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Found 45 results

  1. Ayyyye people, you ever wish you too could have amazing side battle monsters? Tired of the default? Drowning in over used art? if you answered yes to any and all questions then I Inazuma the lightning may have something for you! Here on the Zuma farms, we take care of our pixels raising them from the time they were small until they are big enough to leave home and start adventuring in your game! Need a harpy? No problem! How about different kinds of slimes? order and your wish is my command! how about a seven head fire, ice, and poison breathing hydra that is every colour of the rainbow? Sure but that is going to cost you! come on down to my neck of the woods and see what I can do for you!
  2. Hi Everyone, I am trying to figure out how to prevent the side view battlers from moving, like for a few months already. when I purchaed RPG Maker MV on the website, it had bonus plugins including "SVActorPosition" which lets you change the battler (actors) positions in side view battle mode. when a battler (character) 1) is highlited (choose attack, magic etc) and 2) when they attack the enemy (just before they hold their weapon), the battler always moves one step to the left (then, moves back). I was wondering if anyone know, how to modify the script to prevent that "step forward", how to make the battler stay on the same spot the whole time, when you highlight them and when they attack the enemy. I have no idea about scripting myself. I attached the SVActorPosition Script here (as a text file). also there's a plugin which lets you select the positions where the battlers move while attacking "Victor Engine Battle Motions", but it's too big itself and i cant understand anything. The reason is, I was thinking about the possibility of making a combat system lie Phantasy Star 2 and 4 (Mega Drive). A front view combat system with the battlers (party members) while standing and attacking. It would be much better to use a script to modify the side view battle system into an enhanced front view one, than using the standard front view one since it doesn't show the enemie's battle animations when they attack a party member, but the side view one shows all animations. That way we could make our games look much better. Any help would be appreciated. SVActorPosition.txt
  3. Today while doing Battle Tests I encountered an error message reading "Unable to find file: Graphics/Battlers/Slime-Spritesheet" while running a basic battle with the default Slime battler. The strange thing about this is, it was working fine last night. This error occurs with every enemy in the database. While under the Enemies tab I can select battler pictures from my resources and the image appears fine. The image even appears correctly under the Troops tab. The issue is with Battle Tests. I figured this problem was from a script I installed last night called Animated Enemies by Rhyme. Battle Test worked fine last night, with custom battlers and default characters.The script wasn't making any difference though so I removed it. Now, with the script gone Battle Test don't work anymore. Things I've tried but still encounter the issue with: 1. Removing all battle related scripts 2. Adding a custom spritesheet named Slime-Spritesheet under Graphics/Battlers If anyone has any ideas how to fix this, please let me know. Any suggestions would be greatly appreciated!
  4. Hi everyone! Another request of resources I have for one of my spin-off games. I was just wondering if anyone could please help me find (or make) the following resources for my game: * Moai statue for world map. * Pirate battlers (male + female, also if you could provide me with skeletal pirate battlers that would be greatly appreciated ) * Monkey battlers * Tarsier battler https://upload.wikimedia.org/wikipedia/commons/7/7e/Bohol_Tarsier.jpg * General tropical tilesets * Aztec/Maya/Inca themed tilesets This is what I can think of right now. If you can help me with this I would be very grateful. Thank you in advance! /Markus
  5. In RPG Maker, actors can receive exp by defeating enemies in battle. When all enemies are defeated, the victory processing will occur, and actors will receive exp from the battle. However, this means that if you were to escape before the battle was over, your actors would not receive any exp even if they defeated some enemies. This plugin changes the way exp is obtained. Instead of only on battle end, exp is received whenever you perform an action. For example, if an actor attacks an enemy, exp calculation will occur and if the actor earns exp from that attack, the actor will receive that exp immediately, and potentially level up on the spot. Action exp can also be obtained outside of battle, depending on the rules you have set up for your exp calculations. With this plugin, actors will be rewarded immediately for their actions, which provides you with some additional mechanics that you can use. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  6. Battlers requests

    Hey all! I'm working on some ideas for my game that will involve a species of sentient bird creatures that dwell in the desert, and that will be encountered as enemies at some point in the game. I want them to resemble the Egyptian god, Thoth in appearance to some degree, with long pointy beaks, and bodies/clothing that resembles what Egyptians would traditionally wear. Furthermore, they should be armed with spears, and be taller than the average human being. I guess this is an example of what I have in mind: https://upload.wikimedia.org/wikipedia/commons/thumb/c/c3/Thoth.svg/2000px-Thoth.svg.png If you can help me with this request, I would be very grateful. Thank you! /Markus
  7. Name: Actor Portraits in Battle Version: 1.1a Author: Mr. Trivel Created: 2016-01-18 What does it do? Shows Actor's portraits/battlers in battle. Video: How to use? Put actor images into img\system folder named "Actor#.png" where # is Actor's ID. Example: Actor5.png Actor133.png And you're good to go. Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  8. Battler needed!

    Hello again! So I have this custom villain. I have the face and sprite, but like most villains, you must fight him. So I need a Battler of this guy. Here's a picture of his sprite and face. Could someone please make one for me? I kinda suck at these things Also, I'll obviously give you credit, with your name, website address etc. etc. Thanks! Spuds
  9. Hi! I'm making a game and would like to make my own battlers! How would I go about making a Battler?
  10. I've come to become quite okay at animating skills and importing battlers in my translated version of Tankentai for RMVX Ace. The problem is that sometimes the animated enemy battler will stay flipped backwards as their coordinate resets until a player hit them. Or sometimes it bugs out and though their HP is far past the KO threshold they won't die. I have all my skills ending with "Collapse","Coordinate Reset"].....? So I'm not exactly sure what's going on?
  11. I'm willing to spend a fairly large amount of money to commission a monster breeding system. To encourage activity, I'm going to be upfront and say that I expect to spend at least $200 for your work. It's up for negotiation. And your name/moniker will be represented in the credits, of course. Familiar at all with Dragon Warrior Monsters/Dragon Quest Monsters? Background: I'm building a monster taming game, using a breeding philosophy very close to that game. You fight battlers, can coerce the last one defeated to join your party, and you can breed monsters/actors among a pool of all party members – active or inactive – into stronger offspring to continue your adventure! Of course, none of this is possible without a breeding system, and I have my eye on a particularly robust one...and that's where you come in! What I want is an actor classification system (into elements/types/whatever) + an actor fusion system. FIRST IS THE FUSION SYSTEM. What I need to have happen is this: Two actors, A + B, can be chosen from a menu of active and inactive party members As a limitation, both actors must be at least level 10 After a confirmation screen, the actors are removed permanently Replacement is a third actor ©, at level 1 The order of the two actors chosen dictates the result Actors A + B would produce Actor C Actors B + A would produce Actor D Actor C inherits percentage skill boost from parents (let's say combine parents' stats, take 10% of that, add to Actor C's stats) Actor C inherits spell sets from parents Actor C, at level 10 and above, is free to breed with any other lv 10+ actor and pass strengths down From a GUI standpoint, this is what I am thinking (open to your input): A script call retrieves a window displaying four actor faces at a time (think the menu screen), but scrollable From this window, two actors can be selected, one at a time Once these two actors are chosen, the menu changes to display their faces to the left (one above the other) Each face is accompanied by basic stats: name, level To the right half is either a placeholder "mystery" face (if first time encountered), or the relevant face for the resulting actor Below both of these is something like "Actor A and Actor B will breed Actor C. Once this is finished, they'll be gone forever! Are you sure you wish to proceed?" Along with a choice "Yes"/"No" If "No", returns to previous screen with no actors chosen If "Yes", a script plays some sort of animation, I haven't decided on that part yet Afterwards, screen displays Actor C face, text below says "Congratulations! Actor C has hatched! Name?" Along with a choice "Yes/No" Actor C can be renamed Actor C is added to inactive pool of party members at level 1 THEN, THE CLASSIFICATION SYSTEM. Now, the backbone to all of this would be a system that allows me to dictate what combinations produces what actors. Furthermore, each actor will belong to a certain elemental type (let's use Pokemon for this example: electric, fire, water, et cetera). There are a couple of different ways to produce a specific actor: (Random actor from element) x (Random actor from element) (Specific actor from element) x (Random actor from element) (Specific actor from element) x (Specific actor from element) So, assuming you're remotely familiar with Pokemon, I'll use this example: (Water Type) x (Water Type) = Squirtle (Squirtle) x (Water Type) = Wartortle (Wartortle) x (Wartortle) = Blastoise And then, I'd like to be able to stipulate a couple of different recipes to get a specific actor. An example might be: (Wartortle) x (Wartortle) = Blastoise (Wartortle) x (Charizard) = Blastoise (Wartortle) x (Venusaur) = Blastoise I'm not sure how this can be done. Perhaps in the note tags? CONCLUSION (SORT OF) I want this all as customizable as possible. I'd like it to be fairly user-friendly to me, and for me to be able to tweak any of the details. I'm willing to personally input all of the recipes for the monsters, so long as the proper infrastructure is built for me to do so...and I'd like to be able to tweak that parents' stat gain+ to the child actor, and any other major factors to this system. Also, there's a simpler, buggier prototype of this breeding system here – might be a good place to start: http://pastebin.com/5z8uZraT. These actors will be coming from battles, as the player character will fight, tame, and breed actors (which will be monsters, of course). I haven't really looked into the cloning aspect, but I've tested a few things...for maximum compatibility, I'm willing to pay extra for you to build a simple actor cloning system that could be incorporated into the aftermath of a fight. For instance, if you use enough of a class of items that coerces a battler to join you after the fight, and whatever that check winds up being passes, the battler will reappear before the fight sequence ends, and you can accept it to join your party. This sub-script would clone the defeated battler with its current level and stats, adding it to your inactive members if your current party is full. That should cover just about everything...tried to format this all properly. feel free to ask any questions that I can clarify!
  12. This question might have been asked before, but I still need to ask it for myself: Is having the default tilesets/actor sprites/etc for my game okay? Or should I try and scout out for custom content or commission artists to make things for my game? See, I only ask because I feel a level of embarrassment when I realize that I'm still only using default sprites and tilesets that I got when I downloaded RPG Maker VX Ace and not making my own sprites or finding people to make them for me. Should I feel this way, though? Is it really that big of a deal? It's been bugging me for a few days... What do you guys think?
  13. Icons for Enemy Battlers

    As the title suggests, I'm looking for a script that will display icons for debuffs and status conditions for enemy battlers. Ideally, it would be animated so multiple icons can fill a single spot. Can anyone help with this?
  14. Hi guys! I am working on an rpg, and some friends where asking if I'd show them how I was doing some of the stuff I've been doing for the game. So I thought I'd record them and make a little tutorial of my workflow. I'm not the best at this, I've never made tutorials before so I'm learning as I go, but I'd love to share them wit you guys if you're interested. The audio isn't very good in the first two, but the 3rd and 4rth are much better, and I'll continue to provide more from here on as I progress on my own project. BATTLE BACKGROUND 1 - BATTLE BACKGROUND 2 - https://www.youtube.com/watch?v=zsm5Cwsds_g RATLING BATTLER 1 - RATLING BATTLER 2 - I'll do more later, if there is anything specific you'd like to see let me know and I'll try to touch on it. Thanks for looking! Also, here are some of my old tiles if anyone is interested in them. Feel free to use them in your projects, even projects you plan to sell. Just put me somewhere in the credits! And maybe give me a free copy if you can? http://www.newgrounds.com/art/view/hyptosis/ff6-recreated http://opengameart.org/content/lots-of-hyptosis-tiles-organized http://opengameart.org/content/lots-of-free-2d-tiles-and-sprites-by-hyptosis http://opengameart.org/content/mage-city-arcanos http://www.newgrounds.com/art/view/hyptosis/sprites-and-tiles-for-you http://www.newgrounds.com/art/view/hyptosis/tile-art-batch-5 http://www.newgrounds.com/art/view/hyptosis/tile-art-batch-3 http://www.newgrounds.com/art/view/hyptosis/til-art-batch-2 http://www.newgrounds.com/art/view/hyptosis/tile-art-batch-1 http://www.lorestrome.com/pixel_archive/main.htm << ignore the disclaimer, I need to update the site, everything on this link is free to use too!
  15. so this is Ray and Jack Groves, two of the main characters of my game... using a script that shows them like this (XP Style) during battles. what do you guys think?
  16. Hey, So I made a bunch of battlers using public domain/free to redistribute pictures - I wanted to know what you guys think. Also, if you happen to know anyone who does similar work to this, I would love to get in contact with them to trade resources and stuff. Animals Bosozoku RMoney Ladybug Boss Series
  17. What I want to do is use just a still image that i have and use it as a sprite for one of my actors when battling, kinda like this.
  18. Hello fellas, I've been trying to use CP's Battle Engine to get my battles show my player character's bust like in Mode 3. A little disclaimer, prior to RMVX Ace I have barely seen - let alone try to configure - a script before. It's like a whole new foreign language to me (and not the easy kind). It's a little overwhelming to say the least. I tried my best to educate myself on the subject matter to find a solution for this issue, but I'm not making any progress. :wacko: For the life of me I can't figure out: How do I configure the script to use Mode 3 (this is my best guess), and; Where do I input my player character's file name (as in file name from Graphics/Battlers) in the script? The script: http://pastebin.com/raw.php?i=GWfAQQeN
  19. Hi all! So I am a bit of a newcomer to Ruby, but I've had other coding experience and have made do with little to no issues getting Symphony to work with Holders Battlers add-on (quite different from the original Holders Battlers script which uses lot of if statements to get things done). So far, I have the Symphony Battle System by Yami with the Holders Add-On involving spritesheets working flawlessly together. I have even added additional animation rows. (I prefer to use Holders because I like to do my pixel artwork manually.) I'm using Symphony version 1.16e and the Holders Addon I found here was last updated 2013-2-1. I have no other script installed. HOWEVER, I have run into a few modification issues that I need some experienced Ruby scripters to take a look at. Forgive me if I mis-use terminology. 1) There is no "entering battle" pose like the original script. I'm trying to recreate this to no avail. 2) Whenever the player actor is attacked, there is a delay in playing the Miss or Hit animation. Very vexing. I'm also trying to determine a way to play a Miss animation in place of the Symphony "move out of the way" effect. 3) The dead pose loops. There is no collapse effect for party members, just bosses. 4) There is no running or retreating animation when using Holders, it just uses a still frame. I'm assuming this will have to be modified in Symphony. 5) What in the hell is this setting for? I've changed it and nothing happens. module Direction #-------------------------------------------------------------------------- # self.index_hb #-------------------------------------------------------------------------- def self.index_hb(pose) case pose # array = [row, frames] # frames is optional, default is 15 when :idle array = [0, 12] #I have no idea what the second value does I looked up where this array is received and it brings up even more questions. #-------------------------------------------------------------------------- # alias method: update_src_rect #-------------------------------------------------------------------------- alias bes_hb_update_src_rect update_src_rect def update_src_rect bes_hb_update_src_rect unless @battler.use_hb? return unless @battler.use_hb? @timer -= 1 if @battler.force_pose if @timer <= 0 && @pattern < 3 array = [] array = Direction.index_hb(pose) @pattern += 1 @timer = array[1].nil? ? 15 : array[1] end else if @timer <= 0 @pattern += 1 @pattern = 0 if @pattern > 3 @timer = 15 end end #--- line_no = Direction.index_hb(pose)[0] sx = @pattern * @cw sy = line_no * @ch self.src_rect.set(sx, sy, @cw, @ch) end Is this timer just overwritten by Symphony or does it just default to 15 regardless? I tested compatibility with Yanfly's Battle Engine and was able to speed up the animations using his framerate override in the original Holders stand-alone script , but not Symphony. I WOULD PREFER to accomplish all 5 items above without the use of Skill tagging, since 1) I have a crap-ton of skill tagging that will need to be done later, and 2) I have found no setting or way to do it anyway. I realize this is alot to ask, and very specific tweaks, but I'm on hour 8 of this and just need help. I'm open to any suggestions.
  20. custom drawn battlers

    So recently we've started creating battlers for my game. Well actually, Lisa Windels created all the battlers, all credit goes to her. What do you guys think? This is the first time she draws anything like this, and she got nearly no game experience. As the rules are stated: nobody may use these battlers, except if Lisa Windels gives permission for this.
  21. vx + vx ace combined

    If you've bought VX, and VX ace, would you be allowed to use battlers original to vx in vx ace (for commercial purposes)? As there is a guy's sprite and faceset at vx ace, but he's missing his battler. (which can be found at VX) If needed, I'd show screenshots, but I'm guessing my question is clear?
  22. Symphony battlesheets

    Sooo, newbie question, I think. I am using symphony as my chosen battle script, and I love it, it recalls so many memories of level grinding on the original final fantasy games... But frankly, the weapon icon creation system, looks hilarious. Just a magic little icon sprite floating in mid air and smacking the ground. It leaves a lot to be desired. I want to implement battlesheets so each action showes it's own unique movement per character. BUT, scripting and notetags look like a foreign language to me. How in the world to I make each weapon call upon a seperate battle sheet so my custom weapons can be shown off in all their glory?
  23. I'm getting a strange error message when I enter battle for the second time. I have an event set up to engage a battle. I activate the event and the everything goes fine. When I activate the event a second time, I get an error message. This is the line it takes me to within the Animated Battlers script. pose = battler_pose("MAGIC CAST", pose, item) if pose && item.magical? I've tried changing the default magiccast pose from nil to 8, which is the same as the magic pose. That didn't do anything. I didn't have this problem when I only had one character set up in the script. After I added five other actors, I began to have this problem. My sprite setting look like this: VE_SPRITE_SETTINGS = { # 'Filename' => {settings}, # # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: :default}, # 'Sample 2' => {frames: 3, rows: 4, mirror: true, invert: false, # mode: :charset, action: :charset}, # 'Sample 3' => {frames: 3, rows: 4, mirror: false, invert: false, # mode: :charset, action: :kaduki}, # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite, # action: :default, oy: 20, evade: 1, skill: 4}, 'Ber' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Roz' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Her' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Sax' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Erm' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Had' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 'Holder' => {frames: 4, rows: 14, mirror: true, mode: :sprite, action: :default}, 'Charset' => {frames: 3, rows: 4, mirror: false, invert: false, mode: :charset, action: :charset}, 'Kaduki' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, } # Don't remove Anyone have a clue what this error message is about? EDIT: I did find another topic with this problem (kinda). They had the problem when selecting actors to act during battle (pressing the right arrow key I think). My problem is a bit different. I realize it may have something to do with the Yanfly Engine Ace script. I'm just not sure if there is something in one of the two scripts that could be changed to make them more compatible.
  24. I'm trying to add the attached image as a battler graphic in my game, but it doesn't seem to be working. Instead of showing only a single frame in the picture selection dialog, it is showing the whole spritesheet. And in-game nothing appears at all. What am I doing wrong?
  25. Man we always get so nervous when posting any of our stuff but we feel it is time to showcase a good bit of it and get different people's opinions on it, the good, the bad and everything in between. A heads up it seriously is ALOT. Just a quick note, the stuff that is super huge we're gonna resize for the correct in game size. Some things have been resized here while others have only been downsized to fit better for showcasing on these forums. For our game we got much inspiration from Castlevania, but sooo many more things as well like mythology and different cultures and we want to share this with the community and see what people think and also how there actually is alot more than this XD
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