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Found 1,581 results

  1. This just a quick question, but how would I go upon giving my player an idle animation? I'm using the red fireball from the flame rtp picture, and I want his awesome fire-ness to continue when he isn't going on his awesome burning sprees.
  2. I can't code to save my life. One little scriptlet I do know is to turn on another event's self switch. If you're a coder, I'm sure you've seen/used this a million times: $game_self_switches[[1,1,"A"]] = true My question is this: Is there a way using that format to turn on a batch of switches? As in if I wanted to turn on self switch "A" for events 1-50, could that be done, and what's the correct syntax? I could've sworn I've seen it on here before, but I can't seem to find it.
  3. It's Prinz here again with another stupid question. [applause] I came once before asking for assistance with a certain issue I was having (Shoutout to Rikifive -- thanks for the help) and now I'd like to throw myself out there and ask about something else. My little game is filled with references and random fun things inside of the game so far, but I've been having a little bit of a gripe with it -- the main menu, the first thing the people I show it to see, is just so plain and boring. I'd like to spice it up a little, you see. Recently, I've been playing https://www.youtube.com/watch?v=bwLkvy0mblI and would love to figure out how to sort of ape the general style its main menu uses. Not necessarily full on copying of it, but I would definitely like the buttons off in the corner, and a way to switch character portraits (though I'll use silhouettes). Anyway, I just wanted a little shove in the right direction to figuring this stuff out. I'd honestly just be satisfied with moving the menu to the corner.
  4. Howdy y'all. I've been messing around for awhile now trying to figure this out. I've got a few events set to autorun and on player touch. I've managed to get them to erase/stop momentarily but when I return to the map they reappear. Any help to prevent this would be much appreciated.
  5. hey guys i want to change the song in the middle of battle. Is something like this: After wining it go start the song of winning(set in the game main options), so after this song end i want start i new one. Have some script for this ?? or manual way in the game?? so for more explained things. i have the battle theme i have the winning theme both working great so after the winning theme i want put another song(this inside the battle yet when showting the itens for the player)
  6. Hi everyone So, I've had a good search around with no success, so I thought I'd make a post. Maybe someone else has had this issue. I'm using Victor Sfonts and trying to use the invader game script. Whenever I call the game to start via the usual script call, I get this error: Script 'Victor Sfonts' line 323: NoMethoderror Occurred. Undefined method 'split' for 0:Fixnum So it seems that the mini game does not like the Sfonts script. I've been trying to remove all score related code from the invader script as I'm happy to have the mini game without any score. But I've had no luck. Has anyone else had this issue or a similar issue? Thanks in advance. Edit* I'm happy to pay/commission if somebody can help me out here.
  7. Hi everyone! I've run into a little issue and I'm hoping it's an easy fix that I just missed over. I'm hoping to make a skill that lowers all enemies MDEF and raises all allies MAT for five turns -- however, for the target info, I can only select "All Enemies" or "All Allies". Is there any way I can do both in one skill? Thanks for any help!
  8. The project we're working on is near completion, although one of our testers found an odd bug. Apparently alt-tabbing can cause some of the arrow keys to stop working, although he's the only one who's had that problem. Exiting and restarting the game fixes the issue, although it can happen again. Has anyone else had this? I haven't heard of something like this happening, although if it's an actual thing, we can't release this game. Is there a possible solution out there? Thanks in advance!
  9. Hi everyone! I'm trying to figure out how to use a video as an intro screen before the main menu. Can anyone either tell me how, or direct me to a tutorial? Thanks for any help you can provide!
  10. Hey guys, im using a popup script for msgs up npc head. Until now is all ok now, but the text stay so big and cant find a thing to change it in the script im using. So have someway to direct change the size with a code in the textbox ?? http://pastebin.com/YAZUHmER link to the script im using
  11. DJ-TigerFox

    BGM Problems

    I've only just had this problem start and I have looked and made sure I hadn't accidently removed something i needed from my computer. Anyway for some reason the "custom music" aka music i have imported into my game, isn;t playing at all either it be music used in battle or even out of it, the normal RPG maker BGM that will still play but as soon as one of my songs is meant to play it just doesn't. Another problem is it's NOT just my game as ive been playing FNAFB3 (Five nights at fu*kboys 3) an its doign the same on that for example a random battle starts and no music is played. I would love some help as i'm worried that either this is just a small problem and can be fixed easily or if this is a big problem =(
  12. Vash

    Vash Maker

    Since: May 2010 TERMS OF USE Everything here is free to use, but give credit to Vash¹ in any medium of use. Commercial and non-commercial, Free to use; Redistribution of materials, Free to distribute; Editions and Updates, Free to modifications. ¹ If you prefer, Victor Sena (my real name). INTRODUCTION This topic is intended to provide all my usable material for makers make use in your projects theway you want, keeping an organization to represent the work in thumbnail or frame to load more fast page. Finally, this topic is only available to, suggestions and complaints, then applications will be rejected immediately. NEW RESOURCES Various ²²²... RPG Maker's Cover ²² RTP VXP Sprites: Galter (Idealizer), EdJr and Vash Chest RMBN I -> II -> III -> IV -> Store Resource ~ Arena (023) to CRM (033) ~ CLOSED OLD RESOURCES Hellsing Various OTHER Contests/Special Templates
  13. So recently it came to my mind the idea of cutscenes but in the shape of pictures. I think I thought of this watching Sword Art Online:Hollow Fragment and Fire Emblem:Awakening gameplays, and I wonder how would it fit in RPG Maker games. What do guys think?
  14. Here's the question. I am the one trying to make a shining force type game. Where you control up to 16 characters. My game has 45 characters in it and I want to be able to use more then the 4 characters. Is there a way I can use a special or some kind of magic to cast *swap unit* and pick a different character? Is it tricky?
  15. secret of evermore/mana battle system is this possible in rpg maker vx ace if so how would it be done
  16. I am having trouble with tinting a map in rpg maker, I have looked up several things, but cannot find a good tutorial for me to do it with. Can someone please explain how to tint. Also, on the same map, (which is a copy of another map), no events will work on it.
  17. I downloaded a file from youtube which helped alot but still some features of the program is still in japanese? what should I do?
  18. Hello, I'm new to this so I pre-apologise if I have made any mistakes! They were not intentional I am making a cut scene and I am having some trouble with the event system. I'd like 2 events to run without the player needing to do anything (other than enter the map) and I can't figure out how to get the events to play one after the other. The first event is: Play sound effect, showing a balloon icon above the character whilst the character rotates 90 to the right, waits 60 frames then rotates 180 and finally the map scrolls to the right. The second event is: a different character runs down the map, then runs right and left and then audio is played. So, my question is, how do I made the second event run after the first event has been completed? Currently they run at the same time :I Thank you ^.^
  19. Okay, so since my issues haven't been resolved and since I've yet to properly solve my problems, I'm gonna give some details with my game and bring up a list of current issues or questions I have. I may edit this post if more things come. However, I will not remain idle while getting help. I'll try find some workaround methods I can use I can use. About the Project: Tower of Chaos is a fangame I'm making for one of my favourite YouTubers who I became friends with. However, this is not your typical fangame. The idea is, I want to improve to the point where I want to sell these games. I want to become a game developer, and perhaps become part of, or start, an indie gaming company. As such, I will admit, I am being rather ambitious. I want to put in as much work as I can into this project for my first time. I don't see it being my first game being a reason to half-ass it. This game, however, will be free. Story Premise: The story is that an entity is taking various universes and compressing them into a single space. The result is a mixed world with a massive tower at it's center. However, this world is delicate and the chaos of its instability is spreading. Four heroes from different worlds have come together to take this entity down and return the worlds to their normal state. The Heroes: Casta Medora - Class: Demi-goddess - Nickname: The Aegis Casta is the female protagonist and the mage of the group. She has high magic power and uses magic which is neither strong, nor weak against enemy attacks, but is high in power and costs a lot of MP to use. Skills: 'Equip' - Forge: Casta is able to forge weapons from mana and change her attack style on a whim. Each weapon wields it's own stat benefits and favours a type of fighting. Attack - Gorgoneion (Might rename): Casta's magic power is a memory muscle stored in a Gorgoneion tattoo on her back, surrounded by various other tattoos. Her magic is not only high in power, but lowers two stats per skill. She also has an endgame super heal skill. ???? - Class: Dark Soul - Nickname: Hui-min. This character is the first reference of the game and thus I will address him by his nickname. Hui-min is the male protagonist and the tank of the group. His attack is high and deals in single strikes and support skills that protect his allies. 'Equip' - Wards: Hui-min changes his attack element by equipping talismans. As a consequence, this also changes his strengths and weaknesses. He's the most versatile when it comes to hitting weaknesses, but he has to be smart about it. Attack - Soul Arts: Most of Hui-min's skills, save for the 'Limit Break' skills, are focused on support, but he does possess some attack skills if a harder hit is needed. Ahklys - Class: Death Dealer - Nickname: Harbinger of Death Ahklys is the first ally to the two protagonists and can not be a leader. She uses Dark element style attacks to fight her enemies and boasts the highest agility. She's the main DPS of the group. She's weak against Light attacks. 'Equip' - Torch: Ahklys forms her soul's fire into her weapon, in this case focusing on the different Harbingers, her allies. She also holds a special item which is another reference and is gonna be kinda a running gag. Attack - Bloodedge: Ahklys skills are about quick, successive strikes which lower the enemy's special stats. She also has the first healing attack in the game for support. Hecate - Class: Daemon - Nickname: Nightmare Hecate is supposed to be the most fragile in the group until she uses her skills. She performs a something like Geomancy from the Final Fantasy series. When doing this, her ability to take a hit rises, but the main effect is it inflicts status ailments. She's mainly support and is not that good for damage. She deals Light based damage and is weak against Dark. 'Equip' - Essence: Hecate's weapon holds the souls of countless ghosts and she can call them forth to add status damage to her attacks. Attack - Nightmare: Hecate's weapon emmits a light that changes the battlefield and inflicts status effects on her enemies. Her 'Limit Break' allows her to unleash magic damage on top of this. About 'Equip' Skills: Basically, these are skills meant to change how the character fights to a small degree while still keeping them specialised. They have a low to zero TP cost. For some characters, the animation they use to attack changes. Also, once the battle ends, they revert to their default setup. About 'Limit Breaks': These are powerful skills that ONLY are available when the a particular 'Equip' skill is in effect. These are your tide-turning attacks and each 'Equip' effect makes a different one available. They cost have an MP cost and need 100% TP to use. Now that the basics are down, the issues and queries: 1) Battle Start animation outside of battle: One of the early scenes of the game, Hui-min attacks Casta, thinking she's about to attack his home. This leads to a gag where the battle start animation is supposed to play, but it's interrupted by Casta smacking Hui-min away. However, the animation isn't in the animation list and the graphic isn't in the gallery. Is it possible to make this work? And if so, how? Possible Workaround: Import the battle start graphic as a picture and animate it? Create custom animation for it in the animation menu? 2) Class Change in battle: I decided the simplest thing to do to apply the 'equip' skills is to make it a class change system where the class of the character is changed to a class which holds all the skill's applied stats. But it doesn't seem to work. It's also supposed to make each 'Limit Break' available. Workaround: Go back to original idea and create custom states which apply these effects and unseal their specific skill? -Solved, but considering addition of Yanfly's Class scripts to them as subclasses- 3) Animation change: Not required for Hecate or Casta, but the 'equip' specifics for Ahklys and Hui-min call for a change to their attack animation. I tried making an alternative Attack command which would take effect, but the game refuses to acknowledge it. Workaround: Create copies of equipped weapons with different battle animations and use a custom event to sneakily replace them when the skill to change them use used and place them back when the battle is over. This has worked before, but may grow complicated with 5 weapons per character. -Solved- 4) Battle Background change in battle: As mentioned before, Hecate's skills are supposed to change the battle background according to the skill used. However, when I tried to do the code for it, the background change wouldn't occur. I might be missing something. -Solved- 5) User Stat increase while Enemies are afflicted: On the same note, making a state that was supposed to double her max HP when the skill was used didn't work either. Workaround: On a different topic, a workaround for a similar problem was provided by lonequeso. I might try that. 6) Story Checkpoints for New Game: This is really for production purposes and nothing else so I can test for glitches or errors during the actual story. Might not be needed but would be nice to know about, just in case. Possible solution: I assume I can just can make a switch to accomplish this and just have the starting script flip that switch while testing that point in the story. -Pending- 7) Bestiary: An NPC in the game is supposed to provide a bestiary of the enemies fought. Anyone know how to make one? 8) Key Items teaching skills: For equip skills. Is it possible to make Key Items teach skills just by possessing them? -Solved- 9) Once bought, sold out: All equipment and skills are supposed to be one of a kind and thus, I want them limited to one when bought from their respective sellers. Anyone know how? 10) One transporter, different locations: The 'home' area of the game is the hub map where the player may return to recover from traversing the tower. As such, I want to create a situation where an item or event transports them to different locations. I have an idea on how to do the latter, but can one make an item that can return you to your last location after use? Possible Solution: Make the player suck it up and start from the last transport location upon return? 11) Invulnerable final boss, special trick: I decided that halfway through the final fight, the boss uses a skill which makes herself immune to attack for a time being, but a friend of mine suggested that instead of waiting it out, there's a hidden target you can hit and remove the skill's effects. I determined that I could make a blank enemy of nothing that can be targeted for this. However, I assume I can't just make a million for the fight and just have them appear whenever the skill is used. Suggestions for a way to do this? 12) Post-Battle scripted fight: After the battle with the final boss, there's going to be a scripted battle in true Persona fashion in which the characters gain their final skills and can use their ultimate attacks which lead to events. I want to accomplish this in a certain a specific order where characters use their special 'equip' and then follow up with the finishing attack skill. Is there a way to block every other command so those kills can be used, and how do I make them attack in a specific order? Workaround (Solution?): Make classes that them that seal off everything except the skill types and only has the required skills and tapered agility to ensure they attack in said order so and activate their events. 13) Post Game and New Game+: Post-game will send the player into the canon 'credit room' where the player can learn about the characters and the creator who worked on the game. This does not need to be said. But is it possible to make an effective New Game+ where the character may restart the game with their last equipment, skills and level intact? If so, what are the various ways to do so? Also, can it be made possible to carry over specific things, like skills, but not level or so. Possible Solution: Probabaly once again involving switches. -Pending- 14) Enemies get stronger as you do: Mostly for the idea of New Game+. As much of a pain as some enemies may get, sometimes it may feel unsatisfying if it's too easy to beat an enemy again. Is it possible to make enemies that retain their specific level of difficulty even as you level up? Or possibly even get stronger with new tricks? Workaround (Solution?): Make multiple enemies of the same type which are stronger than their previous incarnations, probably having stronger once show up at 5 level intervals. -Pending- 15) Character portraits on character selection: This should be at the beginning. When the game starts, you choose which protagonist you want to play as, either Hui-min or Casta. Is it possible to show their character portraits when making a choice? Workaround: Text about character with portrait after choice with another choice asking if you the player is sure. 16) Instant black screen: To start, I want a proper black screen when this choice is made. A fadeout just briefly shows the starting screen, but I've noticed some games have an instant back screen to start. I was wondering how that's done. Workaround: Have an instant fully black picture shown, then make it go away in fadein? -Solved- More may be added to this, but this is a list of my concerns right now. I will mark these problems solved if I find a solution, settle on one, or I decide to toss the idea in general. Any help will be appreciated. I want to make this game good and I will be sure to credit you.
  20. Good evening. I have bought RPG Maker VX Ace recently, and I found a script on this topic : http://www.rpgmakervxace.net/topic/7253-changing-system-defult-text-font/ The problem is : When I try to use my custom font, it doesn't work; the game keeps using the Arial font. I thought, the problem might be caused by the font itself, since the font I use is not a sample font of Windows. So, the question is : How do I fix that ? Can I use my own font, and how ? Do I have to move the .ttf file to a specific location in my game's folder for it to work properly ? Thanks in advance ! PS: Sorry for bad English.
  21. first excuse me if i didnt post this in the right place (new here) so i am just making my first game just to get used to rpg maker and i added a script that is supposed to be adding a fishing minigame . but when i walk up to the fishing spot and press space the game crashes and gives me this error : http://prntscr.com/87h86i it is abouth this line for some reason ? : http://prntscr.com/87h8oh anybody see something wrong with it or anything i can do to fix? or would it help to upload the game so someone can check?
  22. http://postimg.org/image/rrh67pdtp/ http://postimg.org/image/azcfa0423/ So my objective is after the whole prologue theme, the main actor goes through a motion of recalling what's been said about a historic part of another characters history, then is suppose to be transferred back to the guild room including the inn theme scenario resting. Then it's suppose to fade in and the player can continue with whatever. However, it doesn't do this. Instead after the whole inn recovery theme, the screen just stays black. I can pop up my menu screen though, but it doesn't show the regular picture like it should. What am I doing wrong?
  23. Hi So Dungeon and Dragons? you got to have played it or at least heard of it. It's like the mother of RPG's. Anyways, so I skimmed trough some D&D books I had to get some ideas not long ago and I found Quick spell "quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell." Is it possible to implement this in the normal skills formula and if so how? Sins I can only the basic like: a, b, if, or, +, -, *, / and also is there a good place or tutorial where I can learn about formulas? just enough so I can make ability's with twists like this I guess Tnx in advance
  24. I'm using Yanfly's Extra Parameter Formulas and TP to create a Guard system. Rather than acting as a resource, I want TP to act as a damage buffer. Basically, what I want to do is to make TP inversely proportionate to the Physical Damage Reduction and Magic Damage Reduction rates. 0 TP == %100 PDR/MDR 100 TP == %0 PDR/MDR And, while, yes, I am aware that I can use TP in damage formulas, I would rather spare myself the work and just use MDR/PDR. (No clue where to put this topic, but as it is specifically related to formulas, I figured Editor Support and Discussion would be the best place)
  25. I'm looking to create a state that will harm or even outright kill a character any time they gain or increase their TP in battle. Using a skill and expending TP should save them from danger, but any normal attack or action that would otherwise increase TP should instead put them at risk for damage or death. However I'm finding it difficult to make a state check for the gaining of TP. This may be more complicated than what base VX Ace can do, and may in fact need a script. However I might also be way thinking over this, so I thought I'd ask if any one knew how to go about putting such a State into place?
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