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Found 11 results

  1. Hello everyone! Fixed Pictures to Map by modern algebra works just fine by itself, but i need it to be compatible with Zeus81's Map Effects Zoom. When i use the zoom effect, the pictures do not stay in place.. They still follow the player. Gladly Zeus81 posted a "fix" additional script around line 490 by adding "@viewport2" to his script that looks like this: class Spriteset_Map alias zeus_map_effects_update update def update zeus_map_effects_update @map_effects ||= Spriteset_Map_Effects.new(@viewport1, @viewport2) @map_effects.update(@tilemap.oy) end This does fix the pictures from moving and in zoom mode, but it makes the pictures "lose" the priority they have to be above everything.. This is what i need to fix..
  2. ***ANNOUNCEMENT*** I apologize to everyone who follows this thread as I have not been able to post much content as often as I used to. Please be sure that I will still be updating this thread, but it will be with longer delays between posts. Hello Everyone. I am One Cut Studio. This is the place to find free RMVXAce resources made by me. TERMS OF USE *NEWEST UPDATE: December 14th, 2014* Hey everyone! Happy Holidays! In the spirit of the season I have added a new Christmas-themed windowskin. I also added a new windowskin section to this thread featuring windowskins I have made for a ReStaff release this year. Enjoy. Earlier Release from November 5th, 2014 I made a new large monster sprite for the Minotaur. It animates through the step cycle. Yes this is done completely from scratch. Earlier Release from August 23rd, 2014: I was in the mood to make some icons. Check out 32 new icons! They are themed around more modern elements. Enjoy! Prior Update: August 16th, 2014 I was patrolling the resource request board when I saw someone requesting a sprite for Thor and the Hulk. So, I decided to give it a go! If there is enough interest, I might add more Marvel characters to the set. Possibly Captain America, Nick Fury, Wolverine and Iron Man. Let me know what you think. July 27th, 2014 Hi everyone. Finally I have something new to post here on my free resource thread! Everything seems to be getting in the way of me getting some graphics work done. Well it is what it is I suppose. Anyway, I had the urge to make some TMNT sprites. I finished the chibi versions and hope to have the larger sized sprites up soon. Prior Update from June 15th, 2014: Time sure flies by! I am back again with some more mobile meal morsels (aka spinning food)! They animate very nicely and work great for any type of in-game pickup. I might compile these and other graphics into an icon set in the future. I wanted to release something this month before I leave soon on my vacation. Enjoy! Prior Update from May 17th: It has been awhile everyone! I am so busy at work and I have lost a lot of steam in my graphics making and my own game projects. Anyways, I though I'd share a work-in-progress that I started awhile ago. It has been on the back shelf but I have dusted it off to give you what I have. I wanted to make an entire tileset sheet for the A4 external walls but creating that many autotiles is super difficult! If you lake cake...then these walls are for you! Prior Update: April 26th, 2014 I have been doing more generator pieces again! Some really interesting stuff hopefully for everyone in the future. What I have to share with you today is a set of modern army fatigues for males in the character generator. Total of 8 colors! Older Update: April 20th, 2014 It has been awhile since I made some generator pieces. I also know that people always seem to be looking for futristic/ sci-fi stuff. Thus I present to you some newly created eyewear for the Character generator. Import them as a "glasses" file. There are a total of 7 to choose from. Three are color variations of the same design. Enjoy! Earlier Release from April 6th, 2014 For some reason I enjoy making event graphics for items to pick up. These fruits, when animated through the stepping sequence, will hover up and down in the air. You get an apple, orange, banana, and a strawberry! More fruit or food may be on the way, so look out for the next release from me...OCS! Earlier Release from February 28th, 2014 The update today is a faceset for two characters from Cait's game: Cat and Dog Gaiden. Check out her development blog for more information. The two emosets below are for the two main characters; Cat and Dog (obviously). Newer Release from February 7th: I am quickly running out of room to upload stuff here so mostly everything might be posted on imgur and linked here. Anyways, I am excited to bring you TWO 8-character sprite sheets made from the generator and new generator pieces I made for Elves and Dwarves. You are getting 4 Elf Males and Females, and 4 Dwarf Males and Females. Also included in this post are the generator parts you need to make your own Dwarves and Elves. The head layers and the eye layers need to be swapped out with the current human ones, but keep a back up because they need to be saved as "head.png" and "eyes.png." That is how the generator accesses them. The dwarf eyebrows can be added into the accessory folder to place over the dwarf female heads. Enjoy. Elves Dwarves Generator Pieces: Be on the lookout for my next release. SPRITES TILES/TILESETS GAME PICTURES BATTLERS RTP GENERATOR ADD-ONS FACE GRAPHICS *NEW SECTION* WINDOWSKINS *NEW SECTION* *NEW SECTION* ANIMATED GIFS *NEW SECTION* -OneCutStudio
  3. Hey all! I'm having some problems with the pictures in my game at the moment. I'm making a scene with Khas Lighting and the default tinting system, and this is what happens when I use pictures. Note: I used an image software to place the real picture in. Does anyone know how to make the pictures unaffected by Khas Lighting or the default tinting system, or whatever the problem is? Thanks
  4. CSEmber

    Cinder's Art

    Was trying to delete this. Couldn't. So for now, PLACEHOLDER POST OF POSTNESS!! That is all.
  5. DangerZone

    Enhanced Picture Control

    I am currently in need of a plugin that allows for better control over pictures, with options like; Rotation (rotating the picture by x amount, like 180 flips it) Scaling (Rendering the picture bigger or smaller) Movement (making a picture move from point A to point B, designated by X and Y variables on screen) Speed( the speed at which the picture performs the movement based commands) Hue(change the color values of the picture) Mouse(Designate the picture to follow the movements of the mouse) I would like to have these as a string in a plugin command, designated by Picture ID. For instance; Plugin command: rotate, x, y, z where "rotate" is the command, x is picture id, y is amount to be rotated by, and z is the speed it rotates. and x could be a string like x,x,x,x, y, z to designate multiple pictures to move at once Most of these commands are available in the editor, but they clutter the event space, speed is hit and miss and you cannot move multiple pictures at the same time. I believe this would open up a lot of possibilities for animation and effects, with relative ease and precision.
  6. So, especially sprite (or just sprite/character) the only thing I know is about what happen when I input the name of a picture like this: $picture. But what happen if I use: !picture? And if there is more symbol to make a change of a picture in the game.. please let me know and tell me what does it do. Thanks!
  7. DangerZone

    Show pictures instead of sprites?

    I am trying to figure out how to get the game to draw a picture or pictures during battle instead of the actor's sv battler. This includes changing the picture(s) when the actor attacks, defends, casts magic or uses an item. I just need help figuring out where I should start? I am not the best with JS but I am also not hopeless. Any help will be appreciated and credited.
  8. Auto-walk This is my first attempt at a tutorial, have a few more planned but please tell me how I could improve it or where I can clarify. Please find attached a basic demo of the Auto-walk demonstrating the features and showing the eventing in detail. autowalk demo (dropbox link) Basic premise - Using eventing a some knowledge of script calls (no scripts needed) you can have a common event that allows for the player characters to follow a road or a path 1 tile wide in any shape or path that you have drawn it - at the press of a button. This was inspired by the Witcher 3 where, if you hold down a button when riding your horse it will automatically follow the road. I have been making big maps - really big, and on these maps I've been drawing in roads, but it gets a little tiresome to explore these maps by moving around holding a direction. I'd been looking for a script that could do something like this but with no luck. Luckily, with a bit of rooting around and thinking me and my bro managed to figure out something that works for us, and might work for you. Example of a map with road drawn on - How it works - At the press of a button your character will follow a path, stopping when you press a directional button or at the end of the road or at a crossroads. you can draw any kind of road 1 tile wide on a map of any size and it should work. The only script I've used is yanfly's button to common event, but it is not necessary to get auto walk working, only for convince. you do not need the script but it does make auto-walk simpler. link to script What you'll need - 1. You will need to create 3 blank events per map, and they will all need to have the same id - the simplest way is to have them be event 1, event 2, and event 3. They should be blank and have the through box ticked. 2. You will need 1 common event slot - everything will be handled here. 3. For the terrain that you want the player to autowalk on you will need to go to the Database, Tilesets, Terrain Tags and modify the number of the terrain to something that you aren't using for any other terrain. I've set roads to terrain tag 5 and am not using it for any other terrain other then roads. Important to note I've discovered that at a normal move speed the auto-walk does not seem to work all that well - I've found that the max move speed that it works at is about 3.6. you can use a simple script call to alter the move speed - $game_player.instance_eval("@move_speed = 3.6") I've made it so the common event in the demo changes the players move speed while auto-walking, but this is not pictured in my screen shot below. Auto-walk Common Event In the spoiler you can see the whole common event that I'm using - there are a few bits that may be redundant but it more or less works (lol) The initial conditional branch is to make sure that the event does not proceed if the player is not on a road - this prevents interference on maps that you do not want the autowalk to function on. you can similarly use a switch or variable or map id for the condition. Below that starts the loop. in the demo I've included a script call to change the players speed to 3.6 - the max speed I've found that the auto walk works at properly - any faster and is doesn't seem to turn correctly. you might be able to figure out how to get it working better than me xD At the start of the loop you'll see a conditional branch by player direction - this then uses a script call to place events 1,2,3 respectively in front, and to either side of the player. this needs to be repeated for each event and for each possible direction the player can face. Just below there is a nested conditional branch that reads the terrain tags of events 2 and 3 and calls a move route for the player to wait for one frame. this makes the player come to a halt at crossroads or where multiple roads intersect. Below that is the conditional branch reading the terrain tags of event 1 - the event in front of the player. this simply reads that if the terrain tag is 5 (a road terrain) the player preforms 1 step forward, skipping if unable to move. In the conditional branch, as well as in the conditional branches that follow you'll see I've included nested conditional branches that in the case of any direction being pressed the loop will break - this is so at any point during the auto-walk you can resume control of the player character. In this conditional branch there is a jump to label: loop, taking you back to the label at the top of the common event at the start of the loop - this is necessary so that during the auto-walk the player movement prefers going forward to turning at junctions. The next two conditional branches are identical, reading the terrain tags of events 2 and 3 - in the case of event 2 it would turn the player character right by 90 degrees and step forward, in the case of event 3 left by 90 degrees and a step. You can see that I've included a wait for 5 frames after each - that is so the move has time to execute / be registered before the event loops. Nested in the conditional branches all the way to the bottom are repeated the conditional branch to break the loop by direction pressed - I'm not sure if all of them are entirely necessary, but I've included them because it was working for me xD. At the bottom, after the look (not pictured) is a script call to return movement to normal speed. Finally - The common event in the demo attached differs slightly from whats pictured, and includes the yanfly button to common event script. you should be able to see it working. Well, thats about it I reckon. This is the first tutorial I've tried my hand out, not sure how helpful it might be - I was just excited at having figured out how to do something like this and thought to share it with youse all. I hope you can find something to use in whatever project you're working on here, and in the future I might try my hand at a couple of other tuts to do with mapping or variable terrain speed. Thanks for reading! autowalk demo (dropbox link)
  9. Yuugami

