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Hi everyone, I use this very useful script in my project who is made by Ceodore but modified by GreatRedSpirit. You can find this script here: https://rpgmaker.net/forums/topics/15877/ This is the script: However, i encountered some problems like: - When i save the game, the tutorials doesn't save. So when i restart, i lost them. - It should fix the battleback for the tutorial battle like the bgm who is already preset. ex: BATTLE_GUIDE_BGM = ["Battle2"] - Sometimes my game doesn't start the battle tuto. Thanks for your help.
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Hello Fellow RM I am the greatest Developer in Universe!(Self-proclaimed, you can object yourself as greatest Developer in the world if you like but I don't care) This time I'll tell you how usually I make guide for games! First I create full game, then I'll add some tutors at beginning of the game or extra scene and alike. (When demo out, usually have no tutor since the game haven't 100%) As you all know not everyone in this world born as expert same when you play game, at first you know nothing then you will learn some thing, but... you may miss one or two. So I expect everyone who will play my games know nothing and so I create extra text box and sign and more to teach them how to play my game and also some tips to make them be master at first. Actually I don't like to compare one game to another but... last day I was go to game store they sold DVD/CD game for PC/PS1,2 and alike, don't worry I didn't buy anything but I order something that not shown there(That was not good game) I got the DVD plus a book about how to play that game as I read it it's full of guide, that lead from first to the end, yet It's feel like I already know everything even before playing, and other game I bought has no guide or tutors at all and so I get lost so many times... since I don't know how to play it... So you as Game-Dev which one will you do? The choice is up to you. -My Path and other great developers(self proclaimed) Create tutor in game and put it on every scene as story goes. -Lazy Developer path Too Lazy to make it or let them act like expert -Diligent Developer Path make long or just half guide about the game Whatever you choice is you own way... Lolz
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passive lion [RMVXA] Installing Victor's Animated Battles from Scratch! (For Beginners)
The Passive Lion posted a topic in Developing Tools
How to Install Victor's Animated Battles from Scratch! A Step-by-Step Guide for Beginners by The Passive Lion (Check out this awesome Video Tutorial that goes with this guide! Looking for Part 2 and 3? Keep scrolling down!) Getting Started: Make sure that you have all of the following scripts before you begin reading this tutorial. The scripts you need to get are: VICTOR ENGINE - BASIC MODULE VICTOR ENGINE - ANIMATED BATTLES VICTOR ENGINE - ACTORS BATTLERS STEP 1: Install the Scripts STEP 2: Edit the Scripts (Getting the Actors to Show Up) STEP 3: Exporting/Importing your Actor (Getting the Actors to Show Up) STEP 4: Add the Note Tag (Getting the Actors to Show Up) STEP 5: Weapon Note Tags (Getting the Actors to Attack) STEP 6: Exporting and Importing Enemies (Animated and Simple) STEP 7: Enemies Note Tags (Getting the Enemies to Attack) Cosmetic Adjustments (Updates Here) Keep in mind, if you want to edit the position of your Actors on the battlefield, look for those options under the Actors Battlers script. Now you're ready to proceed to Part 3 if you want to make skills or check out Part 2 to see how to set up this same script with Holder's Animated Battlers! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Now It's Time for PART 2 (Installing the VE: AB Script with Holder's Animated Battlers): This is under the assumption that you haven't installed the script with Character Sets because you'd rather learn how to install it with Holder's Animated Battlers! Not a problem. I've just recently done a tutorial video on doing so which you can check out here: I would have embedded the video here but unfortunately I cannot have three videos embedded into a single post at a time. Sorry. You can still click on the link to view the video! STEP 1: Download the Scripts STEP 2: Download Holder's Animated Battlers STEP 3: Install the Scripts STEP 4: Import the Animated Battlers STEP 5: Modify the Script STEP 6: Adjust the Note Tags STEP 7: Modify the Bow Note Tags and Download/Install Necessary Graphics STEP 8: Import/Set up the Slime Battler STEP 9: Test the Battle! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Now It's Time for PART 3 (Creating Custom Skills for :Charsets or :Sprites): I'm looking to get crazy PL! Advanced! I want to make skills like no one has ever seen before! Not a problem. I've just recently done a tutorial video on doing so which you can check out here: STEP 1: Create the Skill STEP 2: Create the Skill Code STEP 3: Modify the Note Tags STEP 4: Customize the Actor STEP 5: Test your Game! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hope this complete guide in three parts has been helpful to many of you. Feel free to post any related issues that you run in to along the way, but also don't forget to check out the User Manual to see if there isn't already a solution to it there. Your friendly neighborhood, Passive Lion Dream. Develop. Deliver.- 80 replies
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In-depth Parallaxing Guide Requested by KevinSSS. Also, THEAQIB posted a very helpful tip on how to get the photoshop grids working here. I am here to bring: Warning: This will be a heavily picture heavy tutorial since I wanted this to be a step-by-step guide. Introduction: Parallaxing is a great way to make your maps detailed and to make it look like your game does not have a grid. This method was very popular with RPG Maker VX due to the limited tile sets. This method is still used for VX Ace and can still be a handy tool to make your maps unique and detailed. Lets look at the pros and cons of parallax mapping: PROS âœDetailed maps âœOff-Grid looking maps âœUnlimited tile sets ✠The ability to manipulate the map by hand CONS âœFile Size will be much larger than using the editor âœTakes much longer to map than using the editor ✠Chances of errors to occur ✠A higher chance of your maps becoming too cluttered and busy Now, lets get started. The Scripts You Need: Galv's Layer Graphics Yanfly's Parallax Lock Hime works Map Screenshot Why are we using Galv's layer graphics instead of the lock pictures event? Well, when you use the lock pictures, it works well, except that if you use the tint screen command, the overlays do not get tinted as well. Due to this, I switched over to Galv's layer graphics, which is a powerful script and it also keeps my picture folder from becoming cluttered. Getting Set Up: The first thing you need to do is make a layers folder. All you have to do is go into the graphics folder and make a new folder and call it Layers. This is where we are going to put all our overlay maps and such. Now, we need to go into the game editor and go to the script editor. You can find it here: Now, place the scripts above â–¼ Main Process. Now, go back to the editor and right click on your map. You should see something called "Map Properties" open up. This is where you can change your tiles and background music. In this case, we are going to just focus on the Note section. We are going to put <tile lock parallax> into the note field. Now, where did I get that code from? This is from Yanfly's parallax lock script. If you look at the script, there are a few codes you can add, but we just want the tile lock parallax. This is to keep the tiles from scrolling with the player on larger maps. Basically, it makes the parallax act like the editor tiles. You can also use the <full lock parallax> command as well. We are ready to work on our map. Mapping and Outlining: There are two options now. You can either go straight into the image program and make you parallax from scratch, or you can add an outline for your map to get an idea of how you want it to look. We are going to go with outlining since it's the easiest. *NEW* Layer Command Key Guide For Gimp: Here is a guide to what the buttons mean for the layers tab in gimp: CHAPTER 1: Creating a House CHAPTER 2: Creating the Outside of the House CHAPTER 3: Animated Maps CHAPTER 4: Lighting and Shadows For a Room CHAPTER 5: Outside Lighting
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Comedy Guide When I took theatre, my teacher said that comedy was the hardest genre to write. I have to agree with him on that. Not only is writing comedy one of my weakest areas in writing, but there is such a thin line you can walk with it. This guide is mainly what my teacher taught me, but please be aware that I'm not the best when it comes to comedy writing. One good feature of good comedy is intelligence and wit. This can be very difficult to accomplish, which is one of the reasons why most modern comedies use "dumb" characters and slapstick jokes. Does this mean that those comedies are bad? Of course not! But there does need to be a moderation of how much of it you use because the audience/player can get irritated or annoyed. This is the thin line I was talking about. You want to make the player laugh or at least smile, but you do not want to get to the point of being annoying, unless you have a scene that requires the player to feel a short term irritation in order to follow through with the joke. One of the more difficult parts of comedy is what is a joke and what is offensive. My teacher gave a heavy warning to not rely on stereotypes for humor since it's a cheap way to try to get laughs. However, I see it as a bit of a gamble instead of being a "cheap" way to get laughs. There is a better change of someone getting upset instead of laughing. So, how do we get the best laughs? The answer is through characters and surroundings. With the characters, the better developed they are, the better the humor can play off them. If you have the humor compliment the personality of the character, then the humor will come off natural. One way to do this is to have two characters with contrasting personalities try to get through an event. Or, even more simple, have a conversation. What you're aiming for is to have both characters well developed enough that they have chemistry in order to carry the scene and the joke. You can also use your surroundings as a way to make humor. If a character is in a strange surrounding and out of their element, this can set up for some humor depending on how you play it out. You can use actions or even the character talking to one's self as a way to further express the humor. One thing you need to watch out for is how far you take a joke with two characters. It's a very thin line from going to something being funny to being very spiteful. This can cause problems if the audience, instead of laughing, feels sympathetic towards the victim of the joke and see it in poor taste. There are comedies that can pull off violence in comedy. If you do want to use violence as comedy, the best advice I can give on that is to make it as over the top as you can. With parodies, the one important thing is to know the original source well. It's also important to research the original source material to understand the environment and characters. To get a good idea of a good parody, I would suggest Young Frankenstein. I hope this guide helps a little bit, and I'm sorry if it's not as detailed as my other one. Comedy is my weakest genre in writing, so if you do have more questions, I can try to find some links on comedy writing to help you out.
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passive lion *THE TANKENTAI FOR ACE GUIDE/ERROR COLLECTION*
The Passive Lion posted a topic in Developing Tools
THE TANKENTAI FOR ACE GUIDE/ERROR COLLECTION TANKENTAI FOR VX ACE created by: Enu CURRENT VERSION: 100 COMMERCIAL USE: Available (click here for proof!) Click here to download this script from Enu's Site! ****This page has been UPDATED as of January 18th, 2013**** (I TAKE NO CREDIT FOR Enu's Tankentai SBS for RMVXA and NEITHER DO I TAKE CREDIT FOR ANY OF THE USER'S GUIDES OR WORK THAT I LINK TO OR PRESENT IN THIS POST EXCEPT FOR, OF COURSE, MY OWN.) Hello there curious developer! You have just stumbled upon the Tankentai for Ace Guide/Error Collection! What does that mean? That means that this page will be updated to contain links to everything related to Tankentai for Ace errors and frequently asked questions, its customization capabilities, add ons, and more! Everyone give a big thank you to those crazy developers who spend the time to find the solutions to these tricky situations. This post is really a community creation, so make sure to stay active. Have an error to report? Post it here! Found a way to do something cool with the script? Post that here also! Just make sure you take a look through everything that exists already so that you know your info is new and relevant. I'll handle the rest with adding your info into the database. So what are you waiting for? Get to developing! Your friendly neighborhood, Passive Lion ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Still need to install Tankentai into your VX ACE project? Don't worry! There is a lovely guide complete with a video tutorial in the link just below! How to Install Tankentai for VX ACE (Fully Functioning English Version, not translated): Tutorial Creator: The Passive Lion Just click on a link below and be re-directed to the exact post containing the information! Pretty neat huh? (Thanks to Mr. Bubble for showing me how to do this) All credits to Tut Creators in the spoilers. Tankentai ADD-ONS and WORKAROUNDS: How to Add Guns to Tankentai for Ace While Still Keeping Melee Weapons! How to Add Skills to Tankentai for Ace! (Scroll to the bottom of the post!) How to Add Transformations and Combos! How to Equip Weapons to Charsets! How to Add Holder's Battlers (or any battlers for that matter) into Tankentai! How to Add Animated Battlers! Yanfly Compatibility Patch Add-Ons How to Customize and Edit Cut-In Graphics! How to Put a Basic ATB System into Ver. 100 How to Extend the Battlebacks to see more of the Sky (Keep Scrolling Down to See ALL PARTS of Tutorial!) Tankentai FAQ and Common Errors: So I made a custom skill that makes the actor go towards the enemy and play a certain animation. The animation works but the damage won't appear. How do I fix this? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Direct Quotation: Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Why does my animated enemy charset flip position or turn his back on my party when he has reached critical hp? Is there a fix for this? There are currently two methods for solving this error: Method 1 Method 2 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Is it possible for me to add weapons to my animated battlers in Tankentai? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- How to fix the "Script 'Battle_Camera' line 300: NoMethodError occurred. undefined method '*' for nil:NilClass" error: This error will most likely occur if you are using Ver. 099 of Tankentai as the Battle Camera script remains separated in that one. At any rate, to fix this error, simply Specify your Battleback. To do this, right click on the map containing the battle and select MAP PROPERTIES, then check the box that says SPECIFY BATTLEBACK and then set it to your desired battleback. Do this for every map that contains a battle. If you are using Ver. 100, the error may look like this: Script Sideview line 3452: NoMethodError occured undefined method * for nil:Nilclass: If this is the case, don't worry, the fix is still the same! So get to specifying those Battlebacks! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- How to fix the "Script 'Sideview' line 1517: NoMethodError occured undefined method 'frame_max' for nil:NilClass" error: This error occurs when you have not properly copied and pasted the animations.rvdata2 file from Tankentai's Data folder into YOUR PROJECT's Data folder. If you are using Ver. 100 of Tankentai for Ace, this method will not work. Instead, you need to use Ver. 099's animations.rvdata2 file. Here is a link to where you can download only this file for use in solving this error: Click Here to Download the Ver. 099 animations.rvdata2 File! But I COPIED and REPLACED the file in my own project and I still receive this error every time someone uses magic or a skill! What do I do? Don't give up! There is still hope! You can try VenomTDA's method of solving this error. Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Is Tankentai for Ace available for commercial use? The answer is currently unknown. No one knows for 100% sure but recent evidence suggests that Tankentai may be in fact available for commercial use. Want to learn more about this "recent evidence?" Check it out and join the discussion by clicking on the link below! [RMVXA] Tankentai Commercial Use Status (Have our questions been answered!?) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I just added a new weapon type into the database and I wanted that specific weapon type to have the same animation as sword weapons. When I make my character with the new weapon type attack, it doesn't move at all. Is there a way to fix this? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- What happened to my battle transitions? Why does it just cut to a battle instead of fading and such? There are two solutions to this: A) Eliminate the last script out of the Tankentai for Ace line-up (only recommended if you are using Ver. 099) or Remove this section from the テストプレイ高速化 script or the last script of the Tankentai Engine: #-------------------------------------------------------------------------- # ◠戦闘å‰ãƒˆãƒ©ãƒ³ã‚¸ã‚·ãƒ§ãƒ³å®Ÿè¡Œ #-------------------------------------------------------------------------- def perform_battle_transition Graphics.transition(2, "Graphics/System/BattleStart", 100) Graphics.freeze end Once it is removed, your battle transitions should be back to normal. Credit to: Miltix for this fix. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- When I create new skills, it plays the wrong animation. Is there a solution? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Why is the number 001 Monster (Slime) playing the wrong animation? Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My weapons don't match with my sprites! Their animations are below my actors hands! How do I fix this? (i.e. How do I adjust the position/orientation of weapons) Click Here for the Answer! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- When ever the actor attacks, the HP automatically shifts down but then returns and stays the same. How do I fix this? Click Here for the Answer! *Think something should be added to one of these lists? Contact The Passive Lion and let him know!* -
Hi, so since many players been asking about mapping depths and perspective, I decided to do a tutorial First of all, start off with the basics. If you aren't an experienced mapper, I recommend NOT to edit tilesets, and instead use the default ones for Field, Exterior, Interior, and Dungeon; even if you want more objects in the maps, do not mix them up for now ============ Basic Field ============ =============== Basic Interior =============== ============= Basic Exterior ============= ============== Basic Dungeon ============== text was edited by Tsarmina If you need a mapping tutorial for a specific theme or environment, feel free to post a request on the thread, I'll consider doing it for you Also if many people request parallax mapping for example I'll add that too EDIT: adding advanced mapping later ^^ / am aware screenshots are down fixing them later Hope this helps ^^
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passive lion [RMVXA] Tankentai v.100 Update Fully Functioning English Version (Installation Instructions)
The Passive Lion posted a topic in Developing Tools
***If you liked the old guide better, you can still download it here! Keep in mind it is made for version 099! ***RMVXA Forum Post for Tankentai.doc How To Install Tankentai v.100 in English A Step-by-Step Guide for Beginners by The Passive Lion Have an error to report? Looking for Add-Ons for this Script? Click Here! TANKENTAI FOR VX ACE created by: Enu CURRENT VERSION: 100 COMMERCIAL USE: Available (click here for proof!) (check out the video tutorial that goes with this guide!) Getting Started: Make sure you have all of the following materials before proceeding with this tutorial: Takentai v.100 from Enu's Site v.099 Animations.rvdata2 File STEP 1: Download the Script STEP 2: Copy/Paste the Scripts STEP 3: Insert Custom Graphics STEP 4: Replace Animations File STEP 5: Test your Game Only five steps? Really? Yes ladies and gentlemen, it is that simple. However, there is still so much more you can do with this script as the guide provided here just barely scratches the surfaces of the basics. For example, what about adding guns or animated enemies? Is that even possible? You'll have to follow the link below to find out! By the way, if you encounter any errors with the program, make sure to post below or to post in the error/add-on collection guide page. If I can't assist you, I'm positive another very well versed member of this excellent community will. Your friendly neighborhood, Passive Lion Dream. Develop. Deliver. THE TANKENTAI FOR ACE GUIDE/ERROR COLLECTION TANKENTAI FOR VX ACE created by: Enu CURRENT VERSION: 100 COMMERCIAL USE: Available (click here for proof!) Click here to download this script from Enu's Site!



