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Messages - JamesTerrano

1
Resource Requests / More realistic character template
February 17, 2016, 11:38:19 pm
I found this via Google. I have it a few months saved in the browser.

I would like this template or another template of realistic characters in RMXP version.
(I don't know who did this, so I don't know if I can use this.)



I'm never ever going to work with the original RMXP character templates again.
I hate to death those little shits, called RMXP sprites.

I'd like to remake my unfinished projects with better and more realistic sprites.
I'll do all the characters by myself, but I need a template, which I will use as a base.
2
This is all scripts that i added to my game. Maybe you'll find cause of that problem in something else. This list of scripts is in the same order as they are placed in the game.

Chaos Project Debug System by Blizzard
AMS - Advanced Message Script - R4 IMPORTANT FOR GAME!
Party Changing System by Leon_Westbrooke
Simple Event Sensor by LiTTleDRAgo IMPORTANT FOR GAME!
Anti Event Lag Script
Caterpillar walking script IMPORTANT FOR GAME!
Dynamic Effects Engine by Ryex
Ryex's Dynamic Sounds
Ryex's Dynamic BABS Monster Sounds
Vehicle Script by albertfish NOT WORKING!
Lagless Path Finder by Blizzard
Path Finding by Near Fantastica
Syn's Ammo Requirements by Synthesize IMPORTANT FOR GAME! NOT WORKING! (Does nothing.)
Timed Choices by KK20 IMPORTANT FOR GAME!
Advance vehicle system 2.0 Falcao script IMPORTANT FOR GAME! NOT WORKING! (Game crashes after loading a saved game.)

Perhaps there is an error in other script than Caterpillar.
3
I apologize for my mistakes.

This is the Caterpillar script that I use.
Spoiler: ShowHide
# train_actor
=begin

Caterpillar walking script

Copyright © 2005 fukuyama

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA

http://www.gnu.org/licenses/lgpl.html
http://www.opensource.gr.jp/lesser/lgpl.ja.html

=end

# Config.rb
#==============================================================================
# ? Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ?Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false

# ?Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 20

# ?Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 7

# Constants
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT   = 9
JUMP       = 5

# Put any actor IDs who should have a "stopped animation" if in the caterpillar
# i.e. if a party member "is floating" it will look stupid if he suddenly stops
# moving in the air.
# - added by Blizzard
ACTOR_IDS = [2, 3, 4]

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# ? Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
 def setup_actor_character_sprites?
   return @setup_actor_character_sprites_flag != nil
 end
 def setup_actor_character_sprites(characters)
   if !setup_actor_character_sprites?
     for character in characters.reverse
       @character_sprites.unshift(
         Sprite_Character.new(@viewport1, character)
       )
     end
     @setup_actor_character_sprites_flag = true
   end
 end
end

end

class Spriteset_Map
 include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# ? Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
 def setup_actor_character_sprites(characters)
   @spriteset.setup_actor_character_sprites(characters)
 end
end

end

class Scene_Map
 include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# ? Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module

 attr_reader :characters

 def update_party_order() return actors end

 def setup_actor_character_sprites
   if @characters.nil?
     @characters = []
     for i in 1 ... TRAIN_ACTOR_SIZE_MAX
       @characters.push(Game_Party_Actor.new)
     end
   end
   setup_actors = update_party_order
   for i in 1 ... TRAIN_ACTOR_SIZE_MAX
     @characters[i - 1].setup(setup_actors[i])
   end
   if $scene.class.method_defined?('setup_actor_character_sprites')
     $scene.setup_actor_character_sprites(@characters)
   end
 end

 def update_party_actors
    update_party_order
   setup_actor_character_sprites
   transparent = $game_player.transparent
   if transparent == false and TRANSPARENT_SWITCH
     transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
   end
   for character in @characters
     character.transparent = transparent
     character.move_speed = $game_player.move_speed
     if ACTOR_IDS.include?(character.cp_id) # Blizzard's support for stopped animation
       character.step_anime = true # Blizzard's support for stopped animation
     else # Blizzard's support for stopped animation
       character.step_anime = $game_player.step_anime
     end # Blizzard's support for stopped animation
     character.update
   end
 end

