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BrashDarrington

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  • Content Count

    22
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About BrashDarrington

  • Rank
    the Absent Minded Producer
  • Birthday 10/18/1984

Profile Information

  • Gender
    Male
  • Location
    PNW

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. BrashDarrington

    Temp disable key?

    Problem solved! I had the common event that determined if the tile your were jumping to was a good tile or not set to the same switch as jump activation. so when I reactivated the switch, the character would jump before it calculated if it was going to be a good tile or not.
  2. BrashDarrington

    Temp disable key?

    that's what I thought too, but if the player is holding the jump key down before the switch is flipped, and keeps the key pressed it will keep jumping the character even though the switch is off.
  3. BrashDarrington

    Dash Bug: player keeps moving

    Problem solved! DO NOT HAVE NUMLOCK ON WHEN CONTROLING WITH THE NUMPAD. O_o easy fix. interesting bug/glitch though if anyone wants to look into it.
  4. BrashDarrington

    Long Time User And Have Not Completed A Game

    I've been making games with RPGMaker since Don M. translated RPGMaker 95. The only game I ever completed was a 2 hour game called "The land of Wenis" that was finished about one week after getting 95. Still making games over 16 years later and haven't completed anything sense then. So your cool.
  5. I've searched all over the interwebs and haven't found a solution to this yet. When holding down shift to dash, if the directional key is released before the shift key is released, the player will continue to move in the direction he was facing, and the controls get stupid after that. I cant be the only one having this problem. Booted up a new vanilla project and it still happens so I know its not something I did to the base code. Any feedback/help/quick fix would be very helpful. My whole design aesthetic required large open maps and not being able to run correctly is killing it.
  6. BrashDarrington

    compare and sort data in an array

    Alright awesome Player One! Now that's a lot to take in, and if I cant get my current code to work, that's good to fall back on. Since I want to learn, I tried going a different route, so let me show you what I have so far and tell me what you think. it is properly ordering the info at this point so it's looking ok to me. Note though since this is my first code, I am making it easy for me and only working with 4 characters at the moment. also note that just this has taken like 16 hours of researching the internet to learn enough about hashes to do this correctly. First image is the code, second image just shows the output in a message box so I know its organizing the info correctly. EDIT: Just noticed the top of the code got cut, it's for now just listing character agi's as a static number. my next step is figuring out how to pull the data from the games source code.
  7. BrashDarrington

    compare and sort data in an array

    let me explain what i'm doing to give you a better idea. I'm making a turn sequencer. I need to know the Character ID, and that characters agility stat. I want to group those two pieces of data in either a hash or an array for twelve characters. So I will have 12 sets of two pieces of data. Character 1 ID and Character 1 Agility Character 2 ID and Character 2 Agility etc.... to twelve. I need to keep the data together because I want to sort by agility, then access the Character ID's and put them into a final 12 variables like so. First to act #character ID with the highest agility Second to act #character ID with the 2nd highest agility etc... Is that easier to understand? I'm BRAND NEW to scripting so even just learning the dictionary for ruby has been cumbersome at best. even just explaining this has been difficult. I've also run into issues with posting integers? and someone told me hash might be a better way to pair data... but I looked into hash and its pretty daunting for a noob.
  8. BrashDarrington

    For musicians: How do you make town or calm music?

    Hey there! So far I like what you got in those two tracks. The "Main" track drums totally reminded me of the ancient era music from Civ 3. The one piece of advice I can share is stay in your major scales for your town stuff. It's gotta be all bright and cheerful. Unless your doing like an island town, then just make it sound like a girls gone wild commercial with steel drums and your gold. And as weird as it might be (I make electronica too, so its tough) try using different time signatures. If you study late golden era RPG's (FF7, BOF3, Star Ocean, etc) they use a lot of 3/4 or 3/5. You know those Japanese musicians are all classically trained, so you got to play on their turf if you want to pump something out like that.
  9. BrashDarrington

    Fusion Skills

    I'm pretty terrible at scripts, but you could circumvent that issue. If you created an item that was one time use, you can call a common event and give them the choice to unbind. at least doing it this way, since the character actually loses the skill, they wouldn't be able to bind them to another skill. The downside is the WEB of conditional mods for all your combos your planning for each character. stay organized and keep at. It'll work in the end.
  10. BrashDarrington

