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Topics - legacyblade

1
Hey everyone. I just bought myself an iPad off ebay. The next day, I found out that there are tablets that run windows 8, and I picked up a new Venue 11 Pro for about $350. So since I don't need the iPad anymore, and the seller doesn't accept returns, I decided to just put it back up for auction. Then I noticed something when I was taking pictures for the listing:

There bit of text specifying that it's an iPad, it's storage amount, and it's serial number is nowhere to be found. Does that mean this isn't a legitimate apple iPad? If it isn't legitimate, would anyone be able to provide me with a source to cite? I'd rather be able to open a claim and get a refund than resell the thing, so it would be a great act of providence if I can prove this is a fake :P If it's not a fake though, would anyone have something I could cite in my auction so people buying from me know it's not a fake?
2
Script Troubleshooting / Baffling blizzABS error
June 25, 2014, 05:32:05 pm
Hey everyone. I finished adding all the sprites into my game for blizzABS to work. So I'm going through my game and replacing all the battle processing calls currently in place with things more proper for blizzABS. But at what feels like completely random times, I get this error

Spoiler: ShowHide


At first I thought maybe this was being caused by one of the addons I was using. So I took out EVERYTHING other than blizzABS. But I still get the error. The error always occurs in the same places, so I thought maybe it had something to do with ABSEAL. So I tried disabling ABSEAL on all the maps it was occurring on. This changed nothing. So I tried disabling ABSEAL on EVERY map in the game. The error still occurs at the same place.

I've tried going through and giving my cutscene controller events a dummy graphic as well. I really have no idea why these are happening :/

In normal circumstances, I'd just erase every event on the map where it occurs and re event the whole thing. But this isn't an option, because this happens on some maps with quite long cutscenes that I don't have time to remake. The RPG Maker contest ends in just five days. I really don't know how to get around this. And it would be a disaster if I've ended up wasting the past three days on blizzABS if it's going to have a game killing bug I can't get around :/ Please help if you know what's going on.

-edit, it seems that this error is caused every time a parallel process common event is activated. Does anyone know how to fix that? Some very important bits of eventing are done this way and there's no way for me to do what I'm trying to do without either making a script (which I do not have time for) or having these parallel process common events.

-edit again, that doesn't seem to be the only thing causing it :/ I'm trying to narrow down the cause of it. But WTF! We've had blizzABS for how long now? Has anyone ever actually tried to make a serious project with it? lol. I figure this error would have come up before. A LOT of things seem to be triggering this error :P

-edit, I've figured out a fix for the tirgger error.

In Blizz-ABS Part 2, you change this line

if $game_map.events[event_id].trigger > 4

to
if $game_map.events[event_id] && $game_map.events[event_id].trigger > 4


Though there is another error :/ Sometimes, when I set an event's move route, the script hangs.No idea why. No error other than "the script is hanging". So I guess I'll have to figure out what the freak is going wrong here too -.- How do I always manage to find ways to break whatever script I'm working with? lol
3
Hey everyone! This whole month, it's been driving me crazy that steam won't let me have multiple instances of RMXP open. I'm using the Steam version, because I lost my old key and it's a pain to download the installer and find a keygen every time I want to install RMXP on another computer :P

Does anyone know a trick by which I can get the steam version to allow multiple instances of RMXP to run? It's a huge pain when copying anything between projects. You have to copy ONE thing, open the other project, paste it, save it, reopen the first, rinse repeat. It's a HUGE pain x.x

So any advice you can give to help me get around this would be great :P
4
Script Requests / Simple damage algorithm
June 23, 2014, 07:21:13 pm
Hello everyone! Because combat is not a large focus of my game (and max level is 10), I think the default RMXP damage calculation is a bit of overkill. I've made the decision to do away with actor stats entirely (aside from HP and SP of course) and have damage calculation be based solely on equipment.

Would anyone be able to alter the damage algorithm to be as follows:

damage = attack - pdef
or if the weapon/skill has the MDEF-F set to 100
damage = attack - mdef

I'd like critical attacks to still double the amount of damage, and I'd like variance to behave as it currently does. (will vary it by a fixed percentage of the total damage)

Also, I'm using blizzABS, so I'd rather not enemies and actors be able to miss. When I hit an enemy and it says "Miss", it's always a pain.
5
Hello everyone! I am looking for a very simple equipment upgrade system. Rather than altering the stats of the equipment, or having fancy recepies, I want the player to spend a certain amount of upgrade points (they're an item) to switch one piece of equipment out for another.

It's simple enough that I probably could achieve this very quickly with events, but I want the player to be able to access the upgrade system via the menu.

When the player enters the menu, I want it to show a screen that has a list of each actor in your party, as well as how many "upgrades" you have left (the upgrade material is an item)

Spoiler: ShowHide


Once you select an actor, it should display a list of all the equipment tagged as belonging to them (this should be done in a config section, as I'd like it to allow you to upgrade that actor's equipment whether they're wearing it or not). It should also display next to the item how much of the upgrade item it will cost to upgrade them.

Spoiler: ShowHide


As the player "mouses over" each piece of equipment, it should display the equipment's current info, as well as the info of the equipment it will be switched to upon upgrade.

Spoiler: ShowHide


Once they select something (they should only be able to select it if they have enough upgrade items), it should ask for confirmation before upgrading.