 def moveto_party_actors( x, y )
   setup_actor_character_sprites
   for character in @characters
     character.moveto( x, y )
   end
   @move_list = [] if @move_list == nil
   move_list_setup
 end

 def move_party_actors
   if @move_list == nil
     @move_list = []
     move_list_setup
   end
   @move_list.each_index do |i|
   if @characters[i] != nil
     case @move_list[i].type
       when Input::DOWN
         @characters[i].move_down(@move_list[i].args[0])
       when Input::LEFT
         @characters[i].move_left(@move_list[i].args[0])
       when Input::RIGHT
         @characters[i].move_right(@move_list[i].args[0])
       when Input::UP
         @characters[i].move_up(@move_list[i].args[0])
       when DOWN_LEFT
         @characters[i].move_lower_left
       when DOWN_RIGHT
         @characters[i].move_lower_right
       when UP_LEFT
         @characters[i].move_upper_left
       when UP_RIGHT
         @characters[i].move_upper_right
       when JUMP
         @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
       end
     end
   end
 end

 class Move_List_Element
 
   def initialize(type,args)
     @type = type
     @args = args
   end
 
   def type() return @type end
 
   def args() return @args end
 
   end
 
   def move_list_setup
     for i in 0 .. TRAIN_ACTOR_SIZE_MAX
       @move_list[i] = nil
     end
   end
 
   def add_move_list(type,*args)
     @move_list.unshift(Move_List_Element.new(type,args)).pop
   end
 
   def move_down_party_actors(turn_enabled = true)
     move_party_actors
     add_move_list(Input::DOWN,turn_enabled)
   end
 
   def move_left_party_actors(turn_enabled = true)
     move_party_actors
     add_move_list(Input::LEFT,turn_enabled)
   end
 
   def move_right_party_actors(turn_enabled = true)
     move_party_actors
     add_move_list(Input::RIGHT,turn_enabled)
   end
 
   def move_up_party_actors(turn_enabled = true)
     move_party_actors
     add_move_list(Input::UP,turn_enabled)
   end
 
   def move_lower_left_party_actors
     move_party_actors
     add_move_list(DOWN_LEFT)
   end
 
   def move_lower_right_party_actors
     move_party_actors
     add_move_list(DOWN_RIGHT)
   end
 
   def move_upper_left_party_actors
     move_party_actors
     add_move_list(UP_LEFT)
   end
 
   def move_upper_right_party_actors
     move_party_actors
     add_move_list(UP_RIGHT)
   end
 
   def jump_party_actors(x_plus, y_plus)
     move_party_actors
     add_move_list(JUMP,x_plus, y_plus)
   end
 
 end  

end

class Game_Party
 include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# ? Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module

 attr_reader :move_speed
 attr_reader :step_anime

 def update_party_actors
   $game_party.update_party_actors
   $game_party.actors.each do |actor|
     @character_name = actor.character_name
     @character_hue = actor.character_hue
     break
   end
 end
 
 def update
   update_party_actors
   super
 end

 def moveto( x, y )
   $game_party.moveto_party_actors( x, y )
   super( x, y )
 end

 def move_down(turn_enabled = true)
   if passable?(@x, @y, Input::DOWN)
     $game_party.move_down_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end

 def move_left(turn_enabled = true)
   if passable?(@x, @y, Input::LEFT)
     $game_party.move_left_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end

 def move_right(turn_enabled = true)
   if passable?(@x, @y, Input::RIGHT)
     $game_party.move_right_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end

 def move_up(turn_enabled = true)
   if passable?(@x, @y, Input::UP)
     $game_party.move_up_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end

 def move_lower_left
   # When possible to move from down?left or from left?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     $game_party.move_lower_left_party_actors
   end
   super
 end

