A BUNCH OF VX QUESTIONS (SWITCHES, ETC.) AND REQUESTS (TITLE PAGE DESIGN, ETC.)

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Question 1: So, for a sidequest in my game, there's a temple where you have to defeat six bosses, and they tell you a word when they die, and at a door you have to put the words in order to open the door. I understand switches, but is there a way to make it that a switch activates for all six defeated bosses and all six switches have to be activated to do the door puzzle? Since in the regular page, you can only do it with two switches. I wanna do it this way because the phrase is pretty easily decipherable and if you could just walk up to the door and do it, it would be WAY too easy, and it's supposed to be the most difficult sidequest in the game. And if this involves scripting, then a guide on how to do it would be needed, since I'm less than good at scripting (horrible, actually).

Question 2: How do you go about making a larger sprite? Do you just use a sprite sheet that's bigger than others?

Question 3: Is there a way to make a 'summon' skill that would add another battler until the end of the battle?

Question 4: Can you have more tilesets than just the 5 pages it automatically gives me?

Request 1: Title Page. I need it like this: The overall scenery is a forest-type area during sunset (orange sky) in the middle of autumn (so the leaves of the forest should be orange, yellow, red, etc.) and there should be four people walking away from the 'camera' we'll call it. From left to right- a short skinny tiger boy (basically, humanoid with tiger fur and stripes) wearing ragged clothes and with a dagger sheathed in his belt, no shoes. A young human girl, around the same height as the tiger man, darker skin (tan, not black) brown-ish hair, the kind of clothes you'd expect a martial artist to wear (not like robes, but tight-fitted clothing) with a staff on her back (just simple wood). A rhinoceros man (a man with skin similar to that of a rhino, kind of muscular, but not ludicrously large), with a large two-handed sword on his back, wearing very heavy armor (chain-linked or just what you would imagine one of the armor graphics in VX would look like from the back). Finally, another tiger man, but larger than the other one. Wearing the same armor as the rhino man, same color of fur as the other tiger man (an orange-reddish), with a sword and shield on his back. Lastly on the page, I need a logo. Put "Rise of the Beastmen" in some sort of larger font, not just plain letters, but some sort of design to it to make it look nice. I understand this will probably be a difficult task, but sadly, I cannot pay. I'm hoping someone will do this for experience, but I'm honestly not hoping for anything. I just put this up on the off-chance someone will do it.

Request 2: An easy way to design sprites that ISN'T the famitsu thing. I need to design the sprites for the characters on the title page, as well as many other characters. If anyone could teach me simple graphic design in order to help me with designing these, it would be very helpful. If not, any sprite creation program would be fine.

If anyone helps with these questions or requests, all I can say is I would be ridiculously thankful. I hope you understand that I can't afford to pay anything, but I'm not saying "do everything for free," I'm asking for a simple (er.. I wouldn't say that) request to further my game. Thanks in advance.
Max McGee
with sorrow down past the fence
9159
Question 1: Good news, no scripting is necessary.

On the door event, click "Conditional Branch" under Flow Control. Choose the first switch as the condition and click Okay. Now INSIDE OF that Conditional Branch (NOT the Else case) create another conditional branch with the second switch as the condition. Inside that one, create another conditional switch with the third switch, and so on. Inside the SIXTH conditional, which should be nested inside of the other five. Like so...


(You can skip the conditional branch for Switch 1 and Switch 2 by using the built in switch conditions, like so:)



Note that this is not the optimal or NEATEST way to event this (having the bosses control variables would be less sloppy) but it WILL work.

***

Question 3: This is almost trivially easy, so I think what you're really asking is if there's a way to REMOVE one after battle. Am I correct?
chana
(Socrates would certainly not contadict me!)
1584
Question 1 : switches 1,2,3,4,5,6 and condition : if switches 1 to 6 ON, then
Request 2 : I'm sure there are a few tutorials on designing, look under articles

Supposing I helped at all, I can't help with the rest.

Ah, thanks Max! That helps entirely. Thankfully, I kept my switches well named, so fixing that up was quite simple.

And yes, the process is to, even with a full party of four people, to summon a creature until the end of the battle. Basically, the class of one of the main characters in my game is "Dark Priest" which basically summons evil creature (i.e. ghost, zombie, etc.) and at the end of the battle or when they're killed by an enemy, they just go away until you summon them again in a separate battle. Any idea how?

And chana, yeah, I've looked, nothing just seems to cover the complexity of the characters I'm attempting to create.
Q2: Yes.
Q3: Just search up a summon script.
R2: You can use XP sprites? Other than that, you have to do it yourself. You can search online for a sprite base (Google is your friend) and edit those as long as the artist allows you to. You also might want to use Paint.NET so that you don't mess up the base while you're editing it.
Max McGee
with sorrow down past the fence
9159
And yes, the process is to, even with a full party of four people, to summon a creature until the end of the battle. Basically, the class of one of the main characters in my game is "Dark Priest" which basically summons evil creature (i.e. ghost, zombie, etc.) and at the end of the battle or when they're killed by an