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Messages - theneonheart

1
OK, I think it is almost there but there are still a few questions that I need answered before I think it will work.

Basically, I just plugged in the title skip script as you laid it down, at the beginning of all my other custom scripts, and it skips the title and goes to the start map, but then I think it is just skipping it again when it gets to the 'return to title screen' script call, because the start map repeats itself. So, I need to know how to DISable the title skip when it does that, so that it will not run, and will actually go to the title screen when I want it to. I think that will wrap it up.
2
That makes perfect sense, and that seems like it will work fine. Thanks. But can you attach the title skip script you mentioned?
3
I'm not sure where I got the code, it was a while ago. I know you have to put it at the very top of all scripts, and I mean all of them, not just the ones you're adding. And there are a couple of files you need to have in the game folder. I think these are the right ones, I uploaded them to my website: http://www.theneonheart.com/files/RMFlashFiles.rar

#==============================================================================#
#                                                                 Version 0.3  #
#                         RPG Maker XP Flash Player                            #
#                                                                              #
#  Author: 灼眼的夏娜                     Updated by: Dark_Wolf_Warrior/Dahrkael #
#                                                                              #
#  How to Use:                                                                 #
#                                      Graphics.freeze                         #
#  1. Go to Main Script and add ---->  $flash = Play.new                       #
#                                      $scene = Scene_Title.new                #
#                                                                              #
#  2. Copy the .dll and the .ocx to the game folder                            #
#                                                                              #
#  3. Make a folder called "Flash" in the folder "Graphics" -> Graphics/Flash/ #
#                                                                              #
#  4. To play a flash file use:                                                #
#    $flash.play("file.swf", button)                                           #
#                                                                              #
#    button can be 0 or 1, if 1 you can skip the flash using "Enter"           #
#                                                                              #
#                                                                              #
#                                                                              #
#  Interactive flashes requires RGSS knownledge to make they work              #
#                                                                              #
#  Original Keyb module by HoundNinja                                          #
#                                                                              #
#==============================================================================#



class String
 
  CP_ACP = 0
  CP_UTF8 = 65001
 
  def u2s
    m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")
    w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")
   
    len = m2w.call(CP_UTF8, 0, self, -1, nil, 0)
    buf = "\0" * (len*2)
    m2w.call(CP_UTF8, 0, self, -1, buf, buf.size/2)
   
    len = w2m.call(CP_ACP, 0, buf, -1, nil, 0, nil, nil)
    ret = "\0" * len
    w2m.call(CP_ACP, 0, buf, -1, ret, ret.size, nil, nil)
   
    return ret
  end
 
  def s2u
    m2w = Win32API.new("kernel32", "MultiByteToWideChar", "ilpipi", "i")
    w2m = Win32API.new("kernel32", "WideCharToMultiByte", "ilpipipp", "i")
 
    len = m2w.call(CP_ACP, 0, self, -1, nil, 0);
    buf = "\0" * (len*2)
    m2w.call(CP_ACP, 0, self, -1, buf, buf.size/2);
 
    len = w2m.call(CP_UTF8, 0, buf, -1, nil, 0, nil, nil);
    ret = "\0" * len
    w2m.call(CP_UTF8, 0, buf, -1, ret, ret.size, nil, nil);
     
    return ret
  end

  def s2u!
    self[0, length] = s2u
  end 
 
  def u2s!
    self[0, length] = u2s
  end
 
end

class Bitmap
 
  RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
  RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')

  def address
    buffer, ad = "xxxx", object_id * 2 + 16
    RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 8
    RtlMoveMemory_pi.call(buffer, ad, 4); ad = buffer.unpack("L")[0] + 16
    RtlMoveMemory_pi.call(buffer, ad, 4); return buffer.unpack("L")[0]
  end
 
end

class RMFlash

API_NEW       = Win32API.new("RMFlash", "_new", "piil", "l")
API_UPDATE     = Win32API.new("RMFlash", "_update", "l", "v")
API_FREE       = Win32API.new("RMFlash", "_free", "l", "v")
API_PLAYING     = Win32API.new("RMFlash", "_is_playing", "l", "i")
API_PAUSE       = Win32API.new("RMFlash", "_pause", "l", "v")
API_RESUME     = Win32API.new("RMFlash", "_resume", "l", "v")
API_BACK       = Win32API.new("RMFlash", "_back", "l", "v")
API_REWIND     = Win32API.new("RMFlash", "_rewind", "l", "v")
API_FORWARD     = Win32API.new("RMFlash", "_forward", "l", "v")
API_CURFRAME   = Win32API.new("RMFlash", "_cur_frame", "l", "i")
API_TOTALFRAME = Win32API.new("RMFlash", "_total_frames", "l", "i")
API_GOTOFRAME   = Win32API.new("RMFlash", "_goto_frame", "li", "v")
API_GETLOOP   = Win32API.new("RMFlash", "_get_loop", "l", "i")
API_SETLOOP   = Win32API.new("RMFlash", "_set_loop", "li", "v")
API_CLEARALL   = Win32API.new("RMFlash", "_clear_all", "v", "v")
  API_VALID       = Win32API.new("RMFlash", "_valid", "l", "i")
  API_SENDMSG     = Win32API.new("RMFlash", "_send_message", "liii", "l")

  CUR_PATH        = Dir.pwd
 
def self.get_version

end

def self.clear_all
API_CLEARALL.call
end
 
  def self.load(name, width, height, v = nil)
    new("#{CUR_PATH}/Graphics/Flash/#{name}".u2s, width, height, v)
  end
 
  attr_reader   :valid

def initialize(flash_name, flash_width, flash_height, viewport = nil)
@sprite = Sprite.new(viewport)
@sprite.bitmap = Bitmap.new(flash_width, flash_height)
@value = API_NEW.call(flash_name, flash_width, flash_height, @sprite.bitmap.address)
@loop = API_GETLOOP.call(@value) > 0
    @valid = API_VALID.call(@value) > 0
end

def viewport
@sprite.viewport
end

def update
API_UPDATE.call(@value)
end

def dispose
API_FREE.call(@sprite.bitmap.address)
end

def playing?
API_PLAYING.call(@value) > 0
end

def pause
API_PAUSE.call(@value)
end

def resume
API_RESUME.call(@value)
end

def back
API_BACK.call(@value)
end

def rewind
API_REWIND.call(@value)
end

def forward
API_FORWARD.call(@value)
end

def current_frame
API_CURFRAME.call(@value)
end

def total_frames
API_TOTALFRAME.call(@value)
end

def goto_frame(goal_frame)
API_GOTOFRAME.call(@value, goal_frame)
end

def x
@sprite.x
end

def x=(v)
@sprite.x = v
end

def y
@sprite.y
end

def y=(v)
@sprite.y = v
end

def z
@sprite.z
end

def z=(v)
@sprite.z = v
end

def width
@sprite.bitmap.width
end

def height
@sprite.bitmap.height
end

def loop?
@loop
end

def loop=(v)
if @loop != v
@loop = v
API_SETLOOP.call(@value, v)
end
end
 
  def msg_to_flash(msg, wParam, lParam)
    return API_SENDMSG.call(@value, msg, wParam, lParam)
  end
 
  #  例
  WM_MOUSEMOVE  = 0x0200
 
  def make_long(a, b)
    return (a & 0xffff ) | (b & 0xffff) << 16
  end
 
  def on_mouse_move(x, y)
    return msg_to_flash(WM_MOUSEMOVE, 0, make_long(x, y))
  end

end

module Kernel

  alias origin_exit exit unless method_defined? :exit
 
  def exit(*args)
    RMFlash.clear_all
    origin_exit(*args)
  end
 
end

module Keyb
  $keys = {}
  $keys["Enter"] = 0x0D
  GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
  module_function
  def trigger(rkey)
    GetKeyState.call(rkey) & 0x01 == 1
  end
end

class Play
 
  def play(filename, button)
    fondo = Sprite.new
    fondo.bitmap = Bitmap.new(640, 480)
    fondo.bitmap.fill_rect(0, 0, 640, 480, Color.new(0,0,0,255))
    fls = RMFlash.load(filename, 640, 480)
    fls.loop = 1
    fls.z = 9999
    @button = button
    @fr = Graphics.frame_rate
    Graphics.frame_rate = 40

