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Messages - SilverShadow737

21
Entertainment / Re: Poke the Penguin
December 21, 2010, 06:21:59 pm
That was... interesting?
22
RMXP Script Database / Re: [XP] Blacksmith System
December 21, 2010, 07:21:06 am
Pretty sweet script,  maybe a feature to add would be to show how many materials the player has before forging either by pushing a button, or simply in the confirm menu.  Also you could try to space stats a little better because the + or - overlap the letters.  My final suggestion is maybe you could add item creation such as two ingredients create a potion, or iron + coal = steel?
23
Very nice sprites. I like the consistency with porportions.  You might want to improve your shading, mace guy looks like he could use it the most.  Also there's something about their legs that strikes me as odd, maybe they're too wide or too thin, this is most noticable in horns guy and mace guy.  I think that the legs of the two characters in the front look fine though.  Other than that though they look fantastic.
24
Resources / Re: Ginyu Force Sprites [RMXP][DBZ]
November 25, 2010, 09:02:19 pm
Yeah, mine turned out weird like that because I was using a model, which kind of had the same angle and it was hard to make work for the entire thing.
I do like yours a lot better than mine, and I thank you for it.
Also don't worry about hi-jacking the topic or anything because your input was useful.  :D
For practice, I'd suggest making a sprite of a prexisting character before making your own characters as this would allow you to get used to how shading is done and you can compare it to something that has existed for awhile.  Unless you have a well established character of course.  :^_^':
25
Resources / Re: Ginyu Force Sprites [RMXP][DBZ]
November 24, 2010, 06:00:39 pm
Thanks guys!  That means a lot to me.  :haha:
26
Resources / SilverShadow737's Sprites [RMXP]
November 23, 2010, 08:44:23 pm
Ginyu Force Sprites:

Spoiler: ShowHide
I made sprites of the Ginyu Force for RMXP.
I used http://www.backwater-productions.net/RMXP_CSG/ as a base for these spirtes.

Recoome:..............Guldo:...................Captain Ginyu:.........Jeice:....................Burter:
       

I made a Saiyan Armor icon too.  It's kind of crude, but if you wanna make a fight the Ginyu Force sidequest that gives a relevant armor then here you go.
Saiyan Armor Icon:


Ginyu Force Rules!


Most of the rest of these are pretty crude.
They were all done in paint with photoshop used to resize things.

Fat Dragon:

Spoiler: ShowHide
This fat dragon looks like something out of squidbillies.
Battler:


Charset:
It's just a poor edit of the rtp dragon.
Standard:

Sideways Roar:




Pusher:

Spoiler: ShowHide
This horrific piece of horrible is a monkey bulldozer thing...
Battler:


Charset:




Stick Figure:

Spoiler: ShowHide

I feel like I'm the first person to do this...
Battler:



Charset:



Enemies:

Brown Mambo:

Spoiler: ShowHide


Stalag-Snail:

Spoiler: ShowHide



Unique Sprites/Charsets:

Spoiler: ShowHide

Zangief Wannabe:


Strange Tiles:
The lock is based on Link's Awakening.


Buttons:
Based on the RPT Buttons.



Lit up Buttons:


Golden Spider:




RTP Based Sprites/Charsets:

Spoiler: ShowHide

Black Cat:


Large Boulder:


Arrows:


Weapons:

* I did not create the claw in this sprite/charset.



Icons:

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Vegetables:
         

Weapons:
           

Other:
The Fuzzy is based on Yoshi's Island.
   



WindowSkins:

Spoiler: ShowHide

These are pretty basic.
Orange:


Blue-Black:



Please tell me what you think.
Feel free to use them, just don't claim that you made them because that's plagiarism.  :P
27
RMXP Script Database / Re: [XP] Tons of Add-ons
August 11, 2010, 09:14:46 pm
Ah my bad, I didn't know you had to put the comment in the name of the event, I was using the comment command.
Thanks for the help.
28
RMXP Script Database / Re: [XP] Tons of Add-ons
August 11, 2010, 08:12:15 pm
Quote from: Blizzard on August 11, 2010, 05:24:58 am
Well, that's what it's supposed to do. If you want other events to appear on the minimap, you have to mark them. You should read the instructions of the script.


The instructions don't say anything about marking them though.

