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Showing content with the highest reputation since 12/19/2018 in Posts

  1. 1 point
    Hello, I am Nirwanda, welcome to my pixel shop! I have been doing this for a while now, and am 100% committed to offering you a good service and do the best to satisfy your needs. I hope we can work together! Here's the general pricing list: Icons: starting at $1, varies by size Windowskin: $7 Rtp sized Character sheet: $10+$3 for additional poses Large characters sheet: $15+$5 for additional poses Portraits: $15+$5 per additional expression Busts: $20+$5 per additional expression/+$10 for additional pose Full character/ Static battlers: $35/+$12 for additional pose Animated battler:$35 Weapons for animated battlers: $10 Tileset/Animations/anything else: $15/hour
  2. 1 point
    Ninjamida

    Target selection in battle

    So - here's a point that came up on another website, regarding the battle system in my new project. To give some background info - it is absolutely critical that with most attacks, you can choose whether to target enemies or allies. The battle system is side-view, enemies on the left, allies on the right. So, initially, my thought was - have a dedicated button for changing target party, while the arrow keys (or dpad, on a gamepad) select a target within that party. But someone pointed out that they feel it'd be more natural to have left/right switch party, and up/down to select a target within the party. The issue I see here - what if we have, say, a formation of two enemies, one behind the other (but at the same Y coordinate). To me, it would feel weird to be using up and down. If it's a matter of "if you're already on the furthest right enemy, pressing right again will target allies, but otherwise it targets an enemy further to the right than the currently-selected one", that could work. The other question is how exactly to implement it. Yes, for a human, it's easy to see "I have this enemy selected and pushed this button, so now I should have this enemy selected instead". Implementing an algorithm for it... not so simple. This actually pushes me towards actually using the up/down thing, perhaps combined with just not creating formations that have enemies in a straight line horizontally so the oddity of using up/down to (visually) move left/right between targets never comes up. What's everyone else's thoughts on this?
  3. 1 point
    Hi everyone, I just added a new page of alien skin textures…I’m sure they could be used for other things as well….(feel free to edit as needed.) I’ll be expanding this page in the coming weeks: TXR – ALIEN SKINS https://soundimage.org/txr-alien-skins/ Be sure to check my music thread on Wednesday…lots of brand new tracks are coming out. And to kick off 2019, I’ll be starting a new section for game art…backgrounds, sprites, etc. Have a happy (and safe) new year!
  4. 1 point
    Yes, yes, absolutely! They better be. If by nasty cold you mean low temperatures in real life then I know what you mean. I'm not a fan of cold either. Had issues with that in the past. This year I installed moar electric heaters+air conditioner all over the place, so it's good, except the fact, that my electricity bills skyrocketed. Such fun. Sadly placing campfires in home for cheap heating doesn't work in real life. Only if I was rich, maybe I'd be able to help there as well.
  5. 1 point
    Aaaah now that changes everything. Feedback is not disabled. I checked the permission settings and there was a derp in there. It was set to allow members create new threads, but not reply to existing ones - it should be the other way around and is now fixed. It may be my fault; There's a really LONG wall of sections, each having multiple boxes to tick - and each member group has the same wall set differently. It is simply confusing. It's not the first time where there was something wrong... and probably not the last, heh. Sorry for that. By the way I have clearly stated to comment in that thread when having any doubts or questions: I'm surprised, that nobody mentioned not being able to do so. The thread isn't locked after all. *ahem* Now it should be okay.
  6. 1 point
    More new seamless cartoon-style images are ready and waiting here: TXR – BRICK - Cartoon https://soundimage.org/txr-brick-cartoon/ TXR – FABRIC – Cartoon https://soundimage.org/txr-fabric-cartoon/ New music will be posted on Wednesday. Until then… Happy Holidays!
  7. 1 point
    Zvart

    DoubleX RMVXA Confusion Edit

    Ah geez I hope this isn't the double posting problem since its a new issue. So I'm using Yanfly's Input Combo Skills and for the most part its fine, but I found that if I set up a combo skill to hit Multiple Enemies (where all previous skills only hit one), it will only activate on one target. I've tried to isolate in the script where the problem could be coming from, but I'm not entirely sure where target initialization is in your script. I did find where Yanfly does their's, though. class Game_Action #-------------------------------------------------------------------------- # new method: set_input_combo_skill #-------------------------------------------------------------------------- def set_input_combo_skill(skill_id) set_skill(skill_id) @target_index = subject.current_action.target_index @input_combo_skill = true end end Is there a possible solution for this, or should I simply put the All Enemies attack as an active skill instead of a combo skill?
  8. 1 point
    Kayzee