    while true
      Graphics.update
      #Input.update
      fls.update
      break if @button == 1 and Keyb.trigger($keys["Enter"])
      break if !fls.playing?
      end
    fls.dispose
    Graphics.frame_rate = @fr
    fondo.dispose
  end

end
4
I tried using the script you recommended, and the event plays the flash movie with sound but no image. I think if that can be fixed I can figure out how to set up the rest of the script based on the demo I got off that page. But I don't know why the movie isn't showing correctly. Any ideas? Do I have to load some database or something in the title scene? I can upload the RM Flash script if that helps. Also, part of the RM Flash script asks you to make an addition to the main script to use it... like this:

#                                                   Graphics.freeze                         #
#  1. Go to Main Script and add ---->  $flash = Play.new                       #
#                                                   $scene = Scene_Title.new 

I don't know if that is relevant to loading the title screen, just trying to help get it figured out... Thanks.

5
Hi, I'm using an RM Flash script to show movies in rpg maker xp, and I want to show a movie before my title screen. I was wondering if I can use the Advanced Title Screen script to do this and if so, how would I manage it? I would like it to play the movie first thing, and then once it ends go to title screen, and then if you stay on title screen long enough to go back to playing the movie. I see in the script there is something about 'calling a scene', like it says here in the configuration:


def _SCENE_LINK(command_index)
    # Configure here any scenes you would like to link to the Title screen. You
    # must first configure the name of the command in COMMANDS. After that, just
    # fill in the name of the scene for the proper index. Any command index left
    # undefined will be assumed to be a 'Shutdown' option.
   
    # ex.   when 2 then Scene_MyOptions
   
    # Will make the third command (index starts at 0) start the defined scene.
    # Do not configue anything for index 0 or 1. It will not work. They are
    # reserved for 'New Game' and 'Continue'.

Does that mean it will go to a map where I can set up the movie event? If so, can you clarify how I would do that? Can anyone help me with this? Or will I need a different script?
6
RMXP Script Database / Re: [XP] Blizz-ABS
August 27, 2012, 11:02:04 pm
Quote@theneonheart
Removal of the AI commands:
Paste below BABS: ShowHide
BlizzABS::Cache::CommandsPreMenu = ['Menu', 'Hotkeys', 'Cancel']

class Scene_Menu
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  def main
    # if index flag does not exist
    if @index_flag == nil
      # set in_battle flag
      $game_temp.in_battle = true
      # create HUD if HUD is turned on and HUD active
      @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
      # if ASSIGNMENT is turned on and assignment display active
      if BlizzABS::Config::HOTKEYS && $game_system.hotkeys
        # create assignment display
        @hotkeys = Hotkey_Assignment.new
      end
      # if MINIMAP is turned on and minimap active
      if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
        # create HUD
        @minimap = Minimap.new
        # create HUD
        @minimap.update
      end
      # create options window
      @window = Window_Command.new(192, BlizzABS::Cache::CommandsPreMenu)
      # if no actors in the party
      if $game_party.actors.size == 0
        # disable options
        @window.disable_item(1)
      end
      # set x and y position
      @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
      # set z position
      @window.z = 21000
      # set back opacity
      @window.back_opacity = 160
      # create spriteset
      @spriteset = Spriteset_Map.new
      # create viewport
      @view = Viewport.new(0, 0, 640, 480)
      # if using a fixed tint
      if BlizzABS::Config::MENU_COLOR_TINT > 0
        # get tint
        tint = BlizzABS::Config::MENU_COLOR_TINT
      else
        # randomize tint
        tint = rand(8) + 1
      end
      # tint viewport
      case tint
      # black-white tint
      when 1 then @view.tone = Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then @view.tone = Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then @view.tone = Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then @view.tone = Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then @view.tone = Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then @view.tone = Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then @view.tone = Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then @view.tone = Tone.new(-60, -60, -60, 0)
      end
      # transition
      Graphics.transition
      # loop
      loop do
        # update game screen
        Graphics.update
        # update input
        Input.update
        # stop if frame update
        break if update_before_main
      end
      # freeze screen
      Graphics.freeze
      # delete HUD elements that exist
      [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
      # delete window
      @window.dispose
      @window = nil
      # delete spriteset
      @spriteset.dispose
      @spriteset = nil
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
      @view = nil
    end
    # call original method if scene is still the menu
    main_blizzabs_later if $scene.is_a?(Scene_Menu)
  end
  #----------------------------------------------------------------------------
  # update_before_main
  #  Processes the pre-menu.
  #----------------------------------------------------------------------------
  def update_before_main
    # updates path finder
    $BlizzABS.AI.update
    # update window
    @window.update
    # if window is active
    if @window.active
      # if B is pressed
      if Input.trigger?(Input::B)
        # play cancel sound
        $game_system.se_play($data_system.cancel_se)
        # create map scene
        $scene = Scene_Map.new
        # exit this scene
        return true
      # if C is pressed
      elsif Input.trigger?(Input::C)
        # which option
        case @window.index
        when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false
        when 1
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 2
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end
I provided one solution to your ammo problem, but if that didn't work out for you, then you are better off throwing that as a script request. (And I'm pretty busy for this week so I can't look into it soon)


