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Tdanger

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Everything posted by Tdanger

  1. Tdanger

    Character selection menu concept.

    Bah! I had a black screen set up just for that menu, and I was so tired I forgot to transfer the events over, easy enough to fix though. Anyway thanks a lot for helping me sort that all out, it's kind of hard to bounce ideas off your self.
  2. This is a rough concept of the character selection menu I think I'm going to use. The demo below is just the character select menu, you can't actually select anything, just navigate the menu. You can download the menu demo here. I'm looking for some feedback regarding the starting position of the menu. It's currently the upper left corner, but I was thinking the middle might be better. I was going to add some sound effects, and maybe a screen shake on invalid input, but I figured I had put enough work in already for something that is purely conceptual at this point. This was my first event based menu and I think I like it, but I'd really like any input, so please let me know what you think.
  3. Tdanger

    Character selection menu concept.

    Alright, so something maybe a little more like this? Download With better quality menu images and some better sound effects eventually?
  4. Tdanger

    Character selection menu concept.

    Thank you both, for the positive feedback. @Tsarmina: The character selection is a little overwhelming, and I originally planned on having a branched menu to kind of reduce that initial explosion of choices. In the end though I realized I personally would just end up going back and forth checking each one before making a decision, so I figured I would just toss them all together. Do you think it would be better to start with a selection of each class type first? So: Martial, Arcane, Divine etc. and then each of those would branch into three sort of archetypes. Martial turns into Knight, Fighter, and Ranger. So on and so forth. Meh?
  5. The Pixel movement isn't even really what I was after, and I tried using the advanced collision script, but it seems to be a bit beyond my skill level. Thanks for the suggestion though, it's nice to get a response.
  6. Should I have posted this in Script Request?
  7. @Sixth Thanks for clarifying, I came to a point where I realized the issue was probably my ignorance, so that makes sense.
  8. I'm having trouble setting this up. Is there much to do other than install the script and paste over the .dll?
  9. Tdanger

    VE - Pixel Movement

    Awesome! That works quite well. But I see what you mean about interacting with events. If an NPC comes near the PC, he side steps, like he's avoiding them. It must be something to do with the auto correcting the pixel movement does, when you walk toward an event or edge. This is definitely a step in the right direction, but if I can't interact with event properly, I'm not going to get very far. I tried adjusting the side_collision_fix? again, but still not getting far on my own.
  10. Tdanger

    VE - Pixel Movement

    Well, I've had a few promising leads, but they've all resulted in little other than various errors, as expected. If anyone can figure it out, or even how to isolate the collision detection aspect of the script, since that's all I really want, you would be saving my ass.
  11. Tdanger

    VE - Pixel Movement

    First, thanks for the speedy response. I tried setting all the 0.125 settings under side_collision_fix? to 1 first, which oddly just changed the way the PC adjusts itself to line up with oncoming events. Instead of moving toward the center of the oncoming event, the PC moves to the outside of it Then tried adjusting the fix_position 8's to 2's and it wouldn't let me move at all. I'm going to keep playing around in those areas though and see what I can do. Thanks again.
  12. Tdanger

    VE - Pixel Movement

    I know I'm super late to this party, but is there a way to adjust the pixels the PC moves per step? I looked through the script but nothing obvious jumped out at me. I basically need the collision detection aspect of the script without the pixel movement. I love the pixel movement, but the ABS I'm using only works if the event is lined up with the hero just right.
  13. Anyone know how I might reduce the time/frames you have to hold 'K' to call your party back?
  14. Tdanger

    Passive Skills not related to combat.

    I gave it a quick try before I go to bed. So far it works perfectly, everything looks perfect, better than I could have hoped for and it's so easy to use! Thank you so much Intocabille, this is going to save me so much work and it's going to look better than anything I could have done on my own. Truly fantastic work.
  15. Tdanger

    Passive Skills not related to combat.

    Holy crap, you're amazing! I'm going to play with this a while and I may have questions, but it sounds like this will work perfectly, and showing the level in place of the cost is genius. Also, being able to set the skills up for multiple characters is fantastic, I just didn't think it would be worth the hassle. I really can't believe how quickly you did that, thank you!
  16. Tdanger

    Passive Skills not related to combat.

    Don't be sorry! I'm in no rush and I really appreciate your help. I just noticed the second method you suggested and that would probably work even better, it sounds like it would give me more options on how the Skills are used in game. Thanks again!
  17. Tdanger

    Passive Skills not related to combat.

    It sounds like it might work perfectly! That's actually a really flexible way to do things, lots of different ways you could utilize that, very good idea. Is this a script you are currently working on, or one you finished already?
  18. Tdanger

    Passive Skills not related to combat.

    Thanks pencilcase27, I was considering using a similar script I found on the master list, but I'm really aiming at something that doesn't actually use "Skills" per se. The entire Field Skill system I'm using operates entirely off variables, and so if I had a menu option that displayed the "skills" and their current variable "level" I would be set. I just need a way for the players to see what their skill levels are in a manner that's not so obtrusive.
  19. Tdanger

    Passive Skills not related to combat.

    I actually cut it down to ten skills, but it only needs to apply to the "main character" you have 14 choices at the start of the game so it would only have to apply to whatever character is chosen. I found a Yanfly script that lets me hide the skills during battle which is a step in the right direction, but you still end up with an empty and ultimately useless skill category. And again, it would be really nice for the players to be able to see the level of the skill from the game menu, I was thinking if all else fails I can set the skills up to present a message that would let them know the skill level but as I'm planning on selling the game it really needs to be as user friendly and streamlined as possible. I don't know if I'm explaining this well, but all I really need is a menu option (Field Skills) that would display the name of the "skill" (just a word not an actual skill in the game) and a variable that would be the "level" of that skill, it's only going to be used in events. And it only applies to your main character, so it doesn't actually have to be bound to a character at all, the variables will just be set to different levels depending on which character you choose.
  20. Tdanger

    Passive Skills not related to combat.

    Yeah, seems a little out of my league. I can keep doing it the way I do it now, but I have all these skills that show up during combat that have no use there. Super cluttered. I'm not really sure how to go about commissioning one from someone who actually knows Ruby well enough to script it up. I'm learning slowly, but I'm not sure I'll ever get past simple modifications to existing script. Regardless, thanks for trying!
  21. Tdanger

    Passive Skills not related to combat.

    Thanks Wren, but unless I'm missing something I don't think that's going to work for me. I guess what I really need is for a skill to display a variable that's attached to it so the player can see the level of their skill in the menu, it's not necessary for it to have it's own section in the menu, but that would be preferable. That might be an easier way of achieving what I want, I'm not sure really, but I have 16 skills that I want to work this way, so that particular script probably wont work for me.
  22. Tdanger

    Horror In The Orient June ReStaff Release

    Great stuff, all around! Pjcr's undead muay thai Sprite has no info regarding commercial/non commercial use etc. I mostly want to steal the charm on his forehead and rework it a little for a sprite I'm working on. Any clues?
  23. Tdanger

    June ReStaff Witchcraft and Fantasy 2014!

    Awesome! Thanks, one and all, for your contributions everything looks amazing!
  24. Tdanger

    June ReStaff Witchcraft and Fantasy 2014!

    This may be a stupid question but are Resource Staff Releases resources I can use in a commercial game? Longtime RPGmaker fan, new to the site/forums.
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