Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - WhiteRose

2141
Video Games / Re: 358/2
February 09, 2010, 12:19:28 am
I've never been able to really get into the Kingdom Hearts series myself; I played about four hours of the first one on the PS2, then gave up. I don't really know why, since I loved Crisis Core, which has very similar mechanics, and the story seemed decent. Maybe a bit of a Disney overdose. Still, it doesn't look half-bad. Maybe I'll pick up a copy and give it a shot.
2142
Video Games / Re: Good DS Games [Request]
February 09, 2010, 12:13:49 am
Teh pokemanz aren't half-bad. Though you may cringe at first at the ridiculously happy atmosphere, once you get into it, it has deep mechanics and can be a good waste of time now and again.
2143
Chat / Re: Storyline
February 08, 2010, 05:38:06 pm
QuoteWhen Elios created the world from the darkness, he did so by harnessing the power of the Orb of the Gods. Only with this could ge create the beautiful lands, and and only with this could they ever be destroyed. Elios created the world and gave it multitudes of...

No typos....?
That aside, looks good! Be sure to post a demo when you get far enough, as this looks like it'd be worth checking out. Don't worry about whether it's cliche or not; if it's good, that's what's important.
2144
New Projects / Re: Doodle Quest
February 05, 2010, 09:44:56 pm
Quote from: impulszero on February 05, 2010, 10:16:12 am
and about battle sprites, option 1 is better, or at least i think so.

Duly noted. I've been working on the demo all week, so hopefully I'll upload it soon. Keep a weather eye on the horizon!
2145
New Projects / Re: Pokemon Neon Online
February 02, 2010, 11:59:19 pm
This looks absolutely incredible. I'm going to download it and give it a try right now.
2146
New Projects / Re: Doodle Quest
February 02, 2010, 05:08:20 pm
Quote from: Zare on February 02, 2010, 10:09:52 am
looks really cool :D and btw the UMS was made by Ccoa^^

Ah, thanks. I knew it was something like that. I'll update the description right away.
2147
New Projects / Re: Doodle Quest
February 01, 2010, 10:25:22 pm
Quote from: Lore on February 01, 2010, 10:22:44 pm

I'm not sure...the taped version gives the same kind of "misaligned" illusion that bugs me for some reason.



Maybe if I got rid of the bottom piece of tape and added a drop-shadow, so that it would seem the taped on enemy is "floating" off the paper a little, it would get rid of the "misaligned" feeling. I'll give it a try when I get some free time and upload a screenshot.
2148
New Projects / Re: Doodle Quest
February 01, 2010, 09:55:28 pm
Alright, I've been working with Lore on the battlers, and we've come up with two options: either place the paper lines on the battlers directly, and then align those with the battleback, or use my previous ripped paper idea, which I've updated as per Aqua's advice, changing the tape on one side and making the torn edges a little more visible. The only problem with the first option is that due to a restriction in RMXP, it is impossible to get the lines to line up perfectly, though they can get fairly close. Here are some screen shots of each option:

Option 1 (Lines on Battlers):
Spoiler: ShowHide


Option 2 (Ripped Paper with Tape):
Spoiler: ShowHide


Which do you think looks better?
2149
New Projects / Re: Doodle Quest
February 01, 2010, 12:40:45 am
Quote from: legacyblade on February 01, 2010, 12:06:06 am
when I was looking through your screenshots, I got an idea about how to make your windowskin a bit better. The solid black boreder looks a little out of place, with the style of the rest of the game. So, following the motif of the cut out enemies, you could eliminate the border and make the body of the windowskin (the crumpled paper part) have torn edges. That might look better.


I noticed the same thing when designing the windowskin, actually. The only problem is coming up with borders that don't look too perfect, if you know what I mean. I'm sure it's possible, though. If you'd like, I could send you a copy of the windowskin file if you'd like to take a crack at it.
2150
New Projects / Re: Doodle Quest
January 31, 2010, 07:44:49 pm
Alright, here's the first draft of an enemy sprite reworked to appear on a torn piece of paper taped to the battlefield:
Spoiler: ShowHide

