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Messages - Seltzer Cole

21
Express your Creativity / Re: Intro Theme for RPG
December 09, 2013, 10:27:30 am
Quote from: Shek on December 09, 2013, 03:58:29 am
Not really sure what thread this goes in so I put it here.
Finished the demo of my game, just gotta compose the soundtrack and record the voice acting.

Here's the intro theme (needs to be equalized/mixed, but the music is all there)

https://soundcloud.com/djrematch/rpg-intro-theme


That intro theme is pretty beast brah. I would switch out the low baritone man that goes "aaahhhh" with a deep baseline instead...but that's just me. Nice work!  :haha:
22
Troubleshooting / Help / Re: Menu Is Closing
December 09, 2013, 10:22:53 am
Quote from: gameus on December 09, 2013, 12:31:03 am
He did say he was making his own abs. Maybe he has the characters health as a separate variable rather than using the built in functions to keep track of the actors actual health.


Yeah I am using a variable to keep track of it. It also displays your health on the screen by seeing what the variable is at so it knows how much to display. I would just use the regular commands like "Change HP" or "Change Parameters" to give you more HP or Heal you at save points but I realized that there is nothing relating towards your HP in Conditional Branches... Which means when it calls the common event to check how much HP you have to display it on screen, it couldn't. Also since I am using the equipment screen, I like how it displays your level. So I kept that feature and I don't want the game levels messing with your HP or me having to add in a hp curve to your level. It is just easier for me to use a variable.

But hey, thanks everyone for giving me some insight and explaining how the script of the inventory screen works when calling a common event. I will just end up adding two small boxes on your screen keyed to two keys so you can add whatever 2 items you want to those 2 boxes. Would be better that way so you wouldn't have to open your inventory screen constantly to heal...just to have it close on you.  :O.o:
23
RMXP Script Database / Re: [XP] Lagless Path Finder
December 08, 2013, 10:52:37 am
Quote from: Blizzard on December 05, 2013, 01:54:58 am
Can you make a demo?
Also, please check if the wait commands works when you don't use the path finder. Because the wait command is buggy in some RMXP editions.


I decided to keep messing around with it so you wouldn't have to waste your time lol.

My waits work perfectly in whatever edition I have. I kept messing around with when the game calls your lagless pathfinding script and stops it from running using $game_map.events[ID].clear_path_target. <--- after plugging that into the right spot and setting the range of it calling the script to 0 instead of 1, it works now.

Hopefully things will run smoothly now or I will have to upload a demo as you said.

I was wondering though, is this script messing around with the X and Y cords of my character and events that are calling it? I know it prolly is obviously, but is it changing there X and Y positions to things that are false? Such as if the main character has an X and Y of 12/24 is it changing his X and Y to something not true. Because I have variables using X and Y of the main character and events other than your pathfinder script...and that may be messing with my variables.
24
Troubleshooting / Help / Re: Menu Is Closing
December 08, 2013, 10:30:33 am
Quote from: ForeverZer0 on December 06, 2013, 04:58:17 pm
What exactly does the common event do?  
I personally don't think the idea of the menu closing, playing an animation, and reopening sound appealing. Now this is simply my opinion, but I would be annoyed at such a thing happening when I used an item.


I am not using the menu that comes with the game because I am eventing my own ABS game. The menu the game comes with is completely unecessary as it contains a ton of crap I will not be using. So I disabled it and have a parallel process where you can manually call your item menu and equip menu.   :^_^':

When you use an item, for example a healing item, it calls a common event to use so it can change the variable which is your HP. Basically any item you will be using will close the item menu lol. I can probably stop this by making my own custom menu which I have done before (tons of eventing...) but idk yet. The fact that all of you have pointed out, that the menu will not close during the map or battle scene, sucks for me. Even if I added in my own custom menu through events, such as 2 boxes on your screen which is keyed to X and Z for example, in order to stick items in those 2 slots you would still have to go to your inventory screen, which would close it out on you.

No matter what, when you use a healing item it calls your HP common event so I would need a way for the game to call upon that common event. Which means the item would have to call it, therefore closing the inventory menu.

Basically, I am shafted all ways unless I just stick someones script in my game, which I am trying to avoid atm.
25
Troubleshooting / Help / Re: Menu Is Closing
December 06, 2013, 02:07:36 pm
Quote from: Zexion on December 05, 2013, 10:13:18 am
You could just make the item play some kind of animation before returning to the menu. That would make it seem like it was supposed to do that all along lol
E.g.
ITEMS STUFF HERE
Play Animation
Wait x frames (equal to animation + 20ish)
scene_item


Good idea. I will test this out. Some kind of item animation would definitely make it more appealing than a quick flash to the map and your inventory randomly reopening.  :)
26
Resources / Re: Hand drawn
December 04, 2013, 08:57:20 pm
Quote from: Shek on December 04, 2013, 12:10:56 pm


Couldn't get it much darker because the compression artifacts of JPEG started to come out of the white.


