General Game Dev Help and Requests

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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:
*image removed*
 
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.
 
alright alright, just askin, sorry
 
fair enough, i'll be less.....greedy next time
 
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.
 
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)
 
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.
 
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?)
 
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
 
Could sombody find me a school kid charset?
 
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 ;) .
 
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.
 
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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