Thanks. I used that script and it got rid of the AI programming, and changed the hotkeys some. I posted a request for a script for what I was asking for too. If someone makes a script, will I have to change the script you gave me so that it just gets rid of the AI programming? I'm just trying to anticipate conflicts in the future. I'd rather just have it cut out the AI controls for now and wait for a possible new script.
7
Hey, I posted this in Blizz-ABS help, and KK20 suggested I post it as a script request.

I'm trying to figure out how to make weapons work with ammo without using hotkeys, and I'm not sure of the configuration for the database and the blizz abs script to make it work. I want it so whenever my character picks up a gun and ammo, if they equip the gun, it automatically uses the ammo for that gun. I have several weapons programmed in, just not set up, and they all use unique items for ammo. There may be an instance where one weapon uses 2 different types of ammo, or two modes like single barrel shotgun or double barrel, but basically the 10 slots for hotkeys isn't the best setup for what I'm going for and I don't know how to modify it really.

It would be really nice if the ammo would show up on screen like a hotkey display, ideally as part of the HUD, but just show how much ammo you have of just that one or two types in the hud, but automatically and not so you have to key it in.
8
RMXP Script Database / Re: [XP] Diary
August 26, 2012, 10:41:50 pm
Hi, I'm using this script in my game, and it seems to be working, the only thing is whenever I add an entry, it posts the entry twice in the window, one right after the other...

I was wondering if you might know what could cause this?

I am using CCOA's UMS http://www.rmxpunlimited.net/forums/files/file/63-ccoas-ums-18/, thought that might have something to do with it. But otherwise I have no clue.
9
RMXP Script Database / Re: [XP] Blizz-ABS
August 24, 2012, 08:16:48 pm
Hey, I'm trying to figure out how to make weapons work with ammo without using hotkeys, and I'm not sure of the configuration for the database and the blizz abs script to make it work. I want it so whenever my character picks up a gun and ammo, if they equip the gun, it automatically uses the ammo for that gun. I have several weapons programmed in, just not set up, and they all use unique items for ammo. There may be an instance where one weapon uses 2 different types of ammo, or two modes like single barrel shotgun or double barrel, but basically the 10 slots for hotkeys isn't the best setup for what I'm going for and I don't know how to modify it really.

It would be really nice if the ammo would show up on screen like a hotkey display, but just show how much ammo you have of just that one or two types in the hud, but automatically and not so you have to key it in.

Also, I don't want to flood you with questions but I think it might be somewhat related since they're both on the pre-menu, I want to know how to get rid of the 'AI Behaviors' and 'AI Triggers' and basically by-pass the pre-menu altogether.
10
RMXP Script Database / Re: [XP] Blizz-ABS
August 07, 2012, 09:07:01 am
I have a few questions, probably pretty darn noobish questions...

1) Why are AI Behavior and AI Triggers in the menu for my game when I test play?

