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Help & Request Thread

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Hey!

I have a new problem. I have a bridge and I want the hero to be able to go under it. But I also want the hero to go on it (Where the bridge is connected).Is there anyone here has a tutorial for doin' this?
 
Hey!

I have a new problem. I have a bridge and I want the hero to be able to go under it. But I also want the hero to go on it (Where the bridge is connected).Is there anyone here has a tutorial for doin' this?

You could try making the stairs or whatever you're using to get to the bridge a teleport event to another map exactly the same as the last one, but with the bridge tile that goes under the hero. Just make sure all the events are in the same place, and don't use fading in the teleport. When you need to pass below the bridge again, the stairs from that second map will take you the first one where you go under the bridge.
 
Okay, I searched and searched for this for 2 days, using both the search tool and manually scrolling through the threads in this forum, so I decided to ask this.
As some of you (most likely very few) of know, Game Maker gets very slow and glitchy whenever a 1028x1028 room is full of tiles. However, my rooms need to be filled with tiles, unless I can find something external to do that. My question is: What is a url to find a free (not warez, originally free) mapping program that allows you to take sections of a background and place them on a grid and be able to save as a PNG? Also, please verify if you have proven it does not have viruses. I just got rid of the last bunch. If there is none, please tell me a way to do this (please not MSPaint, thats a pain).
 
I dont know if I am able to post this here but...

Can I repost my game's thread? I posted it here before but it died rather quickly and I was wondering if I could re-post it.
 
I need some help. I'm using Blizzy's starterkit on RMXP to make my game. This is the problem- In a battle, If I send out a pokemon other than the Pikachu and Charmander that came with the kit, the hero's overworld sprite disappears after the battle. Anyone know how to fix this?
 
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])
 
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.
 
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How do you make it so that a a picture displays before the main menu on RPG XP?
 
I need Kimono Girl's overworld sprite in GameBoyAdvance style. Reward offered.
 
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 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?
 
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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?

Code:
#================================================================
#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.
 
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im using rpgmaker2k3 mate lol but if you can rip these 2k3 ones it would be a big help mate!
 
@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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@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.
 
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