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Messages - poxy

21
Entertainment / Re: Puzzles!
September 22, 2010, 06:49:34 pm
Quote from: winkio on September 22, 2010, 02:35:55 pm
Here's a riddle that's similar, but more complicated:
You have 12 cases of beer.  Each case contains 12 bottles of beer.  Each bottle of beer weighs 12 ounces.  One of the cases has bottles filled with water instead, which weighs slightly less than the beer, so the bottles weigh 11 ounces.  With just one weighing on a numeric scale (it will display the weight in pounds and ounces of what you are weighing), how do you determine which case contains the water?

Hint:
Spoiler: ShowHide
you can move bottles from one case to another.


Spoiler: ShowHide
Number the boxes one to twelve. From each box, set aside a # of bottles corresponding to the box's #. Keep the bottles appart, so you can place them back in the right boxes. Now put all the boxes on the scale.
Take the weight in ounces and divide by 12. The remainder subtracted from 12 gives you the box # which had the bottles of water. You can now replace the bottles in the containers.


Hope I'm right with this one, didn't get the chance to correct my last one. :p
22
Resources / Re: [CFRESOURCE]BABS Character Templates
September 22, 2010, 12:45:45 pm
Pretty cool. Haven't tested it yet. These should come in handy when finished, tho. Level up for taking on the task :)
23
Entertainment / Re: Puzzles!
September 22, 2010, 12:39:36 pm
Quote from: Lobstrosity on September 22, 2010, 09:14:39 am
This is some random puzzle that I have modified. It shouldn't be too difficult.

Poisonous Fruit: ShowHide
 You are sadly imprisoned by some random people whom you have never met before. They give you 9 fruit and a set of scales. All of them look the same. One of them isn't poisonous. The non-poisonous fruit weighs slightly more than the rest, but the others (Which are poisonous) all weigh the same. The random and unfriendly people that you just met, say they will kill you if you don't take a bite out of one of the fruit. They also say they'll kill you if you use the scales more than twice. To be sure that you do not get yourself killed by taking a bite out of one of the fruit, how will you figure out which one isn't poisonous? (It is highly unlikely that anyone would be in this situation, but you never know, the answer may come in handy... :P)
EDITED!


Spoiler: ShowHide
Weigh 4 on each scale. If they weigh the same the odd one out is poison, don't eat it. Otherwise the side that tips has a poison fruit, eat from the other side.


I got's no puzzles, atm.
24
RMXP Script Database / Re: [XP] Blizz-ABS
September 21, 2010, 10:13:21 pm
But the different attacks would have different graphics for each stage of the attack. Eg. downward slice, cross slice, stab for different swords with different graphics.

When I mentioned the skills it was about the subject brought up in the Blizz-ABS bug topic, of how the skills have to be ones the player has learned.

But I retract my comment about frames and delays, I made that up apparently.
25
RMXP Script Database / Re: [XP] Blizz-ABS
September 21, 2010, 08:25:11 pm
Quote from: winkio on September 21, 2010, 01:49:18 am
the purpose of splitting them up in the attack model is so that you don't have to duplicate poses for weapons of the same type.  The situation is entirely different for combos, which makes the splitting up entirely unnecessary.

I am planning to use the same combo poses for different weapons. I found a way to do this with the current system, only problems being creating individual graphics for each pose & weapon, and having to use the same number of frames and frame delay for each attack, at least until the feature where the combo can use any skill in the database becomes available.

Also anxious for the weapon types to be added to skill types, that would really make combo possibilities near limitless. Much respect for your work, winkio.
26
RMXP Script Database / Re: [XP] Blizz-ABS
September 20, 2010, 07:40:56 pm
Quote from: poxysmash on August 01, 2010, 08:52:18 pm
About the combo system... I'm trying to add some style to my attacks so pressing attack 3 times in a row causes three different sprite animations like left hook, right hook, and uppercut.
Anyway, I configure the combo, works as it should but the sprites in each action are drawn over the regular attack sprite and shifted down as if they are weapon sprites. Is this intended? How would I make it appear as three attacks that look differently (without using skills)?
Quote from: winkio on August 01, 2010, 11:07:25 pm
yeah, that's something I was debating over.  The thing is, if you are using a combo sprite, you don't need the normal attack sprite anyways, right?  So you could just leave it blank.  That fact that it's on top lets you make shiny overlays.  I'll probably have an option to put it on top or replace the original sprite in the next version.


What if one wanted to use different attack sprites and weapon sprites per each combo attack? This is doable with the current system but it requires making sprites with weapons attached... which doesn't exactly support the attack model used so far. And the sprites would have to be aligned by adding white space, since it seems they are drawn the same as weapons.
27
Resource Database / Re: Orcs template
September 20, 2010, 07:21:22 pm
That one looks awesome.
28
Resources / Re: Future City Tiles (FF6 Zozo)
September 15, 2010, 06:34:53 pm
Those are really awesome. And Tyrian seems like a game worth checking out. I'm definatly going to try to make a tileset of these, and put it up.
Thanks again, dwellercoc.
29
Resources / Re: Future City Tiles (FF6 Zozo)
September 15, 2010, 03:21:39 am
Wow, these are great! Thanks a lot, I can really make use of these. ++ for the share :D
30
Resource Database / Re: Orcs template
September 15, 2010, 03:19:21 am
It looks pretty good. The final with the leather cloth would be great when animated.
About the last animated sprite you posted: the 30-45 degree angle is not a big deal, really. There are plenty of games with sprites that seem to walk diagonally. I would say the head movement is off. the head should swing the opposite way of the arm (reversed of what you have). But the head swing may not be necessary, it looks a bit like the the eye and ear are just moving in relation to the mouth. I would suggest reversing the head movement, and if that doesn't work then to try to have the head static.
But it looks good so far.
31
Resources / Re: MK Ninjas
September 15, 2010, 02:50:29 am
Yea, they're pretty much done. Can't really improve on them without going overboard. Looks like you are off to a good start. I'd like to see Johnny Cage, Liu Kang and Goro. This seems like it will be a great game to play.
32
Resources / Re: Future City Tiles (FF6 Zozo)
September 15, 2010, 02:45:23 am
Thanks, Calintz. Glad you like.

