Help & Request Thread Page 10

Started by Dawson February 14th, 2007 7:56 AM
  • 57606 views
  • 816 replies

~Azura

Alright, purple is good.

Seen June 20th, 2012
Posted May 3rd, 2008
511 posts
17.1 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).

@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])
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Demonic Budha

semi-good RMXPer (not script)

Age 36
Taupo, NZ
Seen December 13th, 2009
Posted October 12th, 2008
192 posts
17.9 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.
}-DEMONIC BUDHA-{

(for those of you who dont know im not the best speller in the world.:embarrass )
(also i find it funny that im like 10 years older than some of you and im asking you for help.:laugh: )

.:Sam:.

The road goes ever on and on!

Age 29
Male
United Kingdom
Seen December 6th, 2010
Posted August 19th, 2009
158 posts
17.1 Years
How do you make it so that a a picture displays before the main menu on RPG XP?
Current Projects:
None

Staff on the following Projects:
Pokemon: Rise of Oblivion. - Spriter.

Project History:
Pokemon: Legend of Articuno.
May 16th 2006 - July 4th 2006. Deceased.



.:Sam:.

The road goes ever on and on!

Age 29
Male
United Kingdom
Seen December 6th, 2010
Posted August 19th, 2009
158 posts
17.1 Years
Also does anyone know where I can get GBC Pokemon G/S Chipset for RPG XP?
Current Projects:
None

Staff on the following Projects:
Pokemon: Rise of Oblivion. - Spriter.

Project History:
Pokemon: Legend of Articuno.
May 16th 2006 - July 4th 2006. Deceased.



brendan mc

{}[][]Game Developer[][]{}

Age 29
Scotland,Hamilton
Seen March 10th, 2014
Posted February 27th, 2014
230 posts
17 Years
Could someone please send in fr lg charsets please
why? because...

Avatar's file has dated or something like that!



My Diamond
-----------------
Name: Brendan
Friend Code: 4940-2222-8629
Country: Scotland,Uk,Europe

My PBR
------------
Name is: BRENDAN
Friend Code: 2406-3891-1024
Scotland,Uk,Europe

Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 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?

Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 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?

#================================================================
#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.

brendan mc

{}[][]Game Developer[][]{}

Age 29
Scotland,Hamilton
Seen March 10th, 2014
Posted February 27th, 2014
230 posts
17 Years
im using rpgmaker2k3 mate lol but if you can rip these 2k3 ones it would be a big help mate!



My Diamond
-----------------
Name: Brendan
Friend Code: 4940-2222-8629
Country: Scotland,Uk,Europe

My PBR
------------
Name is: BRENDAN
Friend Code: 2406-3891-1024
Scotland,Uk,Europe

~Azura

Alright, purple is good.

Seen June 20th, 2012
Posted May 3rd, 2008
511 posts
17.1 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.
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Need help with something? Send me a PM!

Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 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.

Demonic Budha

semi-good RMXPer (not script)

Age 36
Taupo, NZ
Seen December 13th, 2009
Posted October 12th, 2008
192 posts
17.9 Years
[EDIT+]Ah, thank you for the quick response Avatar
}-DEMONIC BUDHA-{

(for those of you who dont know im not the best speller in the world.:embarrass )
(also i find it funny that im like 10 years older than some of you and im asking you for help.:laugh: )

Shiny Umbreon

光るブラッキー

Age 30
Watching you from the shadows...
Seen May 2nd, 2016
Posted December 18th, 2010
3,656 posts
18.3 Years
Get a picture of Ash in big, erase the picture and place a smaller one, then erase it and place the normal character sprite. I suppose you know how to do this. If not, just put these events I told you after the "professor talk" you should have or whatever intro you have. Then teleport to the first "real" map and that's it.

Seen December 26th, 2007
Posted December 1st, 2007
139 posts
15.9 Years
I have game maker 6 (unregistered) and I really need help with making an pokemon rpg with it nand i was wondering if anyone could help me and give me scripts and help to tell me which actions i should put for events I already have the characters,region and Ow towns(which i am working on) so if anyone wants to help just post or e-mail me at [email protected]

~please i need help~

Glitchfinder

Let's all get along, please?

Age 33
Male
The Twilight Zone
Seen May 4th, 2014
Posted June 4th, 2010
477 posts
16.7 Years
yep :) ty azura yay i got an ash for the beggining now :)

Hello um i have made a pokemon game i was testing it and i didnt saw any text why is this? i already thank you :D
You probably need to install the font RMXP uses. Just copy the font file that it has (I'm not sure where it is...) into the C: \Windows\Fonts folder, and you'll be great. Or, you could add this to one of the scripts:

 
Font.default_name = "Arial"
You can change the Arial to any other font, but Arial is on pretty much every computer, so, yeah. Just put it at the top of any of the scripts.

Glitchfinder's Scripts