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  1. Today
  2. Nirwanda

    Hearts Like Clockwork (Featuring Kagamine Rin)

    You got this kaya! It's looking terrific! :)
  3. I mean I wasn't sure if you could changing the sample rate without resampling, but looks like you can from a track's little pull down menu! Neat! I think just changing the sample rate and the project sample rate will make it basically use the same data, so the loop points would still be valid and it won't take up more space. Well how precise samples are depends on the sound file's sampling rate you know and you can always resample to a higher sampling rate, but I don't think not having enough precision Is really the problem very often. The problem I have most often is just finding the exact right loop points.
  4. My second project is chugging along well, Hope it will turn out cute! I'd love to put more work into my first but still waiting for my artist there~

  5. KayakoChan

    Hearts Like Clockwork (Featuring Kagamine Rin)

    Ehehe~ Thank you I'm sorry for the little joke at the end~ In a way I credited you because of it, Fufufu~! You technically ensured the game demo will be better for it~ Well, Time to work hard~
  6. RoooodWorks

    Hearts Like Clockwork (Featuring Kagamine Rin)

    Amazing work as always, can't wait to play this awesome work. Good job.
  7. Far in the future, a war between humans and machinery has left the island country of Japan isolated. Now, decades after the Japanese managed to reclaim their country and rebuild it, it seems normalcy has returned. Hearts Like Clockwork follows the young Rin Kagamine as her ordinary daily life is about to become a lot more interesting, ...And a lot more dangerous. In this game you play as Rin Kagamine, Crypton High School's first-year class president. On the day her life is about to change forever. The adventure she will be dragged into will require her wit, strength, charm, and a good number of friends if she hopes to make it out alive. Whether it's through friendship, Music, or brute force, Your actions may affect more lives than you initially thought. This game features: Original art by Melonie Moon An original story which responds to your choices and playstyle. Many familiar characters from the "Vocaloid" voice synthesizer franchise such as Hatsune Miku, Kagamine Rin/Len, Megurine Luka, and Megpoid Gumi. A world crafted with love. A brand new "Smartphone" system that collects information about the world you're inhabiting, and lets you call your friends if you happen to be lost. A subtle twist on the Classic RPG-styled combat. A simple friendship system, and innocent, pure youth romance (Note: at this time all romance options are girls) Many jokes and references to Vocaloid songs and lore within them, none of which you need to know to enjoy the game! Screenshots! The game comes with a difficulty selection! Luka's homeroom class Outside the school Time to teach this guy size doesn't matter! Credits: A game by KayakoAmaya(KayakoChan) Graphics: Custom scene art by MelonieMoon ( www.meloniemoon.com ) (Hopefully Soon to replace the facesets) Placeholder faces by Suzuya appon Some map resources by Celianna Extra trees and clutter from Whtdragon Menu layouts based off Moghunter Parallaxes, Sprites, and misc by KayakoAmaya Sound and music: Custom SFX mostly from Gravity Sound Music "Skeleton life" Off vocal by ラムネP Music "Regret message" off vocal by mothy Music "Spiralling Thoughts" by Scythuz Music "Orphan Trope" by OnslaughtSupply Song Clip "8 Hit" by じーざす ft Kagamine Rin Song Clip "Proof of Life" by Hitoshizuku P ft Kagamine Rin Song Clip "Last night, Good night" by kz ft Hatsune Miku Song Clip "Love is war" by Ryo ft Hatsune Miku Coding: Engine by Enterbrain/Kadokawa Combat, journal, and message system by Yanfly HUD/Menu system by Moghunter Mapzoom plugin by Masked Save system and title skip by HimeWorks/Tsukihime Parallax system by Galv Mouse pointer system by Quasi/Quxios The demo is currently about 80% done, Still needing a few more maps, the replacing of facesets (if lucky!) and a boss spriteset. Sadly I was convinced 40 minutes isn't enough for a demo or it would be done! Special thanks to ChibiEvil for that <3
  8. Taleek

    Shadow Quest

    I'm no professional, but I have a voice and could record it if you still needed... Also I am an audio engineer/producer if that could help you at all. I'd have to re-learn, but I have done some great parallax a while ago
  9. Eric Matyas

    Free Music / SFX Resource - Over 1800 Tracks

    Hey guys, If anyone is interested, I was recently asked to do an interview for a really cool website called Exilian. The site helps facilitate all kinds of creative projects. Here’s a link if anyone wants to check it out: https://exilian.co.uk/articles.php I hope my answers are entertaining and (somewhat) intelligent…lol. Please feel free to share! That said, this week’s new free tracks are: On my History page: ANCIENT TIMES – (Looping) – Perhaps for a history-themed game? https://soundimage.org/ancient/ On my Sci-Fi 8 page: ESCAPE FROM CYBERPUNK CITY – This piece might sound cool in a dystopic urban-based project. https://soundimage.org/sci-fi-8/ And on my AMB - Urban Ambience page, some really nice large city street ambience: STREET CORNER_5-30 – Trucks, taxis, horns, people talking, distant brakes squeaking, cyclist passes, etc. STREET CORNER_5-29 – Scooter idles at corner, traffic passes, brakes squeak, baby heard, air brakes from truck, people talking, trucks pass, distant brakes squeak, etc. https://soundimage.org/amb-urban-ambience/ Enjoy and keep being creative!
  10. Yesterday
  11. MasterMoes

