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Messages - MeVII

1
@orochii

If you are interested, the plugin that KK20 found for me does alot of mouse / click controls...hover, change, activate on leave etc etc...
2
@KK20 - Ah. I see. Very well then, and, thanks again for the look up!

@orochii - While clicking can be used to move characters, and select menu options, "click on" is not an option to activate events.
So, at best, clicking on an event would cause the character to move to the event, and then unless the event was set to activate on "player touch", nothing would happen.

So the plug-in that KK20 found for me, allows both the click to activate, and, if clicking to activate an event, the character does not move.

MeVII
3
Hey @Blizzard! Glad to see your still around!

Also thanks @KK20 for finding that for me.
I'm familiar and loyal to the Chaos-Project community,
so, I almost never bother looking for things off site.

I know that will seem counter intuitive in today's cyber-society,
but Id rather stick with relationships over convenience.

Just know that my impulse not to look elsewhere was not borne on laziness, but loyalty,
and, that I respect you takeing the time to look for and find something for me when I did not.

MeVII

P.S. - Since CP does not have one yet, I would still encourage someone from Chaos-Project to make a similar plug-in for MV.
Preferably one that is superior to Galenmereth / Degica.

I am also competitive. ;)

4
Greetings:

I would like to be able to set events to activate / trigger when the player clicks on them.

Is this possible via plugin or other scripting methods?

Thanks all!

MeVII
5
Resources / Re: Edited RTP Template
November 08, 2010, 08:40:24 am
Hello:

Images were converted to from 8bit 256 to 32bit True Color.
This allowed for Gradient Contrast Filtering...
... Color Shade Enhancement...
...and a Gaussian blur of 0.5.

There are many other little changes, for example, and I cant remember what one...
...one of the tilesets was flawed, and some shadows were the wrong color,
and therefore not transparent as they should be.
I fixed that, and other things.

I didn't try to record or remember them as this was a personal project,
that I decided to share to the community for any one elses use.

                                                                                                                                                                      MeVII
6
Resources / To DesPKP:
November 07, 2010, 06:00:58 pm
DesPKP:

       Yes, the snow, and the desert (coincidentally extremes from one another) were hard to work with.
Like I said, its not perfect. Id say its at about 85%. The rest I would do as I used / found and polished each thing.
Perfecting the last bit to an iota that I could.

       One heads up ... if you recontrast anything to a more appealing degree of brightness or saturation,
you must take note of the exact changes you make ... so that you can identically replicate them on the
autotiles for the same tileset. Otherwise they dont match and look patchy. This is what led me to convert
some of the autotiles to universal autotiles, by erasing the border, and converting them to transparencies.

       Thank you for your input and complements!

                                                                                                                                                                  MeVII
7
Resources / Edited RTP Template
November 07, 2010, 03:06:09 pm



Edited RTP Template for New Projects
Version: 1.0
Type: Visual



Introduction

        I made this RTP edit for myself. After finishing I decided to share it.
       All images have been recontrasted, color enhanced and softened.
       There are also many changes beyond those that I never bothered to keep track of.
       Although I cant list them, Im sure most of them will be seen / found.



Features


  • All images - Battlers, Battlebacks, Tilesets, Animation cells etc...
  • Recontrasted
  • Color Enhanced
  • Softened
  • Before and After Comparisons for all RTP Tilesets
  • Slight Visual Tweaks to Default Scripts*
  • Many Other Tweaks and Fixes


       *Look for "---" at the start of edited script names.



Screenshots*

            Snow Town In - Original                         Snow Town In - Edited
                            
                Click to Enlarge                                           Click to Enlarge

       *Since I edited all the visuals, Ive only posted one example to give an idea of what Ive done.



Demo

       Edited RTP Template for New Projects



Instructions

       Download the demo from above. Use it, or any of its edited content for your projects.
       There are Comments of me saying more of the same in the Common Events section of the project.
       Be sure to save a backup copy for later use if you intend to use it more than once.



Credits and Thanks


  • Thanks to Enterbrain for the Great Program!
  • Thanks to Chaos Project for the Best RPG-Maker Site on the Web!




Author's Notes

       Again, I made this for myself really. So its not perfect, or even meant to be.
       All in all, I hope others can find it somewhat useful.

                                                                                                                                                                     MeVII

8
RPG Maker Scripts / Blizzards Retirement
September 24, 2010, 04:21:36 pm

Blizzard:

       You are the reason I joined the Chaos Project community.
       It will clearly be less of a thing without you.
       All the best to you and yours.

                                                                                                             MeVII
9
Tutorial Database / An event that can create light.
September 15, 2010, 05:39:45 pm
Hello All:

I hope I can avoid being scourged for "necro-posting" or whatever the lingo may actually be, but...

...I figgured Id mention my Animated Lighting Effects event system here.
Because between Blizzards method, and mine, anyone should be able to do just about anything with lighting anyway they want.

                                                                                                                                                                                       MeVII
10
Thanks for the complement!

I think "very usable" is up for argument. ;) Im not to happy with how complicated it became to use, with the need to fix the screen blips. It originally looked like it was going to turn out to be much more convenient than it did.

I suppose I should mention that if a scripter wants to use my demos resources (animations (which I actually created from the ground up) and etc...) to create a script that does does the same ... Im fine with that. Let me know, and Ill link to it from my main post here.

                                                                                                             MeVII

P.S. Your name should be Flower Lady of White Eternal Roses ... Then it would be F.L.O.W.E.R. :)
I noticed how close it was when I was about to type "Thanks FLWR". ;)


Responce For: ShowHide
Quote from: Flower Lady WhiteRose on March 30, 2010, 02:08:21 pm
Awesome, MeVII. If someone could make a script with this same effect, it would be great, but you managed to create a very usable system using only events. Being an eventer myself, I can appreciate the effort that went into this. Great work!
11




Thanks Jek!