dwellercoc, it would be great if you could share those with me. But I'm just gonna point out that I already have the ones from KNight Blade: howling of kerberos. I'm really looking for something to match these tiles but for the outside, or more of the same to add to the inside. If you have something like that I would gladly accept. :)
33
Resources / Re: Future City Tiles (FF6 Zozo)
September 12, 2010, 11:07:24 pm
Thanks for the feedback guys. And thanks for the suggestions WhiteRose, I looked up and found some gfx from SoE I can use. I actually enjoyed that game :p. Gonna check through the SoM games, also.
34
Resources / Re: MK Ninjas
September 12, 2010, 11:02:21 pm
I think they're well done! I like the overall style. But maybe the green is a bit to neon on reptile, and I think blue and green could use darker shadows on their vests. Scorpion has the best shading.
35
Resources / Future City Tiles (FF6 Zozo)
September 12, 2010, 06:48:28 am
I made a tileset of Zozo and edited it to accommodate RMXP Sprites.
Also, if anyone knows any other games that have sleek futuristic tiles, not steampunk, lemme know so's I can make some more tiles...

Here it is, enjoy.
Zozo: ShowHide

Road Autotile: ShowHide
36
General Discussion / Re: RPG Maker PY (RMPY)
September 10, 2010, 06:18:49 am
Quote from: Ryexander on September 10, 2010, 01:42:07 am
sorry both of them are engine dependent. how could you think they weren't? even possibly?

I didn't, really.
Quote from: Ryexander on September 09, 2010, 01:35:50 am
ya I'll keep it in mind for if and when I decide to make the engine too

When I read this I decided to post my off-topic suggestions.

But half sized tiles are possible editor side, albeit thru an overly complicated, unrealistic and space consuming way:
Spoiler: ShowHide
Basically, you would draw maps with half tiles (quarter tiles, really). The editor would generate these into tilesets for each map before playtesting. The tilesets would then show up in the database.

Alternate way requires less disk space: Each map is assigned a standard tileset as normal. In addition there is a global quarter tile tileset. User has the option to break a standard tile on the map into quarters and draw them in. The editor appends the quarter tiles (from each map that uses the same standard tileset) to the standard tileset of that map. I personally could find a use for this, but realize its not practical.

For both methods terrain tags could be set by drawing them in in the map editor (ie, there is a flag layer that can draw over quarter tiles). This brings me to my on-topic idea...


OT:
Issue Title: Tileset Flags
Description: It's tedious clicking every single tile in every single map to set all the flags.
Suggestion: Instead a draw flag mode could be used. In the database, select flag type to draw (passability, 4-way, priority, etc) and a flag draw selection (true, false, priority #, etc). Would also be sweet if they made a color coded overlay, to better see all the detail.
37
General Discussion / Re: A new RPGMaker Editor?
September 09, 2010, 08:34:35 pm
These are probably engine related but would be great I think if you decide to mod it...

Issue Title: 2xSal filter when stretching to full screen.
Description: Would make a full screen game look better.
Suggestion: This and similar filters are freely available...

Issue Title: Halfed tiles
Description: If applied would make any game look better and less like a grid and add more realism. This is what SNES and GBA games use.
Suggestion: A grid of four 16x16 tiles would be treated as one 32x32, and alignment of player and events would be to the top right tile of four half tiles.
38
Chat / Re: What are you listening to right now?
September 08, 2010, 05:38:16 am
Reckoner - Radiohead
39
Chat / Re: Mortal Kombat [1995]
September 08, 2010, 05:26:01 am
I went to download the thing cause I got nostalgic and I found this:
http://www.youtube.com/watch?v=cs3ROFNxa5M

Not sure if anyone else was aware of this possible movie...
40
While working on my HUD, I learned by example. Look into how other scripts are made to get an idea of what to do, just be sure to credit them if you copy-paste anything. If you look into the Blizz-ABS, Ctrl+F "class Hud" read it through to see what is done, Ctrl+F to jump around and find methods described within the script. If it's a class or method internal to RMXP, you can Google it and usually get results (I think RPGRevolution has descriptions of these, not sure).

Here's a mini guide from a newb:

Spoiler: ShowHide
From what I've noticed, to make new elements of the Hud like a party display or w/e you would make a new class say ParHud (this is from winkio's Hud) and flesh it out with methods to draw the different items (name, HP, etc) and a method to update the display (draw those elements, in the order you want them drawn). Ctrl+F methods you are using to make sure you know what they do. For example, if you look up "Hud", you find it's also in Scene_Map as
@hud = Hud.new if $game_system.hud

and in Scene_Hotkeys as
if !$game_system.hud && @hud != nil
      # delete it
      @hud.dispose
      @hud = nil
end

So you would add your Hud element in the same way, eg
if !$game_system.hud && @hud != nil
      # delete it
      @hud.dispose
      @hud = nil
      @shadowhud.dispose
      @shadowhud = nil
end

this would delete the Hud component when it's inactive. (You would need to use the @hud variable to turn it on as well).


Anyway, it's not very descriptive but I'm just trying to say if you have a basic idea of programming, learn the syntax, it's not to difficult to learn what to do with some time and effort. I don't know much and I may have made mistakes above, but I'm just trying to show the process I went through to make my own Hud...