Spoiler: ShowHide


Then if they select Yes, it should play some sort of SE, subtract the appropriate amount of upgrade items, then swap the equipment for the new equipment (if it's currently equiped, I'd like the new equipment to be equiped as well, otherwise it just is added to their inventory)

Spoiler: ShowHide


Thanks for reading this! I'm willing to pay 30 bucks for this to anyone who can get it done. I'd like to have it by the 29th of june, as I'm using it in a game I'm entering in a contest.

Or if you can't get it done, can you link me to one that does BASICALLY this? I'd rather it just switch equipment out, rather than altering the stats of existing equipment.
6
Script Requests / [XP]Arrow towards event
June 14, 2014, 02:09:35 pm
Hey all! I can't believe I'm actually making a script request o.o I could probably write this myself, but I have almost no time with the contest.

What I'm looking for is to display an arrow next to the player pointing (in terms of up, down, left, or right) in the direction of an event on the map. The specific event that it points to on each map should be definable in a config based on a system variable. The arrow should only display for a few brief moment after the player presses a specific button (I'm planning on it being the Z key)

For example, if story progress is set to 1 and we're in the main hall, the arrow would point towards the event that transports the player downstairs. If story progress is set to 2, it should point towards the event that transports the player to his bedroom.

I'd like the configuration to be something like

when mapID
         return { [storyValue1, storyValue2] => eventID, [storyValue3] =>eventID }

(where each story value is a value of the system variable that will cause the arrow to point towards that specific event on that map)

There should also be a system switch or a script call that disables the arrow for when the player doesn't have a defined destination. When it's disabled, or there is no event for the current map/variable combination, it should play a buzzer sound effect rather than showing an arrow.

Here's some screenshots mocking up the idea:

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide


Thanks for reading through this! If you can make this, I'd REALLY appreciate it, but I'll understand if no one has time. I've just always had trouble finding my way around in games, and I love when you can press a button to get directions.
7
Welcome! / Back from the dead
June 08, 2014, 10:25:05 pm
Hey everyone. o.o wow. It's been a long time since I used a forum.

I know ya all haven't seen or heard from me in years, but I'm back now. And I'm planning on staying awhile, because it kinda sucks to not have anyone to talk to about what you're doing :P

Since I last saw everyone, I learned to code in C++ and started to build my own game engine (it's gonna be for fourswords style games). I recently came across my old class changing script. And MAAAAAN did I not know how to code back then. XD

I only came back online because of a RPG Maker contest I heard about. But it feels REALLY good to be online again, so I'm planning on staying for a long while again.

What's everyone been up to? o.o
8


Five days until the world ends.



Dreams may be a result of sentience, but where does sentience come from?

There is another world that doesn't exist in the traditional sense of the word. Before this world drew close to humans, they were little more than tool-grasping apes. But with the gift of the mind comes a great cost. If our mind is a real place, then our nightmares are real creatures. And it's up to the small handfull of Reapers to defend humanity from the dark terrors lying just at the edges of their minds.

Sin Unsullied is an action RPG with visual novel elements. You only have five days to juggle building friendships, repairing your relationship with the woman you love, and growing stronger so you can stop the end of the world. The story changes based on your actions, so choose carefully.

You don't have enough time to experience everything in one playthrough, so be ready to choose what you really want.






Lee is a nobleman who's spent his life tying to make those around him fulfill their dreams. After all, he was born with everything he could ever need. Why keep all that to himself?

But it all fell apart when he fell in love with someone he was helping. She threw away her life and became a Reaper.  And in the process, she threw Lee away as well.

With his will to help others gone, what is he to live for?



Fayte: ShowHide

Fayte made her way in life as a serving woman at a small tavern. Until she impressed Lee, a generous nobleman, with her ability to sing and tell stories. Now he's taken her into his world, showing her what renown her skills can earn her. Fayte could have the life she's always dreamed of if she just reaches out and accepts what she's being handed.

But there is more in life than singing and spinning tales. She had to throw it all away for something more important.






Action Battle System
Jump right into the action! You'll need to be quick on your feet to survive the end of the world.

Branching Dialog
Take charge of your relationships! What you say matters in Sin Unsullied. Choose your options wisely.

Immerse Music
High quality music has been composed exclusively for Sin Unsullied creating a truly cinematic experience!

An emotional journey
Several track of high quality music has been composed exclusively for Sin Unsullied. Truly a cinematic experience!



Title: ShowHide


Dancing in the Forest: ShowHide


Transformation Sequence: ShowHide


Performance: ShowHide


Meteor Shower: ShowHide









Spoiler: ShowHide

Writen And Directed by Spencer "Legacyblade Conrad"

Graphics:

Spencer "Legacyblade Conrad"
Enterbrain
Sithjester
Kan Gao
Land of Shadows
Moghunter
Rye
Rayen
Nessiah
Grafikal
Fortysixand2
Kiriashi
Freedesignfile
Shutter Stock
Tile-able
Fame Designer
Ruth Kosh

Music:
Abigail Haugen
Bryan Davis
ReclaimedGlory
Kunsel
Nathangday
Jasprelao
Lana42


Sound Effects:
Enterbrain
Soundsnap
Freesounds

RGSS Scripts:
Enterbrain
Blizzard
Winkio
Gameus
Fantasist
Ren-s--Joker
Dubealex
Maki
和希
Ccoa
ForeverZer0
Heretic
SCMike
Spencer "Legacyblade" Conrad

Testers:
Ali
Roxaszu
Trevor Forsyth
Mike Stephans
Gamus
Slimmmeiske2



To keep up to date with Sin Unsullied, go to http://pixelbards.com/

PLEASE COMMENT ON MY RPGMAKERWEB SUBMISSION PAGE
It will really help me out!
9
Run Time Package / Gonna be doing a bit
December 20, 2012, 02:14:14 pm
Hey everyone. I know I haven't contributed much so far, and I was in the mood to sprite, so I'm going to be doing a little bit for the RTP. Don't know how long I'll last at it, but at least I'll be doing something, eh?

