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rpg maker xp Just started - Made a map in Pro Motion - How to export?
johnyelland1234 posted a topic in Editor Support and Discussion
Hi all, new to the forum and just got Pro Motion NG and RPG Maker XP. Now, I don't have a story yet, I'm just practicing and making a house with a bed, furniture etc like so: Now, I'm trying to export this map into RPG Maker so that I can add a spawn point etc. Is there a trick to it? Googling doesn't help, and so far i've managed to export the tiles as individual images, but cannot seem to import these into RPG Maker so that I can place them individually on my map. Any ideas? -
Hello, and welcome to my humble mapping workshop! Whether you're looking for one map,or one hundred, I've got you covered! I specialize in VxAce mapping, although I can accept MV commissions as well. To order a commission, either leave a post below, or send me a PM with the details of your request. We'll figure out the details through PM's. All prices are in US Dollars. Small maps ( >20x20 ) $5-$10 per map (Discounted if bought in bulk) Medium maps ( 30x30+ ) $15 per map Large maps ( 45x45+ ) $20 per map Giant maps ( 60x60+ ) $25-$35 per map Massive maps ( 90x90+ ) Can differ greatly depending on complexity. Provide me some details, and I'll give you an estimate. These are my base rates, although they may vary slightly depending on the complexity of your request. I do offer discounts for bulk orders, the amount of this discount will depend on a number of factors, including the amount and sizes of maps ordered. I do accept rush orders, although they will cost extra. As for payment, I typically work by a "pay half up front, pay the rest at the end" method. Once we figure out the details of the order, I'll send you my paypal email. Half of the agreed price must be payed upfront before I'll start working on your order. The other half will be payed after you are shown the maps, and I'll send over your order via PM. * I have the right to refuse requests. * Maps may take longer than expected to make, depending on real life situations. If for some reason I cannot finish your request, you will be refunded. * Once the map is completed, you must pay me for my work. I'll be happy to make some tweaks to the map if you'd prefer, but you can't simply decide not to pay. * You may use commissioned maps however you see fit, so long as it follows the terms of the resources used. * I reserve the right to use any maps commissioned. * If you use a commissioned map, please credit me as Vis_Mage. * By commissioning me, you accept that you are above the age of 18, or are doing so with permission of someone over the age of 18. * By commissioning me, you accept all above terms of service. If you have any questions, please don't hesitate to ask!
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Looking for a person to build map tiles from Ancient dungeon asset packs, provided by me. But not restricted to Ancient dungeon only. https://pixanna.nl/tag/ancient-dungeon-tiles/ Examples of finished tiles attached. Total amount of required tiles: Winter theme: 10 Jungle theme: 10 Park theme: 10 Castle theme: 10 Town theme: 20 Underwater sci/fi theme: 10 Amount to be paid: 150$ You may contact me mrcdgroup@gmail.com
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Looping map without scrolling the camera (edge to edge)
wariolandgoldpiramid posted a topic in Programming
I would like certain maps to be looped horizontally, but I don't want to do it with the default MV map features. I want a certain map that is exactly 17 tiles wide to be looped horizontally, but without scrolling the camera. Instead, I want it to be like the looping screens of arcade maps, where having your character go off the edge of the map will make the character automatically come out from the opposite edge, and the camera never scrolls horizontally. -
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well things were going good for awhile, but then the text that pops up telling you the name of the map your on stopped working. I am currently testing my rpg, and I am confused why this is happening. If I load to another point in the rpg the map names work fine. What did I do? Do you think another script is interfering? I am using 'TDS: Map Region Names' and these are not displaying either. If anyone here knows just what the heck is going on, I'd be much obliged.
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'Ello there peeps. I was going over my world map collection and decided that it would be nice to post it here for you guys. Enjoy. TILE MAPS: Proto-Zulavin Map Judgment Map Map I made for my friend Wish to the Stars Setting Map Nameless Peninsula DRAWN IN GIMP Vallenfell Map Celium Map Old Age of Fate Setting Map Old Pale Range Map Central Carrion In Progress Map(no name) Hope you guys enjoyed this little look through my works (most of these are works in progress simply to avoid people using stuff I plan on using).
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what dont i understand about map editing here?
forthewin99 posted a topic in Editor Support and Discussion
As you can see in the picture, every time I place down some tile (in this case, wood) and then try to place an accessory on top of the tile, (for example, I'm trying to put a wheel on the wood for a ship) it removes the original tile and places down the accessory with space around it. WHY DOES THIS KEEP HAPPENING THIS IS SO FRUSTRATING! This also happens with things other than space, like if I placed down a bunch of water for the ocean and then put the ship tile down and then the wheel, it would remove the ship tile and just show the wheel on top of the water tile. I don't understand what I'm doing wrong! Please help! <--- sorry it's so small, just click on it -
I was wondering if there was a way to lock and unlock the screen. As I'm sure you know, the screen scrolls automatically when the player walks far enough in a direction. I have an event where I need to disable that temporarily. How would I do that?
