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I booted up RPG Maker VX Ace for the first time a few days ago and started working on an old project. I was messing with a new tileset I've installed and as I was getting the feel of how the tiles worked, I shut my laptop, reopened it and....crash. I had to force turn off my laptop. Now when I try opening the exe, RPGVXAce Project (.rvproj2), it said. So I copied and replaced that dll file, and now it's saying. So, what do I do now? Start from scratch, or is there a way to resolve this? And not sure if it'll help, but here's the error log.
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I'm beginning to make my own animations to be used with custom skills. However while making the animations the window is rather small, and as a veteran animator I'm kinda struggling to see it well enough to animation. Is there a way to make this window, screenshot below to avoid confusion, any bigger? If I can't make this window bigger, is there something else I can do? Either way thanks for reading and giving feedback. ^^
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Recently I came across this template for RPG Maker, well actually it's not for RPG Maker but it works really well with it. Even though I had to cut out the idle frame, which I've been thinking about adding in anyways. So to save myself from testing out random scripts all at once, does anyone here know of a script to include a 4Th, Idle frame for where you stop walking? While we're at it is there also a script I can use to add in custom running frames? Thank you for reading and giving feedback. ^^ I also included the first two templates I custom made for someone who wants to test it out for themselves. Making the grid can be a pain for RPG Maker. >_>
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Here's a bit of a question that I'm not sure if I can do it in the editor or not. I have this idea that, to advance the story you need to drain a river by opening a fissure or gate to go down into the Earth. I could probably just have the scene fade to black, and via a variable replace the map with another one just like it but with the fissure open. Would showing the water being drained without fading the screen even be possible in VX Ace? If it's not, I can just animate it and throw it in via a ogv cutscene.
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Bit of a short topic here. I'm adding alchemy to my game and what you can use will include anything you could find around a volcano. But I can't find a single plant icon for the item sheet to match the extreme hot climate. Can anyone help me find some? While we're it what other icons would fit this sort of setting for the over world sprites as well as item sheet? Thank you for reading giving feedback. ^^
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- darkness void
- plant
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I'm finally messing around with the movie feature for VX Ace, and I need a little help with the quality. I went ahead and animated a very short sprite animation which will serve as the opening for the game proper after I complete it. However near the end it gets all pixelated and skips once or twice, so before I go and waste hours trying to figure it out I wanted to ask anyone here if they might be able to help me get the right settings for this OGV format to save time a little bit of time. Ill provide a screenshot and a zip of the animation in question down below. As you can see I'm using VLC Media Player. It coverts my mp4 into OGG and all you gotta do is change that extension to OGV to make it readable as a movie. Thanks for reading and giving feedback. ^^ Sonic_Chronicles_Intro_WIP__2.7z
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Okay this is a very simple problem that I'm probably naive for not figuring it out. I've been testing around with shift-clicking to make the walls and ceiling of my dungeon to look smoother, but as a result the player can now walk into the walls as if he's Casper The Ghost and I don't know how to fix it. I'm using Kai Monkey's Random Dungeon Script Version 2, along with Wrath Of The Volcano tile set (I can't share it as its an tile set you gotta pay to download, but a simple Google Search of the name will bring it up) and yes I made sure the tiles are set to be blockable, ergo not allowing to be walked on. Does anyone know how I can shift-click and not have the player go through the walls? If not what can I do to make the walls connect without looking like boxes just pushed together? Thanks for reading and giving feedback. ^^
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- darkness void
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Event Moving While Not Actually Moving
Darkness Void posted a topic in Editor Support and Discussion
I know you can just use the same set move route that doors and chests use, turning left and right, however with one sheet shown below that wouldn't really look right. As you can guess this project is Sonic related, and I wanted to replace the Crystals with the classical checkpoints to save the game. I got the frames just right but I just can't get it to animate. When I test it the event just animates one frame and freezes became it can't move. It's not meant to move around, so I need it to show the frames as if its walking but standing still on the spot. Does anyone know how to do that? I've tried the walking, stepping animations along with direction fix. I've tried to get it to simply step but it only can forward and backward. So that won't work. If it turns out this is impossible without scripts, should I just make each frame its own sheet and changing the character graphic? Thanks for reading and giving feedback. ^^- 1 reply
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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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- darkness void
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Simply, the topic. This looks interesting, but there's no info on how to do it.
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- over world
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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
- pmd starterkit
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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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- tint screen
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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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- darkness void
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