DavidFoxfire
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7About DavidFoxfire

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Rank
Advanced Member
- Birthday 05/02/1969
Contact Methods
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Website URL
http://foxfirestudios.net
Profile Information
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Gender
Male
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Location
St. Louis, MO
RPG Maker Information
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RM Skill -
Jack of All Trades
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Is there any way there's going to be an MV version of this plug-in? I'm really going to need it in my projects.
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You're going to need to know your way around Photoshop of Gimp, and do a lot of copy and paste to combine the parts you need from the many tilesets you have into the combined tileset. I'm sure that someone who's more experienced at this can help you out better than I can.
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If you just need some parts of a tileset, you can take the parts you need and combine them into a customized tileset. As long as the credits for the original tilesets are given, nobody's gonna drag you away.
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Sooo is RPG Maker a thing of the past?
DavidFoxfire replied to endafy's topic in Editor Support and Discussion
Personally I hope that RPG Maker doesn't get cancelled just as I'm getting started working on it. There's still a lot of things it can be improved on, and maybe Enterbrain should tap a group of people to make the next version of the software. Here's a short list of what I like to see: 1. GIMP and Photoshop intergration: Make it easier for those who use either of these programs, which could be nearly everyone who as much as dabbles in RPG Maker 2. Making with the option for additional layers...and at least 2 more tilesets. Either that, or make the tilesets expandable. Have parallax or layer graphics be an option. 3. Make the character generatior easier to expand. This is my biggest gripe in RPG maker. I like the built in-character generator in a pinch, but it's woefully short on features, and adding new graphics to it is a pain. 4. Multi-platform export, inlcuding consoles, portable, and even Flash. Dot Net exists and it's open source. Like Crownless King said, there's no excuse. 5. Last but not least, an online support site with an extensive repository of user-created content downloadable directly into RPG Maker and a forum, much like this one, that you can access both from the program and from your browser. This will include several tutorials for those new to the program, including general creation and scripting. -
My main complaint is the title screen part where it says that there's a quicksave available and if you want to use it. I'd prefer it to be at the bottom of the screen.
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This is exactly what I'm looking for. (And I do know Ruby Syntax, I just wanted to know the specifics) Thank you very much
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I saved the two tutorials on Ruby Scripting. I just need two specifics before I can consider this solved. In the Event Editor, you have conditional branches for 1. If a given actor is in the party 2. If a given actor has learned a given skill. What is the Script editor version of these conditional events? (What I put after if on the line.)
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I'll be sure to do that. I love me some cartoon foxes
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That's basically what I wanted to do. Have these functions operate as RGSS3 Scripts and call them from the Events, because I know how to code at this simplistic level. LIke I said, nothing too crazy, just some decent number crunching. And as before, you call it by typing in this? " :average_attribute " (Without the quotes, of course.) I also have another question: Is it possible to use an Index variable on $game-variables ? Like you set up a formula to produce gvindex, and then you use $game_variables[gvindex] when calling a certain variable. And I might as well add it here since we're talking noobie questions about Scripting: Conditional Branches. I might see the need to use "If a Character is in the Party" or "A character has a certain spell" or "A character is above a certain level", much like the Conditional Branches in the Event Editor. How does that relate to Scripting? Could you write the condition part of the if-then-else statement as it's shown in the Event Editor, or is there any special syntaxs involved? Thank you for your assistance so far, it's greatly appreciated.
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That sounds doable. To be honest, I only need to use one 'function-style' Common Event at a time. Like I said, this is basic number-crunching.
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In that case, would it be possible to have an Common Event call another Common Event for some number crunching, and then return to the first event and resume on the line after the call?
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Super Dungeon Demo Thing
DavidFoxfire commented on Kayzee's blog entry in KilloZapit's Magical Fairyland
I wanted to use this script for smaller dungeons in the game I'm making, or on floors that are used merely as transition to floors that are more event-based. One question here. Is it possible to leave a dungeon, either by backtracking or teleport, and have the dungeon remain the way you left it? -
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The requisite Hello World Blog Post
DavidFoxfire posted a blog entry in DavidFoxfire's Works in Progress
If you're seeing this, then I got the Blog system right. Good for me I'm setting up this blog so I can give the community some updates on my own RPG Projects. The first one is the stereotypical learner project, although I have a decent subject for it. It's set in D&D's Forgotten Realms and has an homage to the 80s era D&D cartoon show. It'll be called "Marcie of the Sundering" and it'll be the first project I'll share with you. (It's a fanwork, of course. Totally non-commercial) Word of warning though, if you wanted to see a quality and squeaky clean game, keep looking. I'm doing this to learn the program, and because of it, it's going to be quite sketchy at places. Especially in the graphics as I learn Tileset editing and Layers. They're also going to be a long list of to-dos that I could apprecaite some help on as well. What I learn and develop in this project will go into my second and first official IP, Revolver Princess. I'll tell you more about that later. I really appreciate all the assistance you all have given me, and I hope that this blog will give me the venue to give back to the community. Marcie's game is moving along quite nicely even though I'm about 75% through the prologue, and I'll give you the first WIP when I get to the point where I can start on the actual game. Looking forward to hearing from all of you. -
DavidFoxfire started following Moving an event next to the player.
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This certainly will. Thank you very much.
- 2 replies
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- map co/ordinates
- camp
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(and 1 more)
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Is this compatable with Yanfly Save Engine? I know you have "This script will not work with any script that edits # Datamanager.first_scene_class." on the script but I want to be sure.


