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Topics - poxy

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Resources / Future City Tiles (FF6 Zozo)
« on: September 12, 2010, 12:48:28 PM »
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.
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Academics / "All objects fall at the same rate." Really?
« on: September 04, 2010, 12:36:08 AM »
Something along those lines I've read from Stephen Hawking's book. Seems like common knowledge.

I think it was Plato that hypothesized heavier objects fall faster, and Galileo proved otherwise by rolling balls of different weights down a slope. There was the famous dropping of the hammer and feather on the surface of the moon to demonstrate this.

But I can't wrap my head around it. It can't be wrong if a genius says so. Though the math says otherwise:

Newton's law of universal gravitation:
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Ffeather < Fhammer
And it seems like they fall at the same rate because the difference is so small.
Hypothetically, if one dropped two objects at the opposite poles of the moon, of the same size say, one with a mass 80% of the moon and the other a feather, which would fall faster (hit the moon first)? What am I missing?

Recruitment / Entropy Recruitment
« on: August 04, 2010, 05:17:59 AM »
The Entropy is recruiting help for the following:

* Scripter: Mainly for customization of scripts already in place, testing. Looking to add a simpler screen for setting up supporting character AI: such as smaller AI grid, or Choosing between offensive, defensive, support, no magic modes.
* Graphics person(s): For title/gameover screens, character artwork or portraits.
* Composer: To compose, edit or find music appropriate for scenes.
* Mappers\Tester: Able to make maps that account for depth (being able to pass behind cliffs and buildings, appropriate to the height of the cliff or building), testing the maps would also be helpful.

* I'm alreading doing the mapping, testing, looking for music, writing. But additional help would make progress smoother and finish the project faster. If you sign on, your creative input is welcome. To apply, please post here or pm me.


General Discussion / Encrypting RMXP Methods?
« on: July 31, 2010, 02:01:59 AM »
Does anyone know of a reliable way or a program to encrypt projects, that defeats the decrypter programs?

Or a good DLL packer, and if so could you pm it to me

Resources / Space station tileset [wip]
« on: July 22, 2010, 04:17:00 AM »
Here it is:
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What it looks like:
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Originally found it with google, lost the website [search sss rmxp]. Apparently it's a rip from a game called sigma star but it was badly misaligned and incomplete, so I expanded on it. Still needs some chairs and interior clutter, which I'm working on very slowly...

Just found out what game it's from, after spending some hours on the tileset. I'm gonna try to get some more 'inspiration' from that source.

Here's the original:
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Event Systems / [XP] Actor Critical HP Alert
« on: July 21, 2010, 04:59:37 AM »
Actor Critical HP Alert
Version: 1.00
Type: Basic Audio Feedback


This will play a warning sound or show a warning image if the actor is near death, based on percent. This should only be used in a one man game, or use the Blizz ABS version for the lead actor.


  • Simple; Plug & Play
  • Can turn off during scenes

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Not necessary.


1. Make a common event like so:
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Where 'Tycho' is replaced by your actor's name, and 15 is the percent HP threshold that will activate the sound.
1b. For Blizz ABS you can replace the first three commands with
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This will play the critical sound for the actor you are controlling.
1c. Optionally you can show also show an image, or flash the screen or actor.
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You can use these images: Full screen:
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Discrete (for 1c example):
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2. At the start of the game, Enable the "game start" switch.
3. To disable the sound, turn the switch "Scene?" off.

Credits and Thanks

WhiteRose and game_guy for suggestions.

Tutorials / [XP] Unchibifying Sprites
« on: July 11, 2010, 08:33:01 PM »
Unchibifying (Heightening) RMXP Sprites


What is unchibifying? Well, basically, RMXP and its counter parts have a character sprite theme where an over-sized head is planted on a baby body, chibi style. Unchibifying is a term that I use to describe taking the people sprites of RMXP and giving them a taller, more articulate appearance. Basically, endowing the characters of the game with elbows, knees, a waist, and (sometimes) necks, drawing attention away from the gigantisized heads. This tutorial will try to illustrate the process I use using the Arshes sprite.


Before starting I'll just mention a few things.
  • Try to keep consistency of the char in mind when editing.
  • I ususaly save intermitent stages to keep track of progress. this may also save time if you decide that what you've had before looked and animated better. just load up that file and paste the better parts in.
  • Paint works well enough for this, but there's a free program called graphicsgale that was basically designed for sprite editing and animation. it's not necessary but it can make things easier at times (especially when it comes to shifting pixels).

Starting off we want to give ourselves room to work with. First decide how much taller you want the sprite to be. I usually choose between 5-7 extra pixels of height. This may depend on the shape of the sprite you want to work with. If the char has a lot of armor clumped on it or has complex shape/patterns, 5 pixels height increase should suffice and be less of a hassle. This is what I've done for Arshes.

Export the sprite you want to work on, open it up in paint. Check if the top row has enough space to grow. if not, add the extra number of pixels needed, 'X', (*4), to the height of the canvas, & and shift each row by X * the row number, starting with the lowest row. Well that's the easy part.

Next we look at the sprites and decide where to add the height. I distribute the extra height pixels evenly among the legs and arms, with the odd pixel of height remaining to add a neck or one more height to the legs. but before we start amputating, look for where the best areas are to add the extra pixels. For legs this is usually in the middle or above the boots. For arms and waist, consider the waist first, between the belt and breast/chest area we make the incision, leaving the hands behind as we raise the torso and arms. If the chars is lacking a neck, go ahead and raise the head above the chin as well. Next the fine touches. If you separate parts of gloves/clothing/ shoulders while moving the body around, you should reconnect these to save work later on.
Repeat the process for the first two sprites in the top and lowest row, and the 1st, 2nd and 4th sprites in the second row. As you do this keep consistency in mind, separating groups of pixels by the same distance and at the same junction points. the remaining unchanged sprites are basically repeats, which you should paste over at the end (or now if you want to see the overall picture or animation).

Here he is so far, not too happy:
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Well now comes the more creative part. In general, you will be using the eyedropper and filling in the blanks, starting with an outline and followed by pixel pushing. I usually have RMXP open at the same time so I can import the sprite and animate it with an event that faces the player. You can do this to check for inconsistency, misplaced pixels, misaligned sprites or to refine the animation.
Start off by moving stray pixels back to their relative components, ie, reconnecting gloves, boots and clothing paterns. Fill in the blanks with surrounding colours, and check the look of it by zooming out to 2x magnification. Keep in mind which parts should extend in which direction. You may want to move the arms and legs away from each other more to keep the lines smooth, and to account for the longer limbs. The back leg in a step sprite may be moved back, or the front leg forward as well. This applies mostly to the even numbered colums. Check the animation in rmxp if needed.

Besides the animation and outline, it's mostly a matter of creative pixel selection. When you are filling the pixels in, try to reproduce them like wise in the subsequent frames for smooth animation. Some times odd placed pixels may seem to jump or appear to move on a part of a body that should have no localized motion. When you flip and paste for the remaining sprites keep in mind that the head may have to be flipped again for consistency. When working on male chars square out their chests or risk the appearance of moobs.
Well that's about all I can say on that part.

Here is Arshes before and after HGH:
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So now we have transformed Shorty McNubs, upgraded him if you like. Arshes has finally reached puberty. Anyway, he could be a giant/adult char living in a world inhabited by armor clad tykes. Conversely, to not make him an outcast you could convert all his human friends as well. This may seem daunting at first, but with practice unchibifying goes quicker and becomes less off a chore. Well, if you decide to unchibify, and post the result, there will be more chars to go around, and less work for the unchibi game.
Here are some more of mine. The three where a bit more than an hour each to make.

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This is my first tutorial, hope it is clear and helpful.

Resources / Entropy Enemies for Blizz-ABS
« on: May 05, 2010, 08:28:30 PM »
Here are most of the enemy sprites from my game demo, Entropy.
Chars include:
  • Skelly
  • Skelly Boss
  • Imp
  • Croc
  • Wolf
  • Bird

All have attack and weapon sprites, some have skill sprites.

Please give credits if you are using these in your project.


Enjoy. :]

Script Troubleshooting / [Resolved] Two scripts handling save files
« on: May 03, 2010, 08:56:30 AM »
Hey guys. I've been trying to figure this one out but I'm not too good at scripting. The problem is I have two scripts reading and loading script data. The scripts causing problems are Chrono Trigger CMS by Raziel and Hermes message system. Hermes tries to save and load its global settings by trying to save $msg to the file and CTMS has a chapter saving thing and also saves to the file. If I load the save data it gives "Hermes script EOF error." If I try to remove the saving and loading of either script I get undefined method errors.
If someone could take a look I'd really appreciate it and give credit in my game.

Here are the scripts: (they're ~2k lines each)   <- CTCMS  <- Hermes

Edit: fixed it. (Just put the marshal.dump and .load in ctsms and removed it from hermes.)
Note to self: delete old save files when testing code that modifies save files.

Projects / Games / [RMXP] Entropy
« on: April 29, 2010, 03:02:46 AM »


Where does life come from? The sun and earth, we are told. Wherefrom came the sun and earth? The creators have placed them there.
Why is there death and chaos? From the seams of the universe where uncertainty exists, came the Ancients which sought to control the world. These are the truths reasoned by great philosophers at the dawn of civilization.

One such legend tells us of a kingdom trying to harness the power of the sun and control the world. Aximander, the ruler of this kingdom, begun years of bloodshed in the long war to crush the opposing regions. In his greed he had made sacrifices of his people and of those close to him, to reach this dream. And in his want of power Aximander grew paranoid and insane. At the height of this frenzy, Aximander began executing his close subjects and even his son, Carpus, fearing they would betray him.

However, his efforts paid off, and eventually the kingdom spread throughout the world, becoming an empire, heralding an age of technology and unlimited power.

Then one day, the world was thrown into chaos as the dead rose and tore the cities down. This army of the dead was lead by none other than the emperor's son, and accompanied by those that fell with him during the war.

When the empire had been crushed into the earth, the the undead army fell where they stood with it, and life began anew.

Everyone thought of this tale as a fantastic story, symbolic of the folly of reaching to high to the heavens, of betrayal and of revenge. This was so, until, history began to repeat.

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V1.2 Savefiles will now load correctly. Savefiles from older versions will not work, sorry.

Upcoming Features

These are some of the upcoming features arriving in future updates:
  • Attack combo system
  • Non-RTP maps
  • New world(s)
  • New playable characters
  • Several shiny and detailed sprite edits
  • Fleshed out story and dialogue
  • New HUD
Preview Screens:
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Game and story
  • poxysmash
  • Blizzard (Blizz ABS)
  • Landith and winkio (HUD)
  • Raziel (In-game menu)
  • Hermes (Message System)
  • nathmatt for helping with a bug
  • dannyboyk2 and others -> link
  • poxysmash
  • Ice Axe
  • Inquisitor
A more comprehensive list is in the Readme available in the download. If I missed anyone , please let me know.
Also, check out the recruitment thread here if you want to help out, thanks.

Here's the idea:
Tapping attack button would execute the normal actor attack, but if the button is held down for 1 second or more and released the actor executes a different attack, or a skill that the he doesn't have. Optionally it could be further expanded to use different skills for different weapons.

Personally, I could make good use of a script like this, but I'm just putting the idea out there if anyone would like to have a go at it. :D

Script Troubleshooting / [Resolved] Blizz-ABS with CT CMS
« on: February 19, 2010, 08:09:15 AM »
I'm using Raziel's Chrono Trigger Menu in my Blizz ABS project. The CT menu is placed after Blizz-ABS so the menu overrides the pre-menu in Blizz ABS, and I'm using an event to call the hotkey assignment window.

The problem is, with the CT menu, the hotkey window shows up with the skills pushed to the right and written over the items...

So.. I look into the Blizz ABS pg 3 where the window_skill_hotkey method and add "self.x = 0" at line 7193. This moves the skills back over to the left but the window is missing still...

I could use some help :3

Here's a demo if needed:

And a picture may help:
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