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Showing content with the highest reputation since 12/18/2020 in Posts

  1. 3 points
    COKi

    Hey new friends!

    Hey everyone! Im from Alberta, Canada! Always wanted to see if I could make my own game. MV was on sale for 2$, so this is my life now... :) Cant wait to soak up everyone's knowledge and contribute as much as possible :)
  2. 3 points
    Hello everyone, In case anyone would be wondering that something is different, I've coded in some things into the site. 1. Sticky User Nav Bar - Your Handy Hotbar // PC ONLY When you'll scroll down a bit, the user menu (notifications/messenger etc.) will follow you like a nice doge, sticking to the top. This makes notifications and other things easily accessible no matter how long thread you'll be reading. It was always kind of irking me, that one had to scroll all the waaaaay up to the top to reach notifications or access profile menu (the one you get when clicking your username in the upper right corner). 2. TAKE ME BACK TO THE TOP - Escape The Dungeon Button When you'll scroll down a bit, an arrow will appear in the upper right corner. Clicking/tapping it will teleport you to town the top. Just like this, click/tap and WHOOSH without loading screens! EPIC! Of course, please note, that I've coded stuff myself, so obviously not everything may be working as expected and/or there might be some derps. I could have made a typo, I could have overlooked something, because I had to copy&paste changes into multiple themes, or maybe I'm just bad at html/css/js, you never know, but at first glance it appears to be working. If you'd notice any weird behavior, please report it in this thread. Thank you. These changes apply only to SKY and SKY NIGHT themes. Basic theme is basic, no cool things there. I hope these changes will be useful for you. If you beg to differ or would like to just share some thoughts, please feel free to do so. Thank you for cooperation. c:
  3. 3 points
    Kayzee

    Summon System Assistance

    Wouldn't it be easier to just save and restore the whole party at once? I could imagine using a small script like this: class Game_Party < Game_Unit def save_actors @saved_actors = @actors end def restore_actors return unless @saved_actors @actors = @saved_actors @saved_actors = nil end end Use $game_party.save_actors to remember the actors in the party and $game_party.restore_actors to restore and it should remember every party member in the exact order every time.
  4. 2 points
    Pizus

    Hi everyone!

    Hello everyone! I'm Pizus, my specialty is being an Enginer; I've been using Rpg Maker 2003 for many years. I hope to be a contribution around here, greetings to all!
  5. 2 points
    roninator2

    Summon System Assistance

    looks like a lot is messed up there. image one you remove characters (presumably in the order they are expected to be in), then you remove area members. Cool, good, but you set a variable each time you remove one. Is there EVER only one area member in the party at one time? If not then this is problem one. Unless they are all going to be in the party then using a variable will not work, you need to use switches for each actor. If area member 7 was in the party and no others, it would be fine, but if there are more than just the one, you would only ever get the one returning to the party. The flow will start at the top and work its way down. If Jason is in position 1 then he is removed, position 1 will be empty. Cool, good, but on the third image you add in Ryan then Jason. When an actor is added they go into the lowest slot (1) then the process checks every slot counting up until an empty slot is found. So if Ryan and Jason were to be added, then Jason would now be in slot 2 not 1. Without knowing more on the intended order at each stage, it's hard to give more advise. Do the actors go in whatever slot at some point then go in a specific order at another point?
  6. 2 points
    roninator2

    Throw Items away

    What PhoenixSoul said will work but this will allow more options New script posted below.
  7. 1 point
    Vlue

    Event Position: Fine Tuning

    Eventing: Fine Tuning v3.2 By V.M. Introduction You know what's boring? Having to conform to the guidelines set before you! Really though, this adds a feature to fine tune the x, y position of an event's sprite through a script call in set move route And now more!! Now you can set the rotation, hue, zoom, as well as mirror effect or rotation of events! And even more... waypoints and fades and self_switches and more! And yet more.. like special jump and move commands that just make cutscenes easier Features - Fine tune the x, y position of an event's sprite through a script call - Set rotation, hue, zoom, mirror effect, or rotation of events as well! - Set move routes using waypoints - Easily fade in and out events, change self_switches from within set move route, or randomly teleport Screenshots You should look at these, really How to Use Place script in. In any set move route command, use the script calls listed in the script usage section Demo A project with a single map showing several of the endless uses for this script! Isn't that fancy? You can download it here: Download (v3.1) Script Convenient Pastebin: Here FAQ None At The Moment Credit and Thanks - By V.M. of D.T. - Free to use in any project with credit given Author's Notes Nothing now.
  8. 1 point
    Hello, I'm Scythuz and I am a professional freelancer who specialises in music and sound effects and ambience design. I have been working as one for roughly 5 years and have worked on games in various engines from RPG Maker & Gamemaker to Unity & the Unreal Engine. I've worked on everything from small game jam entries to fully fledged steam releases with over 100k copies sold. If you want to bring your game's audio to life, I'm your guy. I will take on pretty much any type of reasonable work within the above fields and you can hear some of my work right here! Music Portfolio: Sound Design Portfolio: Coming soon! Past commissions/projects: Please check out my soundcloud sets page to see the projects that I am currently allowed to share work for, feel free to ask for examples in specific styles. https://soundcloud.com/you/sets If you like what you hear, please consider hiring me! My prices are as follows: $10 per hour for all music, sound design and audio related work. OR alternatively: $15 per minute for music. Revision charges will apply, please detail what you want properly and provide references that closely match what you want. Example hourly pricings: Most simple pieces of 2 minutes long music will usually take 3 to 5 hours. More complex themes, or themes longer than 2 minutes will cost more due to taking longer to create. Sound design work takes a lot less time, it's not unusual to see me do 5-15 sounds in an hour. Menu sounds are even quicker than this. Budgeting, inquiries and free sample tracks If you're not sure whether you can afford me or not, or simply want to compare my prices to other people more easily, please feel free to approach me with a budget, track list and specific style in mind (youtube links are great for this). Work can be spread out over many months or taken on all at once. I will happily help with any inquiries you might have and I may even have time to give you a short sample track snippet. Be aware that this would be an incomplete track of a short length (less than a minute) and only serves to give you a taste of what it's like to work with me, how good a fit I will be for your game and a way to gauge pricing more accurately if there is uncertainty. Thanks for checking me out, I look forward to working with you!
  9. 1 point
    Vincent Michels

    Throw Items away

    Throw Items away v1.0 by Claimh translated and edited by Albic Introduction This script allows you to throw items away by pressing "A" in the Item Menu Features - You can throw items away Screenshots Don't be angry, cause' of the german Names... How to Use - Paste the script above main Script Credit - Albic Terms of use - You are not allowed to post this script at any other forum without my AND Claimh's permission - You have to credit me and Claimh as well! - You have to have a link to Code Crush; http://www4.plala.or...dias/codecrush/
  10. 1 point
    NumbeRED39

    Hello! Hello! Newbie here!

    Hello, everyone! I'm NumbeRED39, but I go by different nicks on different sites, my most used ones being Kutao Izumi and Rollinlol. So if I post content with those names involved, that's still me, lol. I like anime, videogames and I draw sometimes. I also tried writing but I'm not that good at it, ahah. I've been working with RPG Maker VX Ace for quite some time now, I was introduced to the series a long time ago with RPG Maker VX and fell in love with it, but never found the guts to join any communities and stick around. Right now I'm in the process of making my first finished game, so I thought I would join a community where I could ask for feedback or information. Nice to meet y'all!
  11. 1 point
    Stormsource

    Hey everyone!!

    Hey!! Hello, everyone! I'm Gray! i like to make music a lot but I wanted to try making a small game so I started using RPG Maker!! I really like 2000s anime/games and internet aesthetics and im a huge When They Cry fan<3 Nice to meet you all!!!
  12. 1 point
    robhr

    Hi.

    I'm Rob. I'm a writer, musician and RPG Maker enthusiast since the first days of RPG Maker. Nice to meet you.
  13. 1 point
    Chaos Krux

    Summon System Assistance

    Thanks you all for your efforts. I've actually found a solution to this problem that does exactly what I want it to do thanks to a very special friend of mine.
  14. 1 point
    roninator2

    Summon System Assistance

    Not really, it just explains what your intentions are not why you have the party member being added back in, in a different order from what you want. I just found this script today. Maybe it will help you. https://forums.rpgmakerweb.com/index.php?threads/switch-party.3060/
  15. 1 point
    Appears to be working. Agreed; my Page Up key is being used a little less now, lolz
  16. 1 point
    Hi everyone, Here are some brand new music tracks to finish out the year. Free to use with attribution: On my Fantasy 11 page: YE OLDE PUB (Looping and non-looping) https://soundimage.org/fantasy-11/ On my Puzzle Music 6 page: WEIRD PUZZLE BUILDERS – (Looping) https://soundimage.org/puzzle-music-6/ And on my Sci-Fi 9 page: SKY WORLDS – (Looping) https://soundimage.org/sci-fi-9/ NEWS Speaking of Sci-Fi, more Ogg Music Packs are ready on these pages: Sci-Fi 2, Sci-Fi 7 and Sci-Fi 8 CUSTOM MUSIC If anyone happens to need some custom music, I do that as well. Info is here: https://soundimage.org/custom-work/ Providing music that helps creative people complete their projects is so rewarding…please don’t hesitate to contact me if you need some help. In the meantime, if you find my free music helpful, please consider making a small donation on my website to help support my efforts. Have a great New Year’s!
  17. 1 point
    I get this error from this one: And the other script still didn't do it for me. I tried even making the event and autorun one, but still nothing. I just think a common event is just not good for something like this at this point. No matter how you slice it, battle processing seems to take priority over the event Either way, thanks for both of you though, I wouldn't have figured a way of doing it alone!
  18. 1 point
    Another option? module R2_Hud_Switch_Off Switch_1 = 2 Switch_2 = 3 end module BattleManager class << self alias :r2_setup_battle :setup alias :r2_victory_switch :process_victory alias :r2_escape_switch :process_escape alias :r2_abort_switch :process_abort alias :r2_defeat_switch :process_defeat end def self.event_hud_on $game_switches[R2_Hud_Switch_Off::Switch_1] = true $game_switches[R2_Hud_Switch_Off::Switch_2] = true end def self.setup(troop_id, can_escape = true, can_lose = false) $game_switches[R2_Hud_Switch_Off::Switch_1] = false $game_switches[R2_Hud_Switch_Off::Switch_2] = false r2_setup_battle(troop_id, can_escape = true, can_lose = false) end def self.process_victory r2_victory_switch event_hud_on end #-------------------------------------------------------------------------- # * Escape Processing #-------------------------------------------------------------------------- def self.process_escape r2_escape_switch event_hud_on end #-------------------------------------------------------------------------- # * Abort Processing #-------------------------------------------------------------------------- def self.process_abort r2_abort_switch event_hud_on end #-------------------------------------------------------------------------- # * Defeat Processing #-------------------------------------------------------------------------- def self.process_defeat r2_defeat_switch event_hud_on end end
  19. 1 point
    Well, I'm glad it worked with a little bit of wrench and oil. (I know I butchered that line but I forget how it goes lolz) Okay, so...if you wanted to use the common event, I think I know where to inject the common event push code. Rather than on Encounter, since that seems to be run after the battle is started (I derped on that one), it should be run before Scene_Battle is called. (Scene_Interpreter) As before, replace ID with the number of the common event to use. This should work with any and all battles.
  20. 1 point
    Okay, let me see if I can whip up something real quick and kinda dirty: Just replace ID with the number of the common event you're using; this should actually work for boss battles as well.
  21. 1 point
    Season’s Greetings, Everyone! This week’s new free MP3 music tracks are: On my Chiptunes 4 page: COIN OP WORLDS – (Looping) OMINOUS 8-BIT – (Looping) https://soundimage.org/chiptunes-4/ On my Dark/Ominous 2 page: HAUNTED DREAMS – (Looping) https://soundimage.org/dark-ominous-2/ And on my Introspective/Emotions page: DIGITAL INTROSPECTION – (Looping) https://soundimage.org/introspective/ NEWS More Ogg Music Packs are ready! A good number of game developers have asked me if they can download multiple music tracks all at once instead of one at a time, so I’m making Ogg music packs available that include all of the tracks for any given page once that page is full and I’m no longer adding any more tracks to it. You’ll see a button near the top of the page if a music pack is available. Presently, music packs are available for the following pages: Action 1 Chiptunes 1-3 Fantasy 1-10 Dark/Ominous Horror / Surreal Looping Music Puzzle Music 1-5 Sci-Fi / Space If you find my work helpful, please consider making a small donation on my website to help support my efforts. Have a joyous and safe holiday!
  22. 1 point
    They're lying. There was one of a fire tornado in rural Manitoba, they said nobody was harmed, but my uncle worked there and knew for a fact somebody died.
  23. 1 point
    Capt_Elfimis

    Story Concept Brainstorming

    My solid advice and opinion on this is to literally sit down just write. Much like every other aspect of game design, story concept and story board are crucially important to flow and determine the over all development pipeline as well. Just practice. Write some short stories that fit the narrative of your idea and don't be afraid to have people critique it and give feedback. 99% of the time, no developer sticks with the original story and script, it is often modified and revised numerous times for balance, cohesiveness, flow, and narrative. TL;DR Practice, write some stories.
  24. 1 point
    PhoenixSoul