That looks really good. Two thumbs up  :naughty:
27
Troubleshooting / Help / Re: Menu Is Closing
December 04, 2013, 08:54:56 pm
Quote from: KK20 on December 03, 2013, 11:57:04 pm
It's almost like you ignored my post completely.
Quote from: KK20 on December 03, 2013, 04:23:16 pm
Not to mention, the only scenes that can execute a common event are Scene_Map and Scene_Battle.

If you were to stay in Scene_Item when using an item that calls a common event, it wouldn't do anything. And as F0 posted earlier:
Code: Scene_Item class

        # If common event ID is valid
        if @item.common_event_id > 0        #<======= Basically says if the item you selected calls a common event
          # Common event call reservation
          $game_temp.common_event_id = @item.common_event_id   #<=== Common event stored in memory so that when you return to Scene_Map, it will execute the common event
          # Switch to map screen
          $scene = Scene_Map.new  #<======= Effectively closes out of your Scene_Item
          return
        end

It's not just you. If we use an item to call upon a common event, we would get the exact same experience as you. This is not a bug. This is not a flaw. This is how it is supposed to work because doing it any other way would cause more problems.


I never said it was a bug, just asked why it has to be like that. But I actually stuck in $scene = Scene_Item.new into the common event the item calls so the second your inventory closes, it opens right back up lmao. There is a slight second where you see the map but it works...kind of. I will probably end up making my own menu in the near future.
28
RMXP Script Database / Re: [XP] Lagless Path Finder
December 04, 2013, 08:48:41 pm
Quote from: Blizzard on December 04, 2013, 02:34:21 am
Use $game_player for TARGET, it should work.


Works perfectly.

I am getting a few bugs however. I decided to go ahead with using dynfind since I will have multiple events moving about the map targeting you. The odd thing is that I noticed using "set move route" for any of the events and adding in a "wait" will mess up the script. Also I am currently getting strange things happening, such as the events will sometimes completely freeze or stop running certain variables or commands.

I am using PathFinder.dyn_find(7, $game_player, 1, false)

I have tried putting $game_map.events[7].clear_path_target in at several spots in an event page to stop the script to see if it would fix them from bugging but it does not.

I have my events set for custom move route "Move towards player" and have tried putting it on fixed but they end up just stopping at you or bugging worse.

Sorry to unload issues but I would like for this to work. Your script is almost to much of what I needed lol. It is an awesome script. All I am trying to obtain is for when the page is flipped in an event, they pursue you intelligently, and when I turned the switch off to flip the page back, they stop. =\

I will mess around with it some more because it might just be my own ignorance messing this up.
29
RMXP Script Database / Re: [XP] Lagless Path Finder
December 03, 2013, 08:14:40 pm
Quote from: Blizzard on December 01, 2013, 03:48:07 am


Tried out the demo, finally got it working. But I have one small issue  :facepalm:

I am trying to make an event follow me or even just walk to my location by putting a 0 in the TARGET value (Which 0 is the player). Does this work because it just gives me a 359 error (Nil can't be forced into fixnum). The reason I got this pathfinder is so I could use it to give my evented enemies better AI when it comes to pathfinding when they chase you down to finally attack you. It works sending me or an event to locations I specify such as [11, 12] or whatever but it doesn't work trying to put a 0 in the TARGET value.

So basically, can this be used to send events my way or is the TARGET specifically for X and Y coordinates?

Thanks for you help.

EDIT: If it is possible, what exactly should I put in the TARGET value?
30
Resources / Re: Hand drawn
December 03, 2013, 07:07:20 pm
You could always try drawing things very bold so when you scan it, it will appear darker. You could always darken the image with photoshop but it may ruin its quality.

I personally think it looks awesome. If your entire game looked like that, it may just work and blend very well.
31
Troubleshooting / Help / Re: Menu Is Closing
December 03, 2013, 07:02:12 pm
Quote from: Zexion on December 03, 2013, 03:38:08 pm
Have you tried adding a script call at the end of your common event? Just add $scene = Scene_Item.new


I have the menu disabled as in my original post states. I have a parallel process in a common event that will open your inventory screen (not the main menu, just the inventory screen that displays your items) using $scene = Scene_Item.new.

My question was, why when I use for example, some item of any kind while the inventory screen is open, that is set to call upon a common event to do whatever purpose I have given it, my inventory screen will cancel out? Doesn't the inventory screen remain open at all times until you tell the game to cancel out? Why does it automatically do so and is there a way to fix that.

