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Messages - Phasedscar

1
Resources / Re: Game Guy's Resources
November 04, 2009, 01:12:09 pm
Whoo!  good to see some of my own icons in there :clap:
Those resources look really good!
2
Resources / Re: Ryex's Animation Thread
October 30, 2009, 01:16:40 pm
Yeah, that looks pretty awesome.  I might even use it in my game when I find it again  :wacko:
3
Speaking of, how's that Bounty Hunter sprite I made for you in the long ago doing?
4
Wow, I have to say I like the HUD, is that you're own one there Winkio?

And Yes, I'm back!  Time to start working on my own game again though..
5
Nah, none taken.  Not like I don't understand  :^_^':

I'm quite surprised at the amount of work that's been done to this site since I was last on, especially all the wonderful new scripts  :O.o:.  I hope to be posting on a coupe of templates that can be used for a larger than normal Blizz-ABS style game.
Until I get more up, I want to put these.  They're simple front on templates.

update is on the front page too!



With a little tweaking they can look like these...

6
I really apologize for the very LONG absence.

A lot has happened since I last logged in, namely moving 3 times, finding a job, and living with my girlfriend.  I've started reworking my project and started working on both classical and sci-fi icons.  It may be a while to update things since life is still hectic.  But I wanted to let you guys know that I'm back, and hopefully for a good long while.

To everyone who's made request, I'm sorry  :'(
I'll try to do them if you still need them, though I'm not going to be working any more request from now on.  I simply don't have the time.  However I'll start reposting resources now and again with my new icons I'm making for my reworked project.  It's going to be considerably more science fiction oriented, so start expecting things like lazer rifles, tetronic whips, or whatever have you.

I may keep putting up custom doodads as well, not sure though.


Anyway, again, sorry for my long long absence.  It's good to be back after nearly a year of not having time to work on my game.  Look forward to working with you all again.
7
Tutorial Database / Improved graphics for Blizz-ABS
November 18, 2008, 09:14:57 pm
Improved Battle Graphics for Blizz-ABS


This is a simple idea first coined by LegacyBlade that I have decided to make into a full blown tutorial.  What we're going to do is use the features of Blizz-ABS in a way that isn't typical to create eye candy for the soul.  A lot of people like XAS simply because of the green chunk inducing Snickers Bar for the cornea, and what this tutorial is about is creating awesome graphical illusions using the mechanics of every RMXP program out there.

How are we going to accomplish this, pray tell?  Well, simply put it's going to be a combination of clever uses of the built in animation system, as well as the good common events tab, and the blizz configuration.

Getting started


Step One: setting up the methods for our animations

  • First you're going to have to make a small character sheet.  What's great is you can make it 96x96 pixels, and slap in one color, any color, and just import it into your game.  Make sure that you select the color as a transparent. 
    Why do this?  We need to have the attacking character's graphic go clear whenever we attack, for that to happen we will need a blank .png file to make the character disappear.  This is needed in order to get around the Blizz-ABS battle animations (it's also a venue to add in other effects, if you're inclined).

  • Second prepare your animation.  It's best to get an animation template to do this, since you'll need to know where the center of each image is.


Here is an animation template via Blizzard

You can add more rows on the vertical of this to add more frames, however the width cannot be changed.

Step Two:  How to transfer over to your battle animations

  • If you want an easy route for the standard RTP, simply copy the attack templates available from LegacyBlade or other resource makers and copy them to the animation template.  Keep in mind however, that Blizz-ABS reduces the size (if you choose it) of all animations by 50%.  There's two methods to get around it.  Simply turn it off, or increase the size of your character's attack sprite to 200%.  Your character must be centered on each frame of the animation so that you avoid visual aberrations.

  • Create your animation like you would any other animation.  Add in neat effects as extra frames for the animations tab to add a little extra flare.  Also, if you want, you can add in extra frames to your character animation themselves to make it appear more smothly animated.

  • You will need to have seperate frames for the up facing, down facing, and side to side facing animations.  Each character or each weapon will have to 4 different animations because of this.  Keep this in mind.

  • If you're inclined, because of this 50% decrease in the size of animations, you can actually add more detail into the character models during their attack animations.  It's an extra layer to the visual style, but is totally unnecessary.



The in game programming


For this to work you need to have basic knowledge of the RMXP programming language.  I'm not talking ruby here, don't worry.  But you will need to know how to use the eventing languages.

Currently this setup is for Blizz 1.99 and only a one character party.  The use of a call scripts can be made to determine which character is taking action, however I'm unsure of how to do this.

Step One: Creating the shell

  • Create a common event and call it "attack" or something like that and set it to a Parallel Process.

  • Inside the common event create a Conditional Branch which in this case is "A"

    Make sure to have "Set Handling when Conditions do not apply" unchecked.

  • Underneath the conditional Branch, put a Wait 1 frames timer.

  • Every time you hit "A" will now cause everything in the Conditional Branch to run.



Step Two: Determining the Character's Direction and set the Animation

  • Create 4 consecutive Conditional Branches, one for each direction of the character.  It should look like this.

  • Next add in a Show animation into each of the Conditional Branches.  It helps to name you animations based on what you need.  I chose to name them "sword up, sword down, etc."



Step Three: Set the refresh counter

  • The refresh counter is to keep your animations from playing too quickly.  It's important that you match the cooldown time from the Blizz-ABS configuration and the number of frames used in the animation.  In this example it's 20 frames for the animation, which takes one second on the screen to complete.

  • Create new Wait timers under the Show Animation timers and set them to one frame LESS than your animation takes to complete.  The reason is the Wait 1 Frame(s) at the end of the code.  In this example set each Wait timer to 19 frames.

  • Now that the refresh counter is set, you can hit the "A" key as many times as you want and it will show the animation properly.



Extra Candy


This is for those of you who want extra animations for each attack.  Like a spin attack, or a jumping attack.  We'll use the code we currently have built, however it'll be modified extensively and requires a considerable effort on your part.

Step One:  Create the variable

  • Create a Variable to use to determine which animation will be played.

  • Just under the Conditional Branch: button A is being pressed, place a Control Variable and set it to random 1 through ...

  • Keep in mind that for each different attack animation, you need to make 4 new animations.  So random 1-2 will mean you need 8 animations, random 1-3 will mean you need 12, and so on.

  • Create a new Conditional Branch and have it's paramaters set it checks for the variable's number.  Make a new one for each animation.  Make sure that it's inside the Conditional Branches that check for which direction your character is facing.

  • Copy the code that is in the direction facing Conditional Branch and paste it into the new Conditional Branches you have set up to determine which animation to show for that direction.  Change the animations as necessary.

  • by the time you're done your common event should look something like this:



All in all that's it, this will give you animations for your character that will look much better than the standard Blizz-ABS animation methods can allow.

Special Thanks to:
LegacyBlade for the idea
Blizzard for the wonderful ABS he's created so far.



Additional comments:
There is a way to set this up with the upcomming party AI so that each character will have it's own unique set of animations.  However I need help to know what the call script command is to determine which character is attacking and how to play the animation on them instead of player controlled character.  Any help on how to do this would be appreciated and cited as a co-writed of this tutorial.
8
Resource Requests / Re: Bounty Hunter sprite
November 09, 2008, 06:19:56 pm
Actually a side view but it's easy enough to be the top.  Just a concept at this point and all the little additions I'll add later to it will make it look awesome.
9
Welcome! / Re: What day is it?
November 08, 2008, 07:55:46 pm
Thanks for the support guys!  :^_^':

I'll be sure to let her know you guys wish us the best!

10
Resource Requests / Re: Bounty Hunter sprite
November 08, 2008, 07:47:36 pm
Ok, I know it's been a long time coming.  I have the finished for you here


Not finalized unfortunately, missing my key to photoshop, it should look smooth in game, I'll have the polished version for you probably monday night since that's the next time I'll have free time.

I also have that battle ship you requested in the works, it's in a layered format and it's still rough.

I decided to go 160x160 with it, hope that's about the scale you wanted.  Obviously this is very early stage, but I wasn't sure of how you wanted this to look.  Pay more attention to the right side since that's closer to what it'll look like (the ring will continue in front, just didn't re-edit it).  Any ideas, let me know, want to make sure you have what you want.
11
Welcome! / Re: I have returned (winkio)
November 08, 2008, 07:39:53 pm
Welcome back Winkio, how was the school year coming?
12
Welcome! / What day is it?
November 08, 2008, 07:19:39 pm
OK.  I know I've had extended leap of absences, and I think I at least owe you guys some explanation of why.  Simply put I got a new girlfriend and we've been spending a lot of time together.   :shy:

I'm of course happy, but I know I've slacked on a lot of requests because of it, and so I wanted to let you guys have a heads up on what's going on.  I'm going to try and finish off my current requests, especially for Blizzard because he's been more than patient with me on this.  But I'm not going to take any new requests for a while.  I want to apologize to everyone I've let down lately  :(

And so you know, I miss some of the convo's we've gotten going here at Chaos, and I appreciate all the help and support from everyone here.  And your understanding, which has been more than I could ever expect.
13
Resource Requests / Re: RMXP Icons
October 26, 2008, 07:23:30 am
http://forum.chaos-project.com/index.php?topic=682.0


Granted I haven't worked on my icons in a long time.  And I'm not quite sure by what you mean with skil-base and status-base.  Do you mean icons you can edit easily yourself?  Or simple icons?
14
RPG Maker Scripts / Re: Blizz-ABS vs. XAS
October 25, 2008, 05:35:17 pm
The only thing I can think of adding other than the features you've already mentioned Blizz, and the ones Lagacyblade was talking about is adding in more frames for animations.  Perhaps 8 instead of 4, and allow for diagnal walking and attack animations.

However those can be done in add-ons for Blizz-ABS and there are already movement frame scripts out there.

Personally I like the ease of customizability with BABS far more than XAS's eye candy.  I found XAS to be exceedingly annoying to customize to any great degree, and I got more than enough errors with it when I was trying it out.  Granted this was over a year and a half ago I tried it, but the point remains.  And honestly, since you introduced the BABS config program, I will never want to switch.  That allows for such ease of use, that I couldn't honestly think of going back.  Beside, you actively work on BABS when you have the time, and I know, in the long run, XAS will have nothing on Blizz-ABS.
15
Resources / Re: I tryed my hand at makeing icons
October 14, 2008, 04:55:50 am
Wood is actually a fairly flat texture to do, the reason is is that unless it has a rich stain the grain wont show up.  Darken the lines for individual boards will also help add more too it.  The texture you have there now is actually pretty good, I think those lines are all you really need.

Overall the shape is good, but it's VERY hard to make out the handle, try adding in a dark gray to the lower right of it, that'll give it a bit of pop since it'll contrast much more against the bright tope color.

As suggested remove the outline or make it match more into the overall theme for the icon, if you want a more realistic outline, then use a darker version of your current door color.  By darker I mean about 2 shades.  Clean up the lighting and pick a true lightsource.

Last piece of advice I can give you is..  just practice some more, find areas that don't look right to you and work on them.
16
Resource Requests / Re: Futuristic spaceship
October 14, 2008, 04:47:35 am
I can knock that out for you Wednesday night (for sure this time, also I got your bountyhunter ready, I'm just not at my computer that has it atm)  I kind of feel like doing something a little different and this sounds like fun.
17
Resources / Re: Winkio's MIDI Studio
October 01, 2008, 06:16:51 am
NP Winkio, I'm currently out of town atm and don't have my project available to edit.

In other words, you got plenty of time.  And believe me, I understand, I just spent about 5 hours driving around town getting errands done.
18
Intelligent Debate / Re: End of the World?
September 25, 2008, 06:10:27 am
Quote from: TheHackMan on September 11, 2008, 06:02:16 pm
Quote from: Terry16389 on September 10, 2008, 05:12:13 pm
Well, as most of you know, the world was believed to have a slight chance of ending today. Some supercollider or another was supposed to generate a black hole, ending Earth and our entire solar system.


This rumor is a load of bullshit on so many levels. For one we are already doing the same thing and the people who say this stuff spew this crap every time a new super-collider comes online. The truth is they are smashing photons of light and even if that near impossible chance came to be the black hole would be the size of a photon of light which won't do a thing. It would take a black hole at least as big as our sun to destroy the earth.


Though I agree with you on the super collider, I should correct you on this.  Photons have no mass, they're just the particle of light.  Light acts as both a wave and a particle, and the particle portion of light's behavior is called the photon.

I think you're thinking of neutrons or quarks, since both don't have a charge.  These are actual particles that will be accelerated to 99.99% the speed of light (185,999 miles an hour) and then smashed into eachother.  Now it IS possible this could generate a black hole, but the black hole would be the size of about..  one one trillionth of an atom and weight as much as the two neutrons minus roughly a third of their mass due to the fusion process.  Needless to say, that's such a small amount of weight that the black hole would evaperate before it becomes a threat.

Quote
The biggest threat to life on earth is the current global warming threat we are facing right now and aside from that the next thing we have to worry about is in 2029 I believe when there is a 1:1000ish possibility that an asteroid will pass through a keyhole and hit us 7 years later(April Friday 13th).


Though global warming is now considered real, even though it's still a theory.  We need to consider that humans have contributed less than 3% of the current carbon dioxide in the atmosphere right now.  A single volcanic eruption roughly equals 100 times the yearly output of carbon dioxide that humans produce right now.  My point being that reducing carbon immissions wont save the earth.  Doesn't mean we shouldn't take care of the planet however.

We're due for a major impact however.  Roughly speaking there should be a major impact once every 100,000 to 200,000 years.

Quote
As far as the total destruction of earth goes that will be happening in about 200 billion years as the sun continues to expand and due to gravitational forces it will probably stop expanding just short of the earth due to the fact that as the sun moves out the other planets will slowly move away too. The destruction will happen when the sun finally collapses into a red dwarf and the shock wave will spread out and turn the solar system into a few small rock balls and some dust and whatnot.


Our star is a medium sized yellow dwarf star.  It's average lifespan is about 12 billion years.  Right now it's 5 billion years old.  In about another 5 billion years the hydrogen core will deplete itself, eat into it's helium, and so on until it converts sodium into iron.  At that point it'll expand and the outer photosphere will be in earth's orbit, which will slow down the Earth eventually causing the sun to swallow it whole.

BTW, our sun is too small to supernovae, it will however turn into a stellar nebulae, but we'll all be dead long before that.


My guess will be either the asteroid or comet that will bring an end to humanity.
Afterall, even with extreme weather patterns from Global Warming, we could develop technology to deal with it.  And there's nothing we can do about the sun swallowing the earth in 5 billion years.  But I hope at that point we aren't still relegated to our little blue spitball.
19
Resource Requests / Re: Bounty Hunter sprite
September 25, 2008, 05:37:49 am
Sorry it's taking so long Blizzard...  I don't have it quite finished yet.  It was a lot more complicated then I was expecting simply because of the pure amount of detail.

I can't imagine it'd take me longer than a couple of hours to finished the bottom two frames, I was just too tired tonight to finish it.

20
Resource Requests / Re: Good Spriters needed.
September 20, 2008, 07:33:31 pm
I'll see if I can help you out with these Chaze

But it's going to be a long while since I'm trying to get Blizzard's request finished first..  I can make you some placeholder sprites which wont be nearly as polished quicker until I can finish the completed ones however.  Give me a couple of weeks to work on those.