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Note This plugin works for both RMMV and RMMZ Purpose Lets you extract texts in events/common events/battle events to txt file Video Games using this plugin None so far Parameters Prerequisites Terms Of Use Contributors Changelog Download Link Demo Link
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Ruby Arena is a text based roguelike game. Your main objective is to get bigger and stronger, equip yourself and prove yourself by competing in the arena. Climb the ranks of the Arena! Prove yourself worthy of the Ruby once and for all. The Beta version is now available, which means all core systems are completed. More content, formatting and stuff is now being added to the game. It is Now in a playable state with all the core stuff. At this stage of development updates are coming out very often. Currently I'm working on adding more Arena bosses and a few new areas to level up in. I'm always open to suggestions that anyone might have. There is still lots of ongoing balancing but things are pretty good now. The intention of this game of course is that it's supposed to be hard. There is still late and mid-late game balancing to work on. Note: for an ideal gaming experience, when the game opens, click on the top left corner of the console window to open a menu, and go to Properties. Click on the Font tab, set the font size larger (your preference) and text to bold. then maximize the window. The game will take care of these steps eventually. Screenshots of the game have been attached to the post for your convenience. You can download the game for free here: Ruby Arena (itch.io) The latest version is always uploaded there, and also on github here: Ruby Arena (github) Currently known bugs: Crash on battle complete -- this bug happens very rarely and is sometimes triggered if an enemy drops an item. This should not happen often. I have not been able to solve this bug yet. You will be naturally saving all the time due to the games inherent difficulty so this bug should not bother you too much. If you encounter any other bugs, you can either post them here on the forum or you can report them as an issue on Github. Including your debug.log and all your save files will be very helpful in diagnosing any bugs you might find. Of course, I'm always open to ideas for things to add to this game. As of posting this topic, Beta 1.7 is currently out. The game is getting pretty regular updates. The full changelog is visible on the github readme. Its also available on itch but it is chopped into different posts for each version. Looking forward to hear what you guys think of my game. Thanks for your time.
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Hello! I am using this script that i found here : https://forums.rpgmakerweb.com/index.php?threads/himeworks-large-choices-row-column-option.91425/ Window_ChoiceList.prototype.maxCols = function() { return $gameVariables.value(X); // X is the variable ID# of a Game Variable }; It Works! and i have 2 columns of choices.. but my text boxes from 1st column overlaps to the second column.. Maybe someone know how to auto be rescaled the text box of choices regarding the length of the text it contains?
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[VXACE] EST - NOTEBOOK SYSTEM Version: 2.5 Author Estriole (yin_estriole@yahoo.com) also credits Woratana for Adv text Reader VX version Jet for Notebooks Menu VX version Pacman for converting Jet Notebooks menu to ACE Introduction This script make you able to have txt files and view it from the games in a form of notebook entry. useful for making in game information / lore. or simple tutorial. Feature - type your information in txt files - view the info from the game - support escape code from most message system (except some code) - have decorate tags such as to italic the text. [cen] to center the text alignment. to right the text alignment - can have category (sorta like folder) - can sort the entry - can launch common event on the text reader scene (Requires tsukihime Scene Interpreter script) - can launch common event AFTER the text reader scene Version History: How to use: see script header Screenshot: New Screenshot (new feature from v2.5) Script http://pastebin.com/ryjyH2vK Demo https://www.dropbox.com/s/k3lwift5c0k1uge/EST_NOTEBOOK_SYSTEM.rar
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closed topic
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- translator
- needed
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Adding title text for Yanfly's Main Menu Variable Window
C.W. Plainview posted a topic in Programming
The plug-in: I'm looking to add some text, a sort of title, to my variable window for this plugin. Just a simple word at the top with system color text to sort of label the variables. I thought I was being smart by just creating a new variable, calling it the title I wanted, and assigning it an empty value. Problem is, it returns a '0' after the title. I've tried different operands, but they all still return a 0. I've also tried messing around in the .js file to no luck (I just don't have the JS knowledge). Any help on this would be greatly appreciated. Thanks in advance! -
Hello everyone, About a year ago I have mentioned that I am in need of help and didn't know where to post, but since then I have solved a lot of the problems that I was facing. Now though, I still am facing a few problems though one in particular is still bugging me which I will now get into. During a few play tests I get a lot of them commenting on the scroll text speed being too fast, but it's already set to 1 as the lowest setting. I saw this thread and thought it would help, but the link Galv had provided is no longer accessible. This thread: http://www.rpgmakercentral.com/topic/14228-slow-down-speed-on-show-scrolling-text/ After this thread I pretty much searched everywhere and tried a couple of scripts that I could still get a hold of and even those don't quite work. Is there any way I can slow down the scroll text speed below 1? Also if this thread is posted on the wrong section please let me know.