    Fusion Skills

    easy enough without using scripts. Have the crafting table as an activated on trigger event. Conditional Branch - if actor 1 has Fireball ability - if actor 1 has Sword strike has fireball ability -Give choice "would you like to trade Fireball and Sword strike for Fire strike?" -yes: Remove Fireball and swordstrike; add Fire strike you can add a switch that turns on for each Character Id when they combine a move. so at the beginning would be another conditional branch; If character ID variable is on, give option to switch back instead of option to quit. would be opposite, if actor 1 has fire strike and answers yes, remove that and add swordstrike and fireball. does that make sense?
  11. BrashDarrington

    Artistic direction feedback needed for sprites

    Thanks Necromedes! Good to know I'm on the right track. And like I said before, I've done ALOT of edits in my day so its not super new to me. I will say though, the hands... my god the hands! What a time sink that was to get those right. As far as shading goes, to make sure I'm still in line with the graphic inspiration, I was thinking of going with a 5 tone color system. What you see there is the "base" color. The remaining 4 will be 2 tones lighter and 2 tones darker. Using limits like this should make it end up looking pretty close to the source material, even though it's like a bump from 16 to 32 bit color. I did a full color blend sprite using a base from the internet (cant remember the name) but it came out looking too different then the vision I had for this project, so its scraped. I've included in the post for reference. Since I do all my media in Fireworks, it should be easy to shade using the burn and dodge tools... but if you know and tricks of trade you'd be willing to share, I'd be very grateful.
  12. So I need some feedback on my sprite design. For some background, the game is sci-fi and artistically in the style of "Phantasy Star IV" When porting the sprites over to VX, I noticed that while they were tall sprites, they were fit at 32x16 px. After blowing the ripped sprites up, I was left with doing a full redraw to get the same feel as the source material. I've never done a full draw before (only edits) so this is new to me. Any feedback would be appreciated. As you can see too, I have not shaded the sprite yet, so this is far from the finished product.
  13. BrashDarrington

    battery life

    Step one: We are first creating the common event that's going to happen when we "use" the battery item. - First we set a variable named "Battery Life" to a set value of 100. - Next we then Activate a switch (turn on) named "Battery System Activate" we make this because when we create the battery item, we can call this common event to activate when the item is used from the menu system. Note that the trigger is set to none. Step two: We are now creating the system that's going to track time, and reduce the value of "Battery Life." -Make sure the common event is set to parallel process (meaning its always active in repeat, as long as the trigger is on.) -Make the trigger that activates the common event the switch labeled "Battery System Activate" -We first create a wait command for 60 frames. (1 second) -We then change the variable named "Battery Life" by -1. Make sure its subtracting at a constant of 1. -Lastly we make a conditional branch that checks if the variable named "Battery Life" equals 0. If it does, it turns off the switch "Battery System Activate" What this is doing is every second, the game subtracts 1 from the Battery life until it hits zero. then turns the draining effect off. Step three: Now me make the item that pulls everything together. -First thing, make scope "none" and change it to only be used from menu system (so you cant use it in battle. Make sure consume is on "Yes". -From the effect bar, call the common event "Battery activate" So in all, when you use the item, it sets the battery life to 100, and starts draining the battery every second. when battery life hits zero, the switch resets to off and the draining effect stops. To enhance the system, you could instead have different strength batteries. to do this create different common events for each one. You would use the set battery life variable instead of 100 to like, 20,50, 200 or whatever. you would still just have it activate the same "battery system activate" switch, it would just take longer or shorter time for the counter to hit 0. Whatever lighting effects you are using, just make a conditional branch on them that makes it only work if the variable "battery life" is greater than 0. Hopefully that helps.
  14. BrashDarrington

    battery life

    Set a variable for Max battery life set to 100. Set a parallel process to wait 60 frames , then subtract 1 from max battery life. The trigger for activating the parallel process should be a switch triggered by equipping the battery. When the variable equals 0, switch the activation for the parallel process off and reset battery variable to 100. I'm on a bus right now so I can't test it... But that should work for the back end processing. Tying it to the visuals is all you.
  15. BrashDarrington

    Eventing a walking sound effects

    Your welcome. I'm new to the forum here and everyone has been really helpful to me, so I don't mind repaying with what I do know. If the lags a problem, maybe try reducing the frame wait? Since I never actually tested this exact way, it would be interesting to see if even waiting just 1 frame would work.
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