EDIT : Unless however, you meant add the script call in the common event that the item is calling o.o LIGHT BULB!!
32
Troubleshooting / Help / Re: Menu Is Closing
December 03, 2013, 01:26:24 pm
Quote from: ForeverZer0 on December 02, 2013, 07:26:24 pm


Yeah the item I am using is calling a common event to be used but it is closing the inventory screen. I am not using a menu script of any kind. I just have the main menu disabled and a parallel process that runs so when you open the menu it instead takes you to your inventory and not the main menu.

Apparently the common event thing is what is closing the menu. I doubt I will edit the Scene_Item anymore since I don't want issues happening lol.

Why does the game close your inventory if an item used calls a common event? That doesn't make sense. Why not keep it open?
33
Resource Requests / Re: help with 3 individual sprites?
December 02, 2013, 03:17:31 pm
Quote from: KK20 on December 02, 2013, 02:55:26 pm
Quote from: Seltzer Cole on December 02, 2013, 01:43:57 pm
Don't know if you log on here anymore

Quote from: R.A.V.S.O.'s profile
Last Active:    December 01, 2013, 10:04:26 PM

I'm sorry, but this was just too funny to pass up.


lol look mang, I am to lazy and out of my mind right now to figure simple things out.  :facepalm:
34
Troubleshooting / Help / Menu Is Closing *SOLVED*
December 02, 2013, 03:13:38 pm
.

When I go into my inventory and use an item, it uses it but automatically closes my inventory. How do I change this so that the inventory remains open until I decide to cancel out?

Quote from: gameus on May 06, 2013, 09:33:23 pm
Go into Scene_Item, line 71. Change this:
$scene = Scene_Menu.new(0)

to this
$scene = Scene_Map.new


Then to open the item menu through your events, use a Script Call:
$scene = Scene_Item.new



I am currently using the above method to call my inventory. Not sure if it is causing the issue or not but figured I would let you all know in case it is. Thanks.

.
35
Quote from: soulshaker3 on September 10, 2013, 08:52:59 pm
Hi currently I'm developing a rmxp game of sword art online , a fan made game, and for this type of game we want the characters to be as close as possible to the original idea and I'm not good at pixel editing neither the guys that are working with me at the moment, personaly i'm very good editing images and in the design aspect of the thing but not that good at drawing so for you to get accepted in the job you need a few requirements:

  • Willing to work for free since the game will be free itself

  • Have proofs of your work so we can know if you really are what you say you are


I think that's it if any of you have interest please reply on this forum with your application.
Also btw include some information about yourself like for how long have you been working with pixel editing your name etc. you decide what you want to include in your application but if you don't really do an effort in an application will you really do an effort to the actual game?


What the balls is Sword Art Online?
36
Intelligent Debate / Re: About Piracy
December 02, 2013, 01:55:59 pm
Quote from: Blizzard on October 04, 2013, 02:33:19 am
The issue is actually somewhat more complicated. Most people who pirate wouldn't buy the product anyway so technically the companies are losing a lot less than they claim. On the other hand there are companies that make overpriced products and expect people to buy them without even trying. Piracy becomes useful in a sense that you can try something before you buy.


This is very true.

:naughty:
37
Resource Requests / Re: help with 3 individual sprites?
December 02, 2013, 01:43:57 pm
Quote from: R.A.V.S.O on November 05, 2013, 10:50:02 pm


Don't know if you log on here anymore or if you still need someone to do this for you, but I can give it a try. I am by no means pro status but I can definitely make it look good considering you already have the character to go off of.

I come and go on this website so if you don't reply within a week, void this offer.
38
RMXP Script Database / Re: [XP] Lagless Path Finder
December 01, 2013, 11:36:45 am
Quote from: Blizzard on December 01, 2013, 03:48:07 am
C_ID, TARGET, RANGE and PASSABLE are the parameters of the call. This is standard call syntax notation and it means you can call it with either C_ID and TARGET or C_ID, TARGET and RANGE or with all 4 parameters. You are supposed to put actual values instead of literally PathFinder.request(C_ID, TARGET[, RANGE[, PASSABLE]]). I suggest that you download the demo and take a look how it's done there and it should become clear then.

All possible calls are:

PathFinder.request(C_ID, TARGET)
PathFinder.request(C_ID, TARGET, RANGE)
PathFinder.request(C_ID, TARGET, RANGE, PASSABLE)


C_ID is the "character ID". That means that if you put a 5 there, it will do path finding for the event with ID 5. TARGET is an array with the x and y coordinates like [10, 20]. RANGE is used if the character isn't supposed to go to an actual position, but just come into range of that position. e.g. if you put a 2 there, the character will move towards the target position and stop once he's 2 squares away. And PASSABLE is used for checking whether the target position has to be passable. e.g. You could gather characters around a tower with a certain range, but the tower is not passable so you have to use false in order to make the character stop when he's in range.