2) I'm trying to get projectile weapons, guns, to work for my main character and other players... I don't think I really even need the hotkey system since they're all going to have one type of ammo for each gun and it seems like a hassle to set up the hotkeys in the game (also don't need that on the menu). But I can't even get the bullet to match the gun, so to speak, since the weapons won't work.

I had it working at one point, but now it just makes that sound when I press fire like, no ammo, or no power to make this work. I have the weapons set up in the game and in the script configuration, set to consume the item of ammunition, which I have the character pick up in an event. But how do I get it to load in the gun or whatever? I even got the ammo link to a hotkey but still nothing. The weapons are in the menu under equipment and the ammo is in the menu under inventory, from which I can't get it to do anything when I choose it.

I'm using the 'one-man custom menu system' by Rune but don't know if that is effecting this in particular.
11
Is there a way to get the hud to disappear during interactions... or to have it gone during the maps where blizz abs is off because there are no enemies?
I don't know if making it invisible has been covered yet, it might be what you're talking about when layers were mentioned a couple pages back but i'm not sure.

Here's a screenshot where a picture is overlapped by the hud:
Spoiler: ShowHide


Thanks for the script.
12
RMXP Script Database / Re: [XP] Achievements Script
March 05, 2012, 10:51:21 am
Hey, I just put this in my game, and before I input any awards or anything, when I playtest the game I get this error:

Script 'Achievements' line 253: NoMethodError occurred.
undefined method 'queue' for nil:NilClass

Do I have to input something before it will even work? Because I was planning on taking a good long time to figure out how to script properly while I keep adding stuff to my game...

line 253 is:
    if $game_system.queue.size > 0 && @frame < 1

I really like how this script looks in the demo and would love to use it in my game if you can help. Thanks.
13
I have not learned enough about even changing basic elements of scripts to do this, but I need to know how to get the diary script by foreverzer0 to do some effects that are available in the message system I'm using (CCOA's)...
Specifically, typing one letter at a time, and inputting a sound (a typewriter sound)...
Any help would be appreciated.

I'm trying to learn basic scripting so feel free to teach me something with your explanation, I won't mind.
14
I had removed the script because it wasn't working. I just tried it in all combinations above and below the scripts I'm using which are in the following order (and still got the error message)...

CCOA UMS
ForeverZer0 Diary
Ryex Collapsing Custom Menu Script
Blizz Abs

I'm thinking it might have something to do with how I have blizz-abs currently configured, because I don't really have any of the items/weapons/whatever set up for blizz abs but I did put in some settings, and they might be set up weird, but I'm just guessing.
15
Hi,
I'm using http://forum.chaos-project.com/index.php/topic,6363.0.htmlthis script in my game, and when I configured it, I got this error:

Script 'Game_Battler 2' line 41: TypeError occurred.
Cannot convert String into Integer

It wasn't until I think it was trying to alert me to the status of my character, because it ran the game and everything and I walked around for a while, so it must have been when the state changed.

Don't know much about scripting but guess I should let you know I changed the named of hunger/thirst by find:replace to need_caffeine and nicotine_craving (I was actually planning on posting a script request for a caffeine/nicotine script once I figured out how to get this running cause I'm not a scripter, but at least wanted to get this working but that's another post)... but I don't think that was it because I just went back and used the original and configured it and got the same error.

I'm running like four/five addons:
Ryex's_Collapsing_CMS
Blizz-abs
CCOA's UMS
foreverZer0's Diary Scene script
and toying with a video player

16
@ShadowPierce
Thanks for the heads up.

Screenshots:
Spoiler: ShowHide

Title Screen

Lost My Way

Opening

Heaven's Missing an Angel

Must be a Theme or Something

Heaven's Dance Floor

Upstairs or Downstairs?


ExXception Draft - Conception

@AliveDrive
I'm definitely not making the statement that video games cause people to be violent. I am totally with you on freedom of expression in games. That's kind of the point I'm making. I was saying in the world of my game the reaction against video games gets out of control... so, like say they were to pass a law banning violence in video games? That's what happens in my game.