 def move_lower_right
   # When possible to move from down?right or from right?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     $game_party.move_lower_right_party_actors
   end
   super
 end

 def move_upper_left
   # When possible to move from up?left or from left?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     $game_party.move_upper_left_party_actors
   end
   super
 end

 def move_upper_right
   # When possible to move from up?right or from right?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     $game_party.move_upper_right_party_actors
   end
   super
 end

 def jump(x_plus, y_plus)
   # New coordinates are calculated
   new_x = @x + x_plus
   new_y = @y + y_plus
   # When addition values are (0,0), it is possible to jump to the destination
   if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
     $game_party.jump_party_actors(x_plus, y_plus)
   end
   super(x_plus, y_plus)
 end

end  

end

class Game_Player
include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# ? Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
 #--------------------------------------------------------------------------
 # ? Judgement determined
 #     x  : X coordinates
 #     y  : Y coordinates
 #     d  : Direction (0,2,4,6,8)  ? 0 = Checks if all directions are not able to be passed (for a jump)
 # return : Passing is impossible (false), possible (true)
 #--------------------------------------------------------------------------
 def passable?(x, y, d)
   result = super(x, y, d)
   if result
     # New coordinates are searched for
     new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
     new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
     # Loops for actor in train
     for actor in $game_party.characters
       # When displayed
       if not actor.character_name.empty?
         # When actor's coordinates correspond to the destination
         if actor.x == new_x and actor.y == new_y
         # When event
           return false if self != $game_player
         end
       end
     end
   end
   return result
 end

end

end

class Game_Event
 include Train_Actor::Game_Event_Module
end

# Game_Party_Actor.rb
#==============================================================================
# ? Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character

 attr_reader :cp_id
 attr_writer :move_speed
 attr_writer :step_anime

 def initialize
   super()
   @through = true
 end

 def setup(actor)
   # The file name and hue of the character are set
   @cp_id = $data_actors[actor.id].id
   if actor != nil
     @character_name = actor.character_name
     @character_hue = actor.character_hue
   else
     @character_name = ""
     @character_hue = 0
   end
   # Opacity and blending method are initialized
   @opacity = 255
   @blend_type = 0
 end

 def screen_z(height = 0)
   if $game_player.x == @x and $game_player.y == @y
     return $game_player.screen_z(height) - 1
   end
   super(height)
 end
 #--------------------------------------------------------------------------
 # ? Move down
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_down(turn_enabled = true)
   # Face down
   turn_down if turn_enabled
   # When possible to pass
   if passable?(@x, @y, Input::DOWN)
     # Face down
     turn_down
     # Update coordinates
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move left
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_left(turn_enabled = true)
   # Face left
   turn_left if turn_enabled
   # When possible to pass
   if passable?(@x, @y, Input::LEFT)
     # Face left
     turn_left
     # Update coordinates
     @x -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move right
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_right(turn_enabled = true)
   # Face right
   turn_right if turn_enabled
   # When possible to pass
   if passable?(@x, @y, Input::RIGHT)
     # Face right
     turn_right
     # Update coordinates
     @x += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move up
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_up(turn_enabled = true)
   # Face up
   turn_up if turn_enabled
   # When possible to pass
   if passable?(@x, @y, Input::UP)
     # Face up
     turn_up
     # Update coordinates
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move lower left
 #--------------------------------------------------------------------------
 def move_lower_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn down when facing up
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down?left or from left?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     # Update coordinates
     @x -= 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? Move lower right
 #--------------------------------------------------------------------------
 def move_lower_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn down when facing up
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down?right or from right?down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     # Update coordinates
     @x += 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ? move upper left
 #--------------------------------------------------------------------------
 def move_upper_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn up when facing down
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up?left or from left?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     # Update coordinates
     @x -= 1
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ? move upper right
 #--------------------------------------------------------------------------
 def move_upper_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn up when facing down
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up?right or from right?up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     # Update coordinates
     @x += 1
     @y -= 1
   end
 end

end

end


And this is my problem with the Vehicle Script:


May that Caterpillar script cause these problems? Or is the problem something else?
4
I was looking for a simple vehicle script for a long time.
Today I found this: http://www.universomaker.net/t313-rpg-maker-xp-usar-vehiculos-advance-vehicle-system
This is exactly what I wanted. It's perfect! But there is one problem. In my game I use Caterpillar script. At the beginning of the game is character alone. In this part everything works normally. However, later in the game is more characters. When I try to load a saved game where is more characters in party, the game crashes.
Am I right that it is Caterpillar script that causes problems?
Is it possible to somehow modify the Vehicle Script to be compatible with Caterpillar script (if that's the problem)?

And one more thing. I'm also looking for some Ammo Script. I found some scripts, but some of them were difficult and another didn't work.
I found something I like, but it looks like for RMVX and I use RMXP.
Is it possible to do what is on the screenshots here for RMXP?: http://rmrk.net/index.php?topic=45699.0 (http://rpgmaker.net/media/content/users/96/locker/ammo1.png)
5
New Projects / Re: [XP] DEAD WORLD (Zombie Game)
March 27, 2014, 03:26:19 pm
85% done!  :)
All I must do is interiors in Chapter 2 and the translation ... and demo will be ready for release.
6
New Projects / Re: [XP] DEAD WORLD (Zombie Game)
March 24, 2014, 03:33:23 pm
Demo is 75% complete. It is almost ready for release.

Added to the first post:
Screenshots + info to them.
List of chapters. Story Mode will be split into chapters. The first two chapters will be included in the demo.

Quote from: PhoenixFire on March 17, 2014, 09:54:13 pm
I can probably translate it over to English as I go along..


Maybe. We'll see. I have to finish the demo, then I'll deal with translation.
7
New Projects / Re: [XP] DEAD WORLD (Zombie Game)
March 17, 2014, 05:51:24 pm
Demo is not yet ready for release. First I will publish here some screenshots.
To complete the demo I need another 1-2 months if all will go well ...

Unfinished demos and games I give only to testers who test the game, looking for bugs, etc. If someone wants to do this, just ask. But the game still isn't in English!
8
New Projects / [XP] DEAD WORLD (Zombie Game)
March 15, 2014, 03:28:18 pm
DEAD WORLD

Introduction:
Dead World is my original zombie story. During the making of this game I'm trying to use various useful scripts and other things, that may come in handy in my game The Walking Dead. This serves a bit as the basis for my earlier game "The Walking Dead". However, it is unlikely that I will finish this game alone without help. Therefore, I hope that you will help me when I need it. Most games do a whole team of people... but I'm alone for the whole game.

Story:
Dead World follows the fate of survivors from different countries (eg Czech Republic, England, France, Russia, USA)... That's why is in the name the word "WORLD", because this is about entire world. Survivors are headed to a U.S. port, where ships were prepared, which should take survivors to the safe island. Survivors from different countries are hoping that these ships are still there and they get to safety.

Screenshot:



Screen 1 info: I found the Image in the Main Menu on Google. I don't know who made it or from where is it. It's possible that I will change it.
Screen 4 info: The light part of the road on the edge is the way into another location.
Screen 6 info: Story mode will be split into chapters.


The content of the game:
In the demo:
- Only the story of Czech survivors
- Only one kind of zombie sprite
- Only 1-3 zombie battle characters
- Original RMXP Battle System
- Whistling to distract zombies
- No rideable vehicles
- Minimum openable doors
- Minimum of special things
- The game will not include the Free mode
- Some battle background is missing
- Demo is currently in Czech, but will be later translated into English.

In the full version
- Complete story with bonus missions
- More types of zombie sprites and battle characters
- Different Battle System (maybe)
- Whistling and other noise to distract zombies
- Rideable vehicles
- More openable doors and accessible areas
- Various special things (eg cutable wire fence and more)
- Story mode, Free mode, Zombie mode
- Ammo for guns
... and many more.

