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YummyTiger

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About YummyTiger

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  1. YummyTiger

    I'm going to be that guy...

    Galv has a pet script on his website. I'm not sure if it can do what you want, but might be worth a look. http://galvs-scripts.com/category/rmvxa-scripts/battle/ First script on that page. Also, Galv's script are awesomesauce.
  2. YummyTiger

    VE - Fog and Overlay

    Yea, I did not close out the fog tag on the second one because I was testing it that way too, just in case you were supposed to use 1 tag for both. Okay, I switched the sunlight fog first and it is working now. Basically using the exact same settings. Not sure I understand why, but as long at it works. Thanks William!
  3. YummyTiger

    VE - Fog and Overlay

    Victor, Thanks for the script. I understood most of the instructions and got a single overlay working with my parallax maps perfectly. I was curious if this script was able to display multiple overlays together? For example, a parallax overlay map and sunbeam fog graphic? I tried to set it up two ways in the map notebox: the first: With this setup the "sunlight overlay" works perfectly, but the parallax overlay does not show up. I also tried this: This setup showed me the first overlay, but the "sunlight overlay" no longer appears. I checked around online, and read the comments on Victor's page. It seems like simply setting the "depth" option should work... I know that both overlays show up fine if I load them by themselves. Would appreciate if anyone has insight into what foolish little thing I am overlooking. Thanks!
  4. YummyTiger

    Message Window Visibility

    Awesome! Thank you so much. Works great. And, after messing with these scripts and learning how to use them, what you just told me to do almost makes sense. :-) I really appreciate all the help you guys give us floundering game creators.
  5. YummyTiger

    Common event after menu exit?

    Awesome, thank you very much that worked perfectly! I really appreciate it.
  6. YummyTiger

    BM YEA VK Equip

    Blackmorning84, As with your columns menu script, awesome work! I've got the script setup and working, and have adjusted the equip slots how I want them (Very well setup and easy to do, btw). I have one quick question for you. Would it be possible to adjust the background image for the equip menu based on the armor currently worn? For example, your column menu picture is tied to the faceset the character currently uses. So, I created a separate faceset for each armor and a common event to change that faceset when the player equips each armor piece. Therefore, the main menu picture will change based on what the player is wearing (after they exit and re-enter the menu). Yet, with this equip engine, the graphic is assigned via a note in the player setup, which I do not believe is changeable through eventing. Hope that makes sense... Anyways, honestly, I can definitely live with just one graphic as the background. I am changing the character graphics in other ways to represent the armor equipped. I just thought I would ask. Thanks so much for releasing this script!
  7. YummyTiger

    Columns Menu

    Worked perfect, awesome! Also, thanks for the information on the button layout. I did not know that it was set to correspond to the buttons on a joystick (still fairly new to RPG Maker). That makes sense though. That also makes sense why your script says the default is ":B" :-). Thanks!
  8. YummyTiger

    Columns Menu

    Blackmorning84, Thanks for the scripts. I am switching from Galv's column menu to yours as it incorporates Galv's stuff and add some nice features. I do have one question. I was wondering if there is an option to change the max number of actors and adjust the main screen accordingly? The player in my game will only ever be able to have a party of 3. With this lower number of actors, I could display more of the 272x288 character portrait in the main menu. Right now, most of the portrait is cut off. The portraits are vector art, so I can scale it down, I just like the portrait to be as large as possible. Thanks, and big thanks for your great scripts. My game is not commercial, but I'll send you a PM if it is ever released to see if you have any interest. EDIT: One other quick question, and I will search for this as well. Is there anywhere I can find what the button inputs correspond to? In this script, it has ":button => :Z" In-game, the "d" key opens up the menu now. I do not foresee needing a lot of keyboard keys in my game, but it would be nice to know how "Z" corresponds to the "D" key.
  9. @Flarify: They are harassing the owner because he is wearing PINK overalls! Sorry, could not resist :-) I like the map, it is simple and elegant. A couple suggestions: 1. I think the stairs look a little odd with grass and the dirt path leading to them. This might just be a limitation though of the tilesets. 2. If you are parallaxing, I would use the brush tool to put the thick grass down, I think it looks more seamless, but it does lose a little of the old-school RPG look. 3. I like the path, especially the stones and how you have them broken up. You might consider extending the stones towards the outpost door a bit. 4. Could add a bit more flora. Not suggesting to overdo it, I like the spaciousness of the map, but a bit more would spruce it up nicely. 5. The rocks at the bottom, underneath the textbox, look out of place. You could either replace them with a rock color closer to the rest of the map or use Photoshop hue settings to turn them brown. Good luck on your super secret game!
  10. YummyTiger

    Suggestions for Road Crossing

    Kilravok, That is actually a really good point. I never really considered that, but there is a reason for the village to be near the T junction as it developed around a heavily traveled bridge instead. Thanks for the comment though, it was very insightful. The game will actually expand the village based on your character's actions, so I may eventually expand it to include the crossroads as the village grows.
  11. @Eviei: Couple of things you will want to change: 1. The stairs need to be extended one more tile on the left. 2. The right waterfall goes one tile too far 3. Why is there a lantern on top of the wall on the left? 4. Put the walls shadows on the left over the water, it will give it depth 5. I should shift-click map the bottom of the two pools in order to give the effect that the water extends all the way to the lower wall. This will also give that wall much needed depth. 6. Put a wall shadow on the right water fall 7. Hopefully there is a game reason why the torches are different colors, I am assuming there are. 8. You might put two more columns up near the throne, seems odd that only the lower portion of the throne room needs support. Good start on the map, hope that helps! Edit: Getting on here motivated me to finish a map I had been working on for quite a while. Let me know what you think, this is the nearly abandoned village near the road crossing I created in another thread.
  12. @J0pac: Very well done map. When you really take a moment to examine it, the details are very well thought out and logical. So, good work. I will mention a few things, but I want to stress that 1. nobody would probably pay much attention when playing the game to these things, and 2. the map is 100% fine as-is. 1. In the upper left, what is the purpose of the dark stones? That stone color is not used anywhere on the map I can see. You could play with the hue settings in photoshop to change them to a color that is a closer match to the environment. Also, in this area, the cart appears to be set too high against the crystal. I would suggest moving it down a bit so that it does not appear to be on the crystal. 2. Love the lake in the middle, but the left and right sides are a bit flat for my liking. Might have the rock wall jut into the lake just a bit. Generally, straight lines like that are not natural. Of course, I make straight lines with my lakes all the time, so being hypocritical here. 3. I am assuming the statue in the upper right is part of the game, otherwise it would be odd for it to be in front of a ladder. Also, two of the top doors have a light background, but one does not? Assuming two lead outside and the other leads into further caves? Good detail if this is the case! 4. Just as a humorous aside, ONE outhouse for the entire mining area? Man, those bathroom lines are going to be ridiculous! :-) As I said, great job, it is a good looking map.
  13. @Skieth: Just curious, how does the water get to the top of the shrine in order to flow back to the bottom? You might add a fountain in the center of the top pool for logic's sake. Although, that is probably nitpicky as I doubt many players would really consider this. Overall though, I think it is an interesting map. Edit: In hindsight, will the player even be able to see the top of the shrine in-game?
  14. YummyTiger

    Too much or not enough?

    There is a decent amount of space, but then again, I may overload my maps... I would suggest the following: 1. Add some shadows to make the whole map more visually appealing. Like shadows for the cliffs that stick out, etc. 2. Have the fence in the bottom left corner simply extend off the map. It looks a bit weird as-is, especially with the dirt patch. 3. For the area where you have a chunk of land jut out from the cliffs (I noticed one above the lake, another in the middle bottom portion of the map) I would make the cliffs extend all the way to the ground. If that makes sense. 4. If this is parallax, then I would put some grass cover on the dirt patches. Do not need a lot, but a bit might be appropriate. 5. Finally, a few bigger rocks would be a nice addition and help fill in some of the "space." That said, you need to decide when you are happy with a map and move on. It seems like it is easy to get lost in adding the little details that ultimately are less important than the main components in the game.
  15. YummyTiger

    Suggestions for Road Crossing

    Thanks a bunch for the suggestions! I used most of them. The idea of wheel ruts was interesting, but I was not able to make it look decent considering the road is stones. I may work on it a bit more. Thought I would show you all how it ended up, since you took the time to offer a few suggestions. Thanks!
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