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First off let me say I wasn't quite sure where to post this. I'm using 2 scripts to give the characters both extra frames of animation and turn in 8 directions. But it's the sprites I need help with. I thought I followed both to the letter however when I boot up the game the sprites are cropped, missing half of the sprite. I can't fix this, so I'm asking for help. The scripts I'm using are this one and this one over here. Instructions how they work are written in the scripts so no need to explain here. The sprites I'm using are at the bottom. Are they too big for these scripts? Too close together? Thanks for any help you can give. ^^ P.S Those sprites are for test purposes only right now.
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OK first let me say that "animated enemies" is not what I am asking. Even tho 100% of searching gave me that.. I want to know how to have my customly made enemy, who has a still battle, to use the animation numbered 21, titled "Blow Ice" from the editor? From what I can see, those are player only attacks?
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Simply, the topic. This looks interesting, but there's no info on how to do it.
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This is a simple question. I noticed a few "DLC" packs, tile sets, that I can buy and import into RPG Maker. I also noticed that they, for the most part, seem to be cheaper over on Steam. However I do not have VX Ace on Steam (XP is up in the air since the trial had long since ended). So, if I buy these DLC Packs (I really love the Fantastic Buildings Medieval pack, Medieval IS my thing after all!) on Steam, would I be able to place them into RPG Maker that's not on Steam, but my PC? And vice versa. If you will? Thanks in advance!
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https://www.pokecommunity.com/showthread.php?t=220360 Hey again, I know I know all I do is ask questions with little to show. I hope to change that soon, but right now I found something that could help me with an older project. The above is a starter kit for fans of Pokemon Mystery Dungeon, however when I attempt to run/open it I get and I noticed the link above said "RPG Maker VX" so I'm assuming Ace can't open it because it uses RGSS301.dll? But I do wonder if there's a way to get VX Ace to open this, right? P.S when I ty to open it I do get the message about how Windows can't open Game.rvproj.
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- darkness void
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I was looking at Pokémon Essentials (I got the free trail of XP to look at what it had) and I have a question that 3 of my friends could not answer. The below are taken from the engine (sadly the Pokémon Essentials' Wiki seemed to be gone, at least of this post) but for the life of me I can not figure out what they are. "<c2=7E105D08>", # Blue "<c2=421F2117>", # Red "<c2=43F022E8>", # Green "<c2=7FF05EE8>", # Cyan "<c2=7E1F5D17>", # Magenta "<c2=43FF22F7>", # Yellow "<c2=63184210>", # Grey "<c2=7FFF5EF7>" # White I was looking around so I could add more colored text for when characters spoke (\b gives blue text while \r gives red) and figured it was tied to the above. But when we searched the codes don't yield any colors at all. One suggested it was code only RPG Maker used so....does it? The question - What form of code are those colors and how can I add more? Further more when I used \c[5] I got pink text?
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- pokémon essentials
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So I wanted to mess around with a Pokemon game (have ideas but need the practice) but the best method I could fine is XP only with no way to use on VX Ace. But there is Pokemon For Ace, Crystal Engine. However it seems to be a dead project (and since one link the creator posted led to a Rick Roll video.....) but, the stuff is there. https://crystalnoel42.wordpress.com/pokemon-for-ace-kit/downloads/ However upon messing with there are a few problems, such as.... #1 All sprites are downloaded separately, including the battlers #2It's riddled with bugs (for example attempting to save crashes, and the project refuses to be opened as long as that save file is there) #3There are zero tutorials (text or video) meaning I have no way of learning this without trail and error Now I do believe that, given enough time and effort, all of these bugs can be fixed but I'm very uncertain. After all I have nothing to tell me how to do anything. This really does feel like a massive troll (again he linked a Rick Roll video in a topic he posted elsewhere revealing this engine) but I could be wrong. But the most recent thing regarding this engine that I could fine was 2015. So chances are it's dead but if a really good scripter took the time all the problems could be fixed. I am not a scripter, I can't really tell what's wrong without trail and error but that's just with 3, 4 or maybe 5 scripts. Not a whole engine (meaning the custom scripts this guy built into the download, there are like +20 of these scripts). So before I even attempt this burden, is it really worth it? I want to put in effort but, if you guys look at the download he gave you'll see all the custom stuff he did. And everything is broken. Should I try to fix this engine or should I just save up the $25 to buy XP and use the still being updated project? The quick answer would be "Dude you're wanting to attempt to fix a projected when there's a better one that's still getting updated?" but again, there stuff is there and VX Ace is what I'm better suited at. But can I even save this? I shall leave it up to people who are way better suited and experienced. Projects are never finished, their abandoned. But this.....I just need somebody to look and with experience, can tell me if it'll be worth the time and effort to even attempt. Your floor experts. Should I attempt to fix this or should I just buy XP for the more advanced engine?
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The Town That Feared Nightfall NOTICE! This will be updated with each new update to the game itself (current update is in the exe's name). Abstract: A small town is suddenly gripped with fear as a killer randomly picks them off at night, and only you can save them if you're quick enough to find them. Genre: Horror, murder mystery, and MLP FIM (Friendship Is Magic) Average Demo Time: 30 minutes at most Game Progression: At the moment the game only goes up to the end of night 2, which can end in a couple of ways. There are unfinished bits, like characters having no lines at certain parts. I'm trying to mainly focus on the story and important moments, but I will go back and add character lines after I get enough of the story done. The game will take a long time to finish and fully write, since there are more than 1 outcome to certain cutscenes, hence why you'll see characters just standing idly and mute. My best friend, Silvergunner, tested the game and told me to resize a house or two to better match the building's outside shape. So I'll be doing that sometime in the future, also---and spoiler for night 2 so read at your own risk. Also, if you play the tutorial lvls there is a glitch that I just cannot fix. I'll be posting a topic about it but basically it's a pathfinding/stealth issue. Other than that my friend reported no other glitches, but if you manage to run into one be sure to let me know. Also! Almost forgot but if you play the game then do so as the female character. Why? Because I wrote 85% of the game's cutscenes so far for her, I'll have to go back and rewrite nearly every single cutscene with the male character, which I'm not gonna do until I get most of the game completed. Recruitment: I can't really pay to recruit people, but whoever plays the alphas and help report bugs and such will all get credited when game is completed. Story / Setting / Purpose: The game will be mostly set in a single town (it's mostly empty with a in-game reason given). You can pick between a male or female character (again pick the latter for now, unless you want to see her cutscenes as the male character) who arrive in town on your way either to a collage or to become a teacher. However, when you stay overnight you are awoken by a scream. A pony is found dead, and it is only the beginning as you soon become the victim of a sickening game. If you're quick you can save the lives of a few ponies, but take to long and their death is on your hands (or just let them die for a very bad ending, you monster XD). So if you play your cards right you can save more than 1 life (WHEN I fully write said outcomes), a key feature is your choices and the possible paths, endings, and character interactions. The purpose of this game is take a old yet still commonly used story and rework it with a new twist. Taking something old and breathing life into it with a totally new spin, and if you're a FIM fan you'll know what I mean when you play the alpha which only begins the mystery. Another key feature I want to do is leave enough open for people to theorize and connect all the dots like they would for the FNAF series. So you'll be getting clues and pieces to a puzzle that, when you get every possible ending and scenes, are still left with enough to want to theorize and figure out the key question that the game never gives you. So, in shorter words, a cult classic is what I'm hoping to create. Character Bios: Credits: Well at the time of this current alpha the credits would be: Rainbow Jello and Recife for the blood titles, Jet for the chase script, Eric Matyas for the game's main theme ( www.soundimage.org ), Rikifive for her help with the chase script I had to give up on, D.S.Sirius for telling me branches were a similar way to collect and reuse letters, William TheUnproPro and Mystic Sword Gaming for their video tuts over at youtube, Wewius for allowing me to use his scroll vectors (with minor edits) from DA. Avery for the telephone sprites, Enterbrain and Flaming Teddy Productions for the hospital room, ~JV~ as well as Twitch for a few custom items, and Silvergunner for helping me by test playing. Also I would like to credit Conan McPhee (http://pinkamenathegame.tumblr.com/) as without his permission to adopt the randomized characters in his game, then all of the OCs (least Speedy, Silver Shadow, Axl, and Yumi Everton) wouldn't had existed. Screenshots: NEW image of the killer, as well as what he/she would look like in the Equestria Girls world. You can already see the killer in the game's main title, so not really a spoiler. -In-game screenshots- Not really screenshots but here are a couple avatars I drew for the game. Features: Turns out, and thanks for Silvergunner trying this at pure random, you can use a controller to play the game! Tho he did so by using Xpadder, which is a free program that lets you use PC/Laptop/emulators with a controller. Give it a try if you prefer a controller over a keyboard! Also the key feature to the game, after I fully write it all, are different possible paths and cutscenes. Ugh it'll take a long time to write all of this. XD Download: (will regularly update) http://www.mediafire.com/file/bowvi09bs4dm6wt/The+Town+That+Feared+Nightfall+6-13-2017.7z I used the options so you can play it even without RPG Maker. Known Issues: For info on all issues and updates I added a Readme inside the zip.