Here's a picture of it in battle:
Spoiler: ShowHide


I think I might need to rework the edges of the torn paper a little, but overall I think it doesn't look half-bad.
2151
RMXP Script Database / Re: [XP] Character Races
January 31, 2010, 10:58:01 am
Just a suggestion for the next version, maybe you should make it so certain races have weaknesses to certain elements (Orcs and goblins are weak against fire, etc.) This would also allow the creation of weapons more effective against certain races, such as silver weapons being strong against demonic races. That's just an idea that you might want to implement if you update in the future, though; the script is already great.
2152
New Projects / Re: Doodle Quest
January 30, 2010, 08:57:24 pm
Quote from: C.C. rOyAl on January 30, 2010, 08:51:10 pm
A suggestion on the enemy battlers, what you could do is on the pic itself draw it over the crumbled paper, so the paper is part of the bg, and the background lines are invisible. lemme know if i didnt explain that clearly :P



That's not a bad idea, except that battle scenes are drawn on the lined paper instead of the crumpled white paper used for windows. I would have to line up each enemy's lines with the lines on the battleback. Thanks for the suggestion, though; I'll keep it in mind.

Quote from: Aqua on January 30, 2010, 08:49:29 pm
I thought the characters were rocks until you said they were in top-view


It helps when they're moving. I actually tried putting the characters in the same perspective as the trees and stuff, but the animations didn't look natural so I scrapped the idea. As you can probably imagine, it's rather difficult to properly animate stick figures walking along the Y-Axis. I understand though that the current situation also isn't ideal. Hopefully, I'll come up with something. Suggestions are most welcome!

EDIT: Alright, I just came up with an idea for the enemy battlers. What if I drew each of them on a piece of lined paper with edges that looked like they were ripped out of a larger sheet, so they would each be on their own piece of paper, and then placed that on the battleback? I don't really like the concept as much, as it seems less like they're being drawn then and there right before each battle, but it would probably look a little nicer. What do you all think of this idea?
2153
New Projects / Re: Doodle Quest
January 30, 2010, 08:44:16 pm
Quote from: Lore on January 30, 2010, 05:51:45 pm
Amazing concept, I give you large points for creativity, but the only flaw I see is the battle. Try to make the enemies stand out more from the background, they look kinda merged in. I know it's hard on paper, but see if you can just make them darker :P
If you can, just make their image non-transparent so the background lines don't appear to go through them.


I know exactly what you mean. What I'm trying to do is find some way that that I can make the enemy sprites non-transparent for the background lines, but not for the lines on the paper. Unfortunately, I've had no luck with this so far, so at the moment it's a toss up between the background lines going through them, or the paper lines not going through. Fear not, though; I'm hoping to come up with a solution sooner or later. Making them darker actually isn't a bad idea, though I wouldn't want to make them so dark that they wouldn't appear to be "drawn" like they should be.

As for the menu, at the moment I'm just using Simple Facesets from Tons of Add-Ons; I'm either going to adjust the coordinates of the pictures, resize the faces, or just come up with a entirely different menu system. I considered using the Stormtronics CMS, but the way the windows fly in from the sides and stuff is cool, but doesn't entirely fit the style of the game. This is one of the problems I'm hoping to fix before releasing the demo.

Here's a screen of the map:
Spoiler: ShowHide

At the moment, the character sprites are in a top-down view while trees and stuff are in a slightly different perspective. I know this isn't quite realistic, but hey, it's a doodle, right? I may or may not change the character map sprites.
2154
New Projects / Doodle Quest
January 30, 2010, 05:44:12 pm
Doodle Quest is not the first game I've made, but will be the first I'm taking seriously. Well, seriously as in I'm actually going to make it to completion; the story itself is not really serious at all. One interesting thing about this game is it does not require any RTP to be installed.

Title Screen
Spoiler: ShowHide


Concept
Spoiler: ShowHide
The game takes place entirely on various pieces of paper. All of the characters are designed to be like stick figures drawn with a pencil, as are the enemies, weapon icons, even the font; all of it is original art (if you can call it that) by me.




Story
Spoiler: ShowHide
Pablo, the holder of the pencil and author of the Doodle, is a god-like figure who doesn't take his doodles seriously. His doodles, on the other hand, feel quite the opposite. The story follows one particular doodle, who not long into the game decides to do something about this and goes on a quest against Pablo, unbeknown to Pablo himself, who thinks that his creation is still playing along with his game. The story is all very light hearted, and tries to emulate how a real doodle would be (ie: incorrect punctuation usage, etc.)




