Help & Request Thread

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OK. I'll look for it. Thanks.

A question:

Does anyone know where is the script that says that a text message disappears when you press C? I want to change it so it disappears when you press X, C, or UP/DOWN/LEFT/RIGHT, as in Pokémon FR/LG. I've tried changing some Input.trigger? codes I found but none worked.
 
Pokemon Demon Black

Me and my friend have just got a idea for a new Pokemon game. But we are kind of stuck. Could someone maybe help us get some ideas for new Pokemon? I think my friend has already came up with a region name, but he hasn't told me it yet. So anyone have ideas to help us out?
 
Me and my friend have just got a idea for a new Pokemon game. But we are kind of stuck. Could someone maybe help us get some ideas for new Pokemon? I think my friend has already came up with a region name, but he hasn't told me it yet. So anyone have ideas to help us out?


Well, your best bet is to find a very creative person, and beg them to join the staff. Because if you want to come up with new Pokémon, you'll need a lot of creativity.
 
Where can I download these programs? I really wanna make my own game!
 
Rm2k3 color problems

I've imported my pokemon tiles over the old rm2k3 tiles but everything has gone all brown in-game. I'm so close to posting the game but this is a problem that i must fix first.
 
In gamemaker when i try to animate the character running like in the real pokemon games it always goes rapidly fast and i can't even stop it.
 
I tried but it still didn't work i guess i will try again and how would I stop the animation when the person releases the key.
 
I have Pokegear script. I need script for Phone and script for show here on map.
 
You don't request for scripts here. This place is only for sorting out problems. Why not you check on the Tutorials Section. If you can't find it there try checking on the display options there at the tutorials then when you see from the [last month] change it to [Beginning]. Then check if it's there. Hope this helps! :D
 
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Im looking for a chipset for rm2k(3)from the old red/blue/yellow
editions.. was googeling some time, but dont find anything...
 
Help with sphere

I just started sphere and written a text engine, I'm having trouble and how to color a word..

I was thinking

TextBox("Yo "textcolor=1" User "textcolor=0"!")
but doubt that'd work.

Code:
var TSPD = 5;

var TextSpeed = TSPD;
var textcolor = 0;
//example if textcolor = 1 it's red

function WaitForKey(key)
{
GetKey();
if (IsKeyPressed(key))
{
}

else
{
	WaitForKey(key);
}
}


function TextBox(text)
{
Height = 38;
Width = GetScreenWidth() - 30;

if (IsMapEngineRunning()) { RenderMap(); }
var CurrentSurface = GrabImage(0, 0, GetScreenWidth(), GetScreenHeight());
var StringLength = text.length;
var OutText = "";
var s = 0;

while (s < StringLength)
{
	s++;
	CurrentSurface.blit(0,0);
	Window.drawWindow(15, 185, Width, Height);
	OutText = text.slice(0, s);
	Font.drawTextBox(15, 185, Width, Height, 0, OutText);
	RenderStuff();
	Delay(TextSpeed);
}

WaitForKey(KEY_CTRL);
}


function RenderStuff()
{
FlipScreen();
if (IsMapEngineRunning())
{
	RenderMap();
}
}


function BigTextBox(text)
{
Width = 224;
Height = 160;

var CurrentSurface = GrabSurface(0, 0, GetScreenWidth(), GetScreenHeight());
if (IsMapEngineRunning()) { RenderMap(); }

CurrentSurface.blit(0,0);
BigWindow.drawWindow(15, 15, Width, Height);
BigBoxBallPic.blit(Width - 40, Height - 37);
Font.drawTextBox(15, 15, Width, Height, 0, text);
RenderStuff();

WaitForKey(KEY_S);
}
 
That wouldn't work at all, it would need to look like this:
Your gonna need to change the :
function Textbox(text) to function Textbox(text,color)
also for your text color's make them into varibles.
I forgot what you need to do in the drawTextBox but you need to make it so that it functions with colors.

Otherwise i think it would work smoothly.
 
Font.drawTextBox(15, 185, Width, Height, 0, OutText,color);
Something like that?
 
