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Everything posted by charlesthehurst
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rpg vx ace RTP Self-Challenge: Critiques and Thoughts Appreciated
charlesthehurst replied to JuJu's topic in Screenshots and Mapping
All of your outside screenshots of the town seem rather bland. The mapping itself is solid, but feels a bit lackluster. It also seems the buildings are neatly isolated from each other, which emphasizes how artificial the map looks. Try to bring your buildings closer together so there isn't as much negative space. About 2-3 tiles between houses on the side should look a bit more like a town and less like a RPG Map. Based on the stone road and water canal, this town should look like it has the infrastructure to support those kind of projects. This looks more like a market town with plenty of traffic than a village of 9 people. The park map is super adorable and I wouldn't change it at all. It looks and feels exactly like a real park. Your inside map is too big. Get rid of that nook with the bookcase. No house would logically have a space like that for any purpose. Try to shorten the distance between the bottom wall(where I assume the door is) and the staircases leading to the basement. Shorten the right part of the map by two tiles. Try to center the table on top of the rug. Take the pile of wood and figure out how to put it closer to the fireplace or stove. Right above the opening basement stairs is a weird (and kinda dangerous ) spot.- 2 replies
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This event is best placed on a World Map. This event requires three things: an item the player can select, a common event that the item calls and a event on the map that provides information. On the map create an event. Make the trigger Parallel Process. The first event command will be Control Variable. Set the first Control Variable to the Map ID. This stores the information about what map the character is on, in this case the world map. Now set a second Control Variable, equal to the Player's Map X. The third Control Variable will be set to the Player's Map Y. These two determine the player's exact position on the map. Now go and create a common event in the database. Set a message like: "Call the airship?" Next give a choice, Yes or No, with the Show Choice Command. Leave the No branch alone. Under the Yes branch choose the command, Set Vehicle Location. Set designation with variables, then choose the three variables you made earlier (Map ID, Player X and Player Y). Lastly set up an Item. It can be whatever you want. Make sure that the price is 0, consume is on No, scope is set to None and that it can only be used from the menu. Under Effects, choose Common event and select the common event you made. When the player uses the item, it will call the common event that asks to call the airship. If they say yes it will be set to the player's position on the map. Tada! You called the airship! Note: In the common event, after you made the Set Vehicle Location command, you can force the player to get on the vehicle with the Get on/off Vehicle command.
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My dear old zombie game keeps getting postponed. Too many decisions, not enough decisiveness. That project has hit the backburner for a minute until I decide whether I should develop in MV instead of Ace. Meanwhile I've got me an ambitious Ace game in the works. I'm way more driven to make this at the moment while my zombie based ideas have come to a halt. All while I'm deciding whether or not I should take a promotion at work. More money, more stress. Ah, life, you fudging beach.
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Item Swap Events and Checking
charlesthehurst replied to JuJu's topic in Editor Support and Discussion
Okay so I may know a way to do this. Assuming both Fragments are just two copies/instances of the same database item (e.g. Item 3): Use a Control Variable command. Set it to Game Data > Items > Whatever Database Entry your Fragments are This will store the amount of Fragments into the variable. Next use a Conditional Branch command Set it to Variable equals 2, or whatever number of fragments you want as the requirement. In the Branch, add the Whole Soul to the inventory and remove the fragments. Assuming both Fragments are two separate database Items: Use a Conditional Branch Command. Set it to Item > First Fragment Item Now, inside this Branch insert another Conditional Branch. Set this one to Item > Second Fragment Item. In the second branch, add the Whole Soul to the inventory and remove the fragments. The system will check both branches and will give the whole soul only when both conditions are met. -
Camping or Base? Your choice....
charlesthehurst posted a blog entry in The Hurst's Development... Thingy
So in essence, my project is a zombie survival game, where you control a randomly determined team of survivors. Some major aspects of the survival gameplay is collecting resources such as food, water and fuel. I've decided I can handle this survival aspect in two ways: Camping- This mechanic would allow players to set up multiple camps throughout the city. This would require the player to manage resources at each camp, as well as what team members are where and what each camp can accomplish. Base- This mechanic allows a single home-base area for the player to return to constantly. This allows the player to focus on protecting and fortifying their base while also managing survival tasks for their party of survivors. So I pose the question: If you were in a zombie apocalypse, would you prefer to constantly move from place to place? Or would you rather fortify a single position and use it as a home base? Feel free to discuss your opinions in the comments. -
UPDATE Adding in the next of the first MV Actors.
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UPDATE Added another of the MV Actors into Bust form.
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So if you seen my Sneak Peek Entry, you know my project in the works is centered around zombies. Also it happens to be using the awesome POP! Horror City style. I'm anxious to share more details with you all, but I'll restrain myself. Please feel free to prod me for any questions. In the meantime enjoy this massive custom piece of pixel art I've made for my game.
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July-August Restaff: Carnival of Color
charlesthehurst replied to charlesthehurst's topic in STAFF RELEASES
Thanks for the kind comments. As for the lack of resources, we are a bit understaffed at the moment. We actually pick new candidates for Content Staff out of the guest contributors. Activity has been slow recently. -
UPDATE Some MV water bearer statues. A super fabulous rainbow dragon statue (one on right is meant to be more metallic). And Rainbow crystals.
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Brains. It's going to take them to finish this damnable project.
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An Introduction (Brief and kinda salty)
charlesthehurst posted a blog entry in The Hurst's Development... Thingy
So in my years of being on this forum I decided to make a blog. Took me long enough, I'll be documenting my RPG Making shenanigans from here on out. I have at least one major project that is slowly coming to fruition. Stay tuned in for more. -
UPDATE Re-uploaded the previous image due to image quality. Also here's Harold.
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Today is my birthday, regardless of what the Calendar Events says. 23 and loving it!
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Submitted 4 job apps and completed a full walking base sprite. I managed to be somewhat productive today hahaha
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Avast ye salty sea dogs! Me and my fine crew have plenty of booty for you this Restaff! First, let's give a hearty seaman's welcome back to OneCutStudio! He joins us again in this Restaff with a beautiful background and some gameover screens! Our lovely naivgator When Bugs Roam Ur House has done some mighty fine exploring, bringing with her some pirate tiles BlackBeard himself would be proud of! First Mate Kotori-Chan joins us alone this time, swashbuckling her way into this release with a wonderful vestige of Captain Tsarmina herself! I managed to plunder some naval ships of their wonderful resources and have brought them for ye to enjoy! We also have two guest contributors this month! Joining alongside our crew is MagicRedFox, with some stylized pirate tiles! Deathtroth, Ganjacus and False Data brings us a musical collaboration, cause what kinda pirate don't enjoy a good shanty! Yo HO and a bottle of rum! We hope you enjoy and make good use of this Restaff! You can plunder the resources yourself with the link below! DOWNLOAD https://www.dropbox.com/s/6pf4ggpquwdavex/Treasure%20Island%20Restaff%202016.rar?dl=0 Like always, comments and feedback are appreciated!
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Could you elaborate on your problem? No one can help you if you don't explain your problem.
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May June Restaff Thread: Treasure Island
charlesthehurst replied to charlesthehurst's topic in STAFF RELEASES
My treasure graphic and island tile are MV. Everything else is Ace or universally usable. Should be fairly obvious. -
Yarrrgh! The New Restaff has set sail! http://www.rpgmakercentral.com/topic/38740-may-june-restaff-thread-treasure-island/
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Yours on the left, my edit on the right. Adjusted the brown girl's hair. Gave it more shape near the top and rounded it off. Also tried playing with the color of it. Darkened the outline color.
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Disclaimer: This is a guide to different styles of sprites, not the way they are formatted in an image. These sprites can all be formatted to work with RPG Maker VX or Ace, the programs currently supported by this site. Also, there are way more sprites types than I will discuss here. I'm going to cover some of the more common ones. This discussion only covers walking sprites, so things such as Holder's Animated Battlers will be absent. One of the most important aspects to the RM community is the spriting world. Without sprites to populate our games, things get boring fast. But, not everyone wants the same old style of sprite. After some research, I'd like to give you all a guide to the many options available to you, as well as some key differences between each. The purpose of this guide is to make people aware of the various styles of sprites available and their characteristics. Note that these are pre-existing styles, and nothing says you can't go and create your own. Note: The images here are found from the internet, as examples only. A simple web search should help you locate their original creators. VX/Ace RTP (Run Time Package) This is the default style of sprites provided with RPG Maker VX and Ace, and by far the most abundant. Notable features: Chibi or Super-deformed body style (Head disproportionately large to the body) 3 frame animation 32 x 32 pixel for a single frame Notable Generators: RPG Maker VX Ace's built in generator Famitsu Generator Kaduki This is a sprite style, named after its creator, with a notable Anime style. Notable features: Chibi or Super-deformed body style (Head disproportionately large to the body) Typically thinner than the VX/Ace style Trademark white pixel in they eye, to represent eye shine 3 frame animation 32 x 32 pixel for a single frame Many of the original Kaduki sprites have 8 directional movement (diagonal walking frames) http://usui.moo.jp/rpg_kitei.html'>Kaduki Site Mack A sprite style also named after its creator. Notable features: Taller, proportionate body. Noticably chubby or stout in some cases Typically taller than the VX/Ace style 3 frame animation 32 x 48 pixel for a single frame Notable Generators: LooseLeaf Generator XP RTP (Run Time Package) The default style of sprites provided with RPG Maker XP. Often mistaken for the Mack style. Notable features: Taller, proportionate body Typically taller than the VX/Ace and Mack Style 4 frame animation 32 x 64 pixel for a single frame Kaizer/Half-Kaizer A sprite style that is less common. This is due to the size and amount of detailing required. Notable features: Taller, proportionate body Typically taller than the VX/Ace, Mack and XP Style 3 or 4 frame animation (depending on format) 32 x 85 approx. pixel for a single frame It would take more than a single post to discuss every type of sprite out there. With so many differences in terms of size, animation and aesthetics the topic of sprites would never end. If you still want to see more styles, go to this link: Chaos Project - RPG Maker Templates Click on the links there to see examples of the many different sprites, and how they different from each other.
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UPDATE Killer Bunny.
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UPDATE Not what I was planning on doing but still fun regardless. A bust developed out of one of the MV Actors. More may come. Scaled up from the traditional Ace Bust size (272 x 288 to 408 x 432) No longer available, may still use it if you have this version of the image.
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