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Topics - littletomdj

1
Over the past three days I've been working on some floor textures & trying to build a fairly comprehensive group of useful tiles. All the tiles in this post are mods. I've edited and compiled them to make a (hopefully) user friendly, compact & intuitive resource base.

Useful information
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I like to create large tilesets that I can use throughout the production of my game, without having to create a new set for each map. For that reason, I avoid using autotiles wherever possible & save those slots for animated tiles. Don't worry though, I've made lots of autotiles just for you lazy mappers anyway!  O:)

The tiles in these sets serve all & more of the flexibility of autotiles &, as far as I'm aware, there is no variant that can't be created from these sets. In most instances you needn't draw on the second layer when you're mapping either.
I've also included sets with transparency for added flexibility.

This set will continue be updated for as long as I can be bothered.
It's unlikely that I'll upload many more Autotiles though.


All I ask for is a little appreciation, so just let me know if you like what you see.
These are mods of the VX tileset & Inquisitor's tileset, so make sure you give him a shout & check out his work.
Be sure to download the mini-strips, the sets are virtually unusable without them.

Screenshot
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--------- TILESET ---------

Mini-Tile Strips
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Tilesets
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Negative
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--------- AUTOTILES ---------

Asphalt
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Blue Concrete
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Grey Concrete
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Cobbles & Cracked Stone
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Grass
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Mud
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Transparency
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Notify me if you spot any anomilies!

That's it for now. I hope they help!  :hi:
2
Resource Database / Observatory & Telescope
July 22, 2012, 11:19:47 am
Hello again... mr. generous returns with a new feature piece.
Let me know what ya think! Give me a level up & maybe just maybe I'll deliver some more goodies!!???  :naughty:

This is my new observatory, just finished... I hope it comes in useful! (might need a few touch ups)

I've even been kind enough to cut it into it's components for extra flexibility.

Full Graphic
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Telescope & Base
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Telescope
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Base
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Building
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ENJOY!!!!!  :D

3
Hello there,

I thought I'd drop in and share some stuff I conjured up in the lab today.
Futuristic stuff is always tricky to find & I reckon this might just be useful to those with a modern vibe to their game... So, without further ado, allow me to present these little mods for animated scenery.


Characters.
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Tileset.
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Sliding Doors - New Addition!
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I didn't make the original tiles... I'm not sure if they original came from Enterbrain (VX) or some uber-talented spriter. I just dug them up off the net. It's not difficult to find the complete sets with a little Googling though!

The Tileset I've provided is just the bits relevant to these characters (really cut down).
So have a dig online for the full set!
I should say though, that I've repositioned and modded some of the tiles, so this tileset is worth downloading if you want to use the characters.

Oh & those wierd metalic things on the 3rd character set are helmets attached to the electric chair device thing (it all makes sense if you look at the Tileset).

I'll be testing them all out today, so I'll mod anything that looks glitchy.

Chow 4 Now!




4
This is my VERY FIRST UPLOAD! Ta Daaa!! I figured I'd make it something special!  :)

TRAIN SPRITE
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As suggested I've edited the smoke tiles, so they're lovely & blurred into the background (no more rough edges. I've tweaked the edges round the train too.

RAILS
Here are the basic rail tiles. (I 'might' make some corners at some point)
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RAMBLINGS
This took 3 days work & a final slug that's ended at 6:00 a.m.
In my eagerness to get it uploaded I skipped the final tweaks.  :facepalm:

This is to say thanks to ShadowPierce, Calintz & Mark Hest in particular. They've really helped me out & deserve something in return.

This 'character' fits perfectly on to a 32x32 grid (obviously) & is 'really' designed for use with "Inquisitor's" tilesets (but that's not essential at all).
The bottom is cut off some of the frames so you can put it in a station, with a lip... If that makes sense?

I'm sure people will find this useful.
Let me know if you use it because it makes me feel warm & fuzzy inside.

Oh... But most of all, tell me what ya think!?

...That's me done for now, I think.
- Little Tom






5
Hi,

I've been working with RMXP for a while now & it's going well. But I've got to that point where I'm importing scripts & really trying to make the game my own... So... On to the topic.

I'm trying to make FF7 style summons. (not playable summons like FFX, just big moves).

I can do animations no problem & have already created a fairly sexy looking summon using that method.

What I really want to do is cut away from the battle scene though. Show an animation & return to the battle & display some sort of huge explosion or whatever.

I've seen a couple of scripts that allow for AVI  & flash animations to be played in RMXP. I've not managed to get them to work yet though & they've been described as "buggy" by the uploaders. There's a few queries I have about this. I think I best bullet point them.

* I don't really wan't to use big AVI files, the animations I wan't to use are fairly simple.
* Am I going to get problems calling a script during a move?
* I can create gifs in GIMP no probs, is there any recommend software for converting into .fla format?
* Is there a "go to" script for this. I'm sure it can't be an uncommon request.
* What should I look out for, file size? format? bit-rate? audio? What are the optimal compatible settings?

I'm no good with video, so if somebody has done this before what should I look out for?

Just to reiterate, the goal is to cast a spell, cut away from the scene & play an animation then return to the battle and continue the fight.
 
I bet there's a few different methods, I'm looking for the simplist.

Thanks so much,



6
General Discussion / If only life was perfect... =/
October 13, 2011, 03:15:38 pm
This post is a bit of a whine & a muse... but maybe something that will inspire some creativity in people more skilled than me (if you bare with me)...

I've not been using RMXP for long and whilst it was fun to get started it's limitations quickly became apparent. It seems that I'm not going to be able to produce the game I wanted with it... even though my standards & expectations of what I was trying to accomplish were pretty low.

