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Messages - Sase

Am I imagining things or are the blacks much more black, and the contrast/colors more vibrant in general?
Thanks, I'll just keep using the common event then.

@KK20 that's weird, didn't even know that.
I'm making a stamina system to Blizz-ABS, and I'm wondering if the game runs smoother if I write it into a script instead of parallel process common event.
I know (in theory) how to write the syntax into a script, but I don't know if the correct classes and how to actually make it work.

Here is a skeleton of the common event I would be using, but before I finish it I would like to know the answer to this Q.
Script Requests / Re: GamePad and Blizz-ABS
March 29, 2015, 04:55:23 am
Just use a program to map gamepad buttons to keyboard keys.
Nice script, I've used this feature in VX and Ace before, surprised there wasn't one for XP yet.
However, is there a difference to using evented stairs? Or does this version allow events to pass the stairs?
General Discussion / Re: Screenshot Thread
March 27, 2015, 05:23:55 pm
Not a screenshot but video. Some mapping and battlechars I've done with Rudra graphics. Also includes a song I made for this game.
You can see clearly which parts of the video are unfinished :p
RMXP Script Database / Re: [XP] Blizz ABS BattleCry
July 18, 2014, 05:03:18 am
Don't know if this classifies as a necropost, but is it possible to edit this so it doesn't overlap two sounds when a combo begins? The script looks simple enough, but I lack the scripting skill
Express your Creativity / Re: SNES-style RPG Music
January 21, 2014, 04:14:29 pm
Hey, I uploaded some of my own favourites of my vast midi collection to youtube. Give them a listen!

Includes a battle theme, a town theme and two boss battle themes.
General Discussion / Re: Screenshot Thread
January 19, 2014, 09:22:35 am
Spoiler: ShowHide
General Discussion / Re: Screenshot Thread
December 19, 2013, 05:33:14 pm
Testing a custom status scene I made by editing the default RMVXA scripts. Includes all kinds of useless information, like whether the character is in front or back row and evasion% etc.
Spoiler: ShowHide
General Discussion / Re: Screenshot Thread
December 17, 2013, 09:13:15 am
The sprite placement looks a little odd, also the pokemon sprites look a little off since the tileset is upscaled to 2x but the other sprites are not :)

Spoiler: ShowHide

Express your Creativity / Re: Intro Theme for RPG
December 09, 2013, 03:55:56 pm
I absolutely LOVE the part 0:41 to 0:45, it has such an epic and mysterious feel!
RMXP Script Database / Re: [XP] Blizz-ABS
December 06, 2013, 06:06:00 am
I don't know the cause but could you just make your animations start a couple frames later by adding X amount of empty frames?
General Discussion / Re: Screenshot Thread
December 05, 2013, 10:21:18 am
Wicked man!

Spoiler: ShowHide
Troubleshooting / Help / Re: Menu Is Closing
December 03, 2013, 01:38:53 pm
@Seltzer Cole
Common events can do so much different things, like teleport the player to another map, cause some dialogue, move events around etc. so it's only logical this happens.
Resource Database / Re: Midi's For Use
December 01, 2013, 07:26:41 am
If you're making background music for games you should really make actual songs instead of small loops. Also MIDIs are ridiculously space-efficient, so you don't need to concern yourself about the file sizes (:
Resources / Re: Hand drawn
November 29, 2013, 05:10:23 pm
Decrease the lightness and increase contrast and saturation and it will look less hazy. In my opinion you should draw battlers at best, drawing sprites AND their animations is just too much work.
RMXP Script Database / Re: [XP] Blizz-ABS
November 29, 2013, 09:47:26 am
Quote from: finalholylight on November 29, 2013, 05:50:35 am
yeah, it's work, thanks  :)
Please explain how sprite work fit, I have problem with two sprites : hero_atk1 and hero_wpn1, two sprites are the same but hero_wpn1 sprite have a sword, when I test in game,hero_atk1 work fine, but hero_wpn1 is always rendered at down location of main character's location with any direction.

From Blizz ABS Manual part 5.1.1:
QuoteWeapon sprites are not displayed like characters sprites, they are centered around the character sprite.

In other words you need to move your weapon sprite up (and left/right) in the sheet until it matches with the other graphic.
Express your Creativity / SNES-style RPG Music
November 28, 2013, 04:22:56 pm
These are some pieces I've been making for various projects during the past 6 months. I have a lot of more but they are MIDI's. If anyone is interested I can maybe post some of them too, but I'm going to stick with higher quality for now.

Please watch these in HD. It improves (if even slightly) the sound quality.
The pictures in the videos are just random screenshots in my RPG Maker folder.

Main Theme
This is a main theme of sorts. I envisioned it to start off the game, playing in the first introductionary scenes as well as some important storyline points during the later parts of the game. It has a marching snare through the whole track, and an epic trumpet entrance.
Spoiler: ShowHide

Thief's Theme
This was made for a RM2k3 project as a theme of a clever bandit. It has a mischievous sound to it. Oddly it sounds almost worse than the original MIDI version.
Spoiler: ShowHide

Mystic Forest
This is supposed to create an atmosphere to a forest where everything isn't like it looks.
Spoiler: ShowHide

Lone wolf
This was supposed to be a character theme for an alcoholic mercenary, but I scrapped the idea a couple days after I finished this track. I still like it though. The latter half is somewhat epic, and was supposed to be played on certain scenes unveiling the character's past.
Spoiler: ShowHide

If you want the MP3 or MIDI file (or a request) you can just ask for it on skype (id: namukukko). All of these tracks loop in RPG Maker.

midi playlist:
Quote3.5.8. Knockback
The Knockback option allows you to define the knockback distance in square the target receives. The square size is related to your pixel movement setting, so a knockback of 1 with pixel movement 0 is equivalent to a knockback of 2 with pixel movement 1. You are allowed to have a zero knockback, but not a negative knockback.

So setting the knockback to 0 should work fine?

For stationary bosses I think you can use \move in the event name. It should make them perfectly stationary (if it works like I've understood).
This only affects the BlizzABS movement. You can use their own Move Routes or the Set Move Route event command to move them anyways.
Hope it helped.