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Showing content with the highest reputation since 05/30/2022 in Posts
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2 pointsDo I have more to share? OH YESSS, I DOOO! Feast your eyes! Guardian Angel Angelica If you took the most sincerely wholesome and genuine ideas from heaven and smushed them into a short-stack angel girl, this would most probably be the result! Alike the image directly below and the image of the Demon Lord Mischevia some posts above, she will be starring in another game I've plans to make in the future. I will share no more details on it right now. Oh~? Am I unfairly teasing you with the promised image below. Well, you needn't worry. Here comes the train! (wreck) Mischevia: The Rising Hellstar Unlike the image a fair bit above, this is the opposite end of Mischevia's Journey-- perchance the beginning! This is her in her Soulcatcher form. I'm sure you are wondering what a Soulcatcher is!? Well, to keep it brief, it's the best parts of a succubus and vampire merged into one. Without the weaknesses because virtually none of those make sense. Soulcatchers are charged with... catching souls! They do this in order to fuel Heldath's (Hell's) economy. Mischevia here happens to be very good at such a thing! Oh, you think I'm done? Nooo~! The best has yet to arrive! Daystar The Embodiment of Power is one of the two major antagonists in Fantasia: Surreal Cosmic Progeny, she was overdue a new render and so here it is! Oh and, for that last one, I have a speed draw which compresses 7 hours of drawing into a 10 minute video. Simian Speed Draw #124 ~Daystar https://www.youtube.com/watch?v=ltQmt18aCtw And, that is all for now!
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2 pointsI was looking for side doors and i didn't find any, so i made them. Here they are, free to use. (Only credit Enterbrain because i don't want any trouble). Find Them Here and for XP. Opening Preview: They are in both left and right sides. Plus Sprites With Shadows RPG Maker VX ACE - XP Animated Side Doors.rar
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2 pointsHi! Free sound effects for game developers : The free sound packs that can be downloaded contain several hundred sounds, for a total of about 3 GB. All SFX are available for download and can be used in commercial projects. All sounds are in high resolution WAV format and come from professional sound libraries Don't forget to download the free 1GB sound pack available on the Bluezone Corporation homepage! Browse the free sounds list : Free sound effects for games
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2 pointsI recently began playing with beloved classic from my first encounter with the RM franchise. Whilst toying with it, I set out to tackle the notoriously limiting, unsatisfactory mapping engine. I resolved to make a full scale town for my players to explore and adopt as a permanent base of operations, similar to Old Tristram in Diablo 1, and other games with central safe zone locations. I was so impressed with what I got done, I wanted to share this treat to remind everyone of how magical mapping is. More in next post.
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1 pointHello! i wanted an animated door for this fence (Its from the tileset "Forest Town") and i didn't find any.. So i decided to make one on my own. Left and Right Doors. With Shadows and Without Shadows. How to make it animated: Inside an event place this move route settings and trigger by touch or action. Free to use, but please credit me (for more people to find my sprites) and Enterbrain.
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1 pointShift clicking is a default mechanic it has nothing to do with the tileset/scripts, but a script that I use a lot is Yanfly Engine Ace - Move Restrict Region v1.03 npc/player region restrictions. & you can put this on map properties like this. <npc restrict: 39> <player restrict: 39> Place around the places you don't want to move & you should be good. Side note its possible you may need to learn about the scripts positioning. but this might save you some trouble with 8 directional/pixel movement? Npc Forbid? when 1; region = $game_map.region_id(x-1, y+1) when 2; region = $game_map.region_id(x+0, y+1) when 3; region = $game_map.region_id(x+1, y+1) when 4; region = $game_map.region_id(x-1, y+0) when 5; region = $game_map.region_id(x+0, y+0) when 6; region = $game_map.region_id(x+1, y+0) when 7; region = $game_map.region_id(x-1, y-1) when 8; region = $game_map.region_id(x+0, y-1) when 9; region = $game_map.region_id(x+1, y-1) Player Forbid? when 1; region = $game_map.region_id(x-1, y+1) when 2; region = $game_map.region_id(x+0, y+1) when 3; region = $game_map.region_id(x+1, y+1) when 4; region = $game_map.region_id(x-0.5, y+0) when 5; region = $game_map.region_id(x+0, y+0) when 6; region = $game_map.region_id(x+1, y+0) when 7; region = $game_map.region_id(x-1, y-1) when 8; region = $game_map.region_id(x+0, y-0.5) when 9; region = $game_map.region_id(x+1, y-1) It makes the positioning slightly better but might need to be adjust per use depending on your movement scripts.
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1 pointHi everyone! My name is Syndroversion. I am a self-taught music producer since 2008, and I am interested in making music for games. I'd like to get established in some different online communities so more people listen to my music. You'll probably find me posting mostly in the audio section. I haven't really done much in game development, but I think I might like to write my own VN someday.
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1 pointTry this: def draw_item_number(rect, item) Font.default_size = 16 if $game_party.usable?(item) draw_text(rect, sprintf(" %2d", $game_party.item_number(item)), 0) elsif $data_weapons[1] == item draw_text(rect, sprintf(" %2d", $game_variables[12]), 0) # PISTOL end end
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1 pointLook what I got from the artists, a ref sheet and a standing sprite for the MC! Their name will be Kadena, derived from Cadence, which means 'in rhythm', do you think their name fits them visually?
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1 pointThank you! We want more than just a simple turn-based battle, so we're using a grid system. The clue to solving push boxes is to start from the side, and then the center box should be free. Well, the Q and W are supposed to be "left and right" to choose which skill players will be using. But, you're right, it's kinda tiring pushing the same button just to go to a skill you need, I'll see what I can do about that.
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1 pointWell, I don't "toot my whistle" very often, but I have to say that I'm very proud of this so I thought I'd share: https://soundimage.org/praise-for-soundimage/ Btw, if anyone needs some custom music created, just let me know...I'd love to help out! 🙂
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1 pointHello everyone! I found a kinda easy and 100% working way for Chasing Event(s) Through Multiple Maps and i decided to share it with everyone since the 2-3 tutorials/videos i found were kinda hard, and I read many comments "complaining" about them not working properly.. I'll try to explain it as easily as I can, even though it's my first tutorial, I hope everyone will understand it! (It's not hard, really! I believe it's the simplest and easiest method.) By the way, if someone has a suggestion for improving it, Please feel free to tell me. I am not going to include any scripts since the tutorial works just fine with game's default system. But i am going to recommend optionally, Pathfinding and Event Chase Player Script by TheoAllen. I recommend it because this script simply determines/calculates the shortest path for the wanted destination without any distractions or without having to use move route's movement commands. In this tutorial and demo, i am using the system's default "Approach" Autonomous Movement on the "Chaser" but if anyone wants to use the Pathfinding Script, Set the Autonomous Movement type to "Fixed" (Or leave Approach for random movement) and make a comment inside the "chaser" event, contents and write <chase player> in it. I want to Thank very much Cootadude because in one of his screenshots he posted on one thread, he showed the variable settings i had to put and the correct settings inside the conditional branch for making it to work. This helped me ALOT. Here's a preview GIF of the demo: DEMO (Without RTP) DOWNLOAD LINK DEMO (With RTP) DOWNLOAD LINK What we going to need: 2 Switches: Chasing Start Chasing Stop 2 Variables: Player's Map X Player's Map Y 5 Events: The "Chaser" The Chaser's Settings The Chaser's Trigger "Lever" The Chaser's Stop "Lever" The Transfer Player Event(s) Step 1) Setting/Making the Events, Switches and the Variables: Make and name the 5 Events. Make and name the 2 Switches. Make and name the 2 Variables. Step 2) Setting the "Chaser's Trigger "Lever" Set the Event "The Chaser's Trigger "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. In the Contents set "Control Switches" Command and select the "Chasing Start" Switch to be on. Below the Switch Command put a "Wait 10 frames" Command. Below the "Wait 10 frames" Command put "Set Event Location" Command for the Chaser Event and set it where it will appear for the first time (It's a one-time thing). Below the "Set Event Location" Command put a "Move Route" Command for the Chaser Event and select the Graphic/Sprite it will have when it's enabled. Below the "Move Route" Command put a "Self Switch "A" to be on. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions Set the Self Switch A On. Inside the Contents make Conditional Branch with the Variable "Chasing Stop" to be On, Check for "Set Handling when conditions do not apply". Inside the Conditional Branch put a text to appear when the player have turn off the chasing event. On the "Else" box Below, put a text to appear when the player haven't turn off yet, the chasing event. The Event Should look like this: Step 3) Setting the "Transfer Player" Event: Set the Event "Transfer Player" with "Player Touch" Trigger and "Below Characters" Priority. Save the X and Y of the positions you will place it. (They are down the map at the very end of the RPG Program) Inside the Contents make a "Move Route" Command for the Chaser Event and select the Graphic/Sprite (None). Below the "Move Route" Command put a "Set Event Location" For the Chaser Event, and place it somewhere far the player. (I usually put it very high on the map, next to the setting event). Below the "Set Event Location" Command Put a "Transfer Player" Command and set the next map for the player to go to. The Event Should look like this: Step 4) Setting the "Chaser's Settings" Event: Set the Event "The Chaser's Settings" with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Inside the Contents Put 2 Variables Commands and Set/Connect the 2 Variables (Player's Map X & Player's Map Y) Each one on their own, with "Player's Map X and Y". Make 1 Conditional Branch with the "Player's Map X" Variable, Equal to the X number of the map (where the "Transfer Player" Event/Command is, so the Chaser will appear when the player enters the map.) Below the variable (inside the conditional branch), Make 1 More Conditional Branch with the "Player's Map Y" Variable, Equal to the Y number of the map (where the "Transfer Player" Event/Command is). If you have Multiple paths make those conditional branches as many as the paths with their X and Y. (I have example on the demo in the map 2). If you want, set a wait 60 frames command so the player can earn a little time to move ahead of the chaser. Below and inside the second Contitional Branch, Put a "Set Event Location" for the Chaser right on the "Transfer Player" Event. Below the Event Location Command, Put a Move Route for the Chaser event and select the Graphic/Sprite it will have when it's enabled. Below the Move Route put a "Erase Event" Command. On the same Event make a second page with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 5) Setting the "Chaser" Event: Set the Event "Chaser" with "Event Touch" Trigger, Priority "Same as Characters", Type as "Approach" and "4: Normal" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Optionally, Inside the Contents make a "Game Over" Command. On the same Event make a second page with "Parallel Process" Trigger, Priority "Below Characters" Type as "Fixed" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 6) Setting the "Chaser's Stop "Lever": Set the Event "Chaser's Stop "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. Inside the Contents make a "Conditional Branch" with Switch "Chasing Start" On. Check for "Set Handling when conditions do not apply". Inside and below the Conditional Branch, Make a Switch with "Chasing Stop" On. Below the Switch put a text to appear when the Chasing Stops. Below the Text Put a Self Switch "A" On. Below the "Else" box, put a text to appear when the Chasing isn't yet turned off. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the Self Switch "A" On. Inside the Contents make a text to appear when the Chasing is turned off. The Event Should look like this: That's all. Just set all those on every map you want the chasing event to be and remember to change the names of all the events in the commands when you paste them, because on every different map the names of the events are changing/being reset. I have some notes that i have to mention. (Suggestions are open). If a map that the Chaser is enabled on, has multiple transfer paths, make sure to set the Chaser to appear on all of those paths, because when the player leaves but returns to the map, if it doesn't have settings that applied to the path the player went, the Chaser becomes invisible and goes to the player. (If you have game over command on the chaser, it's gonna happen). Sometimes, if the player enters a map that the Chaser is enabled on, and Player doesn't move at all, the Chaser stays still until the player takes at least 1 step. (I kinda fixed that by setting the Chaser's movement type to "approach" instead of "fixed") In "Step 3) Setting the "Transfer Player" Event:" on the 4 and 5 line numbers, if you don't set up those 2 steps, when the player re-enters a map that the chaser is enabled in there, the chaser will be on the spot the player left it. So if it's near the transfer event, it's likely that the Chaser will go right on the player.
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1 pointNah, no worries, things happen. 😉 I know that feel, it's 4:28 AM for me right now ~ I also have the tendency to do things at unreasonable hours. 😅 You're welcome! 🙂
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1 pointI'm a bit confused, because by default the script has an example of multi-line descriptions and it does say what you should do to handle multi-lines: #DESCRIPTION[x] = ["Descriptive Text","Seperate lines with commas!"] Where are you putting these texts? Either way, the description should be an ARRAY of text lines. If you're using the DESCRIPTION[X] constants at the beginning of the setup, it should be like this: DESCRIPTION[0] = ["text in line 1", "text in line 2", "text in line 3", "and so on"] Example: DESCRIPTION[0] = ["See all Warren-related events", "(missable after Chapter 12.)"] If you prefer to type descriptions directly into the ACHIEVEMENT configurations, it should be like this: :description => ["line 1", "line 2", "and so on"], Example: :description => ["See all Warren-related events", "(missable after Chapter 12.)"], Hope that helps! 🙂
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1 pointHey there Creative Souls, this week's new free texture images are on these pages on my site: TXR – Bark – Artistic (Tile-able) TXR – Brick – Artistic (Tile-able) TXR – Concrete – Artistic (Tile-able) As always, they're 100% free to use with attribution, just like my music and sound effects. You can check them out here: https://www.facebook.com/people/Eric-Matyas/100017638394276/ And here: https://soundimage.org/images-home-page/ Enjoy!
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1 point'Sci-Fi Weapon Sound Effects' is the latest release from Bluezone Corporation. With 127 sounds available in high resolution, this next-generation sound library offers innovative material for game developers, filmmakers, movie trailer editors, YouTubers and any independent creators looking to expand their arsenal. Indispensable for action scenes in futuristic worlds, including fantasy and cyberpunk themes, this state-of-the-art weapon sound pack will fit into any fictional universe. Technical specifications Editor : Bluezone SKU : BC0295 Delivery : Download link Download size : 313 MB Extracted size : 370 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo Total files : 172 Total sounds : 127 Metadata : No Track list : Yes Price : 14.95€ More information : Sci Fi Weapon Sound Effects
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1 pointHey Everyone, Content creators keep asking me if they can use my assets in projects intended to make money... The answer is YES...please do! 🙂 As long as you use my assets within projects and properly attribute me, it's perfectly fine. Here's a link to my attribution page: https://soundimage.org/attribution-info/ What you CANNOT do is resell my assets outright or, say, make an original soundtrack from my music and sell that. That would be illegal. If you have any questions, feel free to contact me. That said, this week's brand new sounds are: On my Sci-Fi Ambience page: "ELECTRO DRONE" https://soundimage.org/amb-sci-fi-ambience/ And on my Urban Ambience page: "STREET AMBIENCE 1-3"_5-28-22 https://soundimage.org/amb-urban-ambience/ Enjoy, stay safe and keep being creative!
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1 pointOr even XP, since...map layers. Thing is, custom maps in RPG Tsukuru 3 tend to take up a LOT of SysRAM, leaving not much for anything else. Doable? Yes. Practical? Eeeehhh... I tend to try to limit SysRAM usage per custom map to ~2K; leaves plenty of room for anything else I may need to do.
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1 pointHas 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!)
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1 pointNostalgic Fantasy Pack OUT NOW on itch.io. HERE: https://planettzero.itch.io/nostalgic-fantasy-pack This is a retro graphic pack with Gamboy style assets. Everything you need for a retro game comes with it! Included Files: Screenshots: hope you like this pack! you can ask me anything about it! Have a nice day: Tzero~
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1 pointTry this https://www.dropbox.com/s/n746f62kstjxtvl/slippery_addon.rb?dl=0 It works just like the slippery script, but the tags are bouncy and jumpy . Bouncy makes you jump one case and jumpy makes you jump two. It doesn't check boundaries so this might get your character out of bounds or in an unvalid spot
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1 pointThis was tooken around christmas last year,sadly its the most normal picture of me I have...

