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Everything posted by Vis_Mage
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Hey, welcome to the forums!
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Conflict between Beastiery Logbook and MOG Battle Result
Vis_Mage replied to Vis_Mage's topic in Programming
Works like a charm, thank you very much! EDIT: Nevermind, ran into a bit of an issue. It counts the kills correctly the first fight i'm in (if I kill 2 in the first battle, that counts fine), but does not count any future kills (if I then get into another battle, and kill 3 more enemies, the counter still stays at 2). -
Looking for an old Mr. Bubbles script, anyone have it?
Vis_Mage replied to Fox420's topic in Editor Support and Discussion
Sure thing: Edit: Spoiler tag keeps messing it up -
Is this type of cutscene possible?
Vis_Mage replied to Malikory's topic in Editor Support and Discussion
Hey, welcome to the forums! What you're looking to do is very possible by using scripts. Here, I think this one should achieve what you're after: https://forums.rpgmakerweb.com/index.php?threads/saba-kans-galge-conversation-system-0-7.1022/ As for voice clips, VxAce supports those on its own. Just import them into your game's SE (sound effect) folder, and set them to play right before the text. -
Password System to transfer items and level to new game
Vis_Mage replied to captainhellfire's topic in Editor Support and Discussion
Did a quick bit of testing, and adding new scripts into the equation does seem really situational. Since most scripts either don't fully work, or throw an error if they aren't initialized (done at start of new game), I'd recommend you avoid adding scripts if possible, but you might be able to get away with some scripts. Just make sure to test things out. -
Password System to transfer items and level to new game
Vis_Mage replied to captainhellfire's topic in Editor Support and Discussion
Assuming both games are made in the same engine, you could accomplish this without much issue. If you set things up with the transfer in mind, you can simply copy your save file from game 1 over to game 2. When starting the second game, just start creating switches/variables/new items/etc where you left off on the original game. (If you had 150 switches in the first game, start at 160 or so.) This way, you can reference choices and story progress from the first game, as well as prevent things from getting screwed up by having a switch unknowingly active. This will transfer over your characters, inventory, active switches and variables, and your current location. To deal with the location, you have two options. Firstly, you could create a "transfer room" where the players must save in game 1. Then, set a map with an identical layout in the first town of the second game. This option uses the honor system, as if the players choose not to save in the "transfer room" they could end up somewhere unexpected, such as out of bounds, or late into the game. The other option is to have a switch in game 1 called "Transfer?". Then, in game 2, have a autorun common event that activates if this switch in active (which it only should be if a save is transferred). From there, you could teleport the player to wherever you want the game to start. One MAJOR note about this! If you decide to do this, both games MUST have the same scripts. If not, the save will likely either fail to load, or crash! I hope I explained this well enough. If your confused about anything, I could whip up a quick demo. Just let me know! -
What I have been up to lately.
Vis_Mage commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
Cool to hear that you continued work on your dungeon system. I've been toying with an idea using your older released demo (kind of a mix between Pokemon Mystery Dungeon, and raising Chao from Sonic), and look forward to seeing how you've expanded on it over time. -
Hello! I'm hoping someone help me create a cutesy golem sprite for my project?Resource Type: Overworld Character SpriteMaker Format: VxAce (although MV is fine too)Art Style: RTP (Chibi) styleDescription: I'm hoping to create a magical-looking golem, something that looks kinda rugged/worn down, but still kinda cutesy. I have an image below to base it on.References: I'm looking to have the golem based on this little guy:Very cute indeed!~Thank you!
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Welcome back!
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FaceSets & Bust Ups! (Taking Vague Requests)
Vis_Mage replied to PhoenixSylph's topic in 2D Graphics
Hey! I was wondering if I could make a request? If so, could you could try creating a sheep girl. Design wise, she'd be pretty much the same as an elf, just with sheep's ears (and perhaps those cute swirly cinnamon bun looking horns that some sheep have). I hope this isn't too specific of a request. -
Thanks a ton! I've sent you a PM.
