Jump to content

ProfCreepyPasta

Member
  • Content Count

    25
  • Joined

  • Last visited

Posts posted by ProfCreepyPasta


  1. I've seen websites and devices that let you generate white noise for different stuff like contacting spirits and I was wondering if someone could make a plugin that generates white noise similar to how those do. Yeah some would probably tell me I could just play some white noise as an audio background sound in my game but I feel like that's not good enough and may not really work for what I'm trying to do. Someone please let me know if this can be done with a plugin and if someone could make it for me. I'd appreciate it!


  2. So I've been trying to find sprites and sv battle sprites of a Grim Reaper holding a scythe for RPG Maker MV on Google but I'm having no luck, aside from the default ghost sprites but I'd prefer Grim Reaper sprites that are holding a scythe. Is there any place to find this or can someone make some? I'd appreciate it if someone could help. 


  3. Is there a plugin that lets me add something like a voting system and voting screen similar to how it works in Among Us? I wanna try to make a game similar to Among Us but different enough so it's not a direct copy and add AIs to the game so it's not an online game. I attached a picture I edited of what the voting screen looks like in Among Us. Also I have the Among Us voting screen resource parts if that helps at all.

    Among Us Voting Screen 02.png


  4. I realized I originally posted this in the wrong section but I was wondering if anyone could could help me with generator parts for flat top hair. Someone on RPG Maker Web already made the ones for the SV_Actor sprites for me, now I just need them for Character Sprites, Damage Sprites and Face sprites. 
    This is what I'm talking about: https://i.imgur.com/aY8eHvI.png
    It's the SV_Actors
    Also below are attached images of the generator parts I have so far, which are only for SV_Actors.
     

    SV_RearHair1_p18.png

    SV_RearHair1_p18_c.png
    I'd really appreciate it if someone could help me make the rest of the generator parts because I don't know how to.


  5. I was wondering if anyone could could help me with generator parts for flat top hair. Someone already made the ones for the SV_Actor sprites for me, now I just need them for Character Sprites, Damage Sprites and Face sprites. 
    This is what I'm talking about: https://i.imgur.com/aY8eHvI.png
    It's the SV_Actors
    Also below are attached images of the generator parts I have so far, which are only for SV_Actors.

    SV_RearHair1_p18.png

    SV_RearHair1_p18_c.png
    I'd really appreciate it if someone could help me make the rest of the generator parts because I don't know how to.


  6.  

    Hey! Something I've made already! Well mostly.

    =begin
    
      Name: Dynamic Fonts {RGSS3 - VX Ace}
      Creator: KioKurashi
      Usage Requirements: Credits to Kio Kurashi for the script. Can be used
        Comercially or Non-comercially.
        
      Instructions: This script adds a new function to the message command in events.
        The keycode to use is \F[n] where n is the number of the of the place in the
        FONT_NAMES list located below. Fonts must be using their installed Font name
        or the game will not be able to find them. The 0(zero) is reserved as the
        default font "VL Gothic" if you would wish to change the font mid-message.
        The font can be changed as many times in a message as you would like, and 
        will always revert to the default for the next message if not explicitly 
        defined.
        
        Modify the FONT_NAMES list to the fonts that you desire.
        
    =end
    
    module CONFIGTEXT
      FONT_NAMES = ["Bodoni MT", "Arial Narrow", "Castellar"]
    end
    
    #################### Do Not Edit Beyond This Point ############################
    
    class Window_Base
    include CONFIGTEXT
    
    alias :reset_font_without_name :reset_font_settings
      def reset_font_settings
        reset_font_without_name
        contents.font.name = "VL Gothic"
      end
    
      def process_escape_character(code, text, pos)
        case code.upcase
        when 'C'
          change_color(text_color(obtain_escape_param(text)))
        when 'I'
          process_draw_icon(obtain_escape_param(text), pos)
        when '{'
          make_font_bigger
        when '}'
          make_font_smaller
        when 'F'
          alter_font(obtain_escape_param(text))
        end
      end
    
      def alter_font(number)
        number == 0 ? fontname = "VL Gothic" : fontname = FONT_NAMES[number-1]
        contents.font.name = fontname
      end
    end
    

    Thank you so much! :D


  7. I want to be able to change the font temporarily for each character I talk to. Example: Like how certain characters in Undertale have a different font for when they talk. Is there a script for this or maybe a script call option?


  8. I guess you could combine this with a pixel movement script and check if two events ( or one event and the player) are colliding and then make a custom battle out of this but this will likely be very laggy

     

    Edit : also I just checked in the code and characters are attributes of their sprites and not the opposite which means it would require additional scripting to have access to the sprite from events

     

    I started creating an Undertale battle using the "show picture" event. I'm not good with scripting or anything.

    post-54816-0-55621100-1454904900_thumb.png


  9.  

     

    sprite1.collision(sprite2) will return true if sprites are colliding and false if not

    There are several small stuff you can do to reduce computing time and avoid lag like use the smallest sprite as sprite1

     

     

     

    This is not a script for a game,just a script that can help you make one

     

    How do I use it in a battle though?

     

     

    :blink:

     

    This is just a piece of code that detects collision between two sprites ,that's all it does.

    It's just a set of methods that can be called by other scripts

     

    To use it in battle ,you would would have to make a custom scene ,create a sprite that is controlled by the player, create bullet sprites and then use it to check if the player gets hit

     

     

    So I could make my own custom battle using events?


  10. sprite1.collision(sprite2) will return true if sprites are colliding and false if not

    There are several small stuff you can do to reduce computing time and avoid lag like use the smallest sprite as sprite1

     

     

     

    This is not a script for a game,just a script that can help you make one

     

    How do I use it in a battle though?


  11. Here it is :https://www.dropbox.com/s/bds3eu150um6qoq/hitbox.rb?dl=0&s=sl

    I made some small modifications because it was made to work with a class of game objects  I created not sprites and I also rewrite some part in a way that is at least more elegant if not more efficient.

    Thus there may be minor issues from the rewrite but normally it should work fine, I also added comments it should help you using te script

     

    Nice! but how do I use it?


  12. You need to change the call menu method in scene map and replace Sound.play_ok with a line that play another sound effect

    class Scene_Map
      def call_menu
        sound = RPG::SE.new("sound_effect_file_name",100,100) #arguments 2 and 3 are volume and pitch
        sound.play
        SceneManager.call(Scene_Menu)
        Window_MenuCommand::init_command_position
      end
    end
    
    
    

    Then you just need to put this script in Materials ,put your sound file in the audio/SE folder and replace sound_effect_file_name with the appropriate thing

     

    Edit: This screenshot looks familiar ,hmm ...

     

    Oh okay, thanks. I put that script in materials and it worked.


  13. I've been trying to find a script that plays a custom sound effect when you open the menu (or start menu) instead of playing the default sound from the database. Is there a script for this? Because I can't find any scripts related to this at all. 

     

    Example, like when you open the start menu in Pokemon games.

    post-54816-0-36035300-1451525409_thumb.png


  14. On this site youwill find plenty of pokemon scripts for VX axe :https://crystalnoel42.wordpress.com/scripts-list/menu-scripts/

     

    if you don't find anything , I can try to help you for coding the menu system (including the menu in battle) but I don't feel motivated enough to commit fully and code the whole battle system which would be pretty long (you have to code the PP,the element interactions and maybe some other stuff).

     

    but you still need to look for a windowskin that would match first gen if you haven't one yet and I can't help you with that

    I would like help with that if you don't mind and I already have window skin. 

    Here's a screenshot of the window skin being used in the game.

    post-54816-0-75752900-1451255450_thumb.png


  15. I'm working on a new game project based on Creepypasta stories about Lavender Town from Pokémon Red and Blue Versions. I am even using the graphics from Pokémon Red/Blue. All I need is a menu system and battle system that replicates the actual Pokémon Red/Blue games (if possible). I am accepting help with my game project so if anyone knows if it's possible to create a battle system and menu system that looks like the original Pokémon Red/Blue games and if you want to help with the project, please let me know. 

    Here are the Screenshots so far:

    post-54816-0-51502900-1451191745_thumb.png

    post-54816-0-80621200-1451191752_thumb.png

    post-54816-0-11583400-1451191758_thumb.png

    post-54816-0-21837800-1451191765_thumb.png

    post-54816-0-42493000-1451191770_thumb.png

    post-54816-0-63678400-1451191774_thumb.png

    • Like 1

  16. it really looks like the minigame. did you make the

    resources by yourself?

    Someone gave me the Five Nights At Freddy's 1-3 texture files, so I used those for my game.

    Looks like the mini-games, I like it so far. The mini-games are always so simple, yet they have a lot of story behind them.

    Thanks and yeah I wanted to make a game that looks just like the mini-games.

    Now done in near Atari retroy style! It's quite intriguing.

    Thanks! XD

×
Top ArrowTop Arrow Highlighted