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Everything posted by siChainlinks
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I made some fairy wings! I didn't like the generator's third set of wings, so I used them as a base from which to create a new set of wings. Here are two generated characters with the wings in pink (the colour I was making them for), and the wing set. They are set to ~60% opacity, so you can see the clothes and background through them (which means they look a little dark in the generator). Let me know if there are any glitches or things I should fix. Is there a category in the generator that will place the wings behind the hair for the bottom sprite? ***EDIT*** Solved the layering issue, though it means you can't have a cloak and wings. Though to be fair, I guess that would be too busy for a sprite anyway. For my tastes, I like to have the side wings layer in front of the hair, and the back wings layer behind the hair, so I've created two layers (a cloak layer and a wing layer) for my generator:
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How to start the game with my Hero? (+Hero creation)
siChainlinks replied to afostinis's topic in Editor Support and Discussion
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).- 5 replies
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- edit
- read first
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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!
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Oh look an arts forum :3 *slips pic in*
siChainlinks replied to Neverward's topic in Literature Library
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. -
Character sprites to match portraits
siChainlinks replied to siChainlinks's topic in Artwork Gallery
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. -
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.
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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!
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- scenes
- control-flow
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Calling different databases in a loop (VX Ace)
siChainlinks replied to siChainlinks's topic in Programming
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! -
Calling different databases in a loop (VX Ace)
siChainlinks replied to siChainlinks's topic in Programming
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. -
Calling different databases in a loop (VX Ace)
siChainlinks replied to siChainlinks's topic in Programming
@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. -
Calling different databases in a loop (VX Ace)
siChainlinks replied to siChainlinks's topic in Programming
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. -
Calling different databases in a loop (VX Ace)
siChainlinks replied to siChainlinks's topic in Programming
Each element is an array, is that what you mean? -
Ruby/RGSS3 questions that don't deserve their own thread
siChainlinks replied to kal's topic in Programming
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. -
Ruby/RGSS3 questions that don't deserve their own thread
siChainlinks replied to kal's topic in Programming
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? -
Ruby/RGSS3 questions that don't deserve their own thread
siChainlinks replied to kal's topic in Programming
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). -
Stuck at the beginning!
siChainlinks replied to SubjectHere's topic in Editor Support and Discussion
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. -
Neglected Ambience - Character Classes By Stat Choices
siChainlinks replied to nickfitzgerald3's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Just taking a quick gander through new posts, and is that a deliberate spelling on the class screenshots? I'm looking at Soilder, and I imagine that you mean Soldier? If it's deliberate, you may want to consider a name that can't be mistaken for a typo. Archer, perhaps? Maybe I'll give the demo a shot. Looks like a good composition, and from what I can tell you haven't over-extended yourself with different features. EDIT: When I open the demo, it throws up an error. It's missing the proper tileset. If you're using custom tilesets, you may want to put up a demo that includes them as well. -
First (short) script from scratch: titlescreen menu select sound change
siChainlinks posted a blog entry in siChainlinks' Blog
I've been learning how to script, and to keep a record for myself (and for anyone who might be interested, though that I don't know about), I thought I'd post them up here. This is going to have to be what I'll consider my first script. There were two before it, but these were embellished versions of the first two scripts that DP3 makes in his tutorials. Needless to say, I'm greatly indebted to DP3's tutorials for getting me on my feet. It's real short and sweet: EDIT: Thanks again, DP3. Here's an edit of the script that will also allow a bit more to be customizable. I've added in main menu options (which can be removed, if they don't float your boat), and some instructions on how to add sounds for custom menu options. Let me know if they are clear, or if you're having trouble with a particular menu option. -
First (short) script from scratch: titlescreen menu select sound change
siChainlinks commented on siChainlinks's blog entry in siChainlinks' Blog
Just updated it. Let me know if you can figure out how to add in your custom menu options, kairunotabi. -
First (short) script from scratch: titlescreen menu select sound change
siChainlinks commented on siChainlinks's blog entry in siChainlinks' Blog
@kairunotabi -- that I don't know. I'm still learning. Are these custom menu items from another script? It would probably have to be dealt with within the script. I'll take a look at some of the scripts I've been using and see if I can see a way to change them. -
Please Close
siChainlinks replied to Dmariin's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Love it! Great book to have chosen, too, in the screenshot. That was one of my favourites. How's the game going? Let me know if I can help with any other mapping! I'm currently teaching myself how to script, so I've not been on the forums much at all over the last month.- 28 replies
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- first project
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Full map view (please help!)
siChainlinks replied to iamleinad's topic in Editor Support and Discussion
You can make a 'mini-map' by taking a picture of the map, scaling it appropriately, and then call a common event with a map-item that displays the picture. It might take some troubleshooting, but I've done something like it in one of my mock-up games. -
The title font for the logo is difficult to read, and you may want to try pastel blue and red for the font and/or outlined with a white glow. Erasmus Demi looks like a good, solid font for the body text.
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Welcome! Good to see other English lit folks out there. I just finished a degree in English, and this is my hobby when I'm not writing poetry. RPG maker is a great way to learn programming, image editing, etc in a context where you can readily put them to use: play around with the program and you may surprise yourself! (You also don't really need to be able to program or make your own graphics in order to make a game, just need some basic principles for eventing which you can probably pick up in tutorials around here).
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Siegen Saga
siChainlinks replied to Dark Influence's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Looks like an interesting game! I always love shades instead of black and white, and the main character(s) look(s) interesting. Though maybe the acronym for SERCH could be a little more convincing? Ending with hellish seems... strange. Most acronyms that I've encountered that are that long have a sentence they are saying (more or less). It's not too hard to juggle it around, for instance: "secure, exterminate, restrict and control hellspawn" works for the same acronym (I've seen lots that don't include the letters for 'and' or prepositions, etc). Mine's got some redundancy, so I wouldn't go with that either, but I think you could play with it a bit more (and it would likely take minimal editing in game, as the acronym is probably used more often).


