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ZombieBear last won the day on September 21 2013
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66 ✦About ZombieBear

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Advanced Member
- Birthday 06/28/1987
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Female
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Interests
I'm currently majoring in chemistry, so studying for all the related science classes takes up a lot of time. I also enjoy martial arts and am learning Kung Fu (Shou Shu!).
When I have time I like to learn how to script, so I'm really looking forward to having more time to devote to that this summer.
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Jack of All Trades
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I'm not a great artist, especially when it comes to design, so I've been trying my hand at some franken-portraits as an intermediary step. Here's three that I've done recently, any feedback? I'm trying to get some good outlines to match Ace better but have found it difficult so far, other than that it's hard for me to tell. I've been staring at these things so long they all look the same after awhile! These still need some general cleanup, but it will be done in the same step as the rest of the outlining. Almost done!
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Screenshot Critique Thread: Read Rules Before Posting!
ZombieBear replied to Jonnie91's topic in Screenshots and Mapping
@Lady Minerva: Oh my gosh, I just realized you were using the battle background that I did! I'm so excited to see it someone's game! I made a few others but didn't get much feedback and figured nobody was interested in backgrounds for a side view battle system. Perhaps I'll end up making more after all... Anyway, nice work, I love how it all came together for you. I did a tutorial on making some backgrounds as well, though I definitely recommend using free textures if you have the patience. If not playing with the default backgrounds works pretty well. There is a non-lit version here in my tutorial: http://www.rpgmakervxace.net/topic/18785-making-battlebacks-using-rtp-graphics/ -
@halrawk: I was actually looking on here trying top figure out the same thing, then I figured it out. Gotta' love when that happens! To do this set you item damage to "HP Recover" to bring up the damage formula box, then put this into there: "b.xstat.str += 1". To make it work even if your actor HP is full I also have the item add and remove a dummy state, just a blank state that does literally nothing. You can call it something like grow stat (or whatever you want). Hope that helps! EDIT: @James Griffin: I'm not sure what it is you're going for, but I think you're trying to make formulas that round up instead of using the default way the stats are handled, which is to truncate that value to an integer. I made this change: This changes the value to float and it automatically rounds up. However, this doesn't work on division... not sure what's going on there, but if you get creative with your formulas you can derive something that works, it just may be rounded down here or there.
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Feedback on a concept for a Low fantasy-like world
ZombieBear replied to JD_Blizz's topic in Theory and Development
I think you have a really solid idea. If you are focusing on the story instead of the game play then I think using the default graphics and battle system isn't going to hinder what you're doing at all. I've spent a LONG time changing everything up into the system I want... about a year actually! I've only recently started working on my story, haha. All in all I don't think the order matters much... and if you craft a story that people love you'll probably have people more than willing to help you out on all the graphics and tactical battle system once you are ready to implement it. But to answer your question a bit more concisely, I think the standard RTP system will enable you to do everything you are trying to do. You may not get the exact feel for the world (which seems to be pretty dark and gritty) with all of the super colorful tiles, but it's a problem for another time However, if you are feeling up to some minor edits of the RTP then you may want to look here: http://www.rpgmakervxace.net/topic/5613-guide-to-simple-tileset-edits-rearranging-clumping-and-recoloring/ Some minor color edits go a long way in setting up the world. You can just change the hue and maybe lower the saturation in a photo editing program (such as photoshop or GIMP) and get an entirely different feel from the maps. And one last thing concerning the nun's 'cliche' role; don't worry about it. I've seen a lot of people write something saying that an idea is terrible because it's a cliche, but they only look at your idea in its simplest form and criticize it immediately. You seem to have your story down pat, so just run with it! I'm looking forward to seeing what you come up with. -
Feedback on a concept for a Low fantasy-like world
ZombieBear replied to JD_Blizz's topic in Theory and Development
First off, welcome to the site! It's a good place to get feedback on your ideas and learn about what VX Ace can do a little bit more. I like your idea that the world is bigger than the stories it contains. Too many times a game focuses on just one aspect of the world, such as a specific adventurer's quest and that's all you really see. Anytime a game does anything different it really stands out, so it should provide you ample opportunity to do something different. All in all I think you are on the right path for crafting a game setting. You have solid ideas and you are world building right off the bat. However, I think you really need to focus more on game play. Not that coming up with a lot of points about the setting is a bad thing, but without game play ideas you don't have a game. It's a little difficult to get an idea of what your game will be like, even with the details you have put into the world so far simply because I don't know how it will be told. I suggest thinking a bit more about what kind of game play you want to have (action game, RPG, strategy game, visual novel, etc) so it's a bit easier to give you better feedback. For example, it's difficult for me to imagine this period of time using the standard RTP. Not saying that it can't be done, but it just wouldn't have the right feel to it. -
Screenshot Critique Thread: Read Rules Before Posting!
ZombieBear replied to Jonnie91's topic in Screenshots and Mapping
Thanks for the feedback guys! Ha, I forgot about the putting the door on there... still haven't picked my favorite door tile so I need to get on that! I'm glad most of shadows look alright, though I will probably end up making that triangular shadow at the floor to make sure everything looks okay. @marierock13: The elevator remind me of one I've seen before in a Lufia. I'll pust a screen of right in here since I doubt most people have played that game... I think the size of your elevator is pretty good though, especially for a 2d tile based game and not a 3d one. @Lihinel: It's an interesting system you have there. It's been awhile since I've played any games where you can interact so much with the game world, and it seems especially interesting for an RPG. I don't know much about the game your are working on, but I'm looking forward to seeing how this is going to be utilized. -
Screenshot Critique Thread: Read Rules Before Posting!
ZombieBear replied to Jonnie91's topic in Screenshots and Mapping
@Galv - It looks like something you would see in a flash game; it looks really good. There are a lot of details that look really nice, such as the shadows and the different patterns in the grass that make it look very professional. Good luck with the game! Here is the inside of an inn that I patched together from a variety of different recolored tilesets. Most if it was default RTP or tiles by Celianna and Ayene. I'm not sure about the shadows I put down... I'm trying to keep the maps looking pretty simple, but correct shadows are pretty important for the eye to travel over the map correctly and I'm not sure I nailed it.. -
I use this script to add the extra stats. It also has a method for how much to add to it based on each level up. http://forums.rpgmakerweb.com/index.php?/topic/998-nasty-extra-stats/ After that it's pretty easy to set up custom attacks for each weapon using the new stats. Just create several attack skills for each weapon you want to be different. You will also need a weapon attack replacement script for this method though. I use this: http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/custom-basic-actions/ If you have any questions just ask. I'm doing essentially the same thing in my game except I recreated the battle system from FF4, with some changes of course.
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I couldn't begin to tell you how to script this, but I have doe something almost exactly like this using events, just like you would for a treasure chest or anything of that nature. I know it's fun to start coding and see what you can get working, so if you're dead set on a script I can't help much there. However, if you are interested in the event system I can post what I have for you. It just uses a lot of variables and a random number generator to tell you what you got when you open the chest. You can also use a switch to check for the clue in event as well.
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The scripter has said the other menus would be done later and provided a link to change the backgrounds on the other scenes. http://forums.rpgmakerweb.com/index.php?/topic/18571-tales-of-vesperia-cms/ Have you already tried using the script for background images that was suggested by the original scripter? You can also try PM'ing the scripter to see if the script is still being updated. Sometimes they take a little longer than intended, and sometimes they are dropped entirely.
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This will probably be very complicated, depending on what's happening. I've patched things together before though so it may be possible, though I can't guarantee it. I don't know of any other scripts, but I am willing to try to get them to work together for you. However, first make sure that it's EXACTLY the way you want it. It's usually easier to find scripts done by the same person so they work together. Also, do you mean the Falcao script? You may be able to ask the scripter directly for any additional systems, especially if it's nothing major. I'm not sure what you're going for exactly, so it's hard for me to tell the difficulty.
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Lune Shadow Equip: Draw only icon without text
ZombieBear replied to ricardo.jl.simoes's topic in Programming
So far I've fixed the name appearing by the icons. Just copy this code into WIndow_ShadowEquip. I've included the comment above def refresh_scenes so you know where to put it. def draw_item_name(item, x, y, enabled = true, width = 172) return unless item draw_icon(item.icon_index, x, y, enabled) change_color(normal_color, enabled) end #-------------------------------------------------------------------------- # * Atualização de cena do ator #-------------------------------------------------------------------------- I'm not sure how to draw the window background for all of them though... which is sad b/c I think I've done that before! If I figure it out I'll post the solution. EDIT: Okay, here's the code section where you can change the opacity; it was set at zero, I have it set at 100 right now. You can change that to any number between 0 and 255. However, the icons are drawn under that windowskin, and I have no idea how to change the z-axis of a bitmap... probably something with changing the z-axis of a sprite... but I'm not sure. I actually have a post about that, haha. But perhaps someone knows how to do this, good luck! #-------------------------------------------------------------------------- # * Inicialização das janelas auxiliares #-------------------------------------------------------------------------- def initialize_windows @ekps_windows = Array.new(4) if Actor[@actor.id] a = @actor.id for n in 0..@ekps_windows.size @ekps_windows[n] = Window_Base.new(Actor[a][n][0], @help_window.height+Actor[a][n][1] + 2, 48, 40) @ekps_windows[n].back_opacity = 100 end else for n in 0..@ekps_windows.size @ekps_windows[n] = Window_Base.new(Default[n][0], @help_window.height+Default[n][1] + 2, 48, 40) @ekps_windows[n].back_opacity = 100 end end end -
No problem! The 'a' refers to the attacker and the 'b' refers to the defender, just like in the normal formula bar. You don't actually need to replace them with anything, it goes in exactly like how it looks above so it takes any guesswork out. It can be hard to figure out what goes where when it comes time to substitute your own lines into code; I've mainly taught myself what I know, so trust me, I know how hard it can be, haha. Ah, just saw you were referencing the parentheses explicitly... and I have to say I don't actually know! Oh no, haha. I think it's just allowing you to use the 'a' or 'b' in the code snippet... perhaps without being defined in the parentheses first it won't really know what you are referencing? That's my guess for what it's doing there, but it IS for attacker and defender, so at least I got that part down.
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First post I've made in a few months now, crazy! Anyway, I used what free time I've had over the past few months working on my game here and there, and in the process I found a fairly simple solution for this. You will have to go in to every skill and add in a line saying whether the attack is physical or not, but it's a quick copy paste job. To do this just copy the following into a clean page at the bottom of all your scripts: class Game_BattlerBase def physical(a, if b.state?(X) RPG::SE.new("Ice11", 100, 100).play b.add_state(1) end end end In that first line that says 'if b.state?(X)' change the 'X' to whatever the state id of your shatter/frozen skill is. Should look like this: if b.state?(34) <---- or whatever your state id number is. After this go to your basic attack skill and add the following before your damage: b.physical(a, ; The whole thing will look like so: b.physical(a, ; a.atk * 4 - b.def * 2 Not too bad of a method and you can use the loop animation script by Victor to set up a colored animation to play over your character to make them look frozen; it's similar to what I suggested before, but this way leaves you more room for the formula bar and you get the cool SE. I never did find a way to check if the current action was physical or magical, but there are enough scripts out there to tag the skills in the notebox if you need more specific effects. I even managed to get a nullify all magic skill going on that doesn't affect physical attacks! Now I just have to go answer that 'how to do a runic skill' thread that I saw...