Read more about plot:
Spoiler: ShowHide

The main character works as a Paranormal investigator, runs his own magazine, gets drawn into the high tech scene and all that like I mentioned in the initial post, but he also starts to think more about gamers and such as he starts meet all these people in the tech world, including like professional gamers...

Here's some of what I put on my tumblr:

'ExXception Draft' is about a world where reaction against violent video games gets violently out of control, and how one man with his own theories on play reacts.

It sounds kind of sadistic, like it's a Saw remake or something, but really, it's less about torture and more about something about how... well, I think superheroes always have their perfect villains. Kind of how Jung's(?) I think, idea of the shadow, works. Where you have a 'dark' part of you, not necessarily evil, but a part that is not manifest, that somehow 'seeds' you, or that you grow from, sometimes as "simply" as through a night spent dreaming.

I always thought the Joker was Batman's 'shadow', or as you would normally say, 'arch nemesis', again with Jung, the idea of the 'archetype.' So...

My character is a 'game-maker', who, may create games that make people grow, and this may involve transgression or 'challenges/dares/missions' that involve illegal or illicit behavior. I have only brainstormed mostly.

------
So, I'm kind of taking it as the flip side of how people always say that gaming is a waste of time / "get a real job" etc, with the idea that there is revolutionary potential to see that the real waste of time is the traditional concepts of wasting your time in a dead end job you have no interest in... and contemplating radical changes in the way you live is a part of 'play' and hence a part of gaming, acting out fantasy, imagining and just plain freedom.


Other characters
Spoiler: ShowHide
include the police detective who is after the 'gamemaker', who gets to know him because he's mainly doing like interactive adventures that other people who are following the gamemaker are going through voluntarily, so he's sympathetic.

The hacker who pulls off the wall street job in the beginning and gets Peter involved by printing his manifesto exclusively in the paranormal magazine.

There's a romantic interest for Peter.

And along the way a bunch of seedy underground types; prostitutes, dirty cops, traffickers, hackers, corporate scum... you get the picture  :naughty:



17
Resources / Re: Request Graphics
September 15, 2011, 01:03:11 pm
I guess I want sprites... I'm figuring out the blizz abs system currently as I write this, and I think I'm getting a hang of the animations (I'm new to rpg maker in general, only had it for about a month). So, I'm figuring out how to get ballistics to work basically with animations.

But I guess I'll need different character sprites for each of the equipped weapons, that's the only thing that would make sense. I did see something about a script or something that would change the character each time you switched weapons, and I think I mistook that to mean it actually redrew the sprite with the weapon on top of it, but that doesn't make sense. So, long story short, yes, I am looking for sprites of this character with each of these weapons. I think the basic gun animations in rmxp will work for the animation part, except maybe the molotov cocktail, but if you can do the sprites of the character holding the weapons, that would be awesome.
18
Resources / Re: Request Graphics
September 15, 2011, 11:35:03 am
I wanted to request blizz abs graphics for my main character...
I am trying to have my character use a few different types of guns / a knife / molotov cocktail. I am not really sure what I need to do this. Here is my character sprite:
Spoiler: ShowHide



And just images of the weapons I wanted:
Spoiler: ShowHide









I guess I either need different character sprites for each weapon equipped, or I thought i saw somewhere there was a script for equipping weapons automatically. Whatever works best, but I'd like it to look pretty good if possible. And I guess I also need animations for the bullets and hits/blood. Someone has to have done a game like this before so if anyone knows of a resource... I've got the blizz abs manual and am able to read, but it's still pretty complex, so, let me know if you can help me out and I'll be thankful.
19
Hi,
I just recently started my first rpg maker game, which I'm calling 'ExXception Draft'. The main character is the head writer/owner of a paranormal magazine called 'The Second Man' who is aimlessly wandering through his life keeping a relatively low profile until he gains glaring notice when a high profile hacker prints his manifesto (to compliment his most recent successful wall street hack) exclusively in his magazine. He then gets caught up in suit and tie intrigue and government anxiety, as he tries to figure out how these overloaded games are any of his business, how it's all interconnected in ways he cannot imagine, and turning the tables to run a few games of his own.

You can find out more about the game at its very own tumblr page : http://exxceptiondraft.tumblr.com/