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Sneakaboo

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About Sneakaboo

  • Rank
    Member
  • Birthday 04/10/1984

Profile Information

  • Gender
    Male
  • Location
    Netherlands

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. About animating water with a parallax map. This guide helped me a lot (just some quick links) http://www.rpgmakervx.net/index.php?showtopic=48327 Link to the VXA script for animating. http://rmrk.net/index.php?topic=44635.0 http://www.rpgmakervxace.net/topic/13220-parallax-mapping-advice-needed/ Alternative (from this site).
  2. Hey Yummy, It's also a bit hard to see on a screenshot how much it blurs, in game it tends to look different. Another option is to find a stone with more textures and add grass ontop of it. That said in the end it is also about getting a map done and think what you like. I've the bad habit myself to keep remaking stuff because of minor details. Idea for old trails of a mine, just tossing the in. 1: Opening of a mine and have some of those wooden lines ontop of it (or maybe cover a bigger part of the wall). 2: Old mini mine kart rail road 3: broken crate, with some grass against the edges. 4: old camp, could drag some grass and dirt over it.
  3. Sneakaboo

    Victors animated battlers/different visual

    Ah I see, I'm still trying to get a hang of using victors scripts in general. Not fully understanding each comment at the moment though with your help I did manage to get mack sprite to work and got a bit further again. There are some things that I over look in general Like this line: # Pose displayed when receive damage <action: idle, reset> pose: self, row 2, all frames, sufix _1, wait 4; move: self, step backward, speed 4; wait: self, movement; pose: self, row direction, frame 2; wait: 4; pose: self, row 4, all frames, wait 4, return, sufix _1; move: self, step forward, speed 5; wait: self, movement; </action> She pretty much didn't bother moving when receiving damage, while the sentence states on damage. This was another line which basically stated she would stand idle. I changed it for this. # Pose displayed when hurt <action: hurt pose, reset> wait: targets, movement; shake: self, power 10, duration 10; flash: self, alpha 200, duration 10; wait: animation; </action> This line was under it and well on damage the sprite shakes/flashes so perfect. I kept adjusting the lines in ' damage received' while it actually was in the line ' when hurt' Truth be told I've no idea what the damage received stands for in this context, though I got the sprite to work as I want. Pretty much me with scripts in a nutshell. Next step will probably be to animate the sprite a bit and see how that goes.
  4. Sneakaboo

    Victors animated battlers/different visual

    I've got it to work, need to toy around a bit to get it optimal but that is the fun part. I was overlooking the frame 1 part in this line , it was set on all frames. # Pose displayed when idle <action: idle, > pose: self, row 2, frame 1, sufix _1, return, wait 16; wait: pose; </action> This pretty much solves it. Thank you very much for your help.
  5. I like the layout of the map in general, it has a nice feel to it. It's defiantly a map that looks nice to walk through. Few things that catch my eyes. 1: You use a stone with moss on it , but it looks a bit to blurish. Near the stairs you have a tree and next to it that the stone ,you see a big difference in texture quality. Maybe a slight touch of a sharpening tool might help with that. 2: Same with one of the tree models, it looks like it doesn't fit in (mid south is one) 3: You could consider resizing some trees , perhaps recolour some slightly. Just to add some more colour variation. 4: Idea would be to add some traces of past/current human activity near the mine (not sure about the story just tossing it in) That said it's defiantly something to work with. Can't advice you much on shadows, in my eyes you made some nice ones. But with the trees it can be a pain to do it ' correct'.
  6. Sneakaboo

    Victors animated battlers/different visual

    Thank you for your reply, The mack sprite shows up, it's nice to see I can continue with this concept. I've made a succubus_1 _2 _3 and _4. I've ran into a minor issue though. Something that I didn't had with kaduki characters, she basically keeps walking and faces the wrong way. I've tried to reposition her but no dice, same went for trying to change some options like mirror invert. Could you be so kind to help me out with this one as well?
  7. Sneakaboo

    Mixed map

    Sorry for the late response, busy days. The first cave are from Hanzo Kimura which are xp based. It's a great tileset but not finished. I've been mainly busy trying to make animated water for the other tiles, which is something I need a lot more time for to learn. As much as I like these tilesets I think I will stick with RTP for now.
  8. Sneakaboo

    Mixed map

    I've tried to intensify the black lines a bit (even though this one ended up a bit dark) But I had this in mind for the outside, maybe need to intensify the colour a bit more. Aside from that I think I might have been to generous with red for the walls. Also considered mack sprites but I ran into a few issues with side view (animating weapons and the right hand being visible).
  9. Sneakaboo

    Mixed map

    Thank you ^^.
  10. Sneakaboo

    Mixed map

    Hey every one, I'm new to mapping (and RPG maker in general) and after some trial and error with some scripts, I started with mapping. At this point I'm stuck about when ever I should stick with RTP tiles from ace or use XP tiles instead while using RTP sprites. I would like some feedback about these maps and if this looks oke or that it just doesn't match and Ace tiles is the way to go. For me the colours look some what acceptable but I would like the opinion of people that know more about this then me. Spoiler 1 and 2: These maps are from my completed maps. Spoiler 3 and 4: These maps are basic concepts after I reworked the colours a bit with gimp. It's more put together for the colour. Side note I'm terrible with it comes to these things. Spoiler 5: Just basic xp tile I would like some advice what would be the best way to go. Edit: Ack failed at spoilers ><, ah to tired to get this to work. Excuses for this.
  11. Sneakaboo

    Victor Animated Battle 640x480

    *Facepalms* I completly overlooked that, was trying to find a way to scale the UI and forgot about the image size. Thanks though for helping out. Topic can be closed, problem solved.
  12. Sneakaboo

    Victor Animated Battle 640x480

    Hehe my bad I could have been a bit more accurate, here is a screen shot about the issue. I've read about this issue before but well I'm not sure where I have to adjust it manually and how (or if it is even possible)
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