Help and Request Thread

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Your questiions:

1) Download a program called Rm2k Converter,I think its on www.RMdownloads.com you can also search google for this.

2) I'm not sure but I'll get back to you on that one!
 
Has anyone got any charsets from the show "House"?
 
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Groudontrainer, I don't know how to put it any simpler, no you make your own characters by painting your own design onto an original sprite.

My example should have helped to show that by using paint to draw a new character from an existing one you can create many new characters in a matter of hours!

Anyway, look at the example!
 
Budgie_boy said:
Groudontrainer, I don't know how to put it any simpler, no you make your own characters by painting your own design onto an original sprite.

My example should have helped to show that by using paint to draw a new character from an existing one you can create many new characters in a matter of hours!

Anyway, look at the example!
budgie boy i need help with the ash sprite you gave me.
 
ive already got a converter but the 2x converter program doesnt work i dont understand the language for starters
 
Sorry to double post but how do you get a certain Item of menu to be displayed by pressing a certain button, eg f1?

What I have is:

Class Menu_Budgieitem < Window_Selectable
#-----------------
# Customised menu by budgie
# This is meant to work with the Keyboard script for Starter Kitt
#-----------------

def initialize
if Input.trigger? (Input::f1)
$game_system.se_play($data_system.pokeselect_se)
s1 = "Items"
s2 = "TMs/HMs"
s3 = "Key Items"
s4 = "Accessories"
s5 = "Berry Pouch"
s6 = "Powder Pouch"
@command_window = window_command.new(300,s1,s2,s3,s4,s5,s6)
@command_window.back_opacity = 255
@command_window.x = 10
@command_window.y = 10
@fade_in = true

loop do
Graphics.update
Input.update
update
if Input.trigger? (Input::B)
$game_system.se_play($data_system.cancel_se)
$game_variables [3] = 0
break
end
if Input.Trigger?(Input::C)
update
break
end
end
@command_window.dispose
end

#------------------

def update
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 1
when 1
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 2
when 2
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 3
when 3
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 4
when 4
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 5
when 5
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 6
when 6
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 7
end
end
end
end
 
ok i need help

how do i put the pokedex option, pokemon party, and make the bag option work on the menu and how to have more than 1 pokemon and use more than 1 pokemon in battle eg: i send out pikachu and it faints now i need to send out my second,and also when someone helps me out with the pokedex and pokemon party can they help me with the stats page but you can do bit at a time.
 
Budgie_boy said:
Sorry to double post but how do you get a certain Item of menu to be displayed by pressing a certain button, eg f1?
i'm working on this ^^
i have it so, when you press A,
you go to the map, and F1 it goes to your menu.
Code:
# when you press the key on the map, the menu opens.
# it should be key [A] by default
class Scene_Map
  alias update_old update
  def update
     # the key that's pressed to go to this menu
    if Input.trigger?(Input::Z)
      #$game_system.se_play($data_system.pokeselect_se)
      $scene = Scene_BudgieItem.new
    end
    update_old
  end
end

class Scene_BudgieItem
#---------------------------------------------------------------------------------------------
# Customised menu by budgie
# This is meant to work with the Keyboard script for Starter Kit
#---------------------------------------------------------------------------------------------
  def main
    s1 = "Items"
    s2 = "TMs/HMs"
    s3 = "Key Items"
    s4 = "Accessories"
    s5 = "Berry Pouch"
    s6 = "Powder Pouch"
    # put the menu-commands in a variable
    commands = [s1,s2,s3,s4,s5,s6]
    # and execute the menu
    @command_window = Window_Command.new(240,commands)
    @command_window.x = 16
    @command_window.y = 16
    @command_window.z = 999999
    
    @spriteset = Spriteset_Map.new
    # loops the scene, so graphics, input and the method 'update' are updated.
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end # end of if statement
    end # end of loop
    Graphics.freeze
    
    @command_window.dispose
    @spriteset.dispose
  end # end of method['main']
  
  # update method
  def update
    @command_window.update
    @spriteset.update
    
    # checks if key [C] is pressed
    if Input.trigger?(Input::C)
      $game_variables[3] = (@command_window.index + 1)
    end # end of if statement
    
    # checks if key [X] is pressed
    if Input.trigger?(Input::B)
      $game_variables[3] = 0
      $scene = Scene_Map.new
    end # end of if statement
    
  end # end of method['update']
end # end of class

i changed:
Code:
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 1
when 1
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 2
when 2
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 3
when 3
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 4
when 4
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 5
when 5
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 6
when 6
$game_system.se_play($data_system.decision_se)
$game_variables [3] = 7
end
end
into:
Code:
    # checks if key [C] is pressed
    if Input.trigger?(Input::C)
      $game_variables[3] = (@command_window.index + 1)
    end # end of if statement
if you want the with this code:
Code:
case @command_window.index
it should be:
Code:
case @command_window.commands[@command_window.index]
 
Game Maker

Hello everyone!
I am trying to make a game in gamemaker, but I don't know how the sprites work... If anyone could help me with that, it would be great!

Thanks
TJ
 
um i need major help. i just downloaded RPG MAKER XP and i am trying to make a pokemon game but all i can do is make some weird rpg. also i put some random stuff that came with it on the map but all the trees and tents have a square white backgoround look;

https://img406.imageshack.us/my.php?image=rgfyuj3rd.png
 
Well, to make a proper Pokémon game you have to learn how to script and create your own battle system, menu, etc.
For the white bits press F6 or F7 to go the middle and top layers, if you put objects with white backgrounds on those layers the white background won't show, and press F5 to return to the lower layer.;)
If you don't know where to get some Pokémon graphics just look in the resource thread or contact me by PM or MSN and I'll give you some.
 
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