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Showing content with the highest reputation since 04/26/2022 in all areas

  1. 2 points
  2. 1 point
    Hey there! I tried to play your game but i got this error when i tried to launch it. I downloaded the game from itch.io
  3. 1 point
    just trying out this community, please be gentle~
  4. 1 point
    Maybe you can explain why users need to have different usernames on different sites? User1978 Do you need to continue this discussion here when you should have your answer on forums.rpgmakerweb.com
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  6. 1 point
    Thank you for warm welcome~
  7. 1 point
    Have you thought about using a whole sprite sheet rather then a single sprite (using $ in the file name) for your composite graphic? Then you could have a standing/walking set and a sitting set without much trouble. Also: The Composite Graphics script works based on the graphics you set so it's easy to have an event with the same appearance as the actor: Just set it with the same graphics file!
  8. 1 point
    Hi Everyone, I've had some people ask me why I don't provide maps (like normal maps, roughness, ambient occlusion, etc.) with my texture images. The answer is: I think it's better to let people generate their own maps from my images so they can make them (and, hence, their final materials) look exactly the way they want them to. I've recently discovered a free tool called "Materialize" that does exactly that, and it works really well. Here's a link: https://boundingboxsoftware.com/materialize/ That said, this week's brand new images are on these pages on my site: BARK - Artistic - Tile-able BRICK - Artistic - Tile-able CONCRETE - Artistic - Tile-able You can access them from here: https://soundimage.org/images-home-page/ Enjoy!
  9. 1 point
    Hi Everyone, I have a couple of new tracks to share: On my Classical Sounding page: "STRINGS OF SADNESS " https://soundimage.org/classical-sounding/ On my Country page: "COUNTRY DOO WOP" https://soundimage.org/country/ As always, they're 100% free to use with attribution, just like my 2400+ other tracks. If you can, please consider making a small donation on my site to help support my efforts. Have a good week and please stay safe.
  10. 1 point
    Happy May Everyone, Continuing my quest to build my free ambient sounds library, I've got a couple of new ones to share: "ELECTRO DRONE" "ELECTRO DRONE 2" You'll find them here: https://soundimage.org/amb-sci-fi-ambience/ Enjoy, please stay safe and keep creating!
  11. 1 point
    Player Turn & Move Version: 1.0 Author: SirBilly (silentkingdom.com) Date: 9 June 2013 Introduction This Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games. Features Ability to change delay time. Screenshot none How to Use Copy into materials, but above main Plug'N'Play, with optional customization Script Get it here Script to use with Khas Pixel Movement - Get it here Script to use with Sapphire Action System IV - Get it here Terms of Use * Free to use for both commercial and non-commercial projects. * Do not claim this as your own. * Crediting me in the game's credits would be appreciated.
  12. 1 point
    Greetings Fellow Creatives, My mad experiments creating seamless textures continue! This week we have some from my Wood and Vegetation pages. 100% free to use with attribution, like my thousands of other images. https://soundimage.org/images-home-page/ Enjoy!
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    What part does not work? Sir billy script needs to be above galv jump. The only issue I found was that while walking, if you turned it would not stop to turn before continuing. I made some changes that should work. It did in my testing.
  14. 1 point
    Well, it was another crazy busy week (ugh!) but I did manage to create a new production bed to share. Free to use with attribution, you'll find it on my new Country page: "CHUGGIN' THROUGH THE BLUE GRASS STATE" https://soundimage.org/country/ Enjoy!
  15. 1 point
    I’ve been playing it for more than a year, and can assure it's all the same. The game is as stupid and addictive as it was…..I just can’t quit playing it man. Why do you wanna play it, just leave and find yourself something else please.
  16. 1 point
    Wow, 500 hours, you’re definitely an experienced player. I’ve just started the game like 2 months back (or even less). From your description it looks like nothing much has changed. Things are quite similar even now, you just play for a few levels, get stuck after a point and then just keep ascending over and over again.
  17. 1 point
    $D13x Teleport Dekita Introduction This script enables a reasonably animated teleportation scene. Each teleport location can cost gold. Easy script calls to add/remove each teleport location and disable/enable each available teleport location. This script also replicates the "Search" feature from FF10. This feature allows the player to "search" the map for specific co-ordinates, if certain co-ordinates are found it will activate/enable a new location. Screenshots How to Use Place Below "Materials" and above "Main". Place images in Graphics\\System folder. Demo No Demo yet... Script + Images LINK Credit and Thanks - Dekita / DekitaRPG
  18. 1 point
    added a check for item is nil. Not tested, but should work.