I finally got to a hurdle that was unjumpable.
I wanted the system to recognise who's turn it was & who was attacking who.
I'm well put out. :(

It seems that even with a million lines of script I'll still never be able to simulate a conversation between characters & enemies in a battle sequence. My game depended on that. The worst part is that I can see the part in the engine where the option would be and it's simply not there. The most frustrating thing is that it seems like it could have been so easily implemented into the engine (atleast to some degree) by the designers.

In the database, in the troops menu there is a "conditions" pop out menu.

If only it looked less like this.
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& more like this..
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Take a minute to look at the options on (and figure out) that second pictue & imagine what the implications of having such a thing incorporated into the engine would be.

The green lines represent the drop down menu's from each box.
The yellow & blue lines are simply the options availible depending on the selection. (i.e. depending on which option is selected [one, the other, or both] of the following menu's will be greyed out.

With options like that you could have conversations in battle, display graphical pop ups on a character's turn, counter attacks to specific skills, item drops to specific skills, plot points to your game in the middle of a battle... That jpeg is as eloborate as you could wish for too.

What if????  :O.o: :wacko: 



7
I downloaded a script for a side view battle system.

& I got it from Youtube at http://www.youtube.com/watch?v=0WNytXPQVkM
which I thought would be useful to include because it shows you what my battle screen looks like... I imagine you might recognise it? (download's in the description if you wan't to take a look.

What I'm hoping to do is...
When the character's turn is active it will display a face graphic of that character somewhere on the screen, (e.g. on the far right or at the bottom)
i.e so if "character A" is selected it will display "battler graphic A" on the screen
iand if "character C" is selected it will display "battler graphic C" on the screen
(the corresponding graphic - by title)

I've scanned through the tutorial about "spites & graphics" found here
http://forum.chaos-project.com/index.php/topic,9428.0.html
I think that is pointing in the right direction...?
But I have no idea what I'm doing with script, beyond cut & paste and changing the odd variable.

I'm very new to this!! p.s. I'm using RMXP 1.02

So basically when that character is selected I want his face graphic will pop up too...

(I hope that makes sense)
... pretty sure I posted in the right place this time.
A tutorial would be amazing or if you can just edit the script & post it because that might be easier for you, just as good (maybe better?).

The following emoticons apply to this request...  :'( :O.o: :roll: :wacko: :???: :o & especially  :facepalm:

Thanks..  :)

Have I broken any forum rules?
8
Hi, I'm an absolute beginner! (only been using RMXP for a week & only been registered here for 4 hours)
Sorry if this isn't posted in the right place, I'm asking stupid questions or anything else..  :facepalm:

So that been said, here's my questions.

A) I need a script that stops the battle music. (I know you can do this by deleting the following lines in Setup_Map under * Battle Call.)

168 $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
172 $game_system.bgm_play($game_system.battle_bgm


But that's a permanent effect. I want the rule to apply on some maps, but not others.

B) Also as the music in my game is often long pieces of audio (as opposed to MIDI) I don't want the map music to restart at the end of each battle, I want it to continue from where it left off (or just randomly from any point (just so long as you're not just hearing the first 10 seconds of intro over & over))

I'm sure script like this has been posted in the past, I've found dead links & the following script for VX.. (I thought I'd paste it just incase it's easy for someone to mod it to work for XP.)
 
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#==============================================================================
# ** Make BGM unchange 1.01 by ERZENGEL <erzvx@live.de>
#==============================================================================

DURING = 9  # if the switch with ID 9 is on the BGM won't change at the battle

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Switch to Battle Screen
  #--------------------------------------------------------------------------
  def call_battle
    unless $game_switches[DURING]
      @spriteset.update
      Graphics.update
      $game_player.make_encounter_count
      $game_player.straighten
      $game_temp.map_bgm = RPG::BGM.last
      $game_temp.map_bgs = RPG::BGS.last
      RPG::BGM.stop
      RPG::BGS.stop
      Sound.play_battle_start
      $game_system.battle_bgm.play
      $game_temp.next_scene = nil
      $scene = Scene_Battle.new
    else
      @spriteset.update
      Graphics.update
      $game_player.make_encounter_count
      $game_player.straighten
      Sound.play_battle_start
      $game_temp.next_scene = nil
      $scene = Scene_Battle.new
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * End Battle
  #     result : Results (0: win, 1: escape, 2:lose)
  #--------------------------------------------------------------------------
  def battle_end(result)
    if result == 2 and not $game_troop.can_lose
      call_gameover
    else
      $game_party.clear_actions
      $game_party.remove_states_battle
      $game_troop.clear
      if $game_temp.battle_proc != nil
        $game_temp.battle_proc.call(result)
        $game_temp.battle_proc = nil
      end
      unless $BTEST
        unless $game_switches[DURING]
          $game_temp.map_bgm.play
          $game_temp.map_bgs.play
        end
      end
      $scene = Scene_Map.new
      @message_window.clear
      Graphics.fadeout(30)
    end
    $game_temp.in_battle = false
  end
  #--------------------------------------------------------------------------
  # * Victory Processing
  #--------------------------------------------------------------------------
  def process_victory
    unless $game_switches[DURING]
      @info_viewport.visible = false
      @message_window.visible = true
      RPG::BGM.stop
      $game_system.battle_end_me.play
      unless $BTEST
        $game_temp.map_bgm.play
        $game_temp.map_bgs.play
      end
      display_exp_and_gold
      display_drop_items
      display_level_up
      battle_end(0)
    else
      @info_viewport.visible = false
      @message_window.visible = true
      display_exp_and_gold
      display_drop_items
      display_level_up
      battle_end(0)
    end
  end
end


I'd be really greatful for some help on this!  :)

...oh and sorry if I double posted (I got an error last time??)  :???: