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Messages - Starrodkirby86

21
Magic Mirror sounds like a fun sort of thing to go forth in. But perhaps it's the Megaman/Metroidvania style that sold me the most. However, the usage of the mirror as your prime weapon could warrant some very interesting puzzles, one that I'm very much willing to try out!
22
News / Suggestions / Feedback / Re: Happy New Year!!
January 01, 2012, 04:01:32 am
Majority of the world should be in New Year's now.

Safe to say a Happy New Year to you all! The resolution mission begins!
23
Chat / Re: 2012 Resolutions/Goals
January 01, 2012, 03:21:21 am
My main one would to be better organized. I'd love to have a clear plan on what to do throughout the day, and it was something that I felt was lost or compromised from numerous other items. Once I get organized in that aspect, I'd love to be more efficient at what I do, so I can enjoy other things more often.

Otherwise, I'd love to improve upon my current qualities right now, as I feel I'm in a good state so far, but, of course, I can do so much better!
24
Script Requests / Re: [Request] Light Effects Script?
December 31, 2011, 11:48:56 pm
I can't seem to find it. I thought Raziel would have posted something like that, but I even checked his posts on HBGames.org, and there's nothing of that nature.

However, lights like that can be evented. We have a light event system here on our forums... Check that one out.

http://forum.chaos-project.com/index.php/topic,6714.0.html

And if that doesn't work, there seems to be one on HBGames as well, but take a look at the aforementioned first.

http://www.hbgames.org/forums/viewtopic.php?f=48&t=21314
25
Ah. Should've thought of this earlier.

Go into the Database, and then into States. Check "Regard as HP 0" for the Knockout state.

Yup, now it works. Why it wasn't last time was that when you reached HP 0, the enemy "supposedly died", but it was just the sprite, along with it being unable to be chosen again for attack. But it didn't have the Knock-Out state attached to it (Since you unchecked Regard as HP 0), meaning they're still doing their thing. Remember that the Knock-Out state means one can't move, so when they don't have that state attached... Well, yeah.
26
General Discussion / Re: Mapping Improvement Thread
December 30, 2011, 01:45:57 pm
Hard to really tell from afar, but for mountain maps, as long as you've been using the small corner-turn mountain tiles in addition to the mountain edges (for esoteric mountain formations), then you're pretty much set.

However, there's one thing that felt odd to me. Look at the map that's third from the left, the horizontal one with its path shaped like a backwards-S (leading into the main center of the mountains). The middle wall of that mountain formation seems a little too thin in comparison to its right. It kind of looks like it's floating.

Otherwise, this is really cool! Nice work!
27
General Discussion / Re: Screenshot Thread
December 30, 2011, 02:48:18 am
I first thought the backwards S after Spawner was a 2. Then I realized it was a backwards S, so then I thought, Alien Spawners. Yet the window title says it's Alien Spawner?  :wacko:

So far, it's looking pretty cool. I love me a good retro. What's the menu fonts?
28
It's all good. xD

It's a low-priority thing that sort of gets pushed off for so long. I didn't have anything to do really, and it was easy for me to help out, so I wanted to give back!

There were a few more icons besides those two, which also have been done, so everything's spic and span now. :nod:
29
With talking to my friend and browsing the web... Looking at my timestamps, it seemed to have taken me a half-hour or less in all. It probably could have been much faster if I simply concentrated on it, but ah well, I felt relaxed. I also played it cautiously and fine-tuned it a bit.
30
New Projects / Re: [XP] Soul of the Dragon
December 28, 2011, 11:42:29 pm
Hey there! Decided to give it a quick shot.

There's a lot of traits here that show you're kind of starting things out. And it's not bad with that! I mean, my first few things were horrendous, so it's pleasant to see yours be much cooler. However, I sort of felt wayward throughout the game. The intro didn't give me much, other than some sudden transitioning and message boxes. Eventually, you'd want to make a cool introductory scene to get ourselves into the game - whenever you have the chance to, of course! I mean, there's some more important things to finish first, right?

Now, on that wayward bit... I simply stumbled into a few houses to find out where I was going next. I didn't have a clear direction on where to go, and, perhaps it's just the headache talking, but it was just me exploring every nook and cranny. That can just be a telltale sign that I was on the verge of being lost - and I was, sort of, after receiving my equipment. Probably didn't listen as well as I needed to.

Here's a few specific things I noticed, in no particular order.


  • When mapping, the larger tiles, such as wall tiles and whatnot, don't need to be repeated. You can extend the middle tile out for as long as you like, creating long walls and not repetitive, weird ones like in your demo. I mean, in real life, we don't make walls of a limited width - we make the walls as long as we need to!


  • Another mapping thing... In the inn, those autotiles are for the ceiling. That means that you can't have these autotiles hanging, and you need a wall underneath it to compensate for that.


  • The house tiles aren't meant to be placed as is. You're supposed to use the bright tiles for the house the whole way - those darker tiles are there just in case you want to have a house that's shaded or something.


  • I can walk through a middle counter-top tile. In particular, check out the upper floor of House 2.


  • I'm pressing the backspace button, yet I can't access the menus. Are you using a custom control configuration?


  • This is more of a silly comment, but it's kind of funny that they're going to give the village defender, the great and mighty defender of the village, their cheapest equipment. Because when the village is in jeopardy, entrust everything with a guy in shoddy equipment! :P On a game level, this makes sense because you're giving out starter equipment anyway, but it's an amusing thought.


  • Your Custom Message System didn't really work in this situation - /nm[]Dark Mountain Route. Perhaps you meant \nm[] or something? This was the sign in the Plaza.


  • I guess the Route to Rome isn't done yet...


And you already know about those typo errors. There was a lot more of them than I expected. It might be a pain for you to do a whole proofread once you complete stuff, since you have to go back to every event and inspect.

Otherwise, keep it going! Keep it going! :)
31
Oh, sure. I can give the theme a renovation. xD

Yeah, I was thinking that having them transparent would be better, but at this point I was just editing it based off of that flawed style. xD I'll make them transparent instead of restrained to a background though. I prefer that much more.

PM me a zipped package of the theme icons, and I'll take care of it!

EDIT: Awwww yeahhhh. They're done. That's hot. <3
32
RMXP Script Database / Re: [XP] Tons of Add-ons
December 28, 2011, 02:33:16 am
Perhaps the Connected Attacking script isn't compatible with Tons of Add-ons? I'm not really sure what to say of this because I don't really know what this script is myself.

I assume it's this script.
http://save-point.org/showthread.php?tid=2652

If that is the script you're using, then note that it's made for RTAB... There's a few compatibility issues when it comes to that.

QuoteThis add-on collection is semantically compatible with RTAB v1.16 with all Plugins, though, several add-ons will not work:
Center Battler - will cause a crash (it's rather useless in Side-View RTAB anyway)
Multi-Hit - will not react at all if RTAB is being used due to the heavy changes in the methods supported by the DBS
Charge Skill - the countdown will be start at 0 and the skill will be executed right away
It is possible that more add-ons don't work, but it is very unlikely.


Though I'm not sure if that's a related item in this case... Perhaps it's related to the Multi-Hit issue?
33
News / Suggestions / Feedback / Since it was irking me...
December 28, 2011, 12:54:25 am
On the dark themes, it seems that the Stats box and the Online Users / Thu'um Box images aren't transparent, so there's that awful white background. It's a relatively minor thing, but I was a bit bored and decided to take a stab at blacking things up.

info.gif:



online.gif:



online.gif was a real pain, but I did what I could in a somewhat reasonable amount of time. Blizz, if you like the new images, would you care to change them? ^^

EDIT: Matched the black color to the one on the web-page.
34
Yeah, you know what, a demo would probably be more helpful. At least, for this moment. Upload some demo of it and I'll check it out.
35
So even if you had two different monsters, the dead monster would still attack, right?

Yet this problem doesn't seem to happen on a fresh, new project. It sounds like everything you're doing is routine, so there must be something you've done that enabled this necromancy to happen. I can only imagine there's something in your Scripts going on. This hasn't been happening since the creation of your project, so perhaps in between then you added something that caused this. Before that problem arose, did you add anything to your game that might even be remotely related? :s
36
I see! So, for the moderators, this should belong in Troubleshooting / Help over in the General RPG Maker board, unless you have some script that's doing something.

So, as I take it, is the only battle-related script that you have inserted into your game Tons of Add-ons? Do you have any other script that might be affecting it? If not, then tell us what exactly happens.

I can't imagine what really is happening, considering that a default battle system with absolutely no modifications (Tons of Add-ons doesn't have any battle effects on) should mean that there'd be no problems occurring. Regardless, I'm going to ask a few questions.

Does it only happen on a particular monster or does it happen with every monster? If it only happens on that one monster, maybe there's something that's making it special. Is there any special thing with the troops you've made?

If it's convenient to you, you can also create a demo and send it to us so we can diagnose the problem at hand. You could also tell us, step by step, what you did that caused this problem.
37
Wahaha, I'm in love with you, Ryex.

As he said, we'd have to know what exactly you're using. Are you using Blizz-ABS, or some other battle system? Please tell us! If you're using the Default Battle System, please tell us that too, and any specifics in regards to that (what exactly happens, really). The only thing I can discern is that your problem happens "in a group battle", which doesn't really tell me much.
38
Spoiler: ShowHide














Priceless, man. But I'm really happy for you! This looks like an awesome ware to be on, and glad it's been gone out with much further happiness. xD Also, Sweden. <3
39
Chat / Re: You favourite Anime opening 2011?
December 27, 2011, 05:48:30 pm
Quote from: Camellia on December 26, 2011, 10:16:51 am
Nichijou: My Ordinary Life
http://www.youtube.com/watch?v=u5LiWCCsKog

CRAZIEST ANIME WITH CRAZIEST OPENING EVER!!!


Looove the Nichijou openings. And the enthusiasm and fun that Hyadain brings. *x*
40
New Projects / Re: [XP] Spells of Chaos
December 27, 2011, 05:46:41 pm
Music autoplaying isn't the most professional thing to do. People may have their own audio playing in the background, or they simply aren't prepared for a surprise thing like that. Basically, the fact that they aren't expecting music to be playing (They're expecting a simple project topic) can constitute to a barrel of trouble. Let the user decide if they want that music playing as the topic's being read. :)

But anyway, let's go focus on your main stuff. Once things get going, it's probably a good idea to get your project proofread or something - but I don't think your language would totally kill off a game. Just watch out whether you have real words or not. For instance, "chaosity" isn't really a real word, since "chaos" is already a noun, so there's no need to noun the noun. Unless that's part of your own game lingo, and if it is something that's exclusive to your game (i.e. it's a real word in your game), it should be specified as such.

A lot of your screenshots are simply displays of Moghunter's Menus. While that's nice, they don't really show us much of the game... It just shows us... Moghunter's Menu (in its near entirety) used in another situation. Just replace the images and text and voila, your game. If you're not too shabby at an image editor like GIMP or Photoshop, I suggest you try making your own aesthetics using Moghunter's Menus as a base or something. That way it'll make your game more unique. But that can be done at any time. (:

I don't have much else to say yet. But I await a demo or some other things first. c: