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14 ⋆About Rave

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Rank
Dragon Agent
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Gender
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RPG Maker Information
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RM Skill -
Jack of All Trades
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Fixed Pictures for RMVX Ace (for Parralax Mapping)
Rave replied to Seer UK's topic in Completed Scripts/Plugins/etc.
Haven't tested, but it seems that in the code there's nothing preventing from this working with rotation. -
Super Dungeon Documentation Thing
Rave commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
What about things in the map name that seems to hold some significance (@, values in round brackets after area's name)? -
The RPG Maker Tileset Builder - Updated March 25, 2015
Rave replied to taarna23's topic in Developing Tools
Pics in OP are broken, at least for me. -
Now LMMS stands for Linux MultiMedia Studio, but it has Windows version as well. It is a free alternative to software like FL Studio (formerly FruityLoops) and has all features you could possibly need in such software, including support for VST and LADSPA. Here's one tune made with LMMS. It is obviously electronic/techno and not too well suited for game in RPG Maker, but since LMMS is just a music program it can be used to make some more appropriate music.
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Hello. I'm trying to do "light overlay" like it was often done in XP using fogs. However it seems that fog tries to stay at same place and so only part of it is ever visible (when map scrolls, fog doesn't scroll along). Here how it is set up in offending map: <fog effect> id: 1 name: "Dc_lightmap" opacity: 255 move: 32 blend: 0 </fog effect>Map is scrolled using scroll map event command and I am using version 1.12
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I have question: Does it revert back tiles when changing back and forth maps or do I need to revert changes manually?
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Simple Change Map Display Name - Notetag version added!
Rave replied to Mikalo's topic in Completed Scripts/Plugins/etc.
Could you add option to force displaying new map name on current map to first version of script? I need this feature for my game. -
Dunno if you still read your blog, but I left in comments a bug report. After showing balloon icon for followers, they stop follow player altogether, just standing there (followers for which I didn't use this command still follow fine).
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Could you make it so if precise spot event is supposed to move to isn't passable, it'd try to go to closest passable tile? Here's use case: I am trying to make enemies go after my player. However I don't know if spots at left, right, top and bottom will be passable when enemies will spot player, so best thing would be just to try to make script find a path to ($game_player.x,$game_player.y) and make it go to closest available spot instead. There's is also bug I found regarding finding path with turned off through? (so enemies won't pass through player and other events as if they're ghosts), making it so that events can block path and even if another path exists, but is longer, event will stupidly use shorter and get stuck. I guess it's because script doesn't account for events' passability, only tilemap's. You should fix that. Please fix that. I don't know shit about pathfinding (otherwise I'd write my own instead of using script), so addition mentioned in first paragraph and fix for issue mentioned in second would be welcome. If you don't understand issue mentioned in second paragraph (I'm not native English speaker so it is possible that I wrote this in non-clear manner), I can make short demo presenting it.
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Cool! You rock, dude!
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Showing message in Scene_Battle (like standard RM message)
Rave replied to Rave's topic in Programming
Thanks! -
You definitely need to work on your mapping - one tile high walls are bad thing and doesn't look well. Either 2 or 3 tiles high - anything else is just weird (unless you are making place where either giants or little people are living). Anyway, anything else in this game is well-made (I didn't like some parts, but that's just my personal opinion). Good work overall!
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Dragon Tale: Story of the Lizard King
Rave replied to Rave's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
OK, I will send you latest version via PM. -
In Dragon Tale, for dungeons, Tinting is really in teleports. Teleport into dungeon is set like that: <>Fadeout screen <>Tint screen (1 frame, wait until end) <> Transfer player to map (no effect) <> Wait 1 frame (I kept getting weird graphical glitches without it, namely it went into normal tint for split-second) <> Fadein screen Same for teleporting out of dungeon, only tint is returning to normal.


