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Posts posted by charlesthehurst
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Yes you can use the tiles so long as you put the proper credits.
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This topic is being locked as it has not been updated and the link is broken.
OP if you would like to update the link and reopen the topic please contact the moderators.A link to this script has been found. Please read through page 2 of the thread.
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UPDATE
I haven't posted anything new in awhile, mainly due to focusing on my work as well my own personal projects.
But, I felt the need to share one of my latest creations.
Bouncy RTP Chests, for a little more flare when a player opens a chest. A bigger chest for each of the four basic colors.
You can use the Quick Event function and simply select the desired image after having downloaded to project.

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UPDATE

Two sets of Ore/Mining spot graphics. Including three animated ores on the right for more variety.
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I'm really liking the idea! Very interesting concept and I'd like to see this develop. I'd like to throw in a suggestion that might help reinforce your idea of "harmony". Short rant incoming.
Since each party member has a specific set of elements attached to them it would make sense each person has more importance during different battles.
Players might prefer to use the Drummer's Fire on enemies that are weak to fire. But perhaps his attacks don't hit for as much damage as everyone else.
Music sets a mood, so let's say there is a "Mood" system during your battles.
Basically Mood is a set of multipliers that would influence the power of attacks charged with a certain element. These multipliers could be changed through the use of skills.
So let's say you want to boost the Fire mood to increase the Drummer's damage. Perhaps the Guitarist's Wind attacks boost the multiplier for Fire skills.
So you could have your Guitarist use a Wind Skill to set the Mood for your Drummer so he can unleash a stronger attack. Some skills could also lower the mood of an element to help weaken enemy attacks. This way a clever player could find a way for everyone to play a role in a strategy.
Enemy's weak to Lightning? Use Entropy skill to boost Nature, Nature to boost Fire, then use Fire to boost Lightning. This creates an enhanced combo of attacks instead of simply type-matching for the enemy's elemental weakness.
This can create a dynamic system where players who learn the system and can learn to manipulate even the most difficult fights. It also creates an avenue for players to try different skill combos to maximize damage.
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Hey folks, welcome to my corner!
From here on out I will be open to take commission requests.
I work mainly with pixel art (sprites).
Sprites/pixel art
- Pricing will generally range from $1-$3 depending on the sprite. Pricing is subject to change at my discretion.
- More complex styles will increase in price, simpler styles will decrease
- I will do bundles if you order a certain number of sprites at a given time I will cut you a deal price wise
- Pricing is subjective and I want to work with customers so that way we both are satisfied with the deal.







PAYMENT WILL BE PROCESSED THROUGH PAYPAL ONLY. NON-NEGOTIABLE CURRENTLY.
FOR LARGER ORDERS $20 OR MORE I MAY REQUIRE A DEPOSIT BEFORE I WILL BEGIN WORK.
YOU ARE FREE TO MAINTAIN CONTACT WITH ME THROUGHOUT THE PROCESS.
Recolors/revisions needed on any piece I've done can be requested free of charge. (Free resources not included.)
Please pm me if you are interested or have any questions.
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UPDATE
Been awhile but the next MV actor Bust is here!

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This topic has been closed per poster's request.
If you wish to reopen this thread for any reason please contact a moderator.
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UPDATE
For all my Ace using fans who may have been missing some resources, I present you some Ace tiles! Star Dungeon plus a regular version crown for regular use.


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UPDATE
Had some free time so here's another one.

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UPDATE
Here's the next of the actors of MV. Hopefully I plan to get all of them done but it will take some time.

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This topic has been closed, as the request has been resolved. If you would like to reopen this thread at anytime please contact a moderator.
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Use the download link to find each contributor's Terms of Use. Some may or may not be free to use in any project.
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UPDATE
Added a demonic sword to the MV Battler Section cuz why not?


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UPDATE
Been a while, here's another bust for the MV actors.

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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
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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.
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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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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.
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Time to party folks! The summer's been crazy, but we still managed to bring you guys some awesome cool resources!
Tsarmina brings us another awesome character! Meet Ginger, a gorgeous performer!

OneCutStudios brings us a character as well! What a beard you have there, madam!

And lastly I bring you an Ace style Carnival Tileset and some rocking MV battlers.

DOWNLOAD LINK
https://www.dropbox.com/s/343m96pwm2j3uwx/Carnival%20of%20Color%20Restaff%202016.rar?dl=0
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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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UPDATE
Re-uploaded the previous image due to image quality. Also here's Harold.


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Could you elaborate on your problem? No one can help you if you don't explain your problem.



Boss Fight event not showing up with switch, but everything else is effected
in Editor Support and Discussion
Posted
It might help to post some pictures of your events that are turning the switch on and the ones that should be effected by it.
Also double check that you are turning your switches on and have the correct conditions on the event pages everywhere. I can't count how many times I've overlooked one tiny line of event code only for it to hold everything else up.