Thanks for the quick reply. I will download the demo and test out what you said.
39
Quote from: locowhiteknight on December 01, 2013, 10:03:56 am
Nice work on this tutorial!  Hopefully I can finally start making some decent looking icons.  :haha:


=P Thanks. Goodluck with your iconing. Lemme know if you need any help!  :^_^':
40
*UPDATED* DEC 01 13

If my tutorial sounds as if I am rambling, I apologize. I tend to have difficulty explaining things so bear with it.

Introduction

Hello and welcome! I will be explaining how to create some decent icons so you can enjoy creating your own instead of ripping them off sprite sheets via google image.  :naughty:

Paint Programs

Firstly, I use regular old Windows XP Paint. You can find many programs to get the job done however. Every new program though will contain different tools and features. The learning curve for different programs can take a lot of time so I highly suggest you stick to 1 program and potentially use a secondary one for just a few features it contains that your primary program does not have.

Where to Begin

This is a tutorial on how to create decent icons, not how to familiarize yourself with your program, so moving on. Open up the program and create a 256X512 white square (Paint Shortcut should be CTRL+E). These are the dimensions for a standard tilesheet used in RMXP. This will make uploading easier. You will be creating a checker board design now. I use 2 colors to separate the board apart, green and pink.

Here is the image you should be going for. You can also just copy/download this image if you don't feel like creating it yourself. Just remember that every square needs to be 32X32. (Shortcuts for copy/paste are CTRL+C and CTRL+V)

Spoiler: ShowHide


3D and Shading

Before we begin designing icons, there are a few things you will need to master. They are creating 3D as opposed to 2D and creating dimension using shading. I cannot stress enough how important these are. They will make a gigantic difference in crappy icons as compared to beautiful icons. Another thing to remember and that will save tons of time, is to go ahead and create a palette. Think of the icon you will be creating and all of the colors that will be used. Then set up your palette with each of the colors and create anywhere from 2-5 different shades of that same color, each being anywhere from 10-30 LUM apart (10-30 is really just all a matter of preference). Example of a color separated by 20 LUM on a palette below.

Spoiler: ShowHide


I will show you below the difference between 2D/3D and no shading compared to shading. So here is an image of a box with each of the previously stated represented.

Spoiler: ShowHide


Not very impressive, no. But it shows the difference between a single sided object (Left), an object revealing 2 sides (Mid), and an object showing 3 sides (Right). Also, it shows no shading (Top), and a single extra shade of brown added in (Bottom).

Here is one more picture demonstrating 3D iconing.

Spoiler: ShowHide


The chairs are turned different directions as you can see. The box was created and then copied and pasted 3 times to create a stack of boxes. You may also notice the big table is all the same size plank whereas the table on the top right has smaller sized width on the planks as it gets further away. This gives dimension.

A more complex icon would be 2 tree's I created a long time ago. You can see really see the different shades (Shades used to give it dimension and create the illusion it is 3D) below.

Spoiler: ShowHide


The lighting on the first tree; on the giant branch like leafs sticking out of it, has a lighter green shade on top and a darker green on the bottom. This gives the illusion that it is curved or as if the sun is directly above the object. The tree bark has lines of light brown giving the illusion that it has dimension rather than being flat. The other tree on the right is brighter in the center of its top and goes darker as you get further out. That makes it appear as if it is curved. Also, ALL of the colors used are the same. Meaning, the tree on the right, its top is all the same green, just different shades of the exact same green. Same with the trunk, all 1 brown, just different LUM. In reality the tree is only 2 colors, just tons of shades of the 2 different colors.

Step Process

Below is an image of the process I use to create an icon. First start with the border. You should use your darkest LUMed shade you have made for it. Then take the brightest and fill it in. Next add the shading. Then you can finish with the details. There were only 4 shades of grey used. I think when I made the icon they were all only 10 LUM apart (Made this icon a long time ago).

Spoiler: ShowHide


Tips

Always think of what you are going to create first. Picture every color needed for your palette. Start by creating the outline of the object first. Try creating a bold outline so the image pops. Imagine a light bulb or the sun hitting the object from any angle you wish and keep it there as you shade the icon. Generally the further away something is, the smaller and darker it will appear. Separating your palette colors with only increments of 10 LUM will make the icon look like a painting whereas separating them by 30 or even 40 LUM will make the image really pop and appear cartoonish. Good luck.

Glad to help anyone out or answer questions. Hope someone makes use of this tutorial and it encourages people to create their own icons! Once you become experienced and familiar with iconing, I highly suggest you take only 5-10 minutes per icon, then throw it into the game and continue with the next icon. If you spend hours on every icon, you will kill yourself. Trust me. You can ALWAYS come back later and fix up your icons. Just create workable icons and when you get a little free time you can perfect them. The two tree's above, the one on the left took about 30 minutes (Odd looking tree, tried being creative) and the one of the right only took about 5 minutes. So use your iconing time wisely and have fun!  :evil: