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Ryan Bram

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Ryan Bram last won the day on March 28 2013

Ryan Bram had the most liked content!

About Ryan Bram

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  • RM Skill -
    Jack of All Trades
  1. Ryan Bram

    Make looping BGM - Part 1 (OGG Vorbis)

    Audacity need external FFmpeg library in order to export then result to lossy compressed format (in this case is .ogg) This is how to use.
  2. Ryan Bram

    Duel Battle

    For Quack: I found this error message : Is there anything wrong with the way I do? For information, I use Victor Animated Battler which seems not compatible with YEA Battle Engine. Do you think it was the problem or there is a problem when I paste your custom formula to LunaticPower? Correct me if I wrong, but I think if we use event as Duel Battle, we cannot mix it with another battle system such as Victor Animated Battle or SBS Tankentai, isn't it? That's why it is important to still use scene_battle for it. Or maybe another people in this forum have another solutions? Ngomong-ngomong, apakah Estriole orang Indonesia? Salam kenal.
  3. Ryan Bram

    Duel Battle

    I choose number 1. A battle system with modified command and have jan ken pon (rock, paper, scissor) mechanism. Yes, just a simple script will provide this new battle scene event. That's why I don't need complex script that change default battle system. Just a simple script for change default battle command and additional jan ken pon (rock, paper, scissor) mechanism. [Attack > Defend], [Defend > Wild Attack], [Wild Attack > Attack]. Then if we want animated battle, we can let another script to handle that.(Quack successfully understand what I mean about not change default battle system by his script that he provide) Oh yeah, related to first Suikoden War System, yes they are almost identical, but first Suikoden also have this duel battle, except Wild Attack command become Desperate Attack. GREAT. I like this. It was close to what I need. Just a simple script without change the default battle system that I am very sure will not have compatibility issue with another script. Then if we want to use animated battle we can let another script to handle that. But if you may, I want to suggest something: 1. Can you make the default fight and escape command to be skipped in the start of battle. So we can directly choose attack, defend, and wild attack. 2. Is it possible to you to add jan ken pon (rock, paper, scissor) mechanism for this battle? Example : - Attack > Defend/Guard, - Defend/Guard > Wild Attack, - Wild Attack > Attack. The explanation is : If actor execute attack and enemy execute defend, the actor will strike the enemy with normal attack and the enemy will guard without fight back, so damage only for the enemy. (attack > defend) If actor execute attack and enemy execute wild attack, the actor will strike the enemy with normal attack and the enemy will fight back with critical attack, so damage for both side, but the actor gets more damage caused by critical attack from enemy. (attack < wild attack) If actor execute attack and enemy execute attack, the actor will strike the enemy with normal attack and the enemy will fight back also with normal attack, so damage for both side is equal based on each ATK points. (attack = attack) If actor execute defend and enemy execute defend, the actor and the enemy will guard, so there is no damage for both side. (defend = defend) If actor execute defend and enemy execute wild attack, the actor will guard and the enemy will strike the actor with critical attack, but the actor definitely will dodge the enemy's strike and fight back with critical attack, so damage only for the enemy (defend > wild attack) If actor execute wild attack and enemy execute wild attack, the actor will strike the enemy with critical attack and the enemy will fight back also with critical attack, so big damage for both side caused by critical attack. (wild attack = wild attack)
  4. How to change enemy default attack animation. I always get the enemy use "physical attack" animation even I want to make it use spear.
  5. Ryan Bram

    Make looping BGM - Part 1 (OGG Vorbis)

    Can you attach the sound in this forum? I need to examine it to find out what the problem was.
  6. Ryan Bram

    Map Positions

    Awsome Galv. Thanks for respons my request at this forum/. I just found a sample script that previously I use in my project with RPG Maker XP. Your script is just like this, but this script can automatically scaled down our world map and use it as navigation map. If you don't mind, you may take a look at this sample. I made it as simple as possible so you don't need to download RPG Maker XP RTP to open this sample. Note: Press "ctrl" to open map and press "ctrl" again to back. Regards Attachment
  7. How to move the characters by using mouse instead of W A S D button?
  8. Ryan Bram

    Granny's Lists - VX Ace Portraits and Facesets

    You may also list Viscocent's Faceset Generator
  9. How to make a perfect looping BGM for RPG Maker VX ACE (OGG Vorbis) Credits : Shu Introduction Have you ever wanted your battle music to play the intro once, and then loop only the main part, like most Final Fantasy battle music? That's exactly what this tutorial will teach you how to do. Required Program Audacity 2.0, the free audio editing tool. Editing the BGM Open your desired BGM in Audacity. Find the portion that you want to loop by using the selection tool and zoom tool and carefully listening to where the song should begin looping, and where the song should restart to the beginning of the loop. These two points in the song MUST sound exactly the same! It is recommended that the loop point is loud, because trying to loop on a quiet, sensitive part of a song is more noticeable and harder to make it seamless. Once you know where the points are, select the point where the loop should begin, and then go to Tracks -> Add Label at Selection. Enter "Loop Start." Do the same for where you want the loop to restart, and label it as "Loop End." You can test to see if it loops seamlessly by highlighting the area inside these two labels and shift+clicking the play button. Next, thou shall go to the bottom of the program, where you shall see some drop-down menus. Click a drop-down menu and set it to "samples" like shown in this image: and then make sure that "Length" is checked instead of "End" like so: Now, make sure that you have selected the area of the song from the Loop Start label to the Loop End label, and then go to File -> Export... Name it, and make sure the File Type is set to Ogg Vorbis Files. Click Save. This is the most important step! An Edit Metadata window should appear. At the bottom, click add until there are two blank tags. Double click the first blank tag and type in "LOOPSTART". In the second blank tag, type in "LOOPLENGTH". Look at the bottom of Audacity to see a number under Selection Start. Insert this number as the value for LOOPSTART without commas. Do the same for LOOPLENGTH using the number under Length. Click OK, import your new ogg file inside your RPG Maker VX, go to Sound Test, and click Play! If it loops exactly where you wanted it to, then you have not failed. Go forth, and make awesomeness.
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