    Amy's MV Resources

    Unless she's changed her mind about this, I asked her before and she had no objections.
  25. 1 point
    How to Make an Animated Title Screen Scripting Tutorial Tutorial Made by: Soulpour777 Graphics: Moghunter's Master Demo Q: I wanted to make my own simple animated title screen, but I don't have the knowledge to do so. I want to make my own way of making a Title Screen just like Moghunter's scripts, can you teach me? This is basically the goal of this tutorial. Today, we're going to make our own Animated Title Screen! Awesome, right? Yayy! Before we start, we will need the following materials! Remember that I may add new materials as we go on to the tutorial. Save them under your Titles1 folder. That is where we will all be putting our graphics in. Now that we have the necessary graphics needed, let's jump right into the scripting. Open your RPG Maker VX Ace and start a new project. I recommend making this in a fresh project so it won't cause any disruption on your project. Just to be safe Now, once you created a new project, press F11 to go the Script Section. You can also click the Script Section Icon on your Ace's tool ribbon. Go to the Materials part on your script and create a new section below. This is where we are going to start our scripting. The things we need to do on our Title Screen are the following: Use our Game_Title as the title instead of the Default Game Title Make our background Make some images move To begin with, start with this on your script: What we did here was to create a class called Scene_Title inheriting its functions from Scene_Base. Instead of rewriting Scene_Title's method start, we created an alias. What is an alias? Alias simply means a new name for our method. We need to call the alias on that method as well, it is called Calling the Original Method. If you are wondering why there is a : sign on the alias, that is because : signed things are considered methods. You can also alias it this way if you want: alias soul_animated_titlescreen_simple start Does the alias need to be like that? Can't we make our own alias? No. It is not necessary. You can alias it with any name you want. If you are wondering what create_grass_fog and create_trees are, that is what we will define next. We need to overwrite our create_background from the original Scene_Title, so do this: This time, we changed the original things inside the create_background method. We created a new Plane object and made a bitmap whose name is the "Background" which we just had saved awhile ago. Now, let me explain a few things here (also from the help file to be more accurate of what they actually mean): Planes Planes are special sprites that tile bitmap patterns across the entire screen and are used to display parallax backgrounds and so on. Bitmap The bitmap class. It represents images. Now that we got those done, when we created our instance variable named background, which is a plane and holds a bitmap named "Background" from our game folder Titles1, we set up its z attribute. What does the z do? z The plane's z-coordinate. The larger the value, the closer to the player the plane will be displayed. If multiple objects share the same z-coordinate, the more recently created object will be displayed closest to the player. Basically what it means is the higher the value of the z, the closer the plane would be displayed. Treat it like a layer in Photoshop. For example, if you created a new layer from Layer 1, Layer 2 is displayed before Layer 1. Now, we need to do that for the Fog0 and Fog1 too, so on your script, add this: So on this part, we defined our create_grass_fog and create_trees that we just called on our start method. This is the interesting part. Well first off, as you noticed, we inherited methods from Scene_Base, right? That means everything from the Scene_Base also works in Scene_Title. We need to borrow the update_basic method from Scene_Base and call it on Scene_Title. If you search your Scene_Base, you can see there the update_basic method. So, on our script, we need to make something like this: Oops! Let's explain what happened here. We retained the Graphics.update, Input.update and update_all_methods from update_basic. That is because they are important on making the Scene_Title work. Now, what does @grass_fog.ox += 3 and @trees.ox += 1 mean? What is ox? ox The x-coordinate of the plane's starting point. Change this value to scroll the plane. Q: I advance read the Sprite Class and it says it also has ox. Can't we just use sprites instead? A: Good question, isn't it? Well the reason for that is because the Sprite won't replicate itself or rather does not work like a Parallax. When you use Planes, it works like a parallax and repeats itself, unlike sprites, they don't when they scroll. So what we did here is: we made the Fog0 scroll horizontally by 3 and the trees by 1. We created it in update_basic because it works every frame. Moving on, we need to draw our Game's Title, so we need to overwrite the draw_game_title. On your script, do this: And lastly, we need to dispose every image that we made here. So, on your script, do this: Let me explain what we did here on the dispose method. dispose Frees the plane. If the plane has already been freed, does nothing. We freed the bitmap first and freed the object. So we disposed the image and disposed the Plane object we just created. It works the same if you created a Plane or a Sprite. The bitmap we just disposed there is the bitmap object we used on the plane. Since we did not overwrite the dispose_background method, we need to do this on our script: What we did there is just removing the things its doing on dispose_background. You can also put the things on dispose_all_used_graphics on dispose_background if you like. That's basically it! This should be the final product of your code: Go ahead and test it! Q: Can we add more images and create more animations into it like scrolling upwards too? A: Definitely yes! Make sure to create them in a method, call them from the start method. Make sure they're instance variables too! Also, don't forget to dispose them Organize your Plane's z well too. Q: If its possible to do an upward motion for the plane, how would I do that? oy The y-coordinate of the plane's starting point. Change this value to scroll the plane. You can do something like this: @image_i_like_to_scroll.oy += value where value is the number of scroll speed you want to deal with the image. Add that in update_basic. That's all folks! I added a DEMO of this tutorial as well, so you can get to see it in action!
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