Game modes:
Story mode - a game based on my original story
Free mode - Choose your character, search for other survivors and play as you want
Zombie mode - play as Zombie, chase people and turn them into Zombies

Chapters of Story mode
Spoiler: ShowHide
Chapter 1: "Shattered Hope" [Czech Survivors] (The survivors trying to escape from Czech Republic)
Chapter 2: "Far from Home" [Czech Survivors] (Czech survivor heading to Polish border)
Chapter 3: "The farmer's Nightmare" [English Survivors] (English farmer trying to escape from his farm surrounded by zombies)
Chapter 4: "On the Road" [English Survivors] (English farmer, along with other survivors trying to escape from England)
Chapter 5: "Still Alive" [Polish/Czech Survivors] (Allied group of Czech and Poland meets again treacherous James, who left the Czech survivors)
Chapter 6: "Lost in the woods" [French Survivors] (A young French couple flees through the forest from the dead)
Chapter 7: "Escape from Siberia" [Russian Survivors] ()
Chapter 8: "There is no escape!" [Russian Survivors] ()
Chapter 9: "The danger in the wasteland" [Unknown group of Survivors] ()
Chapter 10: "Far enough" [English/Russian/Spanish Survivors and Unknown group of Survivors]
Chapter 11: "The Path of Death" [Italian Survivors]
Chapter 12: "What caused the end of the world?" [US Survivors]
Chapter 13: "The path of evolution" [US Survivors]
Chapter 14: "A Safe Place" [US Survivors]
Chapter 15: "Once again on the road" [US Survivors]
Chapter 16: "King of the Dead" [US Survivors]
Chapter 17: "Here comes the king" [Half-Zombified James and Makena]
Chapter 18: "The Final Showdown" [US Survivors]
Chapter 19: "End of the Journey" [All Survivors]


The progress:
Demo - 75% (more details soon)

Need some help:
The things with which I need help soon!
- The whistling to distract zombies DONE! Thanks to big help from WhiteRose! Thank you!
- Very simple vehicles script
- Graphics assistance: Battle background
9
Thank you very much! This was very helpful. That's exactly how I wanted it. Thanks...  :)
10
Well, let's say that I have set the variables. What else I have to do?  :???:
11
And how can I do that? I'm not very good with variables and switches. 
:???:
12
Very important request for help!
I need for my game Dead World and The Walking Dead this:

How can I do this?
When I press Q (or any key), playable character makes a whistle or other sound to attract zombies. Zombies must come to the place from where the sound came out, but not chase the player. When I do so that the zombie switched from "random" to "approach", the zombie will chase player around the map. The purpose of this is for example to lure the zombies away from any place, etc.
So what? What I need do?

I already have a whistling sound. But I don't know how to make that Zombie only will come to the place from which the sound came.

I hope someone can help me. I'm currently doing part of the game where I need it most.
13
Thank you very much for that. That "sound script" is perfect. Exactly what I was looking for.
Now I'll try the Tactical Battle System.
14
No answer? No one help?
Well, maybe I want too much at once.
In this case ... For a start, I need to know how to to do that zombies do sounds.
The second most important is some simple Taktical Battle System.
That's enough for now!
I hope someone can help. And if so, let me know that you do that ... That I may know about it.
15
I need help with a few things. I don't want to create a topic for each problem.
I write here is "what it is", "for which of my games I need it" and "description of the problem."

Tactical Battle System
Game: AMC's The Walking Dead: RPG Fan Game
I need for this game some good TBS and very simple instructions for setting (I understand English, but sometimes those instructions seem confusing to me).

Events / Characters make noises
Game: Dead World and AMC's The Walking Dead: RPG Fan Game
In this case, I need to make enemies (zombie) made a noise (such a zombie growl). Zombie walking around must sometimes randomly make different sounds. It may be as script, but again with simple instructions about setting up.

NPC characters attack other NPC
Game: -anotherworld-
Example: two characters running towards each other (same as with player when the event is set to approach).
Enemies must also run to the player's allied army, and when the two characters collide, one of them disappears.
Is it possible to do something like that?

Vehicles
Game: Dead World, AMC's The Walking Dead: RPG Fan Game, -anotherworld- and all future projects
I need some script or something for vehicles. For example Cars in the Dead World or Walking Dead.
In addition, I plan for the future Star Trek game similar to game Star Trek Online. There will be possible to control the ship and character.
I want to know how to do this: When I switch from character on ship to ship in space how to make the ship stay in the same place in space, from which I switched to character (switching from a ship to the character would be done through the skills).

Character Sprite Template from Pokemon GBA Games
Game: Pokémon: Project X
This request is extra. I am looking a long time for character sprite template (version from GBA Pokemon games). All are either small or version from Nintendo DS. Does anyone know if somewhere is a good template? Or can someone make one?

Do you remember my game Walking Dead? I wasn't here for a long time, but I continue working on that game. It just goes slowly because I do it by myself, and my computer is dead (I'm now on old backup computer) ...
16
Ok, no one will help me with this? Never mind ...

Option 2:
In my TWD game I can also use the Tactical Battle System. I found two different TBS. However, like everything else, this is also complicated and I don't understand it.
So, please help me at least find out what to do with that or help find me more simple TBS. PLEASE!

I did not make progress with my game for several months. :'(
17
Hello,
I need very urgently Battle System similar to battles in the facebook game "The Walking Dead: Social Game".
In this game, when the player attacks the enemy, the crosshair will appear. The crosshair is still moving, that the attack is not too easy.

Video from the game here:
http://www.youtube.com/watch?v=BxViX1BO0Rw&feature=youtu.be&t=3m39s

So, what I need is a battle system with aiming.
I prefer the original battle system from RMXP with added aiming.
That means battle background, enemy on it + moving aimer.
It should look like this:

(picture is made in photo editor)

I can't do Battle system, so I need help. Please please. Just a simple battle system according to my ideas as in that game on Facebook.
Please! If something like this is possible, somebody help me. I really need that so much!

Thanks for any help...
18
After some time I start work again on this game. I had time to ponder what to do with this game.

There will not be Microheroes characters:
I dropped from the original plan with microheroes characters. It's true that it's easier for me to make the characters as microheroes, but I can't do that without a template. My cousin had to help me with that. Unfortunately, my cousin stop helping me ... He just didn't want to. It's a shame, but at least I will not have to edit whole game including tilesets.

Return to the classic RMXP characters:
I hate those little characters. I hate them so much, but I have no choice than continue with them. Create such a tiny bastard takes me 3-5 days. I don't want to know how long it will take all 16 characters in one set. For now, I modified the colors of Rick's uniform. How I found out it was wrong.


Tilesets:
I will not create my own tilesets. Maybe just some parts of them. Otherwise, I will make a tileset for game by combination of various tilesets found on the Internet.

Battle System:
With this seriously, very serious, I need help. I need a simple Battle System. Preferably the same as the original RMXP, but with smaller modification. There must be a moving crosshair like in "The Walking Dead: Social Game".
Screen here:



So it could look something like this (done in photo editor):


The "crosshair" should move that it was not easy to hit.
That is something I don't know how to do. Therefore I urgently need help with this!


So, I hope someone can help me with the Battle System. And the best thing would be if it were so, as I suggest - the original RMXP battle system with aiming.
19
Yes, I can shrink it. Or I can also do larger environment. Bigger tilesets.
I don't know how could miniaturized Microheroes character look.
Size reduction of this style character can be a big mistake.
20
I'm sorry for the last post, when I was so angry.

I tried to make microheroes version of Michonne. Now imagine this version of the character even from back and from the side and in motion (walking). What do you think? Could it look good in game?