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Howya lads, I've loaded a few pre-made maps to mess with and have noticed a significant difference between how they are already mapped and my edits. As you can see, in the default mapping the grass goes right to the edge, but when I try and lay down some grass of my own it is slightly different. Same with the swamp water. The merge with the wall below makes it look as though it's going under the wall. However mine ruins the perspective. Is there any way to get that seamless look with my own mapping? Thanks from Ireland!
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Hello everyone. I have a big problem that i can't seem to solve. In my project i created, everything was working fine until..when i teleported into the fourth map, nothing works anymore and the game crashed showing this : Script 'Window_Base' line 151: RGSSError occured. disposed bitmap I don't know what it can mean...please anyone, help me !!!
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Author: Mr. Trivel Name: Map Nodes Travel Version: 1.0 Created: 2016-03-31 What does it do? Allows to travel to different maps through node selection. Video: How to use? Setting up nodes Open up this plugin in your favorite text editor and scroll down to the part where it says EDIT MAP NODES HERE - follow the structure there. "keyName": { picture: "pictureName", xMenu: number, yMenu: number, mapID: number, mapX: number, mapY: number }, "keyName" - key name of node that will be used to lock/unlock it - single word. picture - picture name to show above the node xMenu - X position in meun yMenu - Y position in menu mapID - map ID to teleport to mapX - map X to teleport to mapY - map Y to teleport to Plugin Commands: MapNode Enter - Enters MapNode scene MapNode Show [KEYNAME] - Adds node on the map MapNode Hide [KEYNAME] - Removes node from the map MapNode Lock [KEYNAME] - Locks node on the map MapNode Unlock [KEYNAME] - Unlocks node on the map Examples: MapNode Enter MapNode Show Forest MapNode Hide Forest MapNode Lock Graveyard Mapnode Unlock StoneFarm Pictures: All pictures go into img\system folder. Default pictures: img\system\mapNodeCursor.png img\system\mapNodeBackground.png img\system\mapNodeLocked.png img\system\mapNodeUnlocked.png Plugin: <Link: Github> How to download the Plugin: 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 non-commercial projects. For commercial use contact Mr. Trivel. Images for testing:
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Name: Map Selection Version: 1.0 Author: Mr. Trivel Created: 2016-03-28 What does it do? Allows to travel to different maps from a single scene. Gif: How to use? Plugin Commands: MapSelection Start - Enters Map Selection Scene MapSelection Add [iD] - Adds selection to the menu MapSelection Remove [iD] - Removes selection from the menu Examples: MapSelection Start MapSelection Add 4 MapSelection Remove 5 Map List Structure: mapList in an array of objects. Each object start with { and ends with } Each object has ID and Name properties. { ID: 1, Name: "Some Name" } ID is used for plugin commands listed above. Name is what will be seen on the command window ingame. Now, the object may have one of two groups of other properties. Group 1 - Sublist properties: Sublist: [], Background: "BackgroundName" Group 2 - Map teleport properties: MapID: 3, X: 5, Y: 20 So if Object is Group 1 type, when you click on it, you'll get it's list, meanwhile if Object is Group 2 type, when you click on it, you'll be teleported to it's map. To edit the map list, open up this plugin in your favorite text editor and scroll down to "EDIT MAP LIST HERE". Make sure to check the example there, too. Plugin: <GitHub> How to download Plugin. 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.
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Why won't my commands activate after map transfer?
zork269 posted a topic in Editor Support and Discussion
I've set up a common event (it's a parallel process) that will, after a conditional branch is satisfied, transfer the player to a different map. After the transfer command, I also have listed a few more events -- two to change the actor graphic and a couple text boxes. However, the program ignores ANY commands that I give it after the transfer command. I'm not sure why this is, even though the Common Event is a parallel process, which means it is supposed to run on all maps at all times so long as the trigger switch is activated. But I'm certain that the Common Event doesn't simply turn off, because it will activate again when the next set of conditions are met. I've considered just putting the commands I want from that Common Event to an autorun event inside of the map to which the player will be transferred, but that's kind of sloppy to me. TL;DR version - why can't I set switches/commands after a transfer event? -
Name: Map Destination Image Version: 1.0 Author: Mr. Trivel Created: 2016-02-27 What does it do? Changes the white destination square when you click on the map. Can also be animated. Gif: How to use? Just place the image you want to use inside img\system of your project's folder and name the file mapDestination.png. That is all. Plugin: <GitHub> How to download Plugin. 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.
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So, i just spent three hours working on this for a huge three-game fanseries I'm working on. This particular map is based off of the FNAF 2 pizzeria with the two Nightwatch Nightmares closets (in Parts and Service and the guard room) added in. Let me know what you think! (Also, being the newbie I am, the base map was the Merchant Hall F1 sample map... I generally make my maps based off of the sample maps... Probably a very amateur and/or newbie thing to do.)
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How can I make the screen pan away from my characters. I want to pan away, then pan back and have something appear there as a jumpscare type of thing, but I don't know how to make the screen move. It is on a standard 17x13 map.
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I'm looking for a script similar to spikes on tiles which damage the player however, On these, I want the player instead to have a state applied/removed.
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Flare Collections - Laws for Map vs2.0 Created by DarknessFalls. All Credit must be given to me. Free for commercial use. Download: Get me The script must be named: Flare-LawsForMap.js ATTN! All code is written in ES6, including classes, static classes and so on. Do not edit the script it's self. You can view the source code here and learn how to build the script for your self here ScreenShots: Welcome to Laws for Map. The script allows you to set up a set of laws for a map, these laws are then checked when a player does an action that targets either it's self, another actor or even an enemy. If you say no potions and I use a potion, you bet ill be punished in some way. Laws for Map comes with lots of things right out of the bag, lets get into it. Setting up laws you can have any number of laws on a map, we will only show you three of those laws at any one time. When the player starts up the map either from a new and saved game we will randomize those laws and show a new set of three. The same goes for when a player transfers to a different map and back again. Laws are comprised of a couple of things, a short name, a icon, a punishment and a cantUse which is allowed to hold three things in it (any more and I slice them off). So lets set up a law: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > name: The name of the law. punishment: The thing to punish on the actor object. (see below) amount: How much do we do when we punish the user? icon: What icon is representing the law? cantUse: What can we not use? (see below) ATTN! The parser I use will read the tag as is, if you copy and paste it into the map detail window. Duplicate cantUse Consider the following example: <law name:"Attacking Causes Death" punishment:"hp" amount: 1000 icon: 26 cantUse: "attack, potion, heal" > <law name:"Minor Health Loss" punishment:"hp" amount: 10 icon: 26 cantUse: "attack, potion, heal" > The issue here is that when we process which law you broke, we take the first one we find in the array of laws for the map is the first one we take. In this case Minor Health Loss would never get used because we found Attacking causes death first. Your can't use has to be unique like the name of the law. Punishment punishments are things we do to the player, we take away things like hp, mp, tp or xp. We can even take away gold. We cannot take a away items, weapons or armor (equiped or not). When we take away xp, we can level down the actor. ATTN! Laws can kill. if you reduce the hp below 0 or to 0 on a map or in battle it can kill the player. If you are on a map and you kill the whole party, the last law window will tell You that every one is dead and its game over before actually going to the game over. We tell you before we punish you, battles. In battles when you do an action and the law is broken, if that law would kill You we will tell you before we actually punish you. We Punish before we tell you, map. If you are on the map and you use a potion and we have stated no you cannot use potions, then we will show you the law window and THEN punish you. The following are acceptable punishments: hp, mp, tp, xp, gold. No you cannot have multiple punishments. cantUse Cant use stipulates what a actor can and cannot use. Because laws are not party wide and affect only the actor breaking it the cantUse only applies to that specific actor at the time that they use an action. You can state, for battles: Attack, Item Name, Skill Name, Special Name For maps you can do: Item Name, Skill Name, Special Name You can only have three cantUse per law. For example: attack, potion, spark When a player uses attack in battle or spark in battle they have broken a law. When a player uses potion either in or out of battle that player has broken a law. The same goes for out of battle. If a player uses a potion out of battle they will be punished. Regarding Breaking Laws in Battle. In a battle its the sole act of doing an action thats against the law that breaks the law. For example if the law states you cannot attack and you attack, but it misses, you still broke the law and will be punished according to that law. Regarding Yanfly Scripts. For Yanfly battle and Yanfly Menu Manager, you don't have to do anything at all. This script also works with Yanfly Aftermath, you just have to place laws in the list of reward windows: exp custom drops laws Reward for not breaking a law You can set this up with a tag in the map notes: <lawReward i: 5 w:5 a:8 gold:78 xp:90>This will reward the player it an item of id 5, weapon of id 5 and armor id of 8. The party will also gain 78 gold and the whole party will gain 90 xp. You can also do: <lawReward i: "5,6,7" w:"5~89" a:8 gold:"1~78" xp:90>This reads as, gain item id of 5,6 and 7. Gain a random weapon between if 5 and 89. Gain armor with id of 8. Gain random gold between 1 and 78 and finally the whole party gains 90 xp. Calculate Before or After Battle? If you set this plugin option as before then you will see: You can scroll through the laws that associated with this map and hit enter to scroll through the list of rewards. All of these rewards will be the same for every single battle. If you want to have the rewards calculated after every single battle and you are using concepts of: "1 ~ 6" which is how we calculate random rewards. Then you'll see: Which indicates that there is no reward information to be shown because that information is calculated after every battle. Bonus: You can do the following: i: 1 // item id 1 i: "1 ~ 67" // random item between 1 and 67 i: "1,2,4" // Give items 1,2 and 4 Public API For developers, you get some public api. Non developers might find this useful. You have access to the FlareLawsForMap static class which has the following functions on it: getLawsForMap() Gets all the laws for the current map, returns an array of 3 objects.Example: FlareLawsForMap.getLawsForMap() // Returns and array: [Object, Object, Object]
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