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Natsuki-9

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Posts posted by Natsuki-9


  1. 13 hours ago, PhoenixSoul said:

    Pro Tip: One can set Star Passability and then set the four way passability to off and still have that tile as 'above characters' but otherwise impassable. Why do this? Well, any reason, depends on the tile graphic, or dev reasoning.

    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.

    • Like 2

  2. On 1/23/2022 at 9:27 PM, ElCodes said:

    Just wanted to share a demo of the finished animated autotiles.

    Just like RPG Maker, all you have to do is drop the sprite sheets into the right folder. UR-RPG will then do all the work to turn the sprite sheets into usable Unity RuleTiles. Setting these up by hand would take around 15 or even 30 minutes per tile, but UR-RPG can create over 200 within a second.

    Setting up your tilesets is the exact same workflow as RPG Maker. Just create the tileset and set each tiles data in the database. I've created a quick 1 min video example of animated autotiles working, but it's too large for this forum, so I posted it to Twitter. (Also please let me know if it's blurry. It's HD when I upload it... I don't whats going on with that).

    TileSetExampleNEW.thumb.PNG.d2dce8733807e894cb46e0a953633fb1.PNG

    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.

    • Like 1

  3. 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.


  4.  

    10 hours ago, Ash1977 said:

    make a button that goes down when you stand on it and back up again when you're not stood on it

    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

    Spoiler
    • "Below character" (the button will be under the character)
    • "Above character" (the button will be over the character/ the character will be under the button)
    • "Same as character" (the character can't pass over or under the button)
    • You can choose any of these, I recomend you use "under the character".
    Spoiler
    • "Action button": The event will trigger the command you put in it when the player press the "confirm button" (Z, space, Intro, etc).
    • "Player touch", "Event touch": Player touch and event touch are not so different, the event will trigger when the player touch the event and event touch is the same but the other way around.
    • "Autorun": This means the event will trigger on its own, and it won't stop unless you give it a condition to stop, if there is no condition for this the event to stop then it will stop the hole game just because it can.
    • "Parallel process": Wich means the event will trigger when another event that is on another map or in the common event page give it the comand to do so. This can be done with switches, for example: Event one has the switch "Trigger Event 2" on its command list and Event 2 has the "Trigger Event 2" OFF on its conditions. So when Event one says to turn ON the switch"Trigger Event 2", Event 2 will execute its command list.
    • 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.

    Spoiler

    RPG Maker has default graphics, you can set a graphic on the event by double clicking on the graphic option, use the "!switch1" for example and just select the graphic you want, press "OK" and its done, the event has a graphic.

    image.thumb.png.32af7babe088f3e462933718f49ed423.png

    Set the event the same way its shown on the image above ("Type: Fixed", "Priority: Under Character", "Trigger, Player touch") the rest leave it as default, later we'll come back to make some changes.

    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)

    Spoiler

    Use "Control Switches" found at the first page on the section "Game progression", there use the switch "Single" and to set a new customized switch press the option next to it. And give it a name that makes sense and you can remember to use it for the button turning up (Button do not being pressed). Also make one for the button turning down (button being pressed)

    image.thumb.png.e9579a641545cc636cb4894486810e36.png

    And here, give it a name.

    image.thumb.png.018daede0bae9ba46ccdc37a97894fb5.png

    Select the next blank space to make a new switch, give it a new and different name that defines the action you want it to trigger.

    image.thumb.png.e245232d91e63d9ebe051adf0d2f39c3.png

     

    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:

    Spoiler

    Page 1:

    image.thumb.png.034a0a0d886cdcaad7aeeaf673945a8a.png

    Page 2:

    image.thumb.png.0deb913ecc58d90683b174ef5524fc52.png

    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:

    Spoiler

    The new event looks like this.

    image.thumb.png.02c6867b2ab7d490401f59450495ea5a.png

    And the events around the button looks like this.

    image.png.61b8465c7871e4b3ad77cdd0a48741eb.png

    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.

    Spoiler

    image.thumb.png.0845c1b662ead477731493da6576f202.png

    Now just save the project and test it.

    Spoiler

    PD: By the way, you still can use the animation for the button using conditionals.

    Like this:

    playerattheright.png.0134f03f5b4b4b453a158406e30cdfd5.png

    Since the player will move to the right, the event must evaluate the direction of the character.

    image.thumb.png.45c6b9c565fa8969a3e3a365052146c9.png

    And like this when the character is facing certain direction something will happen, in this case, you can use the set move route for the event.
    It should look like this:

    image.thumb.png.cd611bc4f770fe65a967171eb545ee6c.png

    Do this with the other events that surround the button, with the one that is down, the conditional must be facing down, the event to the left facing left, etc.

    And for the button, you can do this on its first page:

    image.thumb.png.954e238017fc423995921a242f3aff1b.png

    Now the button is animated whenever it is pressed or not.

    Sorry for the long anwer, I got exited, I hope this helped 👍.


  5. 1 hour ago, PhoenixSoul said:

    To invalidate an entire script:

    __END__

    at the top of any script. Make sure there is nothing else on the line and that there are no leading spaces. May that be useful in some way.

     

    14 hours ago, Kayzee said:

    You know some scripts use =begin and =end for actual comments so that might not work like you want it to. I like to select the whole script and right click and use the 'comment out' menu option myself. Just select all and use the same menu option to reverse it. Handy! Sometimes you need to be careful about it though.

    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 👍

    • Like 1

  6. 35 minutes ago, roninator2 said:

    You definetly have something that has overwritten the choicelist. but without looking at almost every line of code, no one can be sure.

    Easiest thing for youto do is to make a new project and copy the scripts you are using over one by one and see which one is causing the issue.

    If you get through them all, then one of the ones you said you are not using is the problem or you modified the default scripts. In which case you could copy back. easy way to do this would be to copy the scripts.rvdata2 file from the new project. But make a backup first. Always make backups.

    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?


  7. I mean about this options... choices... this window choices

    Spoiler

    image.png.885e0d8d6778aa0a8335a688e117a17c.png

    For some reason the texts do not appear... Even when they are supposed to have this written:

    Spoiler

    image.png.71939ef49d78ecbfcf84f547e17c0d33.png

    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...


  8. 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.

    Spoiler

    image.thumb.png.78a7bb6794b9bee9af770cf774430c4c.png

    Here is the list of all the custon scripts I have. The ones with the red dot are the ones that I'm actually using, the others are just commentaries (using "=begin" and "=end")

    (I know this is a little too messy, however I'm thinking into erasing the ones I don't actually need)


    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...


  9. 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?

    • Like 1

  10. 4 hours ago, PhoenixSoul said:

    It is very likely that the way this was edited completely changed/overwrote the methods for drawing the text and images for the items for the script.
    I'm no expert, and as cool as the Etude 87 tool looks, it seems to me, that it is definitely on par with the Luna Engine as far as difficulty goes.
    I'm thinking that someone else who has far more expertise may have more luck, though, you'll have to provide script snippets of what was edited.

    Alright let me see 😶...

    Spoiler
    
    class Scene_Item < Scene_ItemBase
      def start
        super
        create_description_window
        create_category_window
        create_item_window
        create_picture_window
        @description_index = 0
      end
        def create_description_window
        @description = Window_ItemDescription.new
        @description.viewport = @viewport
      end
      def create_category_window
        @category_window = Window_ItemCategory.new
        @category_window.viewport = @viewport
        @category_window.set_handler(:ok,	 method(:on_category_ok))
        @category_window.set_handler(:cancel, method(:return_scene))
      end
      def create_picture_window
        @picture_window = Window_Picture.new
        @description.viewport = @viewport
      end
      def create_item_window
        wy = @category_window.y + @category_window.height
        wh = Graphics.height - wy
        @item_window = Window_ItemList.new(165, 90, 204, 306)#0,wy,Graphics.width,wh
        @item_window.set_handler(:ok,	 method(:on_item_ok))
        @item_window.set_handler(:cancel, method(:on_item_cancel))
        @category_window.item_window = @item_window
        @item_window.viewport = @viewport
      end
      def on_item_cancel
        @item_window.unselect
        @category_window.activate
        @description.refresh(nil)
      end
      def update
        super
        if @description_index != @item_window.index
          @description.refresh(@item_window.item)
          @description_index = @item_window.index
        end
      end
    end
    class Window_Category < Window_Command
      def initialize
        super(0, 0, 144, 77)
      end
      def make_command_list
        add_command(Vocab::item,   :item,   main_commands_enabled)
        add_command(Vocab::skill,   :skill,   main_commands_enabled)
      end
      def alignment
        return 0
      end
    end
    class Window_Picture < Window_Base
      include ReadNote
      def initialize(item = nil)
        super(375, 162, window_width, 153)
        refresh(item)
      end # initialize
      def window_width
        return 156
      end
      def refresh(item)
        self.contents.clear
        if item != nil
          if item.is_a?(RPG::Item)
            picture = read_note($data_items[item.id].note, "picture")
          elsif item.is_a?(RPG::Weapon)
            picture = read_note($data_weapons[item.id].note, "picture")
          elsif item.is_a?(RPG::Armor)
            picture = read_note($data_armors[item.id].note, "picture")
          end
          if picture != false
            bitmap = Cache.picture(picture)
            rect = Rect.new(0, 0, 96, 96)
            self.contents.blt(0, 0, bitmap, rect)
          end
        end
      end
    end

     

    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?😐❔)


  11. Hello, I'm learning coding and I need help with an script.

    I'm using Crazyninjaguy script for this (because Yanfly script seems a little too complicated for me).

    Until now I managed to make it look as I want to, but I have a problem with a new window I created; it doesn't shows the items picture, and I don't understand why...

    1994191174_ITEMMEMORIESMENU.JPG.48d03ac8218095ef1ebaf1438c7c62ea.JPG 

    (This image is an example, I made it with Etude 87 Menu editor)

     

    Like in the image, I want the Gold window to have the Items descriptions and the locate window to have the Items picture.

    But dunno how to do it... I just managed to make the windows look like I want to, but I don't know why the items pictures do not appear where I want them to (actually they do not appear at all...)

    I already created the Items picture window but I can't guess what to do next.

    Someone knows how to fix it? How to do it? I need help with scripting...


  12. Hi, I'm a newbie on the page and on game development.

    I'm currently working on a project that I hope to have it done soon (not that soon but... as soon as possible is fine).

    I love games and pixel art. I'm more used to RPG Maker 2003 and RPG Maker VX Ace, however I'm still learning about coding stuff so maybe my first questions will be about 'how to do this with scripts' and stuff.

    Anyway, I hope I'm able to support and be supported whenever it can be. I'd love to help people improve their skills at any part of game development as much as I can (and also to improve my own skills too).

    I'm still improving english, but I think you got the idea :).

    • Like 1
    • Thanks 1
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