    Mnemomancer's Development

    "From the very beginning, eternity was never an opportunity for man. Even the great accomplishments of humankind are nothing more than a shadow of what these great thinkers and mighty champions of advancement could've achieved had the High Rulers decide to bestow immortal life upon your common people. But, they say that man is the only race that truly has what we daemons call 'spiritual immortality', for the elves, the dwarves, the orcs, the rest of us are doomed to wander these lands, to slowly turn to dust and then simply be born anew. We may have the gift of timelessness, but you, son of man, have the opportunity to enjoy a peace that every other race can only imagine." The above image is a CG scene that I quickly put together - it may or not appear in the final product, and you can just think of this as a mock-up. The caption underneath the image is meant to describe an important dialogue in the scene; tragedy has fallen, and a dialogue between two characters, a young human male and an elf, as they discuss the values of blessings that had been given to each race, and what these blessings ultimately turned out to be after generations had passed. Mnemomancer is, at its very core, a story of consequences. The above CG demonstration a feature I wanted to add - a "visual-novel" scene with transitioning CGs, as well as busts appearing during these sort of scenes. On a sprite map, I'll probably default into facesets for major characters, but I really wanted to try and achieve a combination of adventure and narrative - a mixture that is somewhat common for games like Shin Megami Tensei. This post is meant for me to show more pictures, and I honestly don't think I should be updating my thread too much after this, since I haven't come up with any new concepts I needed to share as of yet, so alongside my Journal discussion entries, I'll just use this blog to detail the more aesthetic developments of my project, as well as share some dialogue and character descriptions. That said, should a new concept or feature arise, I might bump the old thread unless it must be locked for reasons unknown to me. Without further ado, more images! Yes, these are just re-done title screen images for my title menu. I like the look personally. :B
  10. Tsukihime

    Create Your Own Pause Screen

    Here's a video tutorial that demonstrates how to create your own pause screen using events. This is meant to demonstrate how a pause screen can be done using events. Due to the limitations of event pictures (such as showing under windows and text and some other sprites), you will need scripts to bring it above other things. Originally posted at HimeWorks.
  11. For some reason, when I click an image, nothing happens I've tried CTRL+ L Click, right clicking, double clicking, everything, nothing happens, not even a drop-down menu from a right click It might just be a problem on my end, but I want to be completely sure
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