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Messages - Sase

21
Troubleshooting / Help / Re: Help me: Event Creation
November 21, 2013, 09:49:21 am
Can you post the command you're using to create the event?

Edit: we resolved this problem in Skype.
22
General Discussion / Re: Screenshot Thread
November 21, 2013, 09:48:04 am
@Blizzard @Shek
Thanks, unfortunately I haven't done any of the sprites myself so of course they look good x)

@Shek
Pre-rendered maps (à la Playstation-era Final Fantasy) must take an enormous amount of time. Unfortunately I'm not that good at making animated characters either. When you think you'll start doing them, I suggest you google different kinds of sprite templates and study them a bit, what makes the sprite look fluid and look like it's actually moving. Of course you don't NEED to do it, graphics are just icing on the cake on RPG's.
Also, concert pianist. That's cool. I don't have any musical background other than what I've taught myself, but I'm doing my soundtrack from scratch too. Maybe we could share some work :)

@_elvenheart
Your HUD looks dope, your character looks dope. The map is good too, but they don't mix that well together. Have you thought about doing different HUDs for different parts of the game (like in Kingdom Hearts 2)? If that map is just to show off the sprite, then I can live with it :)
23
Hey, sorry if this topic is old but I managed to fix it in 2.85 by fiddling with the script.

In script 3, around line 1250~ removing the @current_sprite seemed to eliminate this error (at least for me). I don't know how legit this is and if it will fuck something up, but it's something.

Changed this
    elsif self.idle? && idle_sprites?
     @current_sprite = BlizzABS::SPRIdle
     @character_name = @character_name_org + @current_sprite


To this
    elsif self.idle? && idle_sprites?
     @character_name = @character_name_org + BlizzABS::SPRIdle


Eliminating the use of @current_sprite on the other parts too (BlizzABS::SPRRunning for example) fixed them too.

This is the way it was in 2.84 I think. The weirdest thing is, when I used 2.85 for script parts 1 and 2 in conjunction of 2.84 part 3, the game didn't crash. Can someone explain what the hell is going on.

One more thing: the game crashed only when it tried to load the correct sprite. When _idl sprite didn't exist, it crashed because of that (unable to find graphic). When it was added to the game folder, it crashed for the nomethod error. Incase it matters
24
General Discussion / Re: Screenshot Thread
November 20, 2013, 07:27:14 am
@Shek
I assume you use 8 way and pixel movement in your game? The maps look amazing but the RTP sprites bug the hell out of me. You look like you put a good amount of effort into your maps, is there a reason that you can't do sprites or you just don't feel like it? I know, I'm repeating myself but it would make the overall look ten times better.

Here's couple more screenshots, this time of a cave. The BlizzABS HUD is turned off because I haven't gotten around to doing it yet.
Spoiler: ShowHide


Yes, he is killing a rock.
25
General Discussion / Re: Screenshot Thread
November 18, 2013, 06:37:22 pm
Spoiler: ShowHide

(RMXP)The tileset is assembled from Secret of Mana rips

Sadly, this tileset is the hardest I've worked with ever, so I'm going to have to scrap it.
26
General Discussion / Re: Screenshot Thread
November 18, 2013, 08:42:18 am
@Shek:
looks phenomenal. Can't even imagine how epic it would be with custom 3D-esque sprites to fit the backgrounds.

@RAVSO:
maybe it's just my OCD but the stairs at the middle of the screen are supposed to be 1 tile longer. Also I'm curious why you have leaves in your fog when it looks more like a desert. The effect itself looks nice though, especially the red lights in contrast to the monochrome background.
27
General Discussion / Re: Screenshot Thread
May 02, 2012, 08:24:46 am
Small ones:
Spoiler: ShowHide



Big ones:
Spoiler: ShowHide



Animated battler gifs:
Spoiler: ShowHide


Some of you might know the sources of these rips :)
28
Projects / Games / Re: The Eternal Saga
February 12, 2011, 12:53:26 pm
100 MB for a RMXP game isn't even that much when you use a host that gives more than 50 kb per second (luckily today megaupload gave me 250 kbs)