And Thanks to Everyone for their complements!





 
12
Resource Database / Re: My Resources
March 27, 2010, 05:46:14 pm
Wow

Im using many DnD Creatures for battlers, and its a pain just to clean them up for that!
I couldn't imagine converting THIS into a character set!

Then again I probably couldn't make a charset of a bubble either for that matter. ;)

                                                                                                                MeVII
13
Animated Lighting Effects
Version: 1.0
Type: Multi-Event System



Introduction

      This Event Demo Contains the Resources and Setup for Animated Lighting Effects in Dark Areas.
      Also, Grown Out of Necessity, There is Included an Evented Per-Step Random Encounter System.



Features


  • Five Fully Functional Lighting Effects
  • Lightless (Default Darkness)
  • Small Torch (Item + Icon)
  • Large Torch (Item + Icon)
  • Glow Stone (Item Only)
  • Light Spell (Skill Only)
  • Per-Step Random Encounter Event Giving Much Greater Control Over Random Encounters.




Screenshots

Lightless: ShowHide


Small Torch: ShowHide


Large Torch: ShowHide



Glow Stone: ShowHide


Light Spell: ShowHide




Demo
Animated Lighting Effects


Instructions

      Open the Demo in RPGXP.
      There are Detailed Event Comments Throurally Explaining How the Event System Functions, and How to Set It Up.



Credits and Thanks


  • Credit MeVII, cuz I made it.
  • Thanks to Chaos Project for being my RPGXP Home Site.




Author's Notes

      Im sure this can be done very easy with a script. Im not a scripter. So I need to use events.
      This is a large and complicated event system. I worked on it for two weeks before finishing it.
      It works, and works well, its just not as convenient as I thought it would be when I first started.
      The primary issue is that in changing active screens, the animation dosent re-render instantly.
      This gives a half second of "blink" where a player can see the whole area.
      This naturally broke the purpose of the event all together.
      I "fixed" this problem by setting things up to be covered with a "black out" picture when needed.
      For some reason, pictures do stay "active" while animations do not, even in-between screen changes.
      I considered using pictures altogether then, and not animations to avoid that problem,
             but then you loose the advantage of the animation following the player automatically.
      You would need to event the picture to stay centered on the player.
      Halfway done by that time, I decided to stick it through and finish it on the animation side.
      In the end, the PerStep Random Encounter Script came out as a pleasant bonus.
      (Needed to cover the screen after a battle is finished with the "Black Out" picture.)
      Again, while complicated, its boon is a much greater deal of control over random encounters.

      If there is something I didnt cover in the demo, or if you find an error, let me know here, and Ill fix it.
               

Enjoy!


                                                                                                           MeVII



     
14
General Discussion / Re: Looking for Input
March 22, 2010, 10:01:07 am

*Shakes Head* Humans.  :<_<:

It was such a simple question.  :uhm:

I thank those who know they deserve thanks.

Ive received enough feedback to move forward in my design.


                                                                    MeVII



:lock:



 
15
General Discussion / Re: Looking for Input
March 22, 2010, 12:07:20 am

Hey!

I just had an idea, what about slowly reveling the icon?

Pure Black: ShowHide


Colored & Outlined: ShowHide


Catcha all tomorrow!

                                                                                            MeVII
16
General Discussion / Re: Looking for Input
March 21, 2010, 10:21:22 pm

Quote from: GrieverSoft on March 21, 2010, 09:21:41 pm
Why don't you just place a number on one of the corners?


Hey Griever! :)

In order for the font to be small enough to truly sit in a corner without obscuring any of the icons I'm using (I used the fire icon as the test because it actually has the smallest footprint.), it needs to be so small that the font looses all unique personality.

(Ariel at 8pt is the only one thats even readable.)


Enlarging the text to the size necessary to use more unique fonts would consume 1/4th of the 24x24 pixel icon. I do not want to make that sacrifice, and, in my personal and artistic view I like symbolic representation over text/numbers anyways.

                                                                                              MeVII
 
17
General Discussion / Looking for Input
March 21, 2010, 02:23:08 pm
Hey All!

Lookin for some input here.
Which is the best visual representation for the progression of numbers/levels 1 - 10?
These will be used for my skills/spells.
The examples are for my fire spells icon.
Tell me what one you like the best.
Or even make your own and show me.
Blank Template: ShowHide

Rules
1. I am only interested in pip sequence/placement. No other editing is necessary.
2. I prefer the pips to stay on the icons edges.
(Pip is located in the upper left of the blank template.)


Any input is welcome.
I am only looking for input on the pip placement sequence.
Sequence A: ShowHide

Sequence B: ShowHide

Sequence C: ShowHide

Sequence D: ShowHide

Sequence E: ShowHide

Sequence F: ShowHide


Also, in general, which looks better for the last one?
Vertical: ShowHide




or

Horizontal: ShowHide




Thanks for any input!

                                                                                                        MeVII
 
18
Resources / Re: 6000+ Tracks of Free Music!
March 15, 2010, 07:16:56 pm
Locked


Reason: Resource moved to primary thread HERE.


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19
Resources / Re: Icon Pack Over 9000 Icons
March 13, 2010, 10:47:11 pm
Quote from: Taiine on February 28, 2010, 02:39:55 pm
So many icons, and STILL not a one of a basket! XD


Did you need one? I dug theese out of File 2 HERE.



                                                                                                   MeVII
20
Resources / 6000+ Tracks of Free Music!
March 13, 2010, 10:35:26 pm
Locked


Reason: Resource moved to primary thread HERE.


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