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Found 210 results

  1. Does anyone have any idea why when I try to display a balloon icon above the player it appears on random spots on the map. It works fine with other events but not the player? Thanks
  2. Alright, so I'm having an issue changing the player's face set. I've been working on my project for a while and just noticed the issue when I opened the menu last. At the beginning of the game I have a choice to choose between a male or female character, and then change to the appropriate sprite and face set. The sprite is changes correctly so I have no issues there but no matter what I try the face set just won't. I'm using the Change Actor Graphic event command to do both simultaneously. I also have the database set up so actor 001 is completely blank and can be the same character, whether male or female. Is this a problem? I don't think it is but I could be wrong. Short Explanation: The sprite changes correctly with no issues but the face set won't and I can't seem to figure out the problem. Any advice would be appreciated. I just can't continue working on my game until I fix the problem because it bothers me so much. Thanks in advance EDIT: I just noticed that when I try to display a balloon icon above my player, it displays in random spots on the map not where I transferred my player. I had to create a new event to get it to work right but it's really tedious. Is the game not recognizing my player? I'm relatively new to RPG Maker. Is there more to do then just changing the actors sprite and transferring the player to the map. I'm able to move the player just fine but I can't understand these issues.
  3. Is there a way to create a placeholder for names. I know you can use \n[1] to call the name of the player and was wondering if I could do that with town names or last names. I'm not sure what I want the player's last name or hometown to be called yet. Would there be a way to do this and save me the trouble of editing all my events at a later point in time. A specific example from my game would be the player's younger sister's tombstone. I would like to display her last name as well the first, and use that last name to refer to the player sometimes. Also, I would like some villagers to comment on the town referring to its name. I have no idea if this option is already included in VX Ace as I'm new to using it, so any help would be appreciated. Thank you.
  4. Could someone please point me to where to can get rid of that blank box. I switched to the font Footlight MT Light and there seems to be a lot of these popping up now. Thank You
  5. Hi, My name's g0tick and I decided to make a game to my girlfriend. The plot is supposed to be our self story, from the day we met. The thing is, i already watched a lot of videos and guides how to make a game and i'm totally lost. I don't know how to start, how to make my ideas come true. Can anyone help me? thanks
  6. Hey, everybody! I've assembled a buncha sprites here for one of my three main projects I'm working on! You can probably guess what it is from the screenshot, but if you look a little closer, you'll notice some characters are... missing. Can you guess who? If you missed it, Yoshi, Pikachu and Jigglypuff have unfortunately fallen into the black abyss! Oh noes!!!!!1!! If only some brave spriters would craft some charsets of these three heroes in RTP style to rise from the darkness!! And if only they would use these pictures for reference!! Help me RPG Maker VX Ace Community... you're our only hope... Yosh: http://www.spriters-resource.com/resources/sheets/44/46758.png Jiggles: http://www.spriters-resource.com/resources/sheets/15/15917.png Pickachu: http://www.spriters-resource.com/resources/sheets/6/5728.png Much thanks and many appreciations to you! Now, go, brave spriters! Go forth and do your part to save our childhood heroes!! (But srsly tho, they're all fine)
  7. Hello Everyone ! I'm new here .. um .. first of all , I'd like to introduce a game project I have been working on , it's called " Atsuya's Quest 1 " .. um .. the main menu so far looks like this : it might be changed later .. as for the story , Atsuya is a young boy as the same age as mine , who went to the 7th dimension through his computer , actually , the 7th dimension is a copy-paste version of the real world , the upcoming danger will affect badly on the real world , that's why Atsuya and the 3 more chosen must save the 7th dimension ( an the real world as well ) from the High Seraph Lord and his summoner [ 1st High Seraph Lord out of 12 ] this how the characters look like : as for the battle : I'm using videos OGV in all summoning skills , such as : I don't own any scripts , artwork , videos , music , etc .. I only own the idea , the story , the characters idea , bosses idea , etc ...
  8. Ok so I have a question. Is there a way, either by controlling the variables (as X Y coordinates) or by script to play "warmer / colder" with an invisible treasure chest? Like players are walking along and press a button and it says "cold" if you are over a certain threshold and "hot" if you are within a second threshold? (assuming X, Y coordinates). Tried messing with this last night to no effect. A second theory, less robust but simpler I guess, is to use region ID numbers as conditional branches that it checks on a parallel process common event. Like if it's 01 it'll say "cold", if it's 02 it'll say "warm", if it's 03 it will say like "burning up!" in text that pops up when you press the button. Basically, I want to have a dog in the party who can "sniff out" treasure.
  9. In a normal RPG, the Protagonist in the story gains a great power in which he/she uses to accomplish a great deed and becomes a hero. The Reluctant Hero Series aims to do the exact opposite. Reluctant Hero is a series where the Protagonist has strong disadvantages that puts him/her behind the average person; however, through strategy, planning, and raw will power, he/she achieves the status of hero nevertheless and against all odds. Divinity's theme is "last in line". Type: Tactical Genre: Fantasy + Science Fiction Rated: Recommended 13+ for theme and animated violence. Average Playtime: 15+ hours of custom parties and randomly generated battles with an end goal. Notes: - The game is relatively difficult, but not impossible. You just have a wide array of tools in your belt to solve the problem. - The game's battle system is Gubid's GTBS complimented by Yanfly's scripts and will most likely not work for your game. The scripts were interwoven. Patches: Known bugs: Divinity's Lore: Divinity's Characters: Divinity's Story: Divinity's Screenshots: Divinity's Credit: Divinity's Features: Game Download: I will not add anymore features to this game so saved files will be relatively safe, unless a major game breaking bug shows up. I will, however, keep supporting it as long as possible. This game as taught me quite a bit about design, so I hope you'll learn something from it also. - Adventurer_inc
  10. Hello everyone. I'm looking for the best practice to use in having enemy sprites that are on a dungeon or field map that when the player touches them, a battle begins. Should I use switches, variables? When should the enemy sprites return to the map? If I did it when the player left the map, does that mean I'd have to flip a switch on every event that lets the player leave the map? Thanks, all!
  11. I've been wondering, is it possible to create a system that allows combat outside of the actual battle scene? As in, being able to attack and activate a few skills in a manner similar to that of the Legend of Zelda games? I've been playing around with different ideas, but I have pretty much no knowledge of scripting, and events can only do so much . So is there, or is it theoretically possible to make, a script that allows what I've described? Thanks!
  12. Purple Phantom

    VX Ace or MV?

    Hello! I wasn't sure where to put this, so I hope it's in the right spot. I have a few pending games (check the spoiler in my signature) and I was wondering if it would be worth it to get MV or if I should stick to VX Ace! As such, I'd like to know the pros and cons of both makers so I can compare, contrast and, eventually, decide whether I'll use VX Ace or MV for the games. Thank you, in advance!
  13. I've done a search on this, both on this forum and on the Internet, and I can't seem to get anything. Yet it seems like a pretty obvious question. I was wondering how one would make a skill that hits every enemy, where the damage from the hits gets higher or lower with every hit. I can imagine that some mild scripting would be required, but I'm not sure how one would do it.
  14. Purple Phantom

    Castlevania Fangame

    Before I begin, if this is in the wrong place, I'm SO sorry! So, I was looking through the basic RTP stuff and got this idea for a Castlevania fangame a la Lament of Innocence. I honestly think I could do it, but I need a little help with, like, two things... 1. The map system 2. Sub-weapons (the cross/holy water/dagger/etc.) Any ideas/help?
  15. I'm trying to make a common event for a skill which takes the party out of battle (if they're in a battle) and teleport them to a certain place. If they are in battle, I want to end the battle first, so I use End Battle. However, it seems that the event stops right at that point and does not proceed any further. No matter where I put the End Battle, the event always stops right at that point, so I can't teleport the party to the correct spot. The event works fine if the party is not in battle, because it skips over the End Battle part. What I want to know, I guess, is how does End Battle work and why does the event always stop processing at that point?
  16. I've been staring at these formulas for a long time but I can't find the problem. Formula 1: if a.hp = 0; a.hp = a.mhp / 2; a.remove_state(109); else; a.hp – a.mhp / 20; end; 0 Effects: These effects last until your health reaches 0. All damage taken is reduced by 30%. 50% chance to reflect magic and 100% chance to counter physical attacks. When you counter-attack, the defense of the target is halved during the next turn but the caster loses 5% HP. Caster is Immune to death for the duration of the state, Angelus Protection. When health reaches 0, you are reborn with 50% health but you lose your Angelus Protection. Formula 2: if a.mp >= a.mmp / 10; a.mp – a.mmp / 10; else; a.hp – (a.mhp / 20); end; 300 Effects: The Caster counters all physical attacks with 300 pts of damage at a cost of 10% MP. If Caster’s MP < 10% of MaxMp; then 5% of MAXHP is taken instead. This spell will last for 10 turns. Found any glitches?
  17. Is there any way, in an event, to make a conditional branch based on whether the party is in battle or not?
  18. Basically, wanted to know if it's possible to make a NPC react to the player's mere presence in the map (When within about.... 3 or so blocks away). Let me pull an example, if you've player Metal Gear Solid 5, you know that the NPCs react to the main character by stopping and saluting and not moving untill the character walks away (Or beats them up, but I don't want that. :-P ). Was curious if something like that is possible. Would be cool to walk into a map and make some NPCs suddenly salute the actor of the game if the actor is a high ranking army officer.
  19. This is more or less exactly what it says on the tin. If anyone could help me out with this, I'd really appreciate it!
  20. Abstract: An adventure about a woman who owns a tea shop in the middle of all realities. Genre:RPG, side-scroller, puzzler, side scroller, Sci-Fi, Horror, H.P. Lovecraft Game Progression: 5% [media] [/media]Story / Setting / Purpose: Mrs. E Chapter One "On Reflection" is a serial RPG about a woman who owns a tea shop in the middle of every reality, finding herself on various adventures throughout the Multiverse. Ironically all she wants is to get tea for her shop but ends up saving the day from all manner of evil. Mrs. E will be a side scrolling mystery science fiction RPG with a unique artistic scrap book montage to the GUI and some other goodies. Set on alternative realities, planets and times Mrs. E covers many adventures on countless worlds. Playing as either the titular character or one of her companions, you solve mysteries, fight mastermind villains and make choices at the end of each game that will have a profound impact on the ending of each game, and the following game should you wish to continue your experiences from the last. The biggest myetery you have to face in the 13 episodes of the series is who Elizabeth was in her previous life, and why it was so important she forget about it. Character Bios: Elizabeth (Mrs. E): The owner of the strange little tea shop who's doors open to literally anywhere. She is very English and quirky, dark and mysterious and insists she is married. To whom is probably the biggest mystery in her life. She has lead many different lives before, with many different faces and many names, all beginning with the letter "E" and often refers to a time where for her "Everything changed". Whilst caring and emotional on the outside, she has lived so many lives she often finds herself aloof and out of ouch, constantly needing that human interaction to keep her focused. Her greatest frustration, however, is not remembering her previous life and spends most of the series trying to solve that mystery. Credits: Music: TBH Artwork: Josh Clark Scripts: Atelier Rgss Screenshots: . Features: A side scroller adventure spanning countless realities in which you must solve the mystery of your past and in the process make sure your multidimensional tea room stays in business. Little combat, but any there will be will be adapted from a unique system I am currently researching.
  21. Hi, sorry if I am posting this in the wrong place, I'm new here and having a little trouble finding any solution to this. So, I'm trying to setup a system where the player uses an item (which would be a campfire kit) that transfers them to a pre-made campsite map, where they could talk to their followers and manage other inventory aspects. I have most of it figured out, except for the problem of returning them to wherever they first originally used the item. Unless I'm missing something very simple here, I am at a loss. Anyone have thoughts or suggestions?
  22. Hellreaper

    Making an ATM

    Hi guys, I installed the RPG Maker VX Ace 3 days ago but right now I got stuck. I am trying to make an ATM system for money withdrawal. But I've hit a wall as of to what is going wrong... I have some experience in coding with C++ but I wanted to try this out froma recommendation from a friend. the deposit has to check the amount of gold you are holding in the if condition but I cannot find the way to get that to work. I would think asking the amount of gold held en putting that in a variable would work but I'd rather use the actual gold variable that is in the game. I dont know for sure if this isnt on the forums yet, so if I missed it, please tell me. https://gyazo.com/d6e88e0de554aeb76a7f6642ea56cd49
  23. EDIT: Completely ignore everything you read in this thread. Turns out it was an issue with my sprite editing program. I fixed it. Pls delete thread. Thank.
  24. Here's the short version: I need to change the colors associated with MP and TP in skill costs, and can't find where in the editor to do that. I know it's as simple as changing a variable, but for the life of me, I can't find that variable. Ideally, I'd also like to modify the MP bar to have a certain number color for very low, a different number color for most of it, and then a third number color for maxed out MP. (I have some skills that key off what your MP percentage is at.) I don't want or need a script, it's not something that I'll need to change often, I just need to know where it is in the editor, and what I'd change. Edit To clarify exactly what I mean, let's say an actor had a max MP of 100. I'd like one color for, say, 0-10, another for 11-90, and a third for 91-100. Edit2 Looks like I found it! For anyone curious how to do the second, it's in Window_Base. Here's the sections I changed, and how they look now. You can add more colors the same way. If you wanted to keep the crisis color, you could just un-comment that. A mod can go ahead and close this thread now.
  25. Hi, I'm very new to both these forums and to RPG Maker in general, so please forgive me if I neglect to follow proper decorum here, or lack the correct terminology. I have a game idea I want to develop, but it hinges on an idea which I'm not sure is possible to pull off. Essentially, I want the PC to be a gambler who lives by dice rolls, coin flips, and other games of chance, and will alter their actions accordingly to the results. I want to let the player leave certain choices up to chance, wagering higher stakes and greater penalties, which will directly affect the story from that point on. For example, let's say that the PC has comes to a pair of doors next to a path that leads towards their goal. One of these doors will provide a shortcut past many traps and enemies (you'll also find gold and rare weapons), while the other lead to a gigantic monster who will provide a lot of good XP, but will also be even tougher than the enemies and traps on the path. So the player has two options: 1.) Take the path. It's the long way around, and there are fewer rewards, but it's also less dangerous than the monster. 2.) Flip a coin to decide which door to take. You risk greater challenges versus easier rewards. If the player chooses option #2, I want the result to be randomized so that there's no knowing if you'll get heads or tails, left or right door. I want the risk to be real, rather that set in stone in the script. Another example: the PC could roll a die that would have different results depending on the number. If you roll a 1, you lose 1000g. Roll 2, lose 500g Roll 3, lose 10g Roll 4, roll again Roll 5, win 500g Roll 6, win 1,000g Also sometimes, rolling the die would also determine where the PC goes from there. Roll 1, go to the big scary castle. Roll 2, go to the swamps and find the witch who lives there. Roll 3, go to the small town to inquie about the missing baron Etc. Again, the results have to be randomized, so the risk can be real. Is there any way to do this? Again, my idea hinges on this working, so I greatly appreciate any help that you can give. And again, I'm very new here, so please use beginner's terms wherever possible. I'm not hip to designer scripting lingo just yet. Thanks!
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