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- scroll text
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I made a couple of faceset's, I noticed afterwards They're looking to the left, THEN i noticed every single other faceset everywhere has them looking to the right. Should I flip the images to look to the right too? Is that just a personal preference, or does it just make it look a bit better? Heres one of them
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I have a small problem. I have these events in my game that look like the one below: This event and 2 other events like it were working fine until recently, but now they only show the text at the start and then stop the event. What's really confusing is that this event (almost identical to this one) works fine: I don't understand why these were working fine until now. The only thing that has changed since they were working was that I added the event shown in the second picture. I have someone testing the game for me and he is having the same issues, which is how I discovered these problems existed. I would really appreciate any help. Thank you.
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Hi so I'm working on making my very first horror rpg called "Revenant's Edge" but I've run into a few problems so if anyone could give me a few helpful tips that would be awesome. Ok, so my first problem is with my choice text being dark like the rest of the background instead of normal like the regular text box. My next problem is that while I got one chase scene to work through multiple events I still need some help finding an easier way to make something chase and damage the character. After that I need help finding a simple horror menu screen with only three options, items, load, and a journal/notebook with no character screen. And lastly, I was wondering if anyone has a script or some tips on how to make a jump scare using an image flashing on the screen. P.S. if anyone knows of a good anti-lag script that would really help a lot too. Here's a few screenshots of the game:
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I've been working at this for hours, but I can't figure out how to make this work. I'm trying to make this one cutscene where a character moves, the map moves also, and text is being displayed at the same time. Though everything I try something it end up not going as planned. Either the text goes too fast, the character doesn't move when the text is shown, or something else entirely. So...... can I get a little help, please?
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Well, old school rpg express the characters feelings through sprite movement and text dialogue. From what I've learned (just some example): 1. "Sigh" is for something like desperation, or something like "I don't care"
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Well, old school rpg express the characters feelings through sprite movement and text dialogue. From what I've learned (just some example): 1. "Sigh" is for something like desperation, or something like "I don't care" Ex: (sigh)... Whatever... I don't care anymore... 2. "Hic" is for someone who drunk: Ex: Whoa! Look the sky so blue ~ (hic) What word can be used to express crying? Is it "sniff", "shrug", or something else? I remember I've read something like that, but I forgot. In my country, crying is expressed through "hiks" or "huwaaaaa". How to express it in english language? Can anybody help?
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Are audio recordings better or written text? (assuming they're both executed well). I got two scripts working for me for an adventure game, more or less. I tinkered with the code. I made modern algebra's Quest Journal look like a journal for keeping notes you pick up. And I got Galv's Music Player to play Audio Log SE's only, for when you pick up recordings in-game. My FIRST idea was to get the journal to play voice recordings whenever accessed, but I couldn't adjust the program that far, so I decided to just settle for what I have right now. I got most of the story laid out so it's right now a matter of execution and world-building. In summary: Should I stick with the Journal Entries, the Audio Player, or just have both in the game? What do you think would work better? Do you need me to provide a sample of what I've accomplished?
