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siChainlinks

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About siChainlinks

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    Fredericton
  1. If you go to the system tab in your Database, you'll see a box with Initial Party at the top left. That's where you define your starting party (which can consist of more than one character, too).
  2. siChainlinks

    Oh look an arts forum :3 *slips pic in*

    Wow. She's really great! I love her melding into the waterfall, and the textures behind are a really neat touch (I wouldn't have a clue how to even begin thinking about trying that. Reminded me a little bit of this guy: http://www.jamesjean.com/ Though, admittedly, his stuff tends much more to the darker side. But he generally has that touch of surreal in each of his works.
  3. siChainlinks

    Character sprites to match portraits

    Thanks! Though there's still something bothering me about her scarf-thing. I think sitting beside him, the scarf borders look too soft, while his goggles have such hard edges. I'm going to see what darkening it up does, and maybe try to make more of a fold behind her head. They're pretty much all elements I took from elsewhere, lol, but in tiny little pieces. The girl's top and head kerchief were the only things I drew (and with colour samples and contour guides drawn from the RTP). The goggles are modified from the generator (I found the generator placed them too low, and they were too big in a couple of directions), and the base for the guy is Ralph's sprite from the standard characters that come with the game engine (though only the hair remains, I think). I am terrified of trying to draw hair, but maybe I should just give it a shot anyway. I figured to learn RTP style, what better way than to dissect (quite literally) some sprites! A scientist at heart.
  4. siChainlinks

    Vos Sprite (first time ever!)

    Looks good for the most part, but there's something odd (at least for me) about the eyes. If this is the eye style you're going to use with all of your sprites, it'll probably fine. But if you're going for a match with the RTP sprites, they are closer to the center, thinner, and layered up and down instead of left to right.
  5. Hi folks. I'm a pretty amateur spriter (I work from generator pieces largely), but I'm trying to improve my abilities to edit. So here are two sprites I've been working on. I've been looking at them for much too long, and can no longer see the larger picture or even, possibly, gross weaknesses in their details. If you have a moment and don't mind providing a little feedback, I would be very appreciative: As for the portraits that I'm working from, credit goes to Sketcy-Sketch, and originals can be found here. Thanks for taking a look!
  6. siChainlinks

    [RGSS3] Creating your own window handlers

    Great tutorial! I've been struggling through trying to read how the core modules do this, and then I stumbled on this. You're a life-saver!
  7. siChainlinks

    Calling different databases in a loop (VX Ace)

    I never thought of simply massing the three databases together, that certainly works. Thank you Tsukihime! And thank you, too, GaryCXJk, for your explaining Tsukihime's code: I'm not entirely sure that I understand what the difference is between using the for loops I was using, and using the do loops in Tsukihime's example, but it does actually work differently (and also solves the issue). For now I'll just have to accept that they deal with arrays differently, and learn more from experience about how that's different. Problem solved, thanks to both of you!
  8. siChainlinks

    Calling different databases in a loop (VX Ace)

    Thank you, Tsukihime, for your responses, and your continued help, but I don't think I fully understand what you are suggesting with the piece of code you are offering. Is obj the method I want to run? Is this a loop I would potentially run before my other loop to generate arrays of the regular expression groups that I need to use? Alas, perhaps I am not literate enough with ruby code to be able to understand what you are saying. I have extended the original post with the code, line-for-line, that I am trying to modify. Most of it will be irrelevant, I think, but I hope not too distracting. Again, thank you for your patience so far. I wish I were more a more capable coder.
  9. siChainlinks

    Calling different databases in a loop (VX Ace)

    @GaryCXJk: Ok, I think I understand what's going wrong. And in my code I use a range of 1..size (which avoids calling the 0th element, which would be nil), I just poorly translated. Sorry about that. Any ideas on how I can work around trying to call note on the array in order to call note on the elements, while still assigning it to a variable? I know that neither of my solutions are going to work, but I'm wondering how (if at all) other coders would try to get past this problem: wanting to run the same code on $data_items, $data_weapons and $data_armors (that involves the .note method) without writing it out three times.
  10. siChainlinks

    Calling different databases in a loop (VX Ace)

    The error that gets thrown is a NoMethodError, it says: "undefined method 'note' for <#Array:0x1d37150>". It's undefined because it's not interfacing properly with the database. The same error gets thrown if I try to simply set database = $data_items and then try to run database.note[regexp]. I have had it working fine without the loop (the size has a - 1 in there to make sure I don't have any nils), so I don't think that's the problem.
  11. siChainlinks

    Calling different databases in a loop (VX Ace)

    Each element is an array, is that what you mean?
  12. Ah.... I see now. The symbol :R is linked to the key W in my game. Thanks for the tip! I don't know why I was looking at the game pad tab. Not thinking clearly enough.
  13. Ok, so I do that, but what is the symbol? For example, with the defaults I have, button 8 is R: how do I set R being pressed as a condition? Using :R doesn't work. Do I use :button_8 or something like that?
  14. Maybe this is detailed somewhere that I've missed, but how do I know what the symbols are for different keys? Say, if I want a certain scene to pop up when the player presses 'R'... is there a way to do that? I've used :RIGHT :LEFT (and can extrapolate to up and down), and I've used :B which seems to include the 'X' key and cancel. Are there others/can I create others? I've searched through the help files, and scanned through some of the core code (I've found :C, :R and :L, but I don't know what they mean).
  15. siChainlinks

    Stuck at the beginning!

    I would double and triple check the passability settings of the tiles, and then: do you have any events running on autorun that should be on parallel processing? Autorun will stop everything else until the event is done, including player movement. Other than that, you'll probably have to provide a screenshot or some more information for anyone to help you.
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