-
Content Count
25 -
Joined
-
Last visited
Community Reputation
19 ⋆About Chickan 117

-
Rank
Member
Contact Methods
-
MSN
chickan@haldane.id.au
-
Website URL
http://www.c117.net
Profile Information
-
Gender
Male
-
Location
Victoria, Australia
Recent Profile Visitors
-
Chickan 117 started following HIVE: Not by Design - Original Maps, Character Art & Music and HIVE: Not By Design
-
HIVE: Not By Design
Chickan 117 posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
HIVE: Not By Design Hi guys, I'd love to hear your opinions of my first game... well the demo of the start of my first game Genre: RPG Fantasy (Science Fiction elements to come) Average Demo Time: 2-3 hour demo Game Progression: Demo complete and approximately 1/10th of final game Recruitment: None Download at: http://www.c117games.com/hive-not-by-design/ Story / Setting / Purpose: What would you do if your whole world changed? If you’d lost all friends and family and lived in constant fear for your life. Would you rise to the challenge? Fight? Run? Hide? Turn to religion? Or seek answers yourself? Join with Shae’Khan on a journey of discovery in this traditional, turn based RPG adventure. HIVE: Not by Design is an original story featuring art by Simon Sherry, Snow-J, and Michael Lohrentz accompanied by a custom soundtrack from Juliano Zucareli. Character Bios: Shae - The main character. A pragmatic kitchen hand at Rosebrooke who's life is about to be turned upside down Miho - Extremely religious and kind Miho is a close friend and one who will embark on the journey with Shae Gregor - Shae's best friend and the local apprentice blacksmith. Romantically involved with Miho but more aligned to Shae's pragmatism than Miho's blind religion and a list of 22 other individual cast members... however they're just NPCs. Credits: Screenshots: Features: Branching Quests with Alternate Outcomes based on choice Detailed Lore Lots of non compulsory content Engaging Story Original Soundtrack Unique Art Over 25 dungeon mechanics!- 1 reply
-
- 3
-
-
Thank you... sorry for the noobish question but how did you know that? I couldn't see a reference on the OP. I'd like to email Mack and just get clarification of the name for the credits, let them know, etc.
-
Hi, I was wondering if I could slightly modify and use this one in my game? If so what sort of credits would be desired?
-
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
That's exactly where I have a procblem: I tried several methods, including replacing the overlay image by another, or reducing its transparency to zero, but every time the overlay pic remains visible for a brief moment on the next map the player is transferred to, something like half a second or so but long enough to ruin the effect – I mean, when passing from an exterior to an interior, it does look very weird... Do you know a way to solve this issue? I apologize in advance if this question is stupid, but I'm a beginner at RPG Maker... Thanks in advance! Sorry for the delayed response. I see you've probably sorted this now but all I did to get around that was modify the transfer process slightly. So my event would be Fade out screen transfer player change overlay image fade in screen make the transition about 1 second long instead of instant but it looks very clean. -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
posfan12 1. There's no way I'm aware of to make the pictures visible in the editor. This is most likely because they're called by events and, therefore, not a permanant fixture (despite the fact we're using them like one) 2. You should be able to add multiple layers. Just ensure, when setting the overlay picture, you number them differently. If you look in the first image of part 2 step 4 you'll see an image number in the top left. Make 1 your first overlay image and 2 your second and the second will appear above the first. Does that make sense? 3. That's the easiest way to do it however, in the tutorial, I use the "fill bucket" to fill it with the clear tiles directly below the pink ones. Since writing the guide I've changed to the method you describe though. Much simpler but requires a little setup (walkable direction settings) Pastilli Part 1 step 5 - Making the map work covers this. The line just after the image says to replace the pink tiles with one of the clear ones beside it. Just use the paint bucket tool. The pink tile is really just a visual thing for the editor. -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
Never used that but this one's fairly plug and play. Maybe start a new project, try each and see which you prefer -
HIVE: Not by Design - Original Maps, Character Art & Music
Chickan 117 posted a topic in Artwork Gallery
Hi everyone, I've just posted a 5 minute video of the first area in HIVE: Not by Design and thought I'd post it here and get your thoughts and feedback. It features all original art and music from four sensational team members. Also utilises some wonderful scripts by Modern Algebra (credited in the game but it seems to have fallen off the end of this vid... which I shall remedy) The video can be viewed at <Snip> and info on the game is available at <Snip> Please feel free to post, PM or email any feedback. It's all good... even the bad -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
Ah gotcha. Those aren't tilesets as such but just images designed to be used when making your static map image (part 1 step 1 of the process above). That's why, at the start, she says they're not formatted as a tileset. Kinda a bit confusing calling them tilesets really as they're sorta not. Just shapes designed to fit the 32x32 grid well. So, cbasically, you download the images and copy/paste/layer in photoshop to make a map image like you want then use that for parallax mapping. Does that make sense? -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
I'm not sure what you mean as parallax mapping is kinda designed so you don't really use the tilesets. Are you able to provide a link to some of these animated tilesets you're talking about or clear up for me what you want to achieve? -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
You're not wrong there. I find that especially useful in dungeons as, unlike towns, the sharp edges feel more out of place there. -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
Do you mean my jhghgj post? If so I apologise. I accidentally typed a response to a PM and posted it there. After realising my mistake I went to delete the post but couldn't find a delete button so I, instead, replaced it with junk whilst I sent a query as to how to delete a post. Also I don't see how a single post can be considered spam. Unless you're referring to my earlier posts as well in which case I'm surprised as I thought this forum was about sharing and discussing stuff relating to RPGMVXA (wow, the initialisation is almost as long as the word) Also, just for fun, here's a pic of some people posing spam -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
ghjhgj -
tutorial Getting Started with Parallax Mapping
Chickan 117 replied to Chickan 117's topic in Developing Tools
Glad it was useful The way I cleared the overlay was as follows: 1. Always set the overlay image to a particular number (99 in my case) 2. Create a common event (F9 - Common Events) to erase aforementioned picture 3. Call that event whenever the map changes. Either in your transition from map to map or each time you enter a map (before the new overlay is applied). I'm sure there are much better ways of doing it but that works well for me -
tutorial Converting movies for VX Ace - easy, free, no script no watermark
Chickan 117 replied to Chickan 117's topic in Developing Tools
Lol. After Errects is Adobe Flaccid. Yeah I hadn't realised VLC exported until I was trying to find a way to convert my AE file without purchasing 2 different converter progs! Amazing software and they got my donation of the money I would have spent on the other progs. Been using it for years so I shoulda donated ages ago. Oh well, better late than never right? -
tutorial Converting movies for VX Ace - easy, free, no script no watermark
Chickan 117 posted a topic in Developing Tools
I've noticed a few threads discussing the "best" way to get movies into ogv format so they can be used with RPG Maker VX Ace. Most seem to involve purchasing software, trials with watermarks, scripts to allow avi, etc. I thought I'd share my experience with a very simple and free way to convert nearly anything. It even converted my flash file perfectly (exported from After Effects) In order to do this you'll need a copy of VLC Media Player. You can get that here. Aside from being an amazing media player it's 100% free and provides the conversion stuff we'll need. Note : At the time I wrote this guide I was using version 2.0.6 Once you've installed that just follow these steps (Pictures inside the spoiler tags) 1. Open VLC Media Player 2. Click Media then Convert / Save (or press Ctrl-R) 3. Click Add... and select your file 4. Click the Convert/Save button (not the arrow to the right) 5. Click the Browse button beside the Destination file field and give your file a name. Ignore the "Save as type" options and give your file the extention OGV 6. In the Profile dropdown box select Video - Theora + Vorbis (OGG) 7. Click Start That's it. You now have a usable OGV file in the location you specified in step 5. If you want to test it just do the following: 1. Open RPG Maker VX Ace 2. Select Tools - Resource Manager 3. Select Movies on the left then click the Import... button 4. Select the file you created in the previous process 5. Create an event to play the movie (Event commands tab 3, bottom left - Play Movie) For example: Hope that helps.


