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Showing results for tags 'problem'.
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Hey, I'm SURE this is a dumb question, and trust me i tried a lot of stuff before deciding to ask out of sheer humiliation. So basically after you start my game from the 'Title Screen' you go to my 'Controls' screen. (the first map with my controls layout as the background and the players starting position transparent of course) Now i want the player to Hit the action button and it transfer the player to MAP2 which is a blank background the same color as the controls screen with a warning message about the contents of the game (violence, heavy subject matter, suicide, etc) but i cant seem to get it to work. It works if i set it to auto run, but doesn't work on action button trigger or even a Time wait then autorun :/ So if someone could point out what i did wrong, or a better way to go about it i would be eternally grateful. I removed the event that makes the character transparent to make this even simpler for the time being. p.s. I feel extra stupid because I had this part + 2 whole chapters of my game done before i was forced to reinstall windows and lost my game files Pic1: This is the Controls Screen layout, player starting spot is here so you come here directly after starting the game. Pic2: The only event on this page is to transfer the player to the next map that contains the for-mentioned 'Warning message' I've tried all 3 options of priority as well with no avail. Pic3: The current Control Screen (imagine it without the player model there:] ) I want the player to just hit enter on this screen when they are ready to move onto the next map (warning screen)
- 2 replies
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- player transfer
- problem
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rpg maker vx ace lite - erase picture problem
juraija posted a topic in Editor Support and Discussion
i put an image to make a simple dark place, but now i can't erase it, no matter where i put the "erase picture 1" this message always appear: Script 'Sprite_Picture' line 54: NoMethodError occurred. undefined method 'width' for nil:NilClass is something of the free version or is something i don't see i did wrong? i make the image appear like this in a parallel proccess: @>Control Variables: [001: x] = player's screen X @>Control Variables: [002: y] = player's screen Y @>Show Picture: 1, 'Nameless', Center (Variable [001][002]), ()100%,97%), i make the paraller proccess dissapear with a Switch but the message appear anyway :/ thanks for your time -
hi i am new here i just wanted to ask something, i have been facing this problem now and then why is this? ^
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This topic aims to incite you to think about how incentive can be used to solve problems Let's begin by citing this video from Extra Credits: The Power Of Incentives - How Games Help Us Examine Our World Now my focus will be on the cobra example(1:09 - 1:35). Wikipedia has an article named Cobra effect specifically about this. (On a side note: In this cobra example, the government might want to just hire people with excellent salaries to work under it to reduce the number of cobras lol) Original Setup Alternative Setup So what do you think about using incentives to solve problems? What's your solution on the cobra example? How will you apply incentives to solve problems? Let's share your 2 cents here P.S.: There's probably no incentive system that will work everytime everywhere, instead it should be built specifically for the situation it's meant to be addressed and adapt accordingly as the situation changes.
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Before I continue, there is something you should know first... In the first generation (World of Chaos I - VI), the Gods pick one of each class: Templar, Mage, Battlemage, Warrior, and Assassin) Battlemage is a "junction" class of warrior and mage. They have their own skillset and have their own weapon (Battlestaves). Then, I thought, "should their be more junction classes?" For example, Juggernaut Assassin (Warrior + Assassin) Templar Mage (Templar + Mage) Templar Assassin (Templar + Assassin) Warlock Assassin (Mage + Assassin) Templar Warrior (Templar + Warrior) <= This class will be explained Is Templars and Warriors kinda close? Templar and warrior will, automatically, seem extremely close but they are not. Templars use mostly Holy (or Darkness) and Earth.Warriors use any other element (they can also use Darkness). I always felt that Templars should be their own class because they could be much more if they were their own class. For example, each class has subclasses and Templars, by themselves, could do much more with subclasses tailored to only them as compared to it being a subclass of the warrior. My problem I think having 10 classes (this includes the Junction classes) would be too much considering that each will have their subclasses. So, I guess my real question is... do you think I should just take the extra junction classes and make them subclasses of other classes? For example, the subclass, Bounty Hunter (Juggernaut Assassin) would go into the warrior subclasses instead of it being it's own class. And do you think it would matter which one I pick? Meaning, in the player's perspective.
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Hi there, I've recently discovered that my items that are supposed to completely recover a character/the whole party (like Final Fantasy's Elixir and Megalixir) don't work on dead characters... I've set the items to remove Death and all other statuses, and restore 100% HP and MP, but I can only get it to work on either ONLY living characters, or ONLY dead characters. Any ideas how I might get around that? Preferably without a script, but willing to use one if that's the only way. Thanks for your time!
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Hello! I have a trouble with installing RTP for RPG Maker VX Ace. When I try to do it, I get a pop-up saying: 'Windows can't find the file "C:\Documents and Settings\Kuba\Pulpit\rtpvxace\Setup.exe". Make sure the entered file name is correct and try again. To find the file, click the Start button, and then click search.' Does anyone know what to do? I tried downloading the RTP from a different website, but it didn't work. I appreciate your help in advance.
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Hey guys, I've got a problem with my RPG ^^' I did not have this problem before, so it kinda bugs me ! When my character learns a skill, it does not appear :/ I can't use it nor see it on the menu. It tells me that they learned a skill, but I cannot use it or see it ! Same goes with the item : even if I've collected an item, I cannot see it or use it in my menu, or during fights. If you require screenshot, I can give them, but I don't know which I should show right now - database, etc. Like I say, I did not have this problem before ! Thanks !
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Hello! I want menu on title screen to have transparent background so only words can be visible but limits around it to be invisible... Do you know how do do it? Please help me...
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I'm hoping someone can help me solve this problem I've been having for a while but haven't figured out a solution The problem I'm having can be seen in the screenshot below As you can see the hair is 2 pixels to high so it goes into the above overlay of the fence however the sprite I've made is only 32 x 62 now you might ask just reduce the size of the sprite by 2 pixels but it makes a fairly significant difference on how the sprite looks (to me anyway) since I cant get the heads as round as I'd like with the 2 pixel difference like the below example Anyway the solution I can see but I dont know if its possible to do would be to move the sprite 2 pixels down, I cant do this in paint.net as the sprite is at the very bottom of the 32 x 64 box I've created as you can see below But despite it being at the bottom of the sprite box in game it automatically gets moved at least 4 pixels up which is whats causing me the problem can I stop the, or reduce the amount that the sprite gets moved up?
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Making default attack attack all enemies.
Seijiro Mafuné posted a topic in Editor Support and Discussion
How do I make it so certain characters have their default attack command attack multiple enemies, while others keep the default Attack mode? -
Yay! I have another problem! This one tops all the others off. When messing with the editor, I noticed that I could walk/use the boat and ship to literally go ANYWHERE. Like in these examples. The only place I couldn't go using any vehicle or walking was the little house in the corner. Here is what the tile set looks like: Could anybody tell me what is happening here? And if possible, if there anyway I can set where the Ship and Boat go? For example, I only want the Boat to go in shallow water, while the ship can go in shallow and deep. Thanks in advance, Gage
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- goingontiles
- boat
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Recently while using the Dungeon Generator, (we're all lazy right?) it started make a square like the picture below. I have no idea if it should do that or no. Could somebody please tell me why its doing that, and how to fix it/ make a dungeon?​
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- dungeon generator
- vx ace
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Issue in using XP and VX Tilesets in a VX Ace Project?
Cope posted a topic in Theory and Development
I'd like to use some of the XP's background and character tilesets in the VX Ace Project I'm working on. Partly because I'd much prefer that my PC and NPCs look adult-like and not chibified, and also because there are some items in the former that I'd like to include for aesthetics. I know both XP, VX and VXAce are from the same developer, but they are still wholly different applications. So, I have to ask, is there a problem in exporting their tilesets and importing it in VXAce? Also, I had installed the XP and VX versions in my old laptop before it crashed but fortunately have back-uped their tilesets beforehand, while I'm sure I still have an installation of the latter in our family's old desktop. Does that count also as a factor?