  19. 1 point
    Hey Everyone, Brand new texture images are ready for you on these pages: TXR - GROUND - Artistic (Tile-able) TXR - METAL - Artistic (Tile-able) TXR - ROCK/STONE - Artistic (Tile-able) https://soundimage.org/images-home-page/ OTHER NEWS New-And-Improved Ogg Music Packs For those of you who happen to be using my music tracks, my higher-quality Ogg music packs are now available as Zip folders so you can actually download all of my music tracks at once. This should be a huge time-saver. Here's a link if you'd like to check them out: https://soundimage.org/ogg-music-packs-2/ As always, enjoy, stay safe and keep being creative!
  20. 1 point
    You asked for it, you got it! After receiving numerous requests, my higher-quality Ogg music packs are now available as Zip folders so you can download all of my music tracks at once. This will be a huge time-saver. Available genres are: Fantasy Music - 261 Tracks Sci-Fi Music - 260 Tracks Funny / Quirky / Weird Music - Over 200 Tracks Puzzle Music - 130 Tracks Chiptunes Music - Over 100 Tracks Action Music - Over 80 Tracks Dark/Ominous Music - Over 50 Tracks Horror/Surreal Music - Over 50 Tracks https://soundimage.org/ogg-music-packs-2/ That said, here's a brand new track to start my Country page: "COUNTRY ROMANCE" https://soundimage.org/country/ Enjoy, stay safe and keep being creative!
  21. 1 point
    That's so great! And you got it done fast! Thanks! BTW: Currently working on eventing. it's a slow process, but the first "dungeon" should be done in about a week or so.
  22. 1 point
    Tutorial topic: How to show credits during gameplay. Brief description: Have you ever watched a movie and seen how the credits pop up as the opening action scene plays out? People are talking, fighting, doing all the movie things, but the credits appear and vanish along the way without disturbing the flow of action. It's become such a common thing that movie critics actually criticize films that don't do their opening credits in this way. This method will allow you to have that in your game without scripts or even a lot of special skill! Requirements: Obviously, you will need RPGMaker VX Ace (this should also work with everything but MZ as it only requires that you have access to the built in battle animations tab). Beyond that, you will need a simple photo editing software like Photoshop. I use GIMP because it's free and relatively simple to use. You can technically do this with paint, but if you do, you will need to use another service to make the background transparent. Before I discovered GIMP, I used lunapic as it's free and all online. This is inferior to GIMP in my opinion, but it has the advantage of not requiring the download of a frankly massive program. TL;DR: You need an RPGMaker that has the animation tab (so any except for MZ) and you need a way to edit pictures while keeping them transparent. Step 1; The Credit: To begin, we need to take a random base from the animations folder of the RTP. We're not actually going to change it, but rather, we're going to use it as a template. I used Thunder4 because it's one of the larger bases with room for 25 animation panels. I advise making a copy and pasting it into another folder, then working on the copy so that you don't accidentally overwrite the base picture. Once you have it loaded up in your editor, erase everything so that the only thing left is the transparent background, As shown here: Choose a small corner of the template then, and insert the text you want! Don't worry about it being more than one animation panel. It probably will be larger than one, depending on how much you have to type. For my test case, I used a simple "A Game By Aslanemperor" Save, export, or whatever you need to do. Take any extra steps you may need to make the image transparent. This is standard with GIMP, and I hear that Photoshop makes this pretty easy as well. Once this is done, simply import this into your game using the built in Resource manager in RPGMaker. Step Two; The Animation: This part can get a little time consuming, but is still VERY simple. My example took up two panels worth of room on the template (out of a max of 25). As such, I took those two panels, and set them side by side over where I wanted them to go. The animation system makes this very easy as everything is designed to lock neatly into place, so as long as you pay attention, it will be a simple matter to make everything look good. Now we figure how long you want your credit to show itself, and where you want it on the screen. For this example, I placed mine directly in the center. When you're putting together your frames, keep timing in mind. 1 second is equal to roughly 30 animation frames. Because of this, I set up the fade in to last through the first 26 frames, then had it hold solid for another 45, followed by a more rapid 15 frame fade out. I did this by right clicking each individual panel and adjusting the "Opacity" number. Because I wanted this to be close to a full second of fade in, I added 10 points to the value on every frame, making it go fully Opaque at frame 26, with a value of 255. This is why it can be a bit time consuming. Once you know what you're doing, however, it doesn't take long to put these together. It took me just over 5 minutes to put everything for this animation together. You'll notice that there's a box for the animation beyond just the scope of the target. That box represents your screen. Depending on where you want this to show up on the screen, that's where you'll place your animation box. For instance, if you align it with the top left of that box, it will show up on the top left corner of the screen. Step Three; Implementation: So, you've made your "Credits" animation, and you're ready to place it. The way I did it, was to have an event along the path the player has to follow, and when they walk over that area, it triggers the credit animation. I set the animation to be centered on the player. This way, it keeps on showing in the area I want as he walks: Don't forget when making your event that you want to set it to end after the player has walked past it. Also, DO NOT click for it to wait if you want your character to continue doing things while this shows. Conclusion: So, I found this entire process to be extremely easy, and can be done with things that anyone has access to (you can even manage this with just paint and a web browser). It's a unique way to put your credits into your game without a clunky opening video (which usually requires some sort of video editing software). If you have any questions, or you know an easier way to pull this off, I'm happy to hear it. I hope this helps someone!
