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Natsuki-9 last won the day on January 17 2022

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  1. I feel so identified with this, EveryTimeIOpenMyGameAndFindOutThatTheCoolThingIJustAddedCrashesMyGameOrDoesntWorkAsExpected...
  2. I can understand that sometimes they are just, unable to add such a feature, for example, RPG Maker VX Ace doesn't have it, but also, I only can make this Pro tip with the B, C, D or E tiles. Wich actually I find kind of bothersome because I feel it like a waste of space; and having to create new non-autotiles and draw each Up, Left corner and Right corner tile everytime I want to use them (not to mention that if I'm going to make wall tiles like that, then the most of A tiles would be unecessary, A tiles would just be floor, water and holes tiles and no walls). It was easier from my point of view how RPG Maker 2003 actually allowed you to create these autotiles without thinking too much about how to make an OVER tile that doesn't allow the player to move further because of a wall in front of them. That's why I find this kind of interisting thing to add if possible.
  3. By the way, I just remembered the way how RPG Maker 2003 used to configure these tiles, it used a square, so you would be able to pass "under" the wall at the first tile, a 3D style like. Is that possible on UR-RPG? If not, maybe you should consider it's an option that almost is not found in the newest RPGs and I think is really needed when creating tiles.
  4. I think is nice, just, there are left the round corners to make it look a little more natural.
  5. Ah got it now. I like a lot your idea Well, so as I said before. The max size I have worked on is 120 x 120. Maybe a little more, like 130 x 130, is the biggest I have ever needed. Don't think I may need more, at least that's my case.
  6. I don't actually use RPG Maker MV (my computer does not support it), but, on RPG Maker VX, I usually make maps about 100 x 100, but sometimes they become into a 126 x 100 or also become into a 90 x 87. I mean like, sometimes I don't use all the space I tought I would use. Sometimes we have too much or too little, in the end we can have parts that become innecesary to our main idea. I think that maybe you could start by creating a map that doesn't lagg down your game, then just keep drawing all the main things of the map (like where the hero has to go to make some progress on the game), later on you can keep going with stuff that doesn't have that much importance (like the places that surrounds the main place(s)) and then just add some decorations. If you feel like making the map a little bigger then just add some numbers to its size (as much as you think you need to add some little things or just to complete anything that didn't fit because of the first size). Same if you think you have blank spaces that maybe you don't need, just make the map smaller or try re - placing some things to use the all the left space. Other thing you could do, is drawing the idea of your map on a piece of paper or somewhere else, and divide it into diferent places, places that can become into smaller maps trough which the player can move. Same place but different maps.
  7. First make a new event And at the left you can find some options, look at the one called "Priority". There you can find some options You can choose any of these, I recomend you use "under the character". For this event use Player touch. And to make the event a button on the game just select the character sheet of the "!switch1". Recomend to select the button sprite. Now understanding that, we can proceed to programate the event. Use "Control Switches" and set two new customized switches to use it for the button turning up (Button do not being pressed) and also make one for the button turning down (button being pressed) I named the first switch "Switch pressed" (for the button being pressed) and the another one is "Switch unpressed?" (for the button do not being pressed). Now just add this two switches as two different commands, the first being the button being pressed ON, and the second command as the button do not being pressed OFF. And finally, make sure that the event holds the switch of thee button do not being pressed. Next let's copy this page on this event, this time with the graphic of the button being pressed, the switch this page contains must be the one of the switch being pressed and the command list must be blank, there is no need to add any command here. It should looks like this: Like this the ev-- the button will turn down when the player step on it, yet it won't change back when the player goes away from it. For this, I believe you can add some events around this button that will help to change the graphic when the player touch them. So, make another event without graphic set, so it won't be seen on the game when being played, the priority is "Under character", the trigger will be "Player touch". Now, add two commands the first switch (the one that checks the switch being pressed) isn't activated (selected OFF), the second command with the second switch (the one that checks if the switch isn't pressed) must be activated. Now just copy and paste this events around the button, like this when the player touch this events (or simply walks away touching this events) the switch of the button pressed will deactivate and the button will look like if it weren't pressed. And you must have something like this: And finally, since the button won't appear when we test our game. Create a last event with the trigger "autorun", the comand it must have are the switch of the button do not being pressed ON, and the second command is erase event, so it won't deal with any problem for being autorunned. Now just save the project and test it. Sorry for the long anwer, I got exited, I hope this helped .
  8. Uh. That worked, thanks. At least I can keep working on this. Thank you.
  9. Maybe I can share it to you trough google drive...? like, this way I'm not breacking any rule am I?, I can't think on any othe way to do this...
  10. Nice tips but, the error stills there even using this. However thanks for this, it may be useful to any other moment I use scripts
  11. That was almost right... Like, I managed to make the backup and yes everything worked just fine... So I tried checking out each custom script I had. I wrote ALL OF THEM like a comentary paragraph (with =begin and =end) and just leaved one exactly as it was written. And the texts choices dissapeared again. Even when I only used one that has nothing to do with texts nor even choices (Hime Splash Screen Map) and yet the choices are dissapearing. I've just though that it might be because I'm using too many custom scripts, but how can that be possible if only one is active and everything was just fine when none of them were active?
  12. I mean about this options... choices... this window choices For some reason the texts do not appear... Even when they are supposed to have this written: And is like this on all choices... I even tried checking out the colors of the texts even when I don't use them... But everithing looks the same for some reason...
  13. Good morning/night/evening. Hello everyone. I've been having a little problem about the options texts, like, the normal texts appears but not the ones on the options window. I already tried checking out the custom scripts but I don't have any script that chances anything about the options not even texts. Maybe I accidentally changed something on the default scripts but dunno how to fix it nor even wich script may be... I already tried searching trough the web to see what script creates these windows; but I only found scripts that overwrites the options, creates effects and stuff like that... so like... I'm very confused...
  14. Natsuki-9

    Items pictures inside a window

    Another guy told me that I gotta "link" the window I made the same way the items window is linked to the description window. I don't have so much experience with ruby (And I'm not able to understand how this windows are linked)... so... does this give an idea about it?
  15. Natsuki-9

    Items pictures inside a window

    Alright let me see ... I changed mostly the Scene_Item, so I could change the position and form of the windows, the rest is still exactly the same. It doesn't matter how many times I try to "erase" some parts of it (I just make it a commentary), I simply can't find a way to make the window appear where I want to... (Sorry to ask, but I'm mostly showing what I edited, is that piece of code enough or do I have to show the hole code?)
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