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In this article we will be looking at word-wrap and what an amazing feature it is. We will discuss word-wrap in RPG Maker and how it can be used, as well as some complications that arise because RPG Maker does not natively come with word-wrap. What is Word Wrap? Wikipedia has a pretty explanation on word wrap. Word-wrap (and line-wrap) are features that determine when a line of text has reached the end of a line that they are displayed on and automatically starts a new line. The purpose of this is to avoid forcing the user to scroll horizontally to view the rest of the line (as in internet browsers), or to avoid having text cut off. The difference between word-wrap and line-wrap is where the line break occurs. For line wrap, it will just print characters out, and once it hits the end of the line, it’ll print the next character on a new line. This may be undesirable because you might be in the middle of a word and now it doesn’t make sense. Some solutions to this include inserting a hyphen to indicate that the word continues on the next line. Sometimes it might even end up on a new page. Word-wrap, on the other hand, will determine that it can’t print the whole word on the same line, and will start the word on the next line. This may be more desirable depending on whether you care whether words are broken apart or not. Why It Matters To appreciate these features, think about what happens when you don’t have them. For example, RPG Maker doesn’t have any word-wrap or line-wrap and so you end up with things like this: Not very pretty. Or even correct: we’re missing two-and-a-half words, because the line was too long to fit on one line. DIY A solution? Manually insert line breaks! RPG Maker attempts to help you by providing some visual guidelines. You can see that there are arrows in the show text messages that indicate when the message will likely[/size] be cut off. The first arrow is used if you are showing a face graphic, while the second arrow is used if you don’t have a face graphic. However, these guidelines assume a few things You’re using the default font, and You’re using the default window size, and You’re using “plain text†If you’re using larger or smaller fonts, those arrows aren’t very accurate (in fact it doesn’t seem very accurate for the default font either). If you want a larger or smaller window, those arrows won’t help either. The more pressing issue is the assumption that you’re using “plain textâ€. RPG Maker’s message window doesn’t just display text; it comes with a complete set of message codes that do a variety of things from controlling the speed of the text to showing the gold window to replacing certain codes with other values such as a specific actor’s name or a variable’s value. These are called message codes, and it is a very large topic so I will not be covering that in detail here. Basically, message codes that you write in the editor are not displayed the same way in game. Codes that control the message may or may not take up any space, while codes that convert codes into other text will likely take up more space. Of course, the editor doesn’t know this. I call them “Control Codes†and “Convert Codesâ€based on what their function is. You can see a list of default message codes when you hover your cursor over the text window: Here’s an example of me following the guidelines and displaying a few variables using convert codes in my message: While it looks fine in the editor, I can’t say the same about the results. Read the rest at HimeWorks!
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Made this for myself, but figured some other guys could use it. Here's a quick reference to changing the color of your text. For those who don't know or forgot, just type "\C[x]" in the text box and swap "x" with whatever number corresponds to the color you want to change the text into. Too easy, right?
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Which do you guys prefer? 1) 2) Please answer in the poll above. If you want to discuss why you like it over the other, by all means, comment!
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eventing [REQUEST] Add Different Character Faces in Text Box for Same Actor
ihartrpgs posted a topic in Developing Tools
Add Different Character Faces in Text Box for Same Actor Requested by Juztsacki This one was a bit hard for me to title, but hopefully it makes sense in the long run. The first thing you need to do is make your character creation map. Now, make our first character option, which I chose Ralph. You want to create a variable called CHARACTER. When you select Ralph, that variable is going to be equal to 1. You will do this for all your other selections, changing the variable number each time. Now, you want to make your second map where you start after picking your character. Create your NPC and select the face set. Type in the message for that NPC. Now, create a conditional branch under that and when the CHARACTER is equal to 1, make it so that Ralph's face and message shows up. You will do this for all the characters. It should look similar to this: And that is how you make it so you do not have to pick different actors in the database. -
More or less finished Actor Accents script!
Kayzee posted a blog entry in KilloZapit's Magical Fairyland
I took the time the other day to fiddle around with my accent script I posted before, and use the note field hash script to load words and stuff! I could still add more to it and document it some before any final release though. But yeah. For those curious, here are some notetag examples: For Isabelle, who, like, I don't care what anyone, like, says. She, like, totally looks ditzy to me and junk! :surprise => "Oh my gosh!":interjection => ", like,":auto_interjection => ", like, ":prefix => "Like, ":suffix => " and junk" F-For glub the, um, slime girl? I-I am not sure... I-I was experimenting mostly, glub. :surprise => "Glub glub?":interjection => ", um,":suffix => ", glub":stutter => true