Scripts
Spoiler: ShowHide
Legacy Class Change by Legacyblade
Tons of Add-Ons by Blizzard
Battle Icons by Juan
UMS by Ccoa




Characters
(Note that the names are in all lower-case on purpose, in keeping with the theme of the game, with the exception of Pablo. Also note that all of the character's names are based on their appearances, as Pablo, their creator, never game them actual names.)

guy
Spoiler: ShowHide
The main character in the game. He's fairly quiet, but brave enough to stand against Pablo.
Age: About two seconds at the start of the game, but was created to act about 17.


girl
Spoiler: ShowHide
Very talkative and outgoing, girl is always enthusiastic about the quest. She also has an unnatural fear of fish.
Age: Again, very young, but the age imagined for her by Pablo is about 16 or 17.


goth
Spoiler: ShowHide
The group's Deadpan Snarker, he always is willing to explain exactly why the plan isn't going to work and why everyone is going to die.
Age: Similar to guy, possibly a little older. 17 or 18 is about how old he acts.


hat
Spoiler: ShowHide
Often mistaken for a boy, and with good reason. hat is a shoot first and ask questions later tomboy, though she is actually more emotional than she lets on.
Age: Probably should be taken as the youngest of the group, as she is the shortest by a few centimeters (not much, but for a doodle, every one counts! About 15, probably.




Screenshots
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide




I hope to have a playable demo up in the next week or so! Please share your opinions on what you think so far. Thanks for looking!
--WhiteRose

EDIT: Added author of UMS script to credits. Project's coming along on schedule; expect a demo soon.
2155
RMXP Script Database / Re: [XP] Passive Augments
January 27, 2010, 07:43:22 pm
I love this script, but I have a request. Is it possible to make it so the Augments simply appear in the Skills menu, and don't need their own? Just wondering; the script is fantastic as it is. Great work, Xelias!!!
2156
Alright, I've give it a shot. Thanks for your help!
2157
Ah, that did it. Thanks, Blizzard.
2158
Hello! Sorry to bother you all, but I have a quick question.
In my game, there is a part where I want to change the font just when a certain character is speaking. I thought I just enable Ultimate Font Override in Tons of Addons, and then use the command:
$game_system.fontname = "Alt Font Name"
and then when I wanted to change it back use the command:
$game_system.fontname = "Default Font Name"
(Obviously, those aren't the actual names of the fonts.)

However, when I use this command, the font does not change until I open and close the menu. I'm not quite sure what's causing this problem.
I think it might be related to Blizzard's CMS, which I am also using.
If I go and change the name of the font on line 335 of the CMS, then it works fine.
I am running the regular, legal RPG Maker XP.
Any advice would be appreciated.

Thanks in advance for your help!
2159
Look incredible - I really love how well done the graphics are, unlike many other RMXP projects I've seen, and the art style is all consistent. Obviously, a lot of time has been put into this game. I'm definitely going to give it a try.
2160
Hello. I've been using RMXP for quite a while and am familiar with quite a few scripts, although I've never tried actually scripting myself. I've used Tons of Add-Ons before, and loved it. I recently starting a new game (using RPG Maker XP, not VX,) and deciding to give RTAB a go, having heard quite a bit about it. I was impressed, and decided to keep it in the game. However, after adding Tons immediately afterwards, I get an error whenever I hit an enemy. The error message is:
Script 'RTAB' line 2741: ArguementError occurred.
wrong number of arguments (2 for 1)

However, I then tried changing the script order, and put RTAB below Tons of Add-Ons rather than above. I get an error in the same place, however, it's a different message. It says:
Script 'RTAB' line 1540: ArguementError occurred.
wrong number of arguments (1 for 0)

I'm sure it has something to do with Tons of Add-Ons, as before I added it everything worked just fine. The only custom scripts I am using are Tons of Add-Ons v7.31b, RTAB v1.16, and RTAB BattleStatus Blizz-Art Hack v1.4b.

I haven't activated any of the Add-Ons in Tons of Add-Ons, so as far as I know it shouldn't be doing anything, however, it still causes the err

Can anybody help me out? Much appreciated. Thanks in advance.


Aqua Edit:
Instead of double posting, use the edit button instead.  It'll automatically bump the topic and stuff and stuff (and follows within the rules)