    I need an Xinput script

    First of all, I'm sorry if this is the wrong topic to post this in, I couldn't find any type of "commission" topic. But anyway... I'm working on an RPG Maker VX Ace game that uses a lot of buttons from a gamepad (I'm using an Xbox 360 wired controller). What I need is to be able to use the triggers, start, back, and D-pad buttons on it, since using F1 doesn't support those buttons. What I'm trying to do is, when you press a button (let's say the right trigger), it will activate an new input. Instead of activating a default input like C, A, B, L, R, and so on, it will activate a new input that can be used in a conditional branch. For example: If the right trigger is pressed or held down, it activates input "E". If input "E" is active when a certain parallel process is running, then it will trigger the conditional branch that will only trigger if input "E" is active... Anybody know a script that would work for doing this? I've tried Lone Wolf's Gamepad Extender, but that doesn't let me create new input labels (a.k.a the letter "E" in the example). If anybody knows a script that would work for this, please let me know. And, if such a script does not exist, how much will it cost to commission that script?
  12. MasterMoes

    Character select script?

    Thanks for the support, but I've already figured out my own way of a character select system. I'm good now
  13. Yes, yes it most certainly does. I'm sure that quote block isn't going to appear properly, but whatever. Since I quoted a user from the Frets on Fire Fan Forums, it's not like they're gonna know I did... I've found that even samples are imprecise. I've done lots of work in Audacity (it's how I have the original versions of many songs thanks to the individual quoted above), so I've had to try my best to get certain things in order, often times having to actually run with fragments of imprecision. One major example of this is me combining the stems for TTFAF from three different sources: Guitar Hero III, Guitar Hero Smash Hits, and Rock Band 3 DLC. All three sets have different offsets that I did not completely sync accurately, but to most people, it doesn't sound off-sync. Of course, this is going off-topic now, so back onto the topic at hand. I'll look in the repositories I have, see if it is there.
  14. slickdeath97

    Does an event can delete saved game files ? (VxAce)

    Yoshine, I tried the DataManager.delete_save_file(0...999) and DataManager.delete_save_file(0..999), but my save files were still there. What did i do wrong?
  15. That's alright. thanks anyway, I'll use the squared one. No worries ^^ Meanwhile.... I have some other questions... sorry for hijacking (:´D) EDIT: I've managed to do this one width the help of AMN DQ Battle Addon script and some editing ^^ I've created my own window in Scene_Battle to appear when Skill_list is opened. In that window I've managed to display current in action actor HP/MP when I'm selecting skills.. But I wanted to display MP_Cost when the cursor is on skill. (see image bellow for future reference) Alsooooo, Is there any way to make Critical Hits animation depending on the weapon ? If I remember right, some years ago when I started my first project there was one, I think it was named Golden Sun Critical hits or something related to Golden Sun, but, sadly is gone. For reference: - If Emerald Sword is equipped then Critical Hit animation is Flash. - if current weapon is Daggers of doom then the critical Hit animation is Meteor. Thank youuu ~~
  16. AOY-dev

    Royalty free music

    Hello~ I said in my introduction that I'll try to make assets for the community and here it is! Can be used for commercial and non-commercial games as long as you credit me (Rail M.) You can rename it if you like since the name is just a placeholder. Listen to it here-> https://youtu.be/-oW08McFGdw Download Itch.io: https://railroadstudio.itch.io/the-lessons-of-yesterday-royalty-free-music Bandcamp: https://railm.bandcamp.com/track/the-lessons-of-yesterday Thank you! -Rail M.
  17. Huh, I was looking at the "WOLF RPG editor"... It actually looks pretty neat! It doesn't have scripting, but instead basically uses common events for everything, including things like the menu and combat!


    I personally prefer scripting in Ruby, but for those who like using events more or don't understand scripting very well it looks like it has tons of customization options without any need to script.


    Also: The Graphics that come with it and it's generator are cuuuuuute!

    1. Show previous comments  1 more
    2. Kayzee


      I think it's actually more like RPG Maker 2003, but I am pretty sure it's 100% it's own thing. It has mostly 3003-like smaller sprites like this:


      There is support for big graphics like this:



      But there are very few options in the generator for them.


      One nice thing though is that as you can see it uses 8 directional sprites! Those kind of sprites would be perfect for that game I am making now, although I don't think there is neer enough options for what I want. Still pretty neat though!


      Also: The faces are pretty nice!



      Hehehehe.... Still lacks some good options though.


      Anyway I probobly won't be using it myself, But it seems like a nice thing to check out.

    3. PhoenixSoul



      (she looks like she's cross-eyed)

      Also, eight-directional sprites are a thing I've wanted to have for quite some time...

    4. Kayzee


      I don't think she looks that cross eyed, though maybe a little high. :P If I added some blushing and stuff it might even look a bit lewd. <3


      Anyway I know you like your angled faces, so I thought you would like it. :3


      There are a bunch of different templates for faces and stuff for people of different genders/ages, but yeah still not sure if there are enough good options. Fun to play with though.

  18. Hello, first of all, I'm sorry if someone already asked this, or there's a thread about this, I'm not sure how to describe it properly. In battles, there are events that can be triggered when the enemy or actor receives a certain state, right? How can you make an event trigger that involves a stat buff/debuff like the default characters RPG makers give? (Like, Terence's Breath Weapon buffs a member's attack once) In short, is it possible to use buffs and debuffs a condition for events?
  19. Actually it's pretty easy in audacity to find loop point numbers, you just need to set the selection position display to do "start and length of selection" and to display in samples, but yeah it's still a bit of a pain in the ass. I find that I actually don't actually have to use them very often, but I make my own music for my game and a lot of my music is structured to avoid loop points. Of course, you could just change the sound file's sampling rate which would change the pitch without changing the loop points or the file size, but I don't think audacity really has that option. I think you can use the Change Speed effect and then resample but I am not sure about the math on that and I am not sure I trust how exact it would be. But if you are just going to use one pitch per sound file anyway, I think I will try and mode the jukebox for you anyway sometime soon, and just have it remember the v volume/pitch settings of the first time it's played. Don't think this is a good general solution though. The other option I guess would maybe be to put the pitch change you want in the .OGG metadata and figure out how to read .OGG metadata in ruby.
  20. RE: Audacity: One massive issue. That works fine if there are no loop points to consider (by the way I SUCK AT THIS ALREADY and have to guess a lot or use a calculator tool), but for most files, they have set loopstart and looplength values that will require adjusting after the changes are made, and honestly, that in itself is not ideal, since it also means that the game WILL TAKE UP MORE SPACE, and um, that I will pass on. Anyway, the slider thing you mentioned would be neat, sure, but if I'm going to have to make the workload more of a burden I'd rather use a drab menu with each selection and use Hime's Choice Options for managing that. Of course, that's sloppy, but, that's me going at this with my limited capabilities. By the way, I don't even know how to change where choice menus appear on the fly, so double drab emphasis.
  21. Tanrex

    Female Commanders, Soldiers, and General Actors

    ok gonna use some of your stuff for my game accredited to you. Don't know if you are around anymore. I was wondering if you can make spite of Astrid?
  22. Sure I guess if you assumed each bit of music and/or sound would always be played with one and only one pitch, but you know what they say about assuming things right? :P See, here is the thing: The volume and pitch setting can be set differently every time the song is played, and are kinda intended as special effects. I suppose it could create a new jukebox track for each track/pitch combo it encountered, but what would it call them? The other way is to have a giant cumbersome list of what the correct pitches are for each track to play at. None of these solutions are very satisfactory. Though there is a pretty simple way to solve this problem... One which requires no scripting what so ever! Just get Audacity (which you probobly already have anyway) and use the Change Speed effect to make all the tracks sound just the way you want them to normally sound. You can set the volume and do other things too! It makes everything so much simpler that way I think. :3 All that being said, it might be neat to have a volume and pitch slider for the jukebox that can be used to play tracks in different ways, just for fun.
  23. MasterMoes

    Swapping window positions

    I'm kind of familiar with the code, since I've been using this engine for more than two years. I realize that I would have to script, which is the point, but I need to know just a small detail (if you know the answer or know someone who could answer this): would changing every x/y coordinate from a positive number to a negative number and vise versa work, or would it cause a crash? I would experiment it myself, but I'm changing the script in the middle of my project, and messing up a script for experimenting too much when you're partially finished could cause a ton of problems. Do you know if this idea would work?
  24. Last week
  25. roninator2

    Character select script?

    You may also be looking for a player reserve party script.
  26. roninator2

    Swapping window positions

    Any window manipulation would require scripting. Either you manually go in and write the changes to all of the code that points to each wndow, or you use a combination of scripts to make the changes with yourself specifying the locations. What I mean by that is Luna Engine. It is designed to allow you to manipulate almost anything on the screen. But you have to still set it up and sometimes manually create additional scripts from Luna Engine to control the window. Either way You have to learn the code and make the changes.
  27. Tiger lilly, my cat who had lived for 14 years, had 3 kittens. Died in her sleep today. I will miss her, I love her lots.

    1. PhoenixSoul


      At least she had a litter before her passing.


      May Eden have received her under her kind, loving care...

    2. Kayzee


      It's always sad to lose a pet. :(

    3. RoooodWorks


      yeah it is, but at least she had a good life, and was happy

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