Anyways, I'm going to work on changing the RMXP RTP styled sprites over to one that matches the template. I'm currently working on knight5 (the guy who's the bad guy from Chaos Project) I've finished the hair, and I've done the first frame for the front view. Man, I hate spriting monochromatic outfits (I know it's not all black, but there's a LOT of freaking black in it.)

Here's what he looks like so far

https://www.dropbox.com/s/gp727jw56yzs644/010-knight05.png
10
Sea of Code / C++ GUI libraries
December 12, 2012, 02:12:08 pm
Hey everyone. I know I haven't posted in ages, and it's bad form to come back to a forum just to ask questions. But I'm up against a brick wall.

I've been developing in c++ for a bit now. I've actually gotten pretty good at the coding aspect (for me anyways. I recently discovered how pointers work, how to properly create and dispose of them to prevent memory leaks, etc), but getting libraries to work is a royal pain in the butt. I've been able to get a graphics library (SFML) and the boost library working, but I'm also trying to learn how to make cross platform non-game applications. So I need things like drop-down menus and other such common application stuff.

I've been trying unsuccessfully for a good month or so now to get ANY gui library working on my PC.

I've currently tried


  • WX Widgets

  • QT

  • GTK

  • Fox

  • FLTK


and a good deal of other ones who's names I can't remember.

Does anyone know of an easy to install and get working GUI library? I really want to work in C++. I hate the rigidness of the language, I prefer ruby (though getting that to work outside of just doing RMXP scripting has proved just as much of a nightmare), but I want to be a professional programmer and make games. And C++ is apparently one of the most efficient languages since it's low level.

Any help would be greatly appreciated. I really can't figure this out on my own x.x Thanks for reading this far.
11
Hey! You may have noticed that I've been pretty inactive of late (sorry about that). There are a lot of reasons for this, but the biggest reason is that I've started a publishing company. We publish fantasy and are open to submissions from unpublished authors. If you're interested, go to our website.

Modern Bard

We're currently looking for fantasy stories (novels, novellas, or short stories). If you want to publish with us, we're looking for realistic fantasy targeted at an adult audience (17-30). We want it to be dark and gritty, but we also want it to maintain the escapist feel of fantasy. If your story has adult themes, adult language, or adult situations, they should be handled tastefully enough so that a 13 year old can read them. Religious themes are welcome, so long as the work isn't portraying all religious or non-religious people as close-minded or evil (that's the problem most works that have religious themes have, so I thought I'd bring it up).

Also, I did the website myself. Aside from the background color on the logo sticker, I think it looks nice. Could you offer some feedback on it?
12
Hey all. I'm expanding the blizzABS zHud a bit. And one thing I'm doing is allowing for actor-specific hud graphics. I was designing a hud for a friend's game, and I had the idea to make the mana bar a "quintessence" (play quintessence if you want to know what that is). This was all well and good till I realized some characters will be using skills but don't have quintessence. So if you're using one of those characters, the big ball of quintessence doesn't make any sense. So I came up with the idea to let certain actors have a different mana-bar graphic. I actually got it working, except I can't figure out how to dispose of the mana bars from previous actors (they'll display below the new one). I came up with a simple way to check if the actor has changed. But the problem is that the mana-graphics are local variables, so I don't have a way to access them after the method has run once.

Spoiler: ShowHide
  def draw_sp
    @sp, @maxsp = actor.sp, actor.maxsp
    rate = (@maxsp > 0 ? @sp.to_f / @maxsp : 0)
    picPath = 'HUD/'
    if BlizzCFG::UNIQUE_ACTOR_GRAPHICS == true
      name = BlizzCFG.actor_SP(actor.id)
      picPath = picPath + 'actor/' + name + '_' if name != nil
      if (@prev_actor != actor.id && @prev_actor && @prev_actor != -1)
          b1.dispose
          b2.dispose
      end
    end
    b1 = RPG::Cache.picture(picPath + BlizzCFG::Z_SP_FILE)
    b2 = RPG::Cache.picture(picPath + BlizzCFG::Z_SP_FILE_EMPTY)
    @prev_actor = actor.id
    if BlizzCFG::Z_SP_TILING
      tiles = @maxsp / BlizzCFG::Z_SP_PER_TILE
      rows = (tiles.to_f / BlizzCFG::Z_SP_TILE_COLUMNS).ceil
      w, h = b1.width, b1.height
      self.bitmap.fill_rect(@sp_x, @sp_y, w * BlizzCFG::Z_SP_TILE_COLUMNS,
          h * rows, Color.new(0, 0, 0, 0))
      full_tiles = (rate * tiles).to_i
      semi_full = ((rate * tiles != full_tiles) ? 1 : 0)
      (0...full_tiles).each {|i|
          x = @sp_x + (i % BlizzCFG::Z_SP_TILE_COLUMNS) * w
          y = @sp_y + (i / BlizzCFG::Z_SP_TILE_COLUMNS) * h
          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w, h))}
      if semi_full > 0
        x = @sp_x + (full_tiles % BlizzCFG::Z_SP_TILE_COLUMNS) * w
        y = @sp_y + (full_tiles / BlizzCFG::Z_SP_TILE_COLUMNS) * h
        if BlizzCFG::Z_SP_FILL_UP
          h2 = ((1 - rate * tiles + full_tiles) * h).to_i
          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h2))
          self.bitmap.blt(x, y + h2, b1, Rect.new(0, h2, w, h - h2))
        else
          w2 = ((rate * tiles - full_tiles) * w).to_i
          self.bitmap.blt(x, y, b1, Rect.new(0, 0, w2, h))
          self.bitmap.blt(x + w2, y, b2, Rect.new(w2, 0, w - w2, h))
        end
      end
      ((full_tiles + semi_full)...tiles).each {|i|
          x = @sp_x + (i % BlizzCFG::Z_SP_TILE_COLUMNS) * w
          y = @sp_y + (i / BlizzCFG::Z_SP_TILE_COLUMNS) * h
          self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h))}
    else
      w, h = b1.width, b1.height
      x, y = @sp_x, @sp_y
      h2 = ((1 - rate) * h).to_i
      self.bitmap.blt(x, y, b2, Rect.new(0, 0, w, h2))
      self.bitmap.blt(x, y + h2, b1, Rect.new(0, h2, w, h - h2))
    end
  end


That gives me an error saying b1 and b2 are undefined. I have verified (via print commands) that this part of the code ONLY runs when you change actors and only if the SP bar has already been drawn. Does anyone have advice on how to dispose of these without making the sp bar an instance variable? I'm planning on making it possible to overide any of the graphics in the hud based on your current controlled character, so I wouldn't want to make the hud lag by adding all those extra instance variables.
13
Hey guys. If you didn't see my topic in the advertisement section, I've been working my butt off working on putting together an information product that'll help teach you to write fantasy better. So to balance this out, i'm playing more video games to rest. And I decided might as well record them.

I just barely put up my first let's play! It's a multiplayer one, and I was afraid we'd all be quiet and awkward. But we were having a blast and it's fun to watch.

There's 9 videos varying between 15 and 10 minutes a piece. Here's the link to the playlist

http://www.youtube.com/playlist?list=PL352C20C67B2D18D1

And here's a link to the first video.

http://www.youtube.com/watch?v=3mzSqek8tUg

Hope you enjoy :D
14
Advertising / A question for all fantasy writers
July 07, 2011, 12:48:06 pm
I don't really know if this is advertising. But I'm working on making an e-course about fantasy writing. And seeing as how this is an RPG making forum, I assume we have a lot of those here :P But before I take all the time required to pour my heart and soul into ranting on my soapbox about fantasy writing, I wanted to check to see what things all the fantasy writers WANT to hear about. So I put together a quick survey, I'd REALLY appreciate if you could take the time to fill it out. Most of it's multiple choice. It should only take a couple minutes.

http://www.surveymonkey.com/s/8Z6L2YG

If you want a fantasy writing e-course targeted towards YOUR needs, then click on the link above and let me know what those needs are.
15
Hey everyone. I'm finishing up work (on my local server) for a website that I'll be posting weekly stories too (as well as the occasional stand alone short story). It'll be sort of like television, but with written stories instead.

After a bit of internal debating, I decided to keep my writing advice website (still in the works) separate from my writing website. So I'm purchasing a new domain name and going to do a bit of logo design. But I'm torn between 4 names. I put the site name and their tentative taglines up as poll options. Please vote, then reply with some reasoning behind your votes. I personally don't like option 3 that much, but from an SEO standpoint it's the best of them. My favorite is fantasyroots.com, but tell me what you all think :D
16
Run Time Package / Want to Help?
April 14, 2011, 07:03:27 pm
Do you want to make character sprites for the ARC RTP? Do you want your graphics to be seen, admired, and used by countless new aspiring game creators (without having to make a resource topic)? Or do you just want to help get this awesome engine ready as fast as possible? If any of these are true, this is the right topic for you! But before you start helping, there are a few things you need to know!



What you'll need to sprite character sets




  • A Drop Box account (get one here) so you can access the working RTP folders (after getting a dropbox, get access here)

  • A proper template (find them here)

  • Choose a sprite from one of the described ones here (PM me or Niche to inform us of your choice)

  • Read these tutorials on how to sprite in the ARC RTP style (*coming soon*)




Naming Conventions



All sprites are named in a similar fashion to the RMXP default RTP (001-fighter01, 002-fighter02, etc.). The basic template for names is as follows:

<listNumber>-<className><classNumber>.png


(get the exact list number in the ARC RTP, as we already have placeholder sprites for each sprite).

For each of the class sprites (Fighter, Knight, Barbarian, Hunter, Rouge, Mage, Cleric, Alchemist, and Monk), the gender is up to you. The fifth of any class (the fifth fighter, fifth hunter, etc.) should look evil or "dark" so as to add veriety

For each of the non-class sprites (Civilian, Scholar, etc), the first half of the sprites will be male, the second female. For example. Civilian sprites 1-5 should be male, while civilian sprites 5-10 should be female. The first DarkLord sprite should be male, the second DarkLord should be female.



Progress bar




If you want to see the progress we're making, check out THIS TOPIC



Credits




Don't forget to add your name and the list of the contributed filenames in credits.txt!
17
Run Time Package / Character Sets Progress
April 14, 2011, 07:02:37 pm
Here is a list of all the resources needed for the ARC RTP Character Sets (will be updated soon)

Character Sets

Fighter
Spoiler: ShowHide

Fighter01

  • Sprite Name:Lee

  • Assigned Spriter: Legacyblade

  • Status: Unfinished



Fighter02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Fighter03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Fighter04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Fighter05 (evil sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Knight
Spoiler: ShowHide

Knight01 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Knight02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Knight03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Knight04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Knight05 (evil sprite)

  • Sprite Name: Rivy

  • Assigned Spriter: Legacyblade

  • Status: Style Revision




Barbarian
Spoiler: ShowHide

Barbarian01 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Barbarian02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Barbarian03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Barbarian04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Barbarian05 (evil sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Hunter
Spoiler: ShowHide

Hunter01 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Hunter02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Hunter03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Hunter04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Hunter05 (evil sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Rogue
Spoiler: ShowHide

Rogue01 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Rogue02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Rogue03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Rogue04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Rogue05 (evil sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Mage
Spoiler: ShowHide

Mage01 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Mage02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Mage03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Mage04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Mage05 (evil sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Cleric
Spoiler: ShowHide

Cleric01 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Cleric02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Cleric03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Cleric04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Cleric05 (evil sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Alchemist
Spoiler: ShowHide

Alchemist01 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Alchemist02 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Alchemist03 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Alchemist04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Alchemist05 (evil sprite)

  • Sprite Name:undecided

  • Assigned Spriter: Legacyblade

  • Status: Style Revision




Monk
Spoiler: ShowHide

Monk01

  • Sprite Name:Ronnie

  • Assigned Spriter: Niche

  • Status: Rough Draft



Monk02

  • Sprite Name:undecided

  • Assigned Spriter: Legacyblade

  • Status: Style Revision



Monk03

  • Sprite Name:undecided

  • Assigned Spriter: Legacyblade

  • Status: Style Revision



Monk04 * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Monk05 (evil sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Civilian
Spoiler: ShowHide

Civilian01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian03 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian04 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian05 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian06 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian07 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian08 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian09 (female sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Civilian10 (female sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Royalty
Spoiler: ShowHide

Royalty01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Royalty02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Royalty03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Royalty04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




child
Spoiler: ShowHide

child01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



child02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



child03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



child04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Trader
Spoiler: ShowHide

Trader01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Trader02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Trader03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Trader04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Dancer
Spoiler: ShowHide

Dancer01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Dancer02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Dancer03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Dancer04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Bard
Spoiler: ShowHide

Bard01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Bard02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Bard03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Bard04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Scholar
Spoiler: ShowHide

Scholar01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Scholar02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Scholar03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Scholar04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Farmer
Spoiler: ShowHide

Farmer01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Farmer02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Farmer03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Farmer04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Prisoner
Spoiler: ShowHide

Prisoner01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Prisoner02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Prisoner03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Prisoner04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Sailor
Spoiler: ShowHide

Sailor01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Sailor02 (male sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Sailor03 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Sailor04 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Ruler
Spoiler: ShowHide

Ruler01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Ruler02 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started





Captain
Spoiler: ShowHide

Captain01 (male sprite) * Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started



Captain02 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started




Dark Lord
Spoiler: ShowHide

Dark Lord01 (male sprite) * Unassigned *

  • Sprite Name:The Niche

  • Assigned Spriter:none

  • Status:Not yet Started



DarkLord02 (female sprite)* Unassigned *

  • Sprite Name:undecided

  • Assigned Spriter:none

  • Status:Not yet Started


18
Run Time Package / Character Set Templates
April 14, 2011, 05:48:29 pm
Hey. Here are the templates for the ARC RTP.

Male
Spoiler: ShowHide

Walking:



Female
Spoiler: ShowHide
*coming soon*


Child
Spoiler: ShowHide
*coming soon*
19
Video Games / Minecraft uses the RTP!!!!
March 16, 2011, 12:31:08 am
Spoiler: ShowHide


Ya. I spent a few hours making an Arshes character texture for minecraft. Why? Because he's motherf***ing ARSHES!!! PUTTING HIM IN ANY GAME MAKES THAT GAME AWESOME!!!!

Spoiler: ShowHide
 :V:


Seriously though, I wanna play as arshes and see if anyone recognizes me. If you look past the fact that he's way overused (apparently, I haven't actually SEEN him in an RMXP project before being used as something other than a joke or NPC :P), his character design is pretty good. And it was him or link, and there's LOTS of link character textures being used in minecraft on multiplayer servers. I may post the texture sometime, in case any of ya want to play as him for some reason XD
20
Sea of Code / Moving an Object around in a Circle?
March 04, 2011, 04:16:38 pm
Ok. I am TERRIBLE at geometry. I started trying to make an RMXP animation where four triangles are rotating around the target. And I fond out something I have literally no idea how to do: calculate the x/y location certain angles would have around a circle. I also want to make ring menus, so this inability simply won't do. I don't need to know anything fancy, like ellipses. I just need to figure out how to calculate where on a circle an object would be. Just a basic math equation would be nice (preferably one that only requires you to have the angle and radius), I know enough about code to implement it.
21
Advertising / Lowe Fantasy: A new kind of fantasy
September 18, 2010, 01:38:44 pm
Hello everyone! Me and my girlfriend are doing a project online together. She's online serial fiction for her website (think webcomics, but updated weekly instead of daily, and they're text not pictures). Now I know most online writing (especially of the fantasy variety) is not even remotely good. But she's an english major with a creative writing emphasis (as am I), and I'm editing her work (which I've done professionally in the past). We've built up a pretty good buffer for the stories, so it won't die like a similar project I tried awhile back on my own (she's more motivated than me). So please come check it out ^.^

http://lowefantasy.com

If you like high fantasy or epic fantasy with lots of action, you'll love BladeDancer.

If you're more into historical fantasy involving time travel, you'll love Journal.

If you love zelda games, or video games in general, you'll love Hyrule Fantiality. Yes, it's fanfic. But coming from the perspective of a fanfic-disliker, Hyrule Fantiality is pretty good. It's one of the best zelda fanfictions I've read. Check out Hyrule Fantiality!

I hope you guys at least give the site a chance. The interface is a tad bit clunky, but I'm working on that. Trust me when I say, this is a huge improvement over the first theme my girlfriend, taylor, chose.

She's also got a blog! It's more to do with how to write well than anything else, but it's fun to read. Check out the blog of awesomeness!

Hope to see you there!

http://lowefantasy.com
22
Programming / Scripting / Web / Paypal donate button
September 15, 2010, 01:36:00 pm
Wait stop, no hates! I know I can create a simple paypal donate button. However, I'm aiming for something just a tad different. For a site I'm making for my girlfriend, she wants to have a button that when you click it, it brings up a box next to it. It has four optional fixed donations (buy me a soda - 1$, buy me lunch - 5$, buy me dinner - 10$, and take me to the movies 20$), as well as a box where you can enter a custom donation amount.

How I'm planning on achieving this is having a javascript create a box when you mouse over or click the image (not sure which I'll do). There will be a radiobutton next to the images for the fixed donation prices and for the custom donation. For the custom donation, I'm going to have a field next to it's radiobutton where they can enter the amount. At the bottom, you can click the "donate" button.

The help I need is this: where in a paypal donate code can I enter arguments? The paypal donate button I've generated is all encrypted. Also, how would I update the URL a button points to every time the radio button changes (and of course, the custom field whenever it's changed) I'll really appreciate anyone who can figure this out! thanks!
23
Advertising / Create your first website
September 07, 2010, 11:01:36 am
Hello everyone. I know there are people on this site that would really like to learn to make websites, but don't know how. And unless they're techy like a lot of us on the site (let's face it, we've got a lot of very computer literate people), it's pretty dang hard to learn how. I remember how hard it was.

Awhile back I found this guy named Chris Farrel. My dad was geeking out, as he was in a site builder phase. He'd found this guy who'd been able to teach my dad how to create sites from scratch. Granted, my dad's not artistic, so he can't make anything remotely pretty, but my DAD now knows how to make websites. I watched his video and read his books, and I wish I'd found him when I was getting started. Would have made my life easier.

http://www.firstsitenow.com/

Go to that link, watch his video, and if you like him and what he's saying, sign up to get his eBook for free. He also teaches internet marketing, and I personally have bought some of his other products. This guy is good, take advantage of him giving this stuff away for free. I think it's pretty cool.
24
Video Games / Good GBA games
August 15, 2010, 10:45:37 pm
I'm going to be dragged off on a week long terrible vacation with no internet soon. So I'm acquiring lots of GBA games. Anyone have some good ideas for games? I'd just play FFTA, like usual, but I have played that game to DEATH. I kill everything in 1 hit, and I can't complete the dispatch missions because two of the items I took on a mission you can't cancel are stuck in that mission (I kept putting the mission off, and finally it canceled itself. With my items lost forever).

SO, any good games? I already have Cima, Tales of Phantasia, the GBA Zeldas, Advanced Wars, Yoshi's island, mario and luigi superstar saga, FFTA, all the GBA final fantasys, sword of mana, and Worms World Party. I'm not opposed to non-RPG games, but I absolutely hate tower defense games unless it's plants vs. zombies.
25
RPG Maker Scripts / Get the width of a line of text
June 24, 2010, 05:55:10 pm
I'm working on a (very VERY simple) message system for my game. And I've gotten to the hardest part. How do I find out the width of a string of text? It isn't crucial or anything, but I'd hate to have a huge window to display a single sentence (such as "alright..."). Anyone have ANY idea how I'd go about this?
26
RPG Maker Scripts / Always fullscreen?
June 23, 2010, 01:24:57 am
Hey. I'm using blizz's mouse controller for my games. The only flaw in the system is that in windowed mode, you can see the windows cursor above your in-game cursor. So my solution to this is to make the game always fullscreen. Basically, I just want a way to disable the alt+enter combo to switch between fullscreen and windowed.
27
I was wondering how one would go about doing this. I've gotten back into the oblivion modding scene (it's just too great of an engine to not mod), and since I've been away a application has been developed to automatically sort any known mod. (with a report generated that will warn about possible incompatibility and tell you which scripts aren't recognized) I'm not sure how to read/write the data from the RMXP data files, or even which one the script order is stored in (i suspect either scripts or system). But if someone could give me some good advice, I'd really appreciate it. I want to end the whining about blizzard's scripts not working when the user just put them in the wrong order.

Anyone have some advice?
28
(wow, long title)

I'm looking at working on a side project with the white tie graphics. But there aren't that many resources for them, which is sad. I've downloaded a zip supposedly containing ALL the White Tie graphics, but I don't want to use them with the default RMXP templates. To me, it looks odd as they have vastly different shading styles. In my despair I looked at the japanese version of the RPG Maker Product section, and found they have 5 sample games as opposed to our single one. However, I cannot seem to find a download link for any of them. The one I'm trying to download is "Sample Game 1" also known as "White Bond". It contains white tie tilesets. If anyone knows where to download this, I will be forever grateful if a link can be provided.

Here's a link to the page

http://tkool.jp/products/rpgxp/samplegame.html

google translated:

http://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http://tkool.jp/products/rpgxp/samplegame.html
29
Chat / Anonymous and Kira
March 01, 2010, 03:13:36 am
Hey everyone. Today my friend linked me to a video by anonymous called "A Message to the Church of Scientology". I'd heard of anonymous before, I read about them on articles explaining aspects of internet culture (I'm sorta new to the internet, I find this helps me understand what goes on here better. Yes, I am a nerd). As I was watching it, I thought of the Anime DeathNote, and how the second kira (aka misa) used a very similar method to try to contact kira. That got me to comparing Kira while anonymous. I can't quite express why I think this, but anonymous is disturbingly like Kira. A large following built up and led by someone no one has ever met in person (I know they don't have a central leadership, one person just mobilizes the rest of anonymous). They dedicate themselves to a (generally short-lived) cause and use their power to complete this. (often it involves hacking or spamming, a task in which they are unrivaled).

Anyone else have any thoughts on the issue? Just thinking about it as "Kira exists now" is kinda creeping me out.

Here's a link to the video

http://www.youtube.com/watch?v=JCbKv9yiLiQ
30
RMXP Script Database / [XP] Legacy Atlas Script
February 08, 2010, 12:33:06 am
Legacy Atlas Script
Authors: Legacyblade
Version: 1.01b
Type: Atlas Display System
Key Term: Environment Add-on



Introduction

This script allows you to have a world map with a cursor that corresponds to the player's current position. The player can even "zoom in" on the region they're currently in for a more detailed view. While it was designed for use in a world like the one seen in Wind Waker (lots of little islands on a big ocean), it will work perfectly fine for any world (due to the way the player's location in the world is handled by the script)


Features


  • Display a full world map.
  • Zoom in to the local region the player is in.
  • Easily configurable to work with any world.
  • 100% compatible with %100 of scripts!



Screenshots

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide



Demo

DOWNLOAD



Script

Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Legacy World Atlas
# Version: 1.01b
# Type: Atlas Display System
# Date v1.00b:  7.2.2010
# Date v1.01b:  8.2.2010
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  Noncommercial. You may not use this work for commercial purposes.
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   This script should be 100% compatible with ANY script. If you find a script
#   that's incompatible (without making it yourself specially for that purpose)
#   and report it to me, I'll give you a cookie (and fix the incompatibility)
#
#  
# Features:
#
#   - Display a world map that will point to the player's location.
#   - Zoom in on the map to see a close up veiw of the region you're in.
#   - Easy to set up with any system (as you specify the location of the cursor
#     on the world map with a script call).
#
# Instructions:
#
#   Create a world map to cover the entire world, then region maps for every
#   region you wish to show in game.
#
#
# Version History:
#
# v1.00b:
#   -> Initial release
#
# v1.01b:
#   -> Fixed a small bug that caused the area name to be incorrect.
#   -> Cleaned up the comments just a little bit.
#
#
# Configuration:
#
#   PLAYER_ICON         - The icon in "Icons/Atlas" that will point to the
#                         player's position on the map.
#
#   WORLD_MAP_NAME      - The picture in "Pictures/Atlas/" that will display
#                         as the global map. (the zoomed out map)
#
#   SHOW_LOCATION_NAME  - Toggles whether or not the name of player's current
#                         location will be displayed on the map.
#                              
#   ZOOM_IN_SE          - The sound effect that will play when the player
#                         "zooms" in on the map. (switches from a display of
#                         the global map to the local map)
#
#   ZOOM_OUT_SE         - The sound effect that will play when the player
#                         "zooms" out on the map. (switches from a display of
#                         the local map to the global map)
#
#   EXIT_ATLAS_SE       - The sound effect that will play when the player exits
#                         the atlas scene.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=



module LBConf

#///////////////////////////////////////////////////////////////////////////////
#     START CONFIGURATION                                                     //
#///////////////////////////////////////////////////////////////////////////////
 # to not show an icon, just set it to ''
 PLAYER_ICON        = 'pointer'
 
 WORLD_MAP_NAME     = 'world'
 
 SHOW_LOCATION_NAME = true
 
 ZOOM_IN_SE         = '003-System02'
 ZOOM_OUT_SE        = '003-System03'
 EXIT_ATLAS_SE      = '003-System03'    
 
   #############################
  #  ATLAS_REGION_IMAGES      #
 ##############################################################################
 # the syntax for defining a region's name is as follows                    
 #
 #       when x then return 'Region Name'                                          
 #
 # x is a number you asign it (it can be anything, but logically you should  
 # order them sequentially.)                                          
 #
 # imageName is the name of the picture found in "Pictures/Atlas/" that will
 # serve as the map for that particular region.
 #
 ##############################################################################
 def self.atlas_region_images(region)
   case region
     when 0 then return ''
   end
   # the text to be displayed on an unconfigured area. The default is a blank
   # string.      
   return 'openOcean'
 end

   #############################
  #  ATLAS_REGION_NAMES       #
 ##############################################################################
 # the syntax for defining a region's name is as follows                    
 #
 #       when x then return 'Region Name'                                          
 #
 # x is a number you asign it (it can be anything, but logically you should  
 # order them sequentially.)                                          
 #
 # 'Region Name' is the name that will be displayed on the map (provided you
 #  are using the Location Name feature)
 #  
 ##############################################################################  
 def self.atlas_region_names(region)
   case region
     when 0 then return ''
     end
   # the text to be displayed on an unconfigured area. The default is a blank
   # string.      
   return ''
 end

   #############################
  #  ATLAS_AREA_NAMES         #
 ##############################################################################
 # the syntax for defining am area's name is as follows                    
 #
 #   when regionID
 #     case region[1]
 #       when x then return 'Area Name'                                          
 #
 # regionID is the number of a region (defined above) which this area belongs
 # to.
 #
 # case region[1] should be left as is
 #
 # x is a number you asign it (it can be anything, but logically you should  
 # order them sequentially.)
 #
 # 'Area Name' is the name that will be displayed on the map (provided you
 #  are using the Location Name feature)
 #  
 ##############################################################################    
 def self.atlas_area_names(area)
   case area
     when 0 then return ''
   
   end
   # the text to be displayed on an unconfigured area. The default is a blank
   # string.
   return ''
 end
     
#///////////////////////////////////////////////////////////////////////////////
#     END CONFIGURATION                                                     //
#///////////////////////////////////////////////////////////////////////////////      
 
end
 
class Game_System
 attr_accessor :region
 attr_accessor :area  
 attr_accessor :globalX
 attr_accessor :globalY
 attr_accessor :localX
 attr_accessor :localY
 alias initialize_atlas_vars_LB initialize
 def initialize
   @region, @area, @globalX, @globalY, @localX, @localY = 0, 0, 0, 0, 0, 0
   initialize_atlas_vars_LB
 end
end

class Scene_Atlas
 
 def initialize()
   @region    = $game_system.region
   @area      = $game_system.area
   @globalX   = $game_system.globalX
   @globalY   = $game_system.globalY
   @localX    = $game_system.localX
   @localY    = $game_system.localY
   
   @zoomed = false
   @atlas = Atlas_Base.new(nil, LBConf::WORLD_MAP_NAME, LBConf::atlas_region_names(@region),
                           @globalX, @globalY)
 end
 
 def main
   # enter the scene's loop #
   Graphics.transition
   
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   
   # dispose of the windows #    
   Graphics.freeze

   @atlas.dispose
 end

 def update
   @atlas.update
   if Input.trigger?(Input::C)
     if @zoomed != true
       zoom_in
     else
       zoom_out
     end
   end
   if Input.trigger?(Input::B)
     if @zoomed != true
       $scene = Scene_Map.new
     else
       zoom_out
     end
   end
 end
 
 def zoom_in
   $game_system.se_play($data_system.decision_se)
   @zoomed = true
   @atlas.mapImage = LBConf::atlas_region_images(@region)
   @atlas.mapName  = LBConf::atlas_area_names(@area)
   @atlas.cursorX  = @localX
   @atlas.cursorY  = @localY
 end
 
 def zoom_out
   $game_system.se_play($data_system.cancel_se)
   @zoomed = false
   @atlas.mapImage = LBConf::WORLD_MAP_NAME
   @atlas.mapName  = LBConf::atlas_region_names(@region)
   @atlas.cursorX  = @globalX
   @atlas.cursorY  = @globalY
 end  

 
end

class Atlas_Base < Sprite
 attr_accessor :mapImage
 attr_accessor :mapName
 attr_accessor :cursorX
 attr_accessor :cursorY
 
 def initialize(viewport = nil, mapImage = 'world', mapName = '', cursorX = 0, cursorY = 0)
   super()
   self.x, self.y, self.z, self.opacity = 0, 0, 1, 255
   self.bitmap = Bitmap.new(640, 480)
   @viewport = viewport
   
   @mapImage = mapImage
   @mapName  = mapName

   @cursorX  = cursorX
   @cursorY  = cursorY
   
   refresh
 end
 
 def refresh
   self.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 0))
   
   bitmap = RPG::Cache.picture('Atlas/' + @mapImage)
   self.bitmap.blt(0, 0, bitmap, Rect.new(0, 0, 640, 480))
   
   if LBConf::SHOW_LOCATION_NAME == true
     self.bitmap.draw_text(40, 420, 90, 28, 'Location :', 0)
     self.bitmap.draw_text(133, 420, 300, 28, @mapName, 0)
   end
   
   if LBConf::PLAYER_ICON != ''
     bitmap = RPG::Cache.icon('Atlas/' + LBConf::PLAYER_ICON)
     self.bitmap.blt(@cursorX, @cursorY, bitmap, Rect.new(0, 0, 24, 24), 255)
   end
 end
 

 def update
   refresh if self.bitmap != RPG::Cache.picture('Atlas/' + @mapImage)
 end
end



Instructions

Explained in the script (there's not much to explain to begin with)


Compatibility

Should be compatible with ANY scripts. Please let me know if you find an incompatible one.


Credits and Thanks


  • Aqua, who's code I looked at to see how to make a Sprite class
  • Nintendo, for making wind waker (which is what led to the inspiration of this script)



Author's Notes

This script is built specifically to be easy to use for whatever your needs are. If you want to see a feature in this script, PLEASE ask for it. I only gave it the options I felt I needed for my personal project (and a bit of general configuration options), because I'm not sure what other people are looking for in this kind of script. Also, if you find a bug, PLEASE tell me.