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS Minimap by Blizzard
# Version: 2.0
# Type: Game Playability Improvement
# Date: 7.2.2007
# Date v2.0: 16.4.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   95% compatible with SDK v1.x. 60% compatible with SDK v2.x. This add-on
#   NEEDS "Quick Passability Test" by Blizzard. WILL corrupt your old
#   savegames. Might not work with special map add-ons. Does NOT work with
#   pixel-movement without changing the code.
#
#
# Why this minimap script better is than any other (aka features):
#
#   - simple display to avoid lag
#   - custom size, position and opacity, changeable even during the game
#   - no bitmaps, no pictures to import, only plain script
#   - automatically makes use of Blizz-ABSEAL if installed to decrease lag even
#     further
#
#
# Explanation:
#
#   This add-on will draw a real-time minimap on the specified X and Y
#   coordinate on your screen. It will show the player, events that do NOT have
#   a comment in their code that says "\nomap", that are not parallel
#   process and that are not auto-start and that are not erased yet. Events
#   with a teleport/transfer player command will be shown in a different color.
#   Any event with and comment with "\spc" in their code will be also
#   displayed differently. Blizz-ABS disables this add-on automatically and
#   uses the built-in version of the Blizz-ABS Minimap.
#
#
# Instructions:
#
#   You can trigger the minimap visible/invisible with F5 during the game.
#   Set up the starting configuration below. The colors follow a template of:
#
#     WHAT_COLOR = Color.new(R, G, B)
#
#   R - red
#   G - green
#   B - blue
#
#   Change the colors of the dots on the map as you prefer it.
#
#   PLAYER_COLOR    - the player on the minimap
#   EVENT_COLOR     - any event on the minimap that is not erased, is not
#                     auto-start, is not parallel process and does not have a
#                     comment in its code with the word "no_minimap"
#   TELEPORT_COLOR  - any event like the one above, but that has a teleport/
#                     transfer_player command
#   SPECIAL_COLOR   - any event with a comment with the word "special"
#   MINIMAP_X       - default X of the minimap on the screen
#   MINIMAP_Y       - default Y of the minimap on the screen
#   MINIMAP_WIDTH   - default maximal allowed width of the minimap
#   MINIMAP_HEIGHT  - default maximal allowed height of the minimap
#   MINIMAP_OPACITY - default opacity of the minimap on the screen
#
#   You have the possibility to change the minimap's size, coordinates and
#   opacity during the game process. The command you need to type in into a
#   "Call Script" command window are:
#
#     $game_system.set_minimap_coordinates(X, Y)
#     $game_system.set_minimap_size(W, H)
#     $game_system.set_minimap_opacity(A)
#
#   X - new X
#   Y - new Y
#   W - new width
#   H - new height
#   A - new opacity
#
#   Any changes will be applied instantly. Note that you don't need to use ALL
#   commands.
#   The minimap mode can be changed using this code:
#
#     $game_system.minimap_mode = MODE
#
#   MODE - new mode (0 = off; 1 = on; 2 = full map)
#
#
# Note:
#
#   Changing X, Y and opacity during the game will result in just moving the
#   sprite. The minimap will not work if the maximal allowed size is smaller
#   than the map size. (i.e. if your minimap is 160x120, maps like 170x130,
#   180x15 or 20x140 will not work.)
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# Start Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

PLAYER_COLOR = Color.new(0, 255, 0)
EVENT_COLOR = Color.new(0, 128, 255)
TELEPORT_COLOR = Color.new(255, 255, 0)
SPECIAL_COLOR = Color.new(255, 0, 0)
MINIMAP_X = 0
MINIMAP_Y = 0
MINIMAP_WIDTH = 160
MINIMAP_HEIGHT = 160
MINIMAP_OPACITY = 160
MAP_MOVE_BUTTON = Input::Z

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# End Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
29
RMXP Script Database / Re: [XP] Tons of Add-ons
August 11, 2010, 05:20:27 am
I've been having a problem with the minimap, it doesn't display events other than teleports, and the caterpillar (Sort of... on one map it's only half there.)
But running from a new file only the caterpillar and teleports show, do I need a separate script for it to work, such as SDK?
I have both the minimap and quick passability enabled.
30
RMXP Script Database / Re: [XP] Easy Party Switcher
August 10, 2010, 09:31:04 pm
The party wipe doesn't work.
Even in the demo...
Also in the demo, if you try to continue with a party of 1 it says please make a party of 6.