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Messages - SilverShadow737

Resources / Re: Actorsprite Maker
March 25, 2012, 04:16:42 pm
Looks fantastic, I await the final product.
General Discussion / Re: Mapping Improvement Thread
September 12, 2011, 05:14:34 pm
Quote from: mroedesigns on September 11, 2011, 04:28:10 pm
Where at? I'm not seeing it

Just above the upper ledge that has a horizontal log on it.
General Discussion / Re: Mapping Improvement Thread
September 11, 2011, 03:25:52 pm
mroe, that part in the upper center of your map doesn't make sense, the wall gets larger without getting higher, it looks weird.
If it's passable in the tileset it'll be passable as an event, your best bet is to put down the tile normally on the map, and then put an event on top of that that is clear and can't be passed, or a use one of the clear tiles on the tileset as not passable, just make sure you don't accidentally use that in the wrong spot.
Your only other option is to make a character picture that has that tile as one of it's poses and then just use that.
General Discussion / Re: Mapping Improvement Thread
July 31, 2011, 02:22:09 pm
Thanks, Tuggernuts.
Yeah, I added some patches of ice here and there, but it's hard to do much ground detail with snow because there's not much that goes on in the snow.
I did trade the rocks in the lower right corner for another ridge and it does look much better.
As for the cliff detail, I threw some snowwy patches onto the walls and such, but I'm too lazy to make the cliffs varied while also keeping the map functional so I think I"ll just skip that.

Overall thanks for the input.
General Discussion / Re: Mapping Improvement Thread
July 30, 2011, 11:37:44 pm
Here's a map of a snow mountain I made.
Spoiler: ShowHide

RMXP Script Database / Re: [XP] Quest Log System
July 01, 2011, 03:30:14 am
Tagging this, it seems pretty cool.
Thanks guys.
I want to put a $game_variable in a string, such as
s = "Jump " + $game_variables[10] + " times to continue."
RMXP Script Database / Re: [XP] Achievements Script
June 24, 2011, 06:40:11 pm
Is there a way to some achievements carry over despite a gameover without saving.
For example say, there's an achievement called "Gameover" which unlocks when you get a gameover, is there a way to save the achievement so you still have it the next time you load up your save data?
RMXP Script Database / Re: [XP] Party Swap
June 14, 2011, 04:05:11 pm
Works perfectly, thanks muchly!
RMXP Script Database / Re: [XP] Party Swap
June 14, 2011, 03:22:26 am
Sorry for the bump, but when I try to combine two parties I get an error, "undefined method 'items' for #<Array:0x29e61c8>
If I comment out the items line error I get the same thing but for 'weapons' for #<Array:0x29067c8>
Same for 'armors' for #<Array:0x2906dc8>
Same for gold for a different arry # basically the entire combine script doesn't work.
I'm running this out of a new project, so there are no edited or added scripts.
Tutorial Requests / Re: NPC Eventing
February 07, 2011, 03:45:11 pm
Did you make sure to put wait for moves completion before starting a new move route or something that may interrupt the move?

You don't need to put it after events if they are all different moving in tandem, just put it at the end of the list, and the game should wait for the time it takes for the largest move route to complete.

Also try putting through on for the moving events, so if there's any clipping they won't just explode.
Tutorial Requests / Re: NPC Eventing
January 13, 2011, 08:17:19 pm
The only way I could possibly figure this out is with pictures.

Did you activate any switches at all before the show choices branch?
Tutorial Requests / Re: NPC Eventing
January 13, 2011, 02:42:56 pm
Does the event turn on any switches that trigger an autorun before the conditional branch?
Is the event autorun?
It sounds basically like you activated a blank autorun event.
Tutorial Requests / Re: NPC Eventing
January 12, 2011, 03:19:26 pm
Some options:
Are you using autonomous movement, or set move route?  You do not want to use autonomous.
Try putting in some text, if he is constantly repeating the text before/after moving, it means the event is just cycling over and over.
You may have forgotten to insert a new page and or activate that page after the event finishes page 2.
You may have also made him walk too far in the move route.
If none of this works you may want to try remaking the event like you did with the first page.
Tutorial Requests / Re: NPC Eventing
January 12, 2011, 03:02:04 am
Where in the event does the game crash?
Maybe you could show us pictures of your event's pages?
Tutorial Requests / Re: NPC Eventing
January 10, 2011, 10:56:44 pm
This seems easy...
Is this what you mean?

1st page:
Spoiler: ShowHide

The autonomous movement should be set to random if you want the bum to meander about randomly.

2nd page:
Spoiler: ShowHide

You probably want to use parallel process here, autorun will prevent the player from moving though.
You don't have to turn off self switch A but I like to do it.
If you want the text to show after he runs away, put the text in the next page with parallel process and then put another blank page after that (make sure to manipulate switches so it advances the page after the text).

3rd page:
Spoiler: ShowHide

Sorry if you feel like I'm stepping on your feet WhiteRose, I just wanted to contribute for once.   :^_^':
Chat / Re: The "2011" Topic
January 01, 2011, 05:51:30 am
My Resolutions:
1. Eat a candy bar!!
RMXP Script Database / Re: [XP] Tons of Add-ons
December 31, 2010, 06:28:51 am
Not really sure if you'll care to fix it or not but...
The death toll increases when you escape a battle.
For example if you encounter 3 enemies and you escape the death toll will increase by 3, no matter how many enemies you killed.