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 - WinterVisage

1
Technically all you need to do is have an event that stores all of the icons needed in it (each one assigned to another variable), set it to through and always on top (to avoid weird conflicts with other events), and when the "sheering" the sheep is to be done, set it to teleport to player x,y+1. This will place it above the players head. Do you want the icon to appear while the player is standing next to the sheep or do you want it while the action is happening? For standing next to the sheep, you'll need to do a few checks which'll decide whether or not you're near the sheep (this will most likely have to be done through a script snippet in a parallel process, or by comparing the player x,y and the event(s) x,y). After these checks are complete the icon would appear. If you don't want that, you just need to throw a few event commands into the sheep to move the icon while sheering.
2
Yes, but I think the point of having the script was to force it to pop up a "You got _______!" window. If you just had it add items to your inventory, you'd never know what you got unless you manually put that in with a text box.
3
Howdy folks! It's time for some critiquing if y'all don't mind. I've decided that I want to make my own sprite template (which I'll provide free of charge to the public, of course!), but before getting too far into the development only to have it later on shunned and bashed, I wanted to get some critique out of the way on the standard, front facing stand. So, without further adu, here's what I've got so far:



I'm making the body in separate pieces to allow customization to be a little more controlled (and I'm POSSIBLY going to release an app for more easy custom characters). Currently, the body is separated into left arm, right arm, head, torso (body), waist, and finally legs.

Any suggestions you can give will be greatly appreciated!

Edit: I forgot to mention that I plan on making it entirely compatible with Blizz-ABS with idle, walking, dashing and ability versions. The only thing I won't directly provide is attacking animations due to the number of weapons available.
4
Script Requests / [XP]Zelda Style Death
June 08, 2011, 01:50:59 pm
I'm in need of a "Zelda Death" screen. Mostly, how it should work is like this:

Your character dies.
The screen will go black and a menu will pop asking 4 options:
Save and Continue
Continue without Saving
Save and Quit
Quit without Saving
If the player chooses either of the top two, it automatically saves (if they choose the save option, without asking which file, if that's possible) plus teleports them to the last door they entered (stored in a game variable)
For the second 2, it should back out to the main menu, only saving on the first one.

I know this is entirely possible using events, I just need the code snippet (if it's even possible) to save straight to the save file without bringing up the save menu and a code that calls a common event on 0 HP.
5
Script Requests / Re: [XP] Fade Room Effect?
May 30, 2011, 03:18:12 pm
Yes but the image will move with the screen as it scrolls. If it was a horizontal scroll only, it'd work fine that way, but vertical it'll screw up what he wants.
6
Script Requests / Re: [XP] Fade Room Effect?
May 30, 2011, 02:55:48 pm
Your first idea was better, but would take a lot of custom sprite sheets (or a lot of really good luck). My idea would be make an event, make a black sprite sheet (semitransparent), and set it up through events, like the above said, but have a spritesheet for every room in the game. Yeah, it'll take a bit of memory, but it's the most safe way to do it. You just place that event that holds the sprite sheet right in the center of the room (make sure it's the same size, or a little bit bigger, as/than the room or it'll look... strange) you want to black out.
7
My first question is this... Not really much of a request, more of how difficult would it be to do it.

I'm making a game (of course, naturally) that has a limited "construction" feature. Basically, how it works is you can build houses, shops, etc in empty "plots". These houses create revenue, and more.

My problem is this: I want the houses to be 100% events. These events only support a 32x32 collision mapping, meaning if you bump into a large sprite (possibly 64x64), you can literally walk through a section of the event's sprite. I was wondering if it was possible to do the following: Not have a static collision map, but a dynamic one instead. One that would base the collision off of the width of the image (for example, an image is 400px large, it's split into 4 sprites, thus making it a 100px collision map) and the height (same idea, except divide by 8 to make it more accurately portray something not being 100% thick on the tile and allowing you to walk behind the buildings).

That's the main problem I have. I plan on at least attempting to code it myself.

Second is about a CMS. This one I know I can do myself, but I just need a bit of a pointer. I want my menu to work more like the following, terrible example:



First, I want the window background to tile instead of stretch. That's the first of my worries, and I know that's in the window_base script, just not sure where to look and edit. Then, I want the map to stay in the background of the actual menu itself (simple enough, I know there's plenty of script snippets around here to do that so no need to point me to that one). In fact, most of the menu I can do myself, including adding my own currency, and moving the player box. My problem is making the options horizontal instead of vertical. That's truthfully the only thing I need help there, the rest I can figure out/already do by myself.