    Word Wrapping Message Boxes

    Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future. Edit: Now up to version SEVEN! Six is afraid of it!)
  9. 1 point
    Ninjamida

    Target selection in battle

    Sorry - I think you misunderstood. I'm not asking "how do I make it work with script X". More like, "what kind of formulas should I be using to determine the new target"? This is in an entirely custom engine, so "what script I'm using" isn't even a valid question.
  10. 1 point
    AresGrenton

    2D Digital Artist

    Some more of my artwork, remember you can see more on https://www.artstation.com/gedetorres
  11. 1 point
    AresGrenton

    2D Digital Artist

    Hi, I´m Ares and I´m a 2D artist specialized in designing original characters, environments, weapons and basically all kind of art a game may need. I´m open to a paid job positions for 2D in-develop games. Feel free to take a look at my portfolio at https://www.artstation.com/gedetorres where you will able to see my 2D art skills but please have into consideration that the style showcased on it is a sample of personal projects. I am a versatile artist and I adapt the style of my art to whatever requirements my customers may need. For additional info and job offers you can use my contact email gertorres.anton@gmail.com Have a nice day!
  12. 1 point
    Kayzee

    Word Wrapping Message Boxes

    Huh... I didn't know choiceboxs used draw_text_ex... Anyway, it's strange because I don't have that problem at all... choiceboxs should always be wide enough to fit the text in. I think this might be an issue with switching fonts? Only way I can see why it wouldn't size things right. Anyway, here is a widdle script to force choiceboxes to not use my wordwrapping if you want to use it: class Window_ChoiceList < Window_Command def process_character(c, text, pos) process_character_kz_window_base(c, text, pos) end end That said, the issue remains that your choiceboxes are smaller then they should be. If they don't wrap they will be cut off. It might not be noticeable though. Another script may be at fault and changing the font when using draw_text_ex causing the size calculation to be wrong... or maybe you are using special control characters? Edit: Now I am wondering if I can mess around with the way choiceboxes calculate width to do a better job... Edit 2: Wow that was more simple then I thought... If you feel like it, try this, it should make choiceboxes resize better: Even works for control characters and icons too!
  13. 1 point
    Makara

    Song Title

    Don't Let Me Down - The Beatles Let me mix that... "Meet me in the bathroom and don't let me down or else". trululululululu
  14. 1 point
    Kayzee

    Word Wrapping Message Boxes

    YAY! *sprinkles fairy dust everywhere in celebration*
  15. 1 point
    Rikifive

    Word Wrapping Message Boxes

    Yup, this is an extremely useful script and it deserves this unique award: "ERIC APPROVES!" A certificate given to high quality products Congratulations! (=
  16. 1 point
    KayakoChan

    Corruption of Laetitia

    The game now has a playable Demo! I really got a long way to go, but, best to keep working even harder!
  17. 1 point
    KayakoChan

    Corruption of Laetitia

    Haha, you mean a trap? To be honest the thought of having Malayna as one has played in my head for a bit. Hmn, possibilities.
  18. 1 point
    Heartfeltcurse

    Corruption of Laetitia

    even in non-adult themed games, a little fanservice such as that is nothing. i mean, this is something i would expect to see in a T rated game. So I wouldn't worry about having it in the game. really though, even if there was nudity/partial nudity it could still maintain a T or M rating so long as the genitalia are not shown. (i was researching this for my own game) and for the loyalty system, how about adding in special skills that provide buffs to the actors in question when they reach certain levels of loyalty. for example, if Actor A has X amount of loyalty towards the main character, either one can use a skill that provides a temporary increase to stat Y for both Actors.
  19. 1 point
    KayakoChan

    Corruption of Laetitia

    The fish is likely going to be a recurring joke thing, poor, poor girls! Such hardships, such a horrible fate! The future is grim, and smells very fishy. Let me share a new enemy, probably the cutest thing I have ever sprited! (And the only thing I ever sprited)
  20. 1 point
    Vincent