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I tried but it still didn't work i guess i will try again and how would I stop the animation when the person releases the key.
I can tell by your name and post that you are extremely new to GameMaker. Pokemon games are not easy to make in Gamemaker, start with something small and work up.
To asnwer the question, set the image speed (use the gray var button under the control tab, or the code "image_speed=") to a lower number, like .5, .25, etc. To stop, set image_speed to 0.
 
Ok I need some help. I am running rm2003 on vista but the help file is not chm so I cant see it. Can someone copy paste the specifications for characters and tilesets
 
Image Specifications for Rpg Maker 2003

Stationary graphic images

[Standard]
Data format: PNG, BMP, XYZ (Raw material)
Colours: 256 (8-bit)

Note: When dithering pictures in a True Color (16.7 million colors/24 bit) environment, the colors shown after dithering may differ depending on the system environment, graphics card, etc. Using software that can adjust palettes with 15-bit precision can mitigate this problem.



(1) Battle Backgrounds

Folder: Backdrop
Image size: 320x240

*Each battle background image is contained in 1 file.


(2) Battle Animations

Folder: Battle
Image size: 480x480

*Each cel in a battle animation is 96x96 pixels. This allows 5 cels per line and 5 cels per column.


(3) Battle Animations (large)

Folder: Battle2
Image size: 640x640

*Each cel in a large battle animation is 128x128 pixels. This allows 5 cels per line/column.


(4) Character Sets

Folder: Charset
Image size: 288x256

*Each walking pose is 24x32 pixels.
*4 directions (Up, down, left right) x 3 frame walking pattern (Left, middle, right)
*Total of 12 frames per character.
*Each file has two rows of four characters, for a total of eight characters.


(5) Battle Charsets

Folder: BattleCharSet
Image size: 144x384

*Each animation frame is 48x48 pixels. The order of the animation frames is left, middle, right.
*Each file has 8 rows of 3 frames.


(6) Weapon Charsets

Folder: Battleweapon
Image size: 192x512

*Each animation frame is 64x64 pixels. The order of the animation frames is left, middle, right.
*The left, middle and right frames of the weapon animation repeat in the same manner as battle charsets, so the left and right hand attacking animations fit with the weapon movement.


(7) Tilesets

Folder: Chipset
Image size: 480x256

*Each tile is 16x16 pixels. One tileset file has 16 rows of 30 chips.
*The behaviour of a tile depends on its placement in the tileset. For details of positioning and use refer to Standard tileset details.


(8) Facesets

Folder: Faceset
Image size: 192x192

*Each faceset is 42x42 pixels. One faceset file has 4 rows of 4 faces, making a total of 16 per set.


(9) Frame Graphics

Folder: Frame
Image size: 320x240

*A frame graphic file is composed of a single image.


(10) Game Over Screens

Folder: GameOver
Image size: 320x240

*A game over screen is composed of a single image.


(11) Monster Graphics

Folder: Monster
Image size: 16 to 240x16 to 240

*A monster graphic is composed of a single image.


(12) Panoramas

Folder: Panorama
Image size: 80 to 640x80 to 640

*A panorama is composed of a single image.


(13) Pictures

Folder: Picture
Image size: 1 to 640x1 to 640

*A picture file is composed of a single image.


(14) System Sets

Folder: System
Image size: 160x80

*The system set determines the appearance of numbers in the game and the colours available for messages. For more details refer to Standard System Graphic Information.


(15) Battle Menu Set

Folder: System2
Image size: 80x96

*The battle menu set determines the cursor used for targetting, the ATB bar, and the numbers used for HP and MP display in gauge type battles.


(16) Title Screens

Folder: Title
Image size: 320x240

*A title screen is composed of a single image.


Sounds/animated resources

(17) Movies

Folder: Movie
Format: AVI (*.avi), MPEG (*.mpg)


(18) Music

Folder: Music
Format: MIDI (*.mid), WAV (*.wav)

*When MIDI controller event 111 is inserted into a MIDI on track 1, it can be made to loop to that point when the song ends. For instance, a victory fanfare where you don't want the intro to play again. If you don't want the song to repeat at all, insert controller event 111 at the end of the song.


(19) Sound Effects

Folder: Sound
Format: WAV (*.wav)
 
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