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11 ⋆About dbchest2

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Rank
dbchest
Profile Information
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Gender
Male
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Location
United States
RPG Maker Information
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RM Skill -
Jack of All Trades
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great job with this tsukihime.
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if your scripts find their way into my main project i will personally PM you a link. i feel like we have common interests in our needs. i really take to your scripts because they seem like they do exactly what i need and never have extra bulk that i find useless. everything seems to be relative, thought out, and coded well. you're a good RM programmer in my opinion.
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good lord Vlue! i've been creating my project for years now and i haven't actually included any scripts from outside sources so far. you have some great stuff and i can't help but want to use it...i may break down and include a few of your scripts. p.s. is this particular script still free for non-commercial games?
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official video tutorials My Official Video Tutorial Thread!
dbchest2 replied to Chigoo's topic in Developing Tools
good luck with this. -
this is a nice aesthetic.
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awesome! you know i'll be looking into this. edit: ok. i downloaded this and inserted it into a project. i haven't experimented with it yet, but let me get this right. in order to slide your player, you simply set new values for the @shakechar within the event, right? the sliding happens automatically? at least that's how it seems from the code... edit2: nevermind the first edit. i tested this and it works wonderfully. there is possibly room for improvement on the new feature but it's rather unnecessary. if you find yourself with an extra hour or so and you want something to do, consider the following... when the engine processes the event and it slides it from point a to point b, the commands that follow your script call will actually process while your event is still sliding rather than waiting for it to finish (if your event turns directions, it will turn that direction even though it's sliding a different way). like i said, this is easily fixed by guessing the time it will take for your event to slide and just including an extra wait command, so put this at the bottom of your priority list. great job with the new feature. works perfect Vlue!
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this is something else. your scripts are very useful Vlue!
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let me know what you find out.
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Ruby/RGSS3 questions that don't deserve their own thread
dbchest2 replied to kal's topic in Programming
are you transferring the event to the other event's location, or are you walking it there? also, are they overlapping, or are you replacing an event? what exactly are you trying to accomplish in more detail than moving an event to another event? -
@V.M: are you willing to add some mods to this script if they aren't a hassle for you? i was wondering whether or not you could transition the player from their current offset values to a new set of offset values using the character's step animation (this would basically be a move route that allows you to specify the specific pixels like you already have instead of limiting the player to tiles)? reason: for example, if you have the @shakechara = [true, 0, 16] and during an event you wanted to turn it off, the characters "glitches" from the offset back to the standard location rather than walking there. i found that at certain points i would like to alter the offset to different values. would you be able to mod the script so it accepts a couple more arguments to determine whether you want the sprite to transition from one offset to another, or transfer there?
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very cool. good job, a lot of people wanted this.
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Ruby/RGSS3 questions that don't deserve their own thread
dbchest2 replied to kal's topic in Programming
actually, this script does exactly what i need it to. i found it yesterday. link: http://www.rpgmakervxace.net/topic/3231-event-position-fine-tuning/ i just thought it would neat if he'd figured out a way to do the same without a full script. -
ah, is that what the modular changes are for?
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Ruby/RGSS3 questions that don't deserve their own thread
dbchest2 replied to kal's topic in Programming
@Cremno: does that restrict movement within the tiles or would i be able to shift those graphics say 24pixels instead the entire 32? -
you've released a a feature manager that this adds on to?


