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BTW after I make it in the RMXP database first
how do I have to import that animation to the animation editor?
and my problem is that I cannot export the animation editor-made move properly
plz help me
To use the animation you created in the animation editor, open the animation editor and click "List of Animations." This will show a list of every animation in your RMXP project. Then simply click the one you want to edit. When you edit it and save, it will save it in your project, not as a separate file. The game will search for animations with appropriate names automatically (i.e. Move:TACKLE, Common:Shiny, etc.), so you don't have to do anything else after you make them.
1. Where I can get the sprites, battle TILESS funds for a game that I want to create.
2 As I can edit the sprites in my game?
- How you can edit the introduction?
1. Where I can get the sprites, battle TILESS funds for a game that I want to create.
2 As I can edit the sprites in my game?
- How you can edit the introduction?
For sprites, look up The Spriters Resource. For tiles, use Google. For funds, good luck because I doubt anyone is going to pay you for anything. Besides, these are fan games, not for profit, and I don't see why you need money to do a project anyways. You just do it. For editing sprites, use Microsoft Paint, or other paint programs (it's not very easy, especially when you first begin). For the last question, I'm doubting that you've done much of anything with RMXP. Tutorials are very nice. Anyways, there is a map called Intro when you first get the kit, and in the top left corner of that map is an event. Simply modify the event to do whatever you want.
For those of you (who like me don't check Essentials website) daily...a new version 4/12 was released. However, there are some bugs in it. Just for future reference I have posted my log with it. The second is a really easy fix and has nothing to do with my game, the first - I think is a new feature unless I really don't pay attention.
EDIT: @ Maruno: I hate myself for not knowing Ruby/RGSS. I just messed up my game. Oh well, that's what backups are for. (Even if they were made 5 minutes ago...)
EDIT: @ Maruno: I hate myself for not knowing Ruby/RGSS. I just messed up my game. Oh well, that's what backups are for. (Even if they were made 5 minutes ago...)
At least you're sensible enough to make backups. As well as backing up all my files every so often, I'm also in the habit of leaving in the original code (quoting it out where necessary) and noting which lines I've added. In theory, I can remove everything I've added and be left with an original copy of the Essentials I downloaded. It also means if I do something wrong, I can easily take out whatever I've done that caused the problem.
At least you're sensible enough to make backups. As well as backing up all my files every so often, I'm also in the habit of leaving in the original code (quoting it out where necessary) and noting which lines I've added. In theory, I can remove everything I've added and be left with an original copy of the Essentials I downloaded. It also means if I do something wrong, I can easily take out whatever I've done that caused the problem.
Lol, unfortunately for me, all I've got is this jumbled up, modified monstrosity that I've been editing for literally years. It's almost unrecognizable to the original. Wish I was as careful back then.
I tried, and I guess I'm going to look into some RGSS and try and learn how to get the desired effect. With my lack of knowledge, I tried something stupid in the formats area like trname= RED. XD
how you can do that when an event ends another begins
for example
you get to the gym and says that the door is closed ... Your siges
Later in the game find the leader on a path and opens the door
to enter, as does this haze?
how you can do that when an event ends another begins
for example
you get to the gym and says that the door is closed ... Your siges
Later in the game find the leader on a path and opens the door
to enter, as does this haze?
Something like this is done with switches. For instance: you talk to this leader on some path, and he give some random dialogue, then a switch is turned on. Then on the gym door, there are two ways to do it. One: make the door event have some text on the first event page saying something like "It's locked." Then, on the second page make the door opening event, with the requirement of the switch being on (it's on the left side, above where you select the graphic). Two: Make a conditional branch that first checks if the switch is on, and if true will perform the door action. Then the else condition would would have the text "It's locked." The second is probably easier to do, but I think it's a matter of personal preference. Also, as a side note, your questions are somewhat difficult to understand. There appears to be some typos which are confusing, so please proofread before posting, so it will be easier to answer your questions.
@SpawnHyuuga: I've found that learning RGSS is easiest by messing with the existing scripts in the starter kit. It's a learning by exposure kind of thing, and by looking for bits of code that are similar to what you're trying to do, you can often find something that can be adapted to meet your needs. (Of course, it also helps to understand basic scripting elements such as classes, objects, methods, variables, operators, different loops, etc.).
I'll show you some screens to clarify.
The first screen shows the event talking to the gym leader or whoever. Notice the red line indicating the switch that turned on.
The second screen shows the door, with the first line being a conditional branch checking for the switch mentioned in the first screen.
The third screen just shows the else, which is what happens if the switch isn't on when interacting with the door.
Please look for some tutorials, as these are some of the most basic elements of game design. Also, what is haze?
im totally lost as to whats this mean/how do i fix it. i can see a few of the lines its talking about but i have no idea what to do to fix em. im a noob at scripts, if you cant tell already haha
Exception: NoMethodError
Message: undefined method `actors' for nil:NilClass
Game_Player:96:in `refresh'
PokemonLoad:363:in `pbStartLoadScreen'
PokemonLoad:336:in `loop'
PokemonLoad:463:in `pbStartLoadScreen'
DebugIntro:6:in `main'
Main:38:in `mainFunctionDebug'
Main:16 :in `mainFunction'
Main:16 :in `pbCriticalCode'
Main:16 :in `mainFunction'
Main:49
This exception was logged in ./errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
It would help if you specified when the error occurs. Is it when you load the game? Or when you trigger a particular event? Also, some versions of the starter kit had bugs and wouldn't work (they've probably been fixed by now, but you may have downloaded the kit at a bad time). Try downloading the latest kit, it will probably fix it.
@Konekodemon: By warp zones, do you mean simply teleporting the player to a different map? To do that, use the Transfer Player command, and specify the map to warp to.
All teleports, doors, stairs, etc., use the same command. So Transfer Player is what you'll need, and it will even allow you to transfer within the same map if you wanted. The kit also has a good door example that you can copy and past for all of your doors (it animates the door fairly well), changing the graphics where desired.
Hello
Do you know why the game lags when i only mapped a decent-sized map and have 20 events or some in my maps? Is this a limitation of the engine? How can I fix this?
Hello
Do you know why the game lags when i only mapped a decent-sized map and have 20 events or some in my maps? Is this a limitation of the engine? How can I fix this?
Are the events all in close proximity? Also, are they light events? In most cases, only one event is processed at a time, except with parallel processes that are usually sparse anyways. The light events, however, all function simultaneously to each other and other events being processed, so too many of them can cause severe lag.