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Messages - AmareusRedink

1
I was wondering if there is any rpg maker xp .sf2 format, I know it's MIDI, but I don't know how to use it outside the Game Maker XP program, I want to make some music with it. Thanks!
2
What happens is that my computer freezes and I think I saved the project badly, so it happened that the program was also uninstalled in steam and I had to reinstall it. already installed I tried to reopen the project and I got that error and it doesn't let me in my progress :(
3
MY WORK IS LOST OR CORRUPTED, I NEED A HEROE FOR FIX THIS, PLEASE HELP ME  :(  :(  :(  :(
4
RMXP Script Database / Re: [XP] Terrain Step Sound
October 25, 2019, 03:48:50 pm
Does anyone know how to make events such as people walking heard with this script?
5
RMXP Script Database / Re: [XP] Terrain Step Sound
September 13, 2019, 01:42:33 am
and the end the problem was one of the scripts I used, Bruh.
6
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 06:09:53 pm
7
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 05:06:40 pm
 sorry for doing this hard with this subject, but this is how I have the configuration now:

 Terrains[0] = ['001-System01', '002-System02', '003-System03']
  Terrains[1] = ['TalkAngryBirds']
  Terrains[2] = ['fs_grass03']
  Terrains[3] = ['fs_stone_hoof2']
  Terrains[4] = ['as_na_grassmove2']
  Terrains[5] = ['fs_water_hard1']
  Terrains[6] = ['fs_dirt_hard1']
  #===========================================================================
  # If you would like to specifiy a volume and pitch, simply set the
  # terrain as an array.
  # Terrains[7] = [["sound", volume, pitch]]
  # Just set it as a string if you would like the volume to be at 100 and
  # pitch at 0.
  # This also applies for tilesets below.
  # You can also define multiple sound effects with pitch and volume.
  #===========================================================================
  Terrains[1] = [['TalkAngryBirds', 50, 100]]
  #===========================================================================
  # With tilesets, you can set specific sounds for each tileset so you don't
  # have the same sounds. Add a new line and put
  # Tilesets[tileset id] = []
  # Then for each terrain put
  # Tilesets[tileset id][terrain id] = ["sound file", "sound file2", etc...]
  # If a sound doesn't exist for a tileset, it will play a default sound,
  # if a default doesn't exist, no sound at all.
  #===========================================================================
  #
  Tilesets[52] = []
  Tilesets[52][1] = [["TalkAngryBirds", 50, 100]]
  #
the problem that does not start has been resolved, thanks, but it happens that the test sound I try to make is not heard sorry, but this is the first time I handle this type of scripts (I am a Beginner) :wacko:
8
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 04:45:31 pm
The 1 and 0 that I put is just a test, they are not the same sound to see which one works, I regret my ignorance, ¿but is it necessary to put the "Floor" or is a example?
9
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 12:45:59 pm
In fact, I don't even know what I do, I even say that I lasted almost all day on this. ejem, I already "fix" and I reorganized it, and the game has already started, but it happens that the sound that is supposed to be heard should not be heard, ¿I missed something?

Tilesets[52] = []
  Tilesets[52][0] = ["TalkAngryBirds"]
  Tilesets[52][1] = ["TalkAngryBirds", 100, 0]
10
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 01:13:59 am
#===============================================================================
# Terrain Step Sound
# Version 1.2
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Create nice aesthetics with terrain noise. As you walk across grass or sand,
# let it play a beautiful noise to add to the atmosphere and realism of the
# game.
#
# Features:
# Specific Sound for Each Terrain
# Specific Sounds for Each Tileset
# Specify Volume and Pitch
# Specify an array of sounds for each terrain, allowing random sounds for each step
#
# Instructions:
# Setup the config below, its pretty self explanatory, more instructions
# with config.
#
# You can now change the sound rate in game using a script call.
# $game_map.rate = X
# X = sound rate (the lower the value, the more frequent the sounds)
#
# Credits:
# game_guy ~ For creating it
# Tuggernuts ~ For requesting it a long time ago
# Sase ~ For also requeseting it
#===============================================================================
module TSS
  # In Frames Recommended 5-10
  Wait = 10
  # Ignore the next 2 lines
  Terrains = []
  Tilesets = []
  #===========================================================================
  # Enter in sounds for each terrain tag
  # Goes from 0-8. Set as nil to disable that terrain or delete the line.
  # Each terrain must now be an array. This allows you to define multiple
  # sound effects for each terrain.
  #===========================================================================
  Terrains
[li]= ['001-System01', '002-System02', '003-System03'][/li]
  Terrains[1] = ['TalkAngryBirds']
  Terrains[2] = ['fs_grass03']
  Terrains[3] = ['fs_stone_hoof2']
  Terrains[4] = ['as_na_grassmove2']
  Terrains[5] = ['fs_water_hard1']
  Terrains[6] = ['fs_dirt_hard1']
  #===========================================================================
  # If you would like to specifiy a volume and pitch, simply set the
  # terrain as an array.
  # Terrains[7] = [["sound", volume, pitch]]
  # Just set it as a string if you would like the volume to be at 100 and
  # pitch at 0.
  # This also applies for tilesets below.
  # You can also define multiple sound effects with pitch and volume.
  #===========================================================================
  Terrains[1] = ["TalkAngryBirds", 100, 0]
  #===========================================================================
  # With tilesets, you can set specific sounds for each tileset so you don't
  # have the same sounds. Add a new line and put
  # Tilesets[tileset id] = []
  # Then for each terrain put
  # Tilesets[tileset id][terrain id] = ["sound file", "sound file2", etc...]
  # If a sound doesn't exist for a tileset, it will play a default sound,
  # if a default doesn't exist, no sound at all.
  #===========================================================================
  Tilesets[1] = []
  Tilesets[1]
[li]= "Floor"[/li]
  Tilesets[1][1] = ["Floor", 50, 100]
  #
  Tilesets[1]
[li]= "TalkAngryBirds"[/li]
  Tilesets[52][1] = ["TalkAngryBirds", 100, 0]
end
class Game_Map
 
  attr_accessor :rate
 
  alias gg_init_terrain_sounds_map_lat initialize
  def initialize
    @rate = TSS::Wait
    return gg_init_terrain_sounds_map_lat
  end
 
  def terrain_sound
    if TSS::Tilesets[@map.tileset_id] != nil
      sounds = TSS::Tilesets[@map.tileset_id][$game_player.terrain_tag]
    else
      sounds = TSS::Terrains[$game_player.terrain_tag]
    end
    return nil if sounds == nil || !sounds.is_a?(Array) || sounds.size < 1
    sound = sounds[rand(sounds.size)]
    if sound.is_a?(Array)
      return [sound
[li], sound[1], sound[2]][/li]
    else
      return [sound, 100, 0]
    end
  end
 
end

class Game_Player < Game_Character
 
  def update_move
    @timer = $game_map.rate if @timer == nil
    @timer -= 1
    if @timer < 1
      terrain = $game_map.terrain_sound
      if terrain != nil
        vol = terrain[1]
        pit = terrain[2]
        son = terrain        Audio.se_play('Audio/SE/' + son, vol, pit)
      end
      @timer = $game_map.rate
    end
    super
  end
 
end
And the error says: Script "floorstepsxd" line 73:NoMethodError ocurred.

                   undefined method '[]=' for nil:NilClass
11
RMXP Script Database / Re: [XP] Terrain Step Sound
September 08, 2019, 12:46:29 am
I have a problem with the Tileset part, always makes me the error undefined method, ¿What happen?