    BGFT: The James Lucas Story

    Game Title: BGFT: The James Lucas Story WARNING: This has the themes of an M rated game. It gets pretty raunchy at some points, and the language is consistently mature. Abstract: Hunt for Bigfoot. Get the girl. It's my first game ever made, aging from 2010. I touched it up a bit for an official release. Everyone who has played it seems to have loved it. Genre: RPG, Adventure Average Game Time: 45-60 minutes Story / Setting / Purpose: You live in a world where Bigfoot lurks every corner. People live in indifference from this creature whose very existence is debated. Step into the shoes of James Lucas, Bigfoot Hunter Extraordinaire. In a simple visit to his beloved, he ends up traveling across the hemisphere and perhaps the known universe to find the legendary creature. Experience a tale of love, adventure, and, most importantly, hope. Roam the lands of the unnamed world, ranging from forests to even a (seemingly) deserted island. Character Bios: James Lucas: The hero of his little story. James is unparalleled in Bigfoot research. When Gloria gets kidnapped, anything in his path becomes rubble. Gloria: James's love interest. She is royalty in James's home, and she is perfection in his eyes. Like James, she has an uncanny interest in Bigfoot. Wayne: Another Bigfoot expert. He is well known, along with his partner, Dallas. Together they have amassed literally tons of Bigfoot evidence that proves absolutely nothing. Dallas: Wayne's partner. They spent most of their lives documenting Bigfoot evidence. With James, they may have a shot at finally capturing the mythical Sasquatch. Charles: Having been convicted, his ties to James are a mystery. You'll have to play to find out! Bigfoot: ...? Credits: Artwork: Jables Bonefry Music: Blue Oyster Cult, Alien Ant Farm, Steppenwolf, Mladen Milicevic, Saliva, Linkin Park, Queen & David Bowie (original battle music by yours truly) Any other resources are RTP. Everything else besides that (story, mapping, etc.) was by me. Screenshots: Trailer: Features: Dog Transformation: Transform between canine and human form. At some point in his journey James becomes imbued with this skill. Dog form is useful for canine abilities that the human James would lack. Fun fact: I had no idea that Twilight Princess did this when I made this game. Bigfoot Call: What does every respectable Bigfoot hunter need? A trusty and believable call, of course! It may not always attract Bigfoot, but it may affect other things as well... Not responsible if Bigfoot interprets this as a mating call. If you look past that fact that it was made with RPG Maker VX, BGFT is an enjoyable adventure with all the hallmarks of an American classic in such a short amount of time. Quirky humor that would give this game a reputation akin to EarthBound. Celebrity appearances and pop culture references! No random encounters--all battles are boss battles. This ain't some cliché RPG where you want to save the world. The only thing in your eyes is Bigfoot. Download (RTP Included): http://www.mediafire.com/?1b4dxts0s90qopv Known Issues: None so far.
  21. 1 point
    Aheri

    EST - NOTEBOOK SYSTEM

    Hi guys, awesome script! I downloaded the demo and practically COPIED everything from it into my game to test it but I get a weird error. "Unable to find file Notebook/-Filename-" Tried everything. The folder is where it is supposed to be, the folder name in the script is correct, I really don't know what am I doing wrong. Please help me! EDIT: Fixed it! Just imagine the dumbest mistake in humanity's history, well, I was doing something even worse. Thanks anyways! EDIT2: New issue! My main language is spanish, so is the game I'm trying to develop, and we use "á é í ó ú ü ñ" and those characters cause the script to crash the game. Is there a way to fix that? EDIT3: More of the last issue! We also use "¿" and "¡". Pleeease, is there aaany chance to add some line to the script that would allow this characters? EDIT4: Idea! Just thought I could leave an image of the error that pops when using the aforementioned characters. EDIT5: Thank you very much estriole! He helped me via PM. In case that someone else wants to use those characters (odd, but possible), when you save the text file, choose "Save as" and below, in "Encoding" select "UTF-8". Thanks again!
  22. 1 point
    Kayzee

    Word Wrapping Message Boxes

    Fun fact: In the Victorian era, pink was for boys and blue was for girls. It's true! :3
  23. 1 point
    Kayzee

    Word Wrapping Message Boxes

    Hehe, thankies... I don't really need that much credit though, having a link to this thread would be more then enough. I honestly rather not give out my real name anyway. Only reason I would request a link is so more people could use the script if they wanna. As for permission to use my scripts in commercial games, well, I admit sometimes I am kind of confused about the whole thing... maybe it's because I am a fairy and we don't have the same ideas of ownership and you humans have. I mean I won't object or anything as long as people get some use out of my silly thing. :3 I do kind of wonder what you silly humans see in all that green paper though...
  24. 1 point
    DAVE_EBUBBLES

    Word Wrapping Message Boxes

    Definitely gonna try this out. I'll report back in once I've messed with it. Oh my god! This is insane! I can use default faces with this and not have messages cut off and have to be short, its all so orderly and refined. This is good, I mean, look at this. That never would have fit before, and to think all this time I could have been using Modern Algebra's Formatting instead of being a pedantic dumbass and asking someone to make a face window script.
  25. 1 point
    Archeia

    Resolution Ace

    Alternatively, you can literally duplicate this script by using Graphics.resize_screen(width, height) in main. Because the menus, the map, the parallaxes refit by default.
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