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Kayzee

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Everything posted by Kayzee

  1. Kayzee

    Help with Composite Graphics / Visual Equipment

    If you use a full sheet, all your composite graphics also needs to be full sheets. You see the composite graphics script is really quite simple and just draws images on top of other images and it doesn't really care what the images are, so you can trick it to doing whole sheets at once as long as you are using full sheets for every composite image. I know it's still limited that way for total frames though. Unfortunately there isn't any easy way to trick the composite graphics script to do what you are asking. Doing so would probably require rewriting a big chunk of it.
  2. Kayzee

    ya-hallo~! I have come bearing art!

    Yay for Art! Looking good there! Hmmm... The first looks neat with all the tattoos! The second one reminds me of Jade Harley from Homestuck, especially with the green fire. And the third is a neat angeldemon, but do I detect a tiny bit of Philza Minecraft there? I mean the hat, the sandles and the pose reminds me of some fanart of his... Maybe not. Neat anyway! *sprinkles fairy dust around this topic*
  3. Kayzee

    Help with Composite Graphics / Visual Equipment

    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!
  4. Kayzee

    hi im new

    Hii new, I'm Kayzee! Welcome to the community! *sprinkles fairy dust on you*
  5. 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!)
  6. I am glad you figured it out!
  7. Aww shucks, glad I was able to help! *sprinkles fairydust on you*
  8. Undertale was made with Game Maker not RPG Maker. No reason RPG Maker can't do the same thing, but it would require a plugin.
  9. Oh wow... I knew they announced a remaster of Chrono Cross a while ago, but I didn't know it would also come with a version of Radical Dreamers as well! And also they announced a remake of Live-A-Live of all things! Square is really diving through it's old library huh?

    Edit: Apparently they are doing a remake of the original Front Mission too. Never got into the series, but more old games being remade well is nice to see.

    1. PhoenixSoul

      PhoenixSoul

      I wanna see how well that CC remake turns out myself.

    2. Kayzee

      Kayzee

      The Chrono Cross one looks like a 'remaster' not a 'remake'. You know like the SaGa Frontier and Legend of Mana ones that came out a while ago. Same game, just with upresed graphics and a bit of polish. More interested in what they are going to do with Live-A-Live myself, since that game is at the very least getting a complete graphical overhaul.

  10. Yes, finally got Roland MT-32 emulation working with dosbox! Now I can play Ultima Underworld, Ultima 7, Ultima Underworld 2 and/or Ultima 7 Part 2, (yes that's the canon order) with the music sounding like it's supposed to.

    Mind I donno if I actually will ever play those games any time soon, but now I can with proper music!

    1. PhoenixSoul

      PhoenixSoul

      Nice. Roland MT-32 was way ahead of its' time, for certain.

  11. I thought you could just flag tiles to not let you move certain directions in the tileset editor...
  12. Kayzee

    How to fix corrupted data files?

    Not what I was thinking but I think that works? What files are corrupted? If they are full of nulls then yeah the data is gone. You can replace them with files from a new project but the stuff in them will be gone. If your mapinfo file is corrupted it's slightly more cumbersome to fix though. Basically you make a new project and create a whole bunch of blank maps for each of the maps in your project then save the blank project and copy that mapinfo file over.
  13. Kayzee

    How to fix corrupted data files?

    That would probobly make things worse.
  14. Kayzee

    How to fix corrupted data files?

    It depends. Sometimes the data is overwritten and useless. Sometimes it exists somewhere and it's not indexed properly. Like I said, run the windows error checking utility for your disk! It will be able to recognize when files are messed up and sometimes fix them! A corrupted file means it wasn't written to the disk right, the mapinfo file just lists what maps your game is using, and you can always try starting a new project and replacing files one by one to see what files are good. It's a fix for windows not properly recognizing the file type. It's useless for your issue. In fact it's pretty useless in general.
  15. Kayzee

    How to fix corrupted data files?

    Backups are the best for sure! But if you don't have any first thing you should do is check your disk for errors! Sometimes it can recover lost files that way! Right click on your C drive (or wherever you had the game stored) select properties then click the tools tab to find the error checker. Don't wait to long or the files might get overwritten! Make sure you save any lost chains/clusters it finds as they may be missing files!
  16. Kayzee

    Feedback on Game Blurb

    Oh, and one other thing you might want to think of is if there are any gameplay elements you should point out in the blurb.
  17. Kayzee

    Feedback on Game Blurb

    Personally? I think the summery suffers from what I call Proper Noun Syndrome. By that I mean when something sort of throws a lot of names of people places or things out at the reader without any real context. I don't know about anyone else, but my eyes sort of glaze over when I hear stuff like the Kingdom of Somethingorother. It's kinda hard to avoid sometimes though. I think it's better to condense the blurb into something that sets up the minimal info over what kinks off the plot. Maybe something like: "Within two kingdoms torn by a past war over magical stones, two youths arrive home to find their village in ruins. Is this a sign that their nation is once again being invaded? When they journey to warn the elders of the plot, a mysterious monk using a lost art of magic also appears and it quickly becomes apparent things are not what they seem..." Okay maybe that's no good but you get the point right?
  18. Kayzee

    Drawing Text Overlapping and Refreshing Windows

    .clear comes form the Bitmap class. All windows have a bitmap called contents, so you can clear a window with .contents.clear you see.
  19. ...And if you don't want to be so cruel and ruthless maybe it will still lead to a different kind of grinding? Tee-hee. I can name a few 18+ games where the main character is a demon who goes around doing bad guy things, so it isn't as rare as you might think... But who cares? Lusty naughty demons will always be in style! But yeah art is the thing that will make or break something like this... unless it's basically all text I guess. Hey, no art is better then bad art! Though that might be better done in Twine or Quest or something.
  20. It should be on by default, but by default it only works if you actually make a line of text that is long enough to need it. Try changing DEFAULT_WHITESPACE = false to DEFAULT_WHITESPACE = true and it will add all the lines together as one which may make word wrapping more obvious. Also: Only works for things that use draw_text_ex, such as message boxes and item descriptions.
  21. No idea what would cause that... You sure you're using it in RPG Maker VX Ace?
  22. Kayzee

    Call Scene Method from a Class

    Actually Scene_Map clears the scene stack when it starts so it's fine to goto right to it. Probably mostly because items that run common events need to goto the map scene before they will work.
  23. Kayzee

    Call Scene Method from a Class

    Well you know each time the scene changes it creates a new instance of that scene right? It doesn't remember any data about a scene that isn't active. I mean you can for sure call a method on an object from another object. That much is trivial. All you have to do is keep a reference to that object around somewhere. An instance of Game_Variables is always kept around in the global variable $game_variables so you always have a handy reference to it. SceneManager.scene gives you a reference to the current scene. Also you can actually use class_variable_get and instance_variable_get if you want a sneaky peak at class and instance variables if you want.
  24. Kayzee

    Call Scene Method from a Class

    Right, a new instance creates a new object and has it's own set of variables. But I am sort of confused, because when you say you want to call a method from another class, what object/instance do you want to run the method? I mean technically I think it may be possible to do some deep magic trickery to make one object run a method of another class as if it was it's own (therefore having it's own variables be effected), but it's something best avoided.
  25. ...And a Happy New Year!

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