Any help will be greatly appreciated!
8
Script Requests / Re: [XP] House Build
May 30, 2011, 02:20:07 pm
If the decoration is larger than 1 tile, all you'd need is a script to fix the event collision mapping problem. I don't know if that's an easy job or not, and I'm actually about to request it.
9
RMXP Script Database / Re: [XP] Blizz-ABS
May 28, 2011, 08:59:01 pm
Save them in png24 instead of png. Png24 has multilevel transparency, while png/other formats do not (as they use either transparent or not)
10
Quote from: JellalFerd on May 15, 2011, 07:20:21 am
Quote4.need a way to Recover SP over time(although it will be used for the TP system same thing though).

Couldn't that just be evented?


To be this guy:

Common event (parallel process):

Change SP: Entire Party, +variable[variable of your choice] (This allows you to modify the recovery amount based on a number of things like armour, level, etc)

Wait: 200 frame(s) (This causes a pause for 10 seconds between the recovery, since it's a parallel processed event, it'll process this as a pause only in the event, not in the entire game like it usually does)

Now... Where's my monies >.>
11
"make a txt document"

Means actor#exp.txt >.> I think... <.< Anyway, thanks for the help! That's exactly the one I was looking for!
12
Script Requests / Re: House Build
May 11, 2011, 02:39:32 pm
This is actually accomplish able with events. If you notice, on pokemon, there's a limit of (what the devil was it...) 20? items in one room. So, what you should do is make 20 dummy events. From there, you'd have to set up a system (through eventing, of course) of variables and switches to make it so that when you place an item, that item remains there, and once you get to 20 items, you need to remove items before you can place more. To remember the event positions, just set up a variable storage for that, 1 variable for the X, 1 variable for the Y.

Edit: I'll work on an example of what I'm talking about. I realized how crazy and confusing I sounded.
13
Script Requests / [XP] Experience Points modifier
May 11, 2011, 02:36:16 pm
This isn't exactly a script request, but this is the only place that I could think of putting it. I've seen it floating around, but couldn't think of what it's name was. Basically, I need a script that removes the pre-defined RMXP experience tables with one that I fully define myself. It doesn't need to be custom to exactly what I'm asking, and if you have one already and are willing to share, that'd be the best.

Thanks for helping!
14
Event System Database / Re: Random Weather Event
April 28, 2011, 05:47:09 pm
Truthfully, mine is a very simple version of a weather system for people who don't want to spend hours trying to figure out how to do it themselves. If you were really into eventing, you could customize this to decide what type of weather to use (such as on a snow capped mountain), all that'd require is a single variable. The caller can either be an event or a common event. I chose to set it up at the beginning as a common event for the reason that you don't want it to be accidentally called while inside a building. Another way is to set up your teleport events to have the main controls. Eventually I plan on expanding this, but first I've got to work on other common events that I'll be using like  foraging/herblore/smithing.
15
RMXP Script Database / Re: [XP] Blizz-ABS
April 12, 2011, 10:30:51 am
Let me rephrase the odd :P What I'm planning to make looks awkward with only 4 directions. Zelda can pull it off because Zelda is just badass :P And thanks for the information!
16
RMXP Script Database / Re: [XP] Blizz-ABS
April 12, 2011, 01:08:47 am
I know this has probably been answered before, but I've searched the forums and came up with nothing. I was wondering if it was possible to set up sprites to be 8-way instead of 4-way. 4-way sprites in an 8-way system just look awkward IMO...
17
I'd also like to ask what about the SP meter. Obviously, since it's going to be a modern game, I won't be using magic, so it's going to be replaced with "Health Packs"; each point is equal to 1 health pack, with a maximum of 10 (20 for medics). What would you all like to see for that?
18
Thanks for your help.
19
I'm making a little Zombie shooter (eventually going to be online) and was wondering what you guys would like to see as health graphics? I don't care much for regular old bars, they seem boring to me, so I wanted to spice it up.

Currently I have 2 examples:




Both of them are pretty simple and just WIPs. Any ideas or thoughts?
20
Resource Requests / Re: Hq2x or Scale2x
April 11, 2011, 04:16:33 pm
If you have Photoshop, set the image to index and size it up. It'll work SIMILARLY to Hq2x (minus the minute amount of blurring that gives Hq2x it's more rounded edges).