where the bridge is connected).Is there anyone here has a tutorial for doin' this?
     

    Shiny Umbreon

    光るブラッキー
    3,657
    Posts
    19
    Years
  • Hey!

    I have a new problem. I have a bridge and I want the hero to be able to go under it. But I also want the hero to go on it (Where the bridge is connected).Is there anyone here has a tutorial for doin' this?

    You could try making the stairs or whatever you're using to get to the bridge a teleport event to another map exactly the same as the last one, but with the bridge tile that goes under the hero. Just make sure all the events are in the same place, and don't use fading in the teleport. When you need to pass below the bridge again, the stairs from that second map will take you the first one where you go under the bridge.
     

    LegosJedi

    Amateur Video Game Maker
    229
    Posts
    17
    Years
  • How would I make an item darker when it's not selected? Like in the Pokemon start up menu that has continue, new game, and options.
     

    Demyx

    I can see my house from here
    25
    Posts
    17
    Years
    • Seen Aug 12, 2007
    Okay, I searched and searched for this for 2 days, using both the search tool and manually scrolling through the threads in this forum, so I decided to ask this.
    As some of you (most likely very few) of know, Game Maker gets very slow and glitchy whenever a 1028x1028 room is full of tiles. However, my rooms need to be filled with tiles, unless I can find something external to do that. My question is: What is a url to find a free (not warez, originally free) mapping program that allows you to take sections of a background and place them on a grid and be able to save as a PNG? Also, please verify if you have proven it does not have viruses. I just got rid of the last bunch. If there is none, please tell me a way to do this (please not MSPaint, thats a pain).
     

    Zerus

    Why >__<
    110
    Posts
    17
    Years
  • I dont know if I am able to post this here but...

    Can I repost my game's thread? I posted it here before but it died rather quickly and I was wondering if I could re-post it.
     
    937
    Posts
    18
    Years
  • I need some help. I'm using Blizzy's starterkit on RMXP to make my game. This is the problem- In a battle, If I send out a pokemon other than the Pikachu and Charmander that came with the kit, the hero's overworld sprite disappears after the battle. Anyone know how to fix this?
     

    ~Azura

    Alright, purple is good.
    512
    Posts
    18
    Years
    • Seen Jun 21, 2012
    This thread is a little abandoned and I see many people without answers here, so:

    @Vavavoom: about your bridge problem... don't think it's possible to do. I have tried and asked that before, but I don't think it's possible, on the same map, to have a tile that is in multiple layers (like above and under the hero).

    @LegosJedi: you'll have to mess with Window_Selectable and/or Window_Command to have that effect. Not hard to make though.

    @Demyx: sorry, never used GM.

    @Zerus: well mate, this is just my opinion, but if it died so quicly, it's because it wasn't that good. Have you added something new to it? Or are you just going to repost the exact some thread? Why don't you just revive your thread with updates?

    @Karasu: starter kit? Slowly close rmxp and... RUN!

    ~Azura (half back, half away [mostly away])
     

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • This thread is a little abandoned and I see many people without answers here, so:

    @Vavavoom: about your bridge problem... don't think it's possible to do. I have tried and asked that before, but I don't think it's possible, on the same map, to have a tile that is in multiple layers (like above and under the hero).

    Sorry just thought i would interject there. It is possible.
    All you have to do is on the Tileset is just make a second set for the bridge. then have 1 set to under and one set to over.
    and set the little arrows so you dont walk over the wrong one.

    [+EDIT] Sorry i forgot to write steps. What i currently have in my game is 2 bridge tiles that look the same, i then have 2 series of Conditional scipts. Whent the player hits the buttom of the bridge, i have events that turn phasing on (to allow the passing of the directional arrows (also scipts lining the cliff under the bridge turning Off pahsing so they dont go off over the rock wall) and each side has a second condition to says (if sprite facing ... ) then it gets turend off also. Then at the top of the cliff where the bridge is. I have a scipt tuning on and off Always on top(conditional branch also with a Sprite faceing command) So that it gose over the bridge.

    Hopefully this help, i can post the scripts if needed (but its only a simple conditional branch)
    But its currently working on my XP RPG.
     
    Last edited:

    venom12

    Pokemon Crystal Rain Relased
    476
    Posts
    17
    Years
    • Age 33
    • Seen Dec 28, 2023
    I need Kimono Girl's overworld sprite in GameBoyAdvance style. Reward offered.
     

    Shiny Umbreon

    光るブラッキー
    3,657
    Posts
    19
    Years
  • I need Kimono Girl's overworld sprite in GameBoyAdvance style. Reward offered.

    I believe custom graphics can't be requested here.

    Also does anyone know where I can get GBC Pokemon G/S Chipset for RPG XP?

    Could someone please send in fr lg charsets please
    why? because...

    Avatar's file has dated or something like that!

    I can rip the tiles and double their size (assuming brendan also means RMXP), but you'd still need to change some things (like transparent colors). Is it okay like this?
     
    Last edited:

    Shiny Umbreon

    光るブラッキー
    3,657
    Posts
    19
    Years
  • I have a big problem. An intro script is causing me problems when putting variable-changing events. I don't know why because it has nothing to do with variables. Does anyone know? Can you check it?

    Code:
    #================================================================
    #BEGIN CLASS
    #================================================================
    # by ~Azura
    #================================================================
    class Scene_Intro
    #===========================================================
    #DATA
    #===========================================================
        $data_actors        = load_data("Data/Actors.rxdata")
        $data_classes       = load_data("Data/Classes.rxdata")
        $data_skills        = load_data("Data/Skills.rxdata")
        $data_items         = load_data("Data/Items.rxdata")
        $data_weapons       = load_data("Data/Weapons.rxdata")
        $data_armors        = load_data("Data/Armors.rxdata")
        $data_enemies       = load_data("Data/Enemies.rxdata")
        $data_troops        = load_data("Data/Troops.rxdata")
        $data_states        = load_data("Data/States.rxdata")
        $data_animations    = load_data("Data/Animations.rxdata")
        $data_tilesets      = load_data("Data/Tilesets.rxdata")
        $data_common_events = load_data("Data/CommonEvents.rxdata")
        $data_system        = load_data("Data/System.rxdata")
        # Game System
        $game_system = Game_System.new
        # Make Title Graphic
        @sprite = Sprite.new
        @sprite.bitmap = RPG::Cache.title($data_system.title_name)
      #==============================================================
      #SCRIPT OPTIONS
      #==============================================================
      PICTURES = ["Title Screen 1", "Title Screen 2", "Title Screen 3"] #Files in 'Title' folder
      FADE_IN_SPEED = 4
      FADE_OUT_SPEED = 4
      SHOW_TIME = 25
      #==============================================================
      #INITIALIZE
      #==============================================================
      def initialize
        @spriteset = [255,0,0,255]
        @title_sprites = []
        for i in 0...PICTURES.size
          @title_sprites[i] = Sprite.new
          @title_sprites[i].bitmap = RPG::Cache.title(PICTURES[i])
          @title_sprites[i].opacity = 00
        end
        @active = 0
        @show_count = 0
        @fading_in = true
        @showing = false
        @fading_out = false
      end
      #==============================================================
      #MAIN
      #==============================================================
      def main
        #Receive transition:
        Graphics.transition
        #Main Loop
        loop do
        #BGM
        $game_system.bgm_play($data_system.title_bgm)
          #Updates
          Graphics.update
          Input.update
          update
          #Break loop if scene changes
          if $scene != self
            break
          end
        end
        #Prepare for transition
        Graphics.freeze
        for sprite in @title_sprites
          sprite.dispose
        end
      end
      #==============================================================
      #UPDATE
      #==============================================================
      def update
        for sprite in @title_sprites
          sprite.update
        end
        if @fading_in
          if @title_sprites[@active].opacity < 255
            @title_sprites[@active].opacity += FADE_IN_SPEED
          else
            @fading_in, @showing = false, true
          end
        elsif @showing
          if @show_count != SHOW_TIME
            @show_count += 1
          else
            @showing, @fading_out = false, true
          end
        elsif @fading_out
          if @title_sprites[@active+1] == nil
            @show_count, @fading_in, @showing, @fading_out = 0, false, false, false
          elsif @title_sprites[@active].opacity > 0
            @title_sprites[@active].opacity -= FADE_OUT_SPEED
          else
            @active += 1
            @show_count, @fading_in, @fading_out = 0, true, false
          end
        else
          if Input.press?(Input::C)
            $scene = Scene_Load.new
          elsif Input.trigger?(Input::B)
            $game_system.se_play($data_system.decision_se)
            Audio.bgm_fade(800)
            Audio.bgs_fade(800)
            Audio.me_fade(800)
            $scene = nil
          end
        end
      end
    #================================================================
    #END CLASS
    #================================================================
    end
    #================================================

    Note that this replaces Scene_Title. Every instance of "Scene_Title" has been replaced with "Scene_Intro" so the real title is not used. That's why I have to load data here.
     
    Last edited:

    ~Azura

    Alright, purple is good.
    512
    Posts
    18
    Years
    • Seen Jun 21, 2012
    @Shiny Umbreon: you shouldn't just go adding things to scripts like that...

    I don't really have time to test the script, but the $data thing you've added, I guess they should be inside the initialize method, not outside.
     
    Last edited:

    Shiny Umbreon

    光るブラッキー
    3,657
    Posts
    19
    Years
  • @Shiny Umbreon: you shouldn't just go adding things to scripts like that...

    I don't really have time to test the script, but the $data thing you've added, I guess they should be inside the initialize method, not outside.

    Good to see you again. I tried moving the data load and I have the same problem. I don't know, but I must load the data somewhere or it won't even have the title screens to start. Anyway, you seem busy now, but if you have the time, please check the problem. I'll try right now, too.
     
    Status
    Not open for further replies.
    Back
    Top