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Wow it's been an long time hasn't it? To keep this short I've been away because I have been working on my game's "canon" story, which is around 33,000 words so far. So yeah, been an while. X3 I actually had to bite my lip to post this, since I'm rebooting my game's beta I want to add 2 things to it that I can't really do on my own. First thing is probably the hardest. A staircase that spirals downwards, spinning as you descend it. Basically I wanted something like this. However I know doing that in VX Ace might be nearly impossible, if so what would be the best second thing? An staircase that just has you walking downward on an flat surface is just blah. The second thing I wanted to do is, well simply put footsteps. You know, the sound of walking over grass, water, snow. I have spent about an hour looking into this so I know it'll need an script. However I can not for the life of me find the bloody sounds. XD I saw an couple scripts, OK just one but it said in the tut video (the type of tut where there's music over the entire tut parts) that you need an sound of just an single step, not multiple. So I'm also asking if anybody knows where I could find the sound effects for when you walk over different surfaces, and an script that'll make it easy. If not just the sound effects would be fine. Thanks in advance! ^^ P.S What would be best for an dream landscapes? Just asking.
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I try to remember to fully finish a cutscene before placing it inside a Conditional Branch but every now and again I finish it, but remember I have to go back and add a smaller Conditional Branch inside the cutscene where a few line of dialogs changed depending on if you learnt something. Let me put a example in a spoiler tag, so you guys get what I mean. Is there a way to select everything within a Conditional Branch, but not the Conditional Branch itself? Just everything inside it? I had to be careful by making a backup event with the completed cutscene as I had to go in and, for lack of a better word, surgically insert this smaller Conditional Branch inside it and make sure nothing was out of order. A game with many optional bits and pieces, Celestia it's hard to remember everything when you go and add them! XD Remember I want this game to give freedom and change on your choices, thus making you feel better inserted and--------------THINK OF MORROWIND, that's really the best possible example in terms of the choice freedom I'm aiming for. But I have OCD, I tend to forget when focusing, so its likely I'll forget to add---or later want to add---a Conditional Branch that changes a few lines and actions within a Conditional Branch depending on another choice. Also remember this game is a murder mystery, another good example would be the PC game Ripper where the killer is randomly different and you have to really pay attention to everything that changes.
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Oh this is a little embarrassing. You see I went ahead and added a hidden easter egg ending that, can be accessed at any time after Day 2 in game had passed. Near the end I wanted the screen to flash red as the player gets attacked, however-----------it won't flash! And I Googled this more than once but every result is about scripts and all, which assume is due to flash being also for Adobe Flash Player and actionscripting. I can get tint screen to work but it fades in and is so slow the picture I drew to end this scene on plays before it finishes. And it seems to be see through, not really a issue but I would prefer it to just flash red. I honestly don't know why this doesn't work, I took a screenshot so if anybody can see why it isn't working then do tell me. If not I'll just mess with tinting to get it to be solid and fast.
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OK so I am still unable to fix a glitch I keep getting. Instead of screenshots I'll just link you a zip that has the map and glitch in question. As I was taking screenshots it hit me that the events are to long, and to really get the problem you had to see it as well as the full events. However as I don't want a random viewer to steal my game I just took the single map, scripts, and basically copied them into a new project file. A lot safer and it makes it easier for you guys to test it out. So the glitch---if you pick up a item the killer NPC will either A, automatically see you even if he's 2 walls away from you. Or B and more commonly, he walks downward into the wall and completely stops moving. I CAN NOT FIX THIS NO MATTER WHAT I DO! If you just follow behind him it works just find, but there's enough room to go around him and catch him off guard. So can someone download the game and tell me what's the deal with this? You can see the script I'm using for pathfinding in the file, but here it is anyways (it's not the problem tho as this glitch was present way before I found the script). I don't want a new pathfinding script as it'll just result in the same exact glitch I'm betting, plus this was the only script I could ever get to work. I know it's not the problem, but just because "somebody" will ask for it rather than look in the zip...yeah this glitch has me very annoyed. XD I know it's not the script because before it I used events only for the pathfinding and the problem was exactly the same. http://www.mediafire.com/file/xu4z61v6u748kvt/Glitch_Testing.zip
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I want to add a balloon icon (AKA these http://www.gdunlimited.net/media/resources/thumbs/1203.jpeg) for laughter, but not sure about the size limits or whether or not if it's possible without extending the default sheet for the balloon icons. So any suggestions?
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So I want to add a haunted house to my game, similar to the few haunted locations in Pokemon games, so I wanted to ask fellow creators here if they have any ideas or suggestions? I basically got the house and its floors designed, I just don't know all what I could do. I could have moving objects, a ghost walking about, a hidden dark tragedy that'll need putting together and so on. But I want to get the "creepy and unsettling" feeling down which I'm unsure how to do. I can only find tuts for a horror game but nothing for a single creepy house that really won't have any monsters, it's what you don't see that scares you the most afterall. So what would you guys suggest for a haunted house and how I could make it unsettling without over doing it?
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OK this is merely just a question regarding the switches and variables. Since my game will have, for lack of a better word, many different choices that'll lead to many different paths (for example, for every in-game day there are optional moments and character-chatting that has switches and vars attached that will affect up to 3 or more other optional events on the following night or day, THAT will add another switch or var if it's something like how often you hung on the killer and he gets more annoyed at you). I know I can add up to as many as I'll need, but as a guy with OCD I was wondering if there was a way, or an trick, to help lessen the amount of switches and vars needed?
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You know how in horror games like Silent Hill, every now and again you'll hear random sound effects that scares you, or just makes you feel uneasy, because you don't know where their coming from or what's making them. I want to add random sounds around and inside my haunted house, but how can I do that without a script? Or is a script the only way? Basically, I want something like the sound of walking and an door opening and closing when nothing is there.
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Run For Your Life While Blocking The Chaser's Route?
Darkness Void posted a topic in Editor Support and Discussion
So in my game I had a idea for the final night, you run away from the killer who is chasing you through a map. Now, I want the player to be able to block the killer's path by either turning over objects or simply closing a door, forcing the killer event to find another path to the player. So basically, I want something like this. https://www.youtube.com/watch?v=dHbDQESLd6U Just skip to 2:03, the player has to be quick in locking/blocking the doors otherwise they get killed. Only problem is, how do I do this in RPG Maker VX Ace? Here's the chase script I'm currently using, the only one I got to work and changing it would need me to go back and redo a few events. Do I just have the door auto-unblocked/lock after a few moments? I want to give the player a real chase for their lives, where they feel the threat of the main character's death if they don't move fast enough.- 4 replies
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I remember in RPG Maker XP the beds were split into 2 tiles. One for the bed itself, and then the second were the covers so you could easily show any character asleep in bed. However in VX Ace it seems you can't do that with the defaults tiles. So wanted to ask because my game will have nighttime, and it'd be nice to show some characters asleep in the beds rather than just standing idle in their rooms at night.
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Firstly, I have searched all the forums on here but couldn't find any topics that seem to even relate tot his, so that search option might be very picky. Anyways, I wanted in a cutscene for the screen to scroll up, show a building which the characters comment on (so it scrolls, stops and the characters talk), and then scroll back down to show 2 NPCs andthen finally scrolling back to the player. I tried the default scroll map out and set the distance as 4, not surprising it did not even move that far and the characters started talking and thus their avatars covered the scroll up. Now for a ref I'll share the map in question with the 3 points I want the screen to scroll to, first is the building, then the 2 NPCs and finally the player. So how exactly does this scroll map option work? I'd rather be able to scroll it using the X and Y placements as I got very used to those (been using a script to help the characters move about whether than counting space by space) but if that's un-needed and this is simpler than it seems, I just wanna know how to properly scroll the map without having to stop and play test the game over and over until I finally get it right.
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OK so in my game I want something new added to the animations. You know, the attacks and all during battle and cutscenes. It's right above the balloon animations in the event tabs. The killer uses a knife, so if you fail and get stabbed I want a fitting animation and sound effect to play. Using a normal hit animation along with a SE that's been slowed in pitch, just doesn't mix well. I would like a original effect for when the player gets stabbed and killed, since that'll be the moment the player realizes they messed up, it needs to fix well. I have no idea how to create original animations like this, so hoping someone here can help me out. Thanks in advance!
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Please be in the right place..OK so I just wanted to ask one question, when you end a event and want another to instantly start, how do you properly do that? Now I'm asking because---I did encounter a little issue. I had a event play out and at the end had it fade out the screen while transferring the player to another location where a event automatically fades the screen back in. However, the latter didn't work. It was odd, but after reworking the 2 events I finally got it to fade back in. And because somebody WILL ask me about it (don't deny it, you were thinking about asking it weren't you? ) here are 2 screenshots. So, since I had this problem I'm a bit iffy about linking events to carry on the cutscene but in different locations. So I just wanted to ask in case this ever happened again, what is the best way to link events for a cutscene and reduce problems similar to the screen refusing to fade back in? I usually just have a event run, transfer the player, turn on a switch to turn on another event along with a self switch to turn off the event (blank event page) that just transported the player into another room.
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Well, I'm feeling well enough to start work again (in truth I wrote "all day today") so returning to the forum. Hope to make great progress! ^^
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So, I have 2 events that seem to not work with each other. The first is a character that simply walks around (I've spent days getting his walk path right without any problems), if he sees you its game over. The other event is a item you can pick up, just a simple "character talks and game gives them a item" event. However, whenever I test and I get said item, the killer event (the event that's walking about) no longer works. I moved the item event closer to the killer event's path so I could see what he does as I pick up the item. When I do pick up the item, the killer event walks right pass the turn he's suppose to take and instead walks a few more steps and then turn, getting stuck on the walls. And no, it is not his pathfinding event, if I never even tough this one item then he walks about the map "perfectly" with no issues at all. Its only as I pick up this item that he seemingly is unable to turn "until the item's event is over", but I don't see what is the cause. Autorun doesn't stop the killer event he just keeps moving (which makes item collecting in this map harder), so that's not it. Both the item and his pathfinding events are parallel progress, and I tested this by picking up another item that is in the exact turn he's suppose to take---once he took the turn just fine, but just now he walked by the turn, the item event ends, he spots me, and runs all the way back. XD What a glitch! So, it is all of the item events..how do I fix this to where I can pick up the items and the killer event doesn't glitch out? I would upload the unfinished demo but Jesus Christ it is taking forever to even attach...
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So I always wanted to do a event where, if you remain still for a set time, another event is triggered (common for video game easter eggs where you have to stare at something long enough). But, how to do that in RPG Maker? I could just add 1 event with a timer, and add a ring of events around that to cancel the timer if you move but I'm wondering if there's another way?
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So a friend who tested the game asked me add something I'm not sure if I can do. If you played the demo http://www.rpgmakercentral.com/topic/39580-the-town-that-feared-nightfall-demo/ did you'll see I updated the sheath segment, as seen below. However he suggested that I "add a lantern so the player can tell which direction he is going" saying that on lower screens it'll be hard to tell. So, unless I add a lantern to the killer's sprite (might have to remove the glow which was meant to warn the player he's around the corner) how would I do this? I think its fine but it is true on older screens the brightness is different. My older monitor had a issue where it just could not show anything dark, if there's no light in the image/video it won't show it.
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