  23. 1 point
    First things first. I did not compile the following list. I don't remember who did, its not the same one Archeia posted previously. If the original poster has some issue with this being reposted pm me or report the thread and I'll remove it. Anyways, I'm just reposting this as I had a local copy and I remembered that a lot of the previous links to 'script call master lists' were broken when this site and the Degica one upgraded software. So, here it is: (I'm too lazy to reformat it ) Variables $game_variables[n] Switches $game_switches[n] Conditional Branch if #something #something else #something end Show Picture screen.pictures[index].show(file_name, upperleft/center, x, y, x zoom, y zoom, opacity, blend type) Move Picture screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait) Picture Tone screen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait) Looping For #something end Move Event move_route = RPG::MoveRoute.new move_route.repeat = false move_route.skippable = true m = RPG::MoveCommand.new m.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call script m.parameters = ["script call here"] move_route.list.insert(0,m.clone) $game_player.force_move_route(move_route) Transfer Event Location $game_map.events[id].moveto(new_x, new_y) Transfer Player $game_player.reserve_transfer(map_id, x, y, direction) Screen Tint t = Tone.new(red,green,blue, gray) screen.start_tone_change(t, duration) Shake Screen @params = [] @params[0] = power or $game_variables[x] @params[1] = speed or $game_variables[y] @params[2] = duration or $game_variables[z] Note: (Neonblack and Fomar0153 found this glitch!) The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what. Call Common Event: $game_temp.reserve_common_event(id) Play SE/ME/BGS/BGM: RPG::SE.new("SE Name", volume, pitch).play RPG::ME.new("ME Name", volume, pitch).play RPG::BGS.new("BGS Name", volume, pitch).play RPG::BGM.new("BGM Name", volume, pitch).play Show Text: $game_message.add("Text") Gain/lose Item: $game_party.gain_item($data_items[id], amount) $game_party.lose_item($data_items[id], amount) (For weapons/armor use $data_weapons or $data_armors in place of $data_items.) Gather Followers: $game_player.followers.gather Change Player Followers: $game_player.followers.visible = true or false Erase Event: $game_map.events[event_id].erase Some conditional script calls to add to Celianna's: Button pressing Input.repeat?:)A) Input.press?:)A) Movement $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? Location $game_map.events[event_id].x $game_map.events[event_id].y $game_player.x $game_player.y Remove Actor $game_party.remove_actor(actor_id) Add Actor $game_party.add_actor(actor_id) Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.) m = $game_party.members $game_party.remove_actor(m[x].id) If you ever wanted to add every item/skills/weapons for debugging purpose (or something else?) it can be kind of tedious to add them all if you have alot. This small script call will help immensely: $data_items.each { |i| next if i.nil? or i.name == "" $game_party.gain_item(i, 99) } Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want. When checking for input triggers/pressing you can actually shorten that a bit: Input.trigger?:)CTRL) There is no need to write Input::CTRL anymore. To get the leader of the party you can do this: $game_party.leader Gain/lose gold: $game_party.gain_gold(amount) $game_party.lose_gold(amount) Check for current max gold: $game_party.max_gold Get map id and name: $game_map.map_id $game_map.name To correct the screen shake bug thing do the following at Game_Interpreter: def command_225 screen.start_shake(@params[0], @params[1], @params[2]) wait(@params[2]) if @params[2] end Now it will wait the right amount of frames and not 5. $game_player.region_id == n $game_map.events[event_id].region_id == n Show Choices params = [] choices = [] choices.push("choice 1") choices.push("choice 2") params.push(choices) params.push(0/1/2 this part is where you press cancel and which choice to default) setup_choices(params) It is pretty easy to fake the When [**] command (402). The definition is just command_skip if @branch[@indent] != @params[0] Where @params stores the choice number for that specific branch (0, 1, 2, ... ) So all you have to do is replace @params[0] with an integer if @branch[@indent] == 0 # branch for first choice elsif @branch[@indent] == 1 # branch for second choice end Editor line continuation $game_variables[12] = ($game_variables[6] == $game_variables[10]) && ($game_variables[7] == $game_variables[11]) && ($game_variables[8] == $game_variables[10]) && ($game_variables[9] == $game_variables[11]) change the text dialog background: $game_message.background = 1 #0 = default blue, 1 = dim, 2 = transparent Equip weapon $game_actors[1].change_equip(0,$data_weapons[1]) the 0 value in the above code snippet can have the following values: 0 = weapon 1 = shield 2 = headgear 3 = body-gear (armor) 4 = accessory Transfer player $game_player.reserve_transfer(map_id, x, y, $game_player.direction) $game_player.followers.visible = true or false Audio.se_play(name, volume, pitch) Is Weapon Equipped? $game_actors[actor id].weapons.include?($data_weapons[weapon id]) Access self switches $game_self_switches[[mapid, eventid, 'A']] = true Make sure you use [[...]] and not just [...] Get Currency Unit $data_system.currency_unit For any equipment, you can use this: right_hand = $game_actors[actor_id].equips[0] left_hand = $game_actors[actor_id].equips[1] To get the items. Replace the index in equips for the item you're looking for (0 = right hand, 1 = left hand, 2 = head, 3 = body, 4 = accessory, provided you're not using any scripts that change that). You can check their types with: if right_hand.is_a?(RPG::Weapon) # do something elsif right_hand.is_a?(RPG::Armor) # do something else end Or get their properties with with right_hand.id right_hand.name right_hand.icon_index right_hand.description # etc.. i.e. if you want to check if you have a Prinny Gun equipped on your first weapon slot: right_hand = $game_actors[actor_id].equips[0] if !right_hand.nil? && right_hand.name.eql?("Prinny Gun") # Do something end You don't even need to keep track of the IDs, really (unless you want to, for some reason). If there's no way to not have a weapon equipped in your game, you can also take out the ".nil?" check. Showing a text box with pure script $game_message.position = X 0 -Top 1- Middle 2- Bottom $game_message.background = X 0 - Normal 1 - Faded 2 - Transparent $game_message.face_name = 'Actor1' <- Name of the graphic plate $game_message.face_index = 0 <- Position in the plate of the face you are using. $game_message.face_name = 'Actor1' $game_message.face_index = 0 $game_message.background = 2 $game_message.position = 0 $game_message.add("Text") $game_player.passable?(x, y, d) and $game_map.events[event_id].passable?(x, y, d) are extensions to this that do a little more detailed checking. $game_map.passable? only tells you whether you can leave one tile in the direction of the other. The player and event versions take it further and tell you if you can leave that tile in the direction of the other AND if you can enter the other tile from the tile you're on now (for example, if you are facing right and the tile in front of you is the edge of a cliff that is higher than you - $game_map.passable? would tell you that you CAN step right from the current tile. But $game_player.passable? would tell you that you could not move onto the next tile from the left). It also looks to see if there is an event on your target tile which would stop you going there, but $game_map.passable? would not tell you that. Check HP You can check an actor's current hp with: $game_actors[x].hp Or the leader's current hp: $game_party.leader.hp Or a member of the party: $game_party.members[x].hp Check Items Here's the script from Game_Interpreter that places the quantity of an item into a variable: $game_party.item_number($data_items[param1]) So you'd just change param1 to the item id you're interested in, and add your condition around it: if $game_party.item_number($data_items[32]) == 15 Checking how many of a particular type of weapon or armor is very similar: $game_party.item_number($data_weapons[param1]) $game_party.item_number($data_armors[param1]) Access Event by Name # Code by Filip H.F. "FiXato" Slagter # Place this under Materials and above Main Process and before any scripts that would make use of it. # Allows you to also use Game Switch *names* instead of just IDs in $game_switches[] calls. class Game_Switches # Overload the [] method so we can also call switches by their name, for instance: # $game_switches['my switch'] alias_method :find_by_name, :[] def [](switch) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) find_by_name(switch_id) end # Overload the []= method so we can also set switches by their name, for instance # $game_switches['my switch'] = true alias_method :set_by_name, :[]= def []=(switch,value) switch_id = (switch.kind_of?(String) ? $data_system.switches.find_index(switch) : switch) set_by_name(switch_id, value) end end Recover All for your entire party: @params = [0, 0] command_314 Show a named animation (in this case 'Sleep') for the player and wait for it to end: animation_name = 'Sleep' animation_id = $data_animations.find_index{|ani|ani && ani.name == animation_name} @params = [-1, animation_id, true] command_212 Move_Route_Turn $game_map.events[eventid].set_direction(#) 2 = down, 4 = left, 6 = right, 8 = up. Event Ballon $game_map.events[eventid].balloon_id = # where # is the row of the balloon spritesheet you want to show (I think the top row is 1, not 0), and eventid is the id of the event Player Facing $game_player.direction 2 = down 4 = left 6 = right 8 = up If ActorX or ActorY is in party $game_party.members.include?($game_actors[X]) or $game_party.members.include?($game_actors[Y]) Or $game_party.members.any? {|a| [X,Y].include?(a.id)} Change Actor Graphic actor.set_graphic(character_name, character_index, face_name, face_index) Use Item $game_actors[id].use_item($data_items[x]) $game_party.leader.use_item($data_items[x]) $game_party.members[index].use_item($data_items[x]) Show Battle Animation Show Battle Animation: @enemy_index = 0 @animation_id = 1 iterate_enemy_index(@enemy_index) do |e| e.animation_id = @animation_id if e.alive? end That will show a battle animation. Shop Processing # goods = [[type, id, price_override_flag(, price)]] Ex: goods = [[0,1,1,25],[0,2,0]] SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Or goods = [] for id in 1..20 goods.push([0, id, 0]) end SceneManager.call(Scene_Shop) SceneManager.scene.prepare(goods, true) Store Actor Level $game_variables[x] = $game_actors[id].level Control Weather $game_map.screen.change_weather(type, power, duration) where type is :none, :rain, :storm, or :snow, and power and duration are what you would have set the sliders to on the box. followed by Wait X Frames if you want it to halt processing until the weather is set. Move Set Route -> Change Graphic $game_map.events[id].set_graphic("character_name", character_index) id is the id of the event you want to change. "character_name" is the name of the graphic file you want to change to (make sure to keep the quotation marks). character_index is the index on the character sheet (it starts counting at 0).
  24. 1 point
    GTBSv2.4 for VX Ace! GTBS has been a side project of mine for many years. After deciding to learn scripting all the way back in 2006 so that I could create a game with it. The system is now completely functional in RPG Maker VX Ace. The system boast a number of features including: Tactical/Grid based Battle Smart/Configurable AI Note Tag Configuration of MOST options Animated Battler System (Now supports Holder/Minkoff as well as GTBS animated sprites) Action List - A list of actions(movement, icons, screen etc) that should be played when a skill is used Mini Side View Battle Integration Summons Configurable skill/weapon ranges MGC Layy Meta Engine (3d Isometric) support Many many more! If you have any questions regarding setup or advanced functions, please start at the FAQ page on the Wiki If you still cannot find the answer your looking for please visit the Forums to post your question. You can also create new bug reports from the New Issues tab to report it as a bug in GTBS. Change Log: v2.4 - Release Notes Download/Demo Download from my Dev Website How to Install License Also contained within the download zip file: The script contained herein known as GTBS is the work of GubiD and a few other contributes, namely MGC/Cowlol. This script can be used free of charge for all users, including commercial game creators. This Script(GTBS) requires only that you show credits within the game to GubiD. If you do plan on selling commercially then it is recommended that you at least donate to the GubiD Scripting Service on Paypal. NOTE: There are other scripts included in this one that may require Commercial Licenses. Specifically Victor Saints Pop Damage script. It is required for GTBS to function. The using of this script in your game is at your own risk. This script is not without error, but it is has been through months of testing from over 300 users to ensure it is. If an error is encountered, please post it on my development website under the GTBS project. There other users or myself can provide answers/solutions to the problems. Bugs may or may not be fixed when reported. Do not post direct links to the downloads files, instead link the page on my website that contain it. This is the best way to ensure not only that people are receiving the most current copy. Plus it is courteous to send the traffic my way. Known Issues See the Issues Tab for known or pending reported issues. You can also use this section to request new features or browse what others have requested. Final Notes Thank you everyone whom helped. The work you have done and assistance you have provided was invaluable. You have helped make this project a success. But have no fear, this is not the end for GTBS. It is merely but another starting point. Please help Support the project by 'ing. Don't forget to visit the GTBS forums and wiki for installation and other help in regards to GTBS. Issues reported on this thread will be ignored. If you want to my attention to the issue, please search and post the issue on my dev website mentioned above in the download link.
  25. 1 point
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