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Hello! How are you doing? I am hoping to recruit a pixel artist or two to help me bring Pokemon RMN, a community-based Pokemon fan project in which I recently became the only active developer for, to life. You can check out the project here! We already have a demo released, that plays up to the third gym! https://rpgmaker.net/games/6734/ Engine: RPG Maker XP Synopsis: Far away from familiar lands in the Pokémon world, lying South of the Inday Region and West of the Moddin Region, there exists the isolated island of Ahremin. The Ahremin region is known for it's rich history, including tales of a monstrous beast who once threatened to devour the world; it contains bizarre landscapes, including the mysterious ruins of a lost civilization and the outright befuddling Ultimate Warp Zone. The most fascinating aspect of Ahremin, however, is its Pokémon species, all of which are found nowhere else in the world. After recently moving into the region, a curious, ambitious teenager wishes to explore Ahremin to its fullest; discovering, befriending, and training its Pokémon with the hopes of becoming champion of the Ahremin Pokémon League. This teen is the child of the world-famous Pokemon Trainer Andreas, who runs the gym at Misao City. With a reputation to keep up with and a dream to fulfill, the teen accepts the Trainer's License and embarks on a journey that will test his/her endurance. Will he/she make a mark on this strange new world? Does he/she have what it takes to become the Ahremin region’s champion? This teen is you, in case you haven't figured that out, so what will you decide? Positions/Roles Needed: As of the moment, I'm mainly in need of pixel artists. In particular, I'm hoping that you'll be willing to help out with creating overworld sprites for the Pokemon (for those familiar with Pokemon, imagine the fallowing Pokemon feature from Heart Gold and Soul Silver). My hope is to be able to create a lively world for the player to explore throughout their journey, and I feel that actually having Pokemon seen not only in battle, but all throughout the world would go a long way in making the world feel alive. The sprites would be the standard for the engine, being 32x32 sprites, with 4 directional walking. XP has 4 frames per direction, but I'd be perfectly fine with 3, as I could finish formatting them on my own. As of the moment, every Pokemon has at least a front in-battle sprite (with over half also having a back sprite) in which you can base its overworld sprite on. Of course, you could also ask for any additional information that you may find useful. I understand that this would be a large task to ask of you. The project is certainly something that'll take a fair bit of time to complete, but I'm hoping it'll be worth it in the end to deliver the best project that we can to the community that made it possible in the first place. Pokemon RMN is a passion project crafted by the combined effort of the RMN community. It has technically been in the work since 2013, however, the original developer had to abandon the project due to personal reasons about a year ago. Earlier this year, I adopted the project as my own, determined to see the project through it's completion. My Role(s)/Position(s): As far as my own personal roles, I take care of pretty much everything else as of the moment. Mapping, evening, collecting music, setting up stats and scripts, the whole nine yards. Art, however, isn't really my strong suit. I'm really hoping to find an individual willing to help me bring this project to life. If you have any questions, please don't hesitate to ask!
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Bump
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Ruby/RGSS3 questions that don't deserve their own thread
Vis_Mage replied to kal's topic in Programming
Yup, works like a charm! Thank you! -
Hey! Are you still accepting requests? And if so, could I put in a request: Description: I'm looking to re-create a simple minigame from the now closed Club Penguin. I've been feeling a lot of nostolga for CP lately, and was hoping to re-create a few of its minigames in my game. The minigame itself is called Thin Ice. The game itself is really simple, you move your character over ice tiles, which melt as you step off of them. The goal is to get to the end of the level (the red tile in the example video), but if you want a high score, you'll want to melt as many tiles as possible (with a bonus if you 100% a level). There's a few other mechanics that come into play, such as a tile that you can pass over twice, push blocks, a teleport tile, etc, but I'd imagine after you have the basic mechanic, those would be easy to add. I'm including a video below, but if you have any other questions, please do ask! Example (if possible): Here's a video of someone playing the game; Would you like GUI/pictures done by me?: If you're willing to, yes Art Style (must have a visual example(s))?: Similar to the video. You'd be playing the game on a retro arcade cabinet, so the art style is fitting. Also, although you certainly don't have to, I do have a player sprite planned, if you'd be willing to retro-ize it to fit the other aesthetics.
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Ruby/RGSS3 questions that don't deserve their own thread
Vis_Mage replied to kal's topic in Programming
Hey! Quick question, I'm using Yanfly's common event shop, and want to have certain shop items be hidden dependent on a veritable. (Hope this is the right place for this...) This is the notetag I have to set up <shop show eval> string string </shop show eval> How would I write a line of code to check if a variable is higher than (or equal to) x? -
Welcome back!
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For anyone curious, vFroggy recently wrote an addon for the script, that added a script call to gain weapon exp out of battle (at the time, version 1.1 wasn't available), and changing how the script checks what items can be broken down (normally, you have to tag ALL items you don't want to be broken down, the addon make it so you can simply tag the items you DO want to be broken down instead.) I did a quick test, and it seems perfectly compatible with both versions of the script! You can find it here:
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Works like a charm! Thank you so much!
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Hey, thanks a ton for helping me out! I'm glad to say that the notetag seems to be working perfectly, but I'm running into an issue with the exp script call. (starting at the Game_Interpreter:1409 line) The script call I was using was: $game_actor[1].gain_weapon_exp(50)