The game freezes and bugs when you try to leave using the bridge south part of the map.
29
The second one can be done with a common event, but unless you edit some scripts it will show that it consumes 1 SP. I guess you already know how this is done, but in case you don't make the skill call a common event that removes 999 SP from the character (add the status effects in the skill that has scope: self).
30
General Discussion / Re: Screenshot Thread
January 19, 2011, 09:43:47 am
@Rockman: I do know what springs are, but as far as I'm concerned it's not likely that there is a huge water supply inside the mountain that comes out on the top, but this discussion is pointless so no point in continuing it. And about the Castle map; It's actually not an autotile so it's really boring to make it less patterned. I did some fixing now, but it still doesn't look too good. Oh well. And about the church: The roof tile is in fact meant to be a roof tile (at least Inquisitor flagged it with unpassability flag in his demo), but it has the same "texture" as the road, don't know then :/
31
General Discussion / Re: Screenshot Thread
January 18, 2011, 03:49:40 pm
If it's just to showcase the tileset: It looks pretty nice actually, you might want to fool around with sharpness, intensity and contrast of the cave-tileset. It looks way too soft there. And just as a tip, Zanyzora (if I remember his name correctly) has ton of cool futuristic resources on his site (should be on google, I'm a little in a hurry now) that you might want to add there.
32
General Discussion / Re: Screenshot Thread
January 18, 2011, 12:43:00 pm
Quote from: NAMKCOR on January 18, 2011, 12:18:31 pmIt's the RM default bridge tile, not much can be done there.
Also if it's a spring then the water would not run out, mountain springs are common.

If it's not a spring, then perhaps the water is causing little isolated pools to overflow, creating temporary waterfalls.
It looks fine imho.

Springs are underground pools of water (right?) and as much as I know gravity, it wouldn't be on top of a mountain. And I know, it does look fine, but since the map is almost flawless I needed to draw criticism from what I could :)


I have finished another map, and I want to share because this is the real actual castle I've done. The missing shadow on the church is fixed, but I CBA to fix it on the screen anymore.. It has many (and probably then some more) errors on design, since I haven't done structures much, if at all, before. Also the "outside the gates"-green area looks boring because I rushed through it.

So I present to you, a 80x80 castle screenshot, lacking only in NCP's, other events, realism and that one damn shadow.

http://rpgmaker.fi/sase/rpg/screen/linnae.png

Spoiler: ShowHide


The image is large, if you prefer small sized but blurry JPgay, click here http://rpgmaker.fi/sase/rpg/screen/linnae-dialupver.jpg


In case someone wonders about the silly signing, I noticed that one of my maps was found on the first pages when googling for RMXP, and in case it happens again I can have my 5 minutes of fame.
33
General Discussion / Re: Screenshot Thread
January 18, 2011, 09:58:25 am
@Tuggernuts: First off let me say that the screenshot looks nice, and is very nicely tinted and fogged to create a nice atmosphere.
However, the bridge on top: Since the camera in Rpg Maker is pretty much exactly 45 degrees, we should also see the cliffs of the end of the bridge, and in this case we don't. So unless the bridge is really, really long (I'm talking about more than hundred meters), there would be the background. Another thing is the "waterfall" that starts out of nowhere. The water would run out very quickly, even if it rained a lot more than it does on that screen, and there wouldn't be a "waterfall". There is also a log out of nowhere on the left, no stump or anything remains but the log is still there.
This might feel like nitpicking, but hard to come up with any else criticism on that map.
34
General Discussion / Re: Screenshot Thread
January 16, 2011, 06:23:20 am
Hello. I'm back, at least for a while, with a few new screenshots..

Spoiler: ShowHide











and Roseskye, your cave's myserious feel is amazing :)

edit
@Ryex: thanks a bunch

I finished one more screenshot just a second ago... http://rpgmaker.fi/sase/rpg/screen/i.jpg
35
Express your Creativity / Re: Drawing
November 06, 2010, 09:43:13 am
I still can't draw at all. Especially people.




Spoiler: ShowHide
36
General Discussion / Re: Screenshot Thread
September 19, 2010, 04:36:43 am
@OracleGames: The map looks fine but has some weird things in it. Firstly, the "hills" don't look that much hills, it works but not that well. Also the edges of the trees and the ledges seem very cubicish (straight lines).
You can remove the "grid" by choosing one of the normal layers, then disabling the dimming in View->Dim Other layers (or press F4 to toggle it).

@element: Download the demo from the original author's site: http://www.rpg-palace.com/downloads/details.php?id=102
37
General Discussion / Re: Screenshot Thread
September 16, 2010, 03:52:26 am
One more of the VX maps, most likely the last one.

Spoiler: ShowHide
38
General Discussion / Re: Screenshot Thread
September 12, 2010, 02:14:56 am
Spoiler: ShowHide


39
Don't use "Player Touch" in the conditions, use "Event Touch". If it works like it does in XP, any kind of collision with the event (even if you're not moving) activates the event.
40
New Projects / Re: Game concept Idea
August 17, 2010, 01:18:14 pm
Why should people recognize the persons and the game if it hasn't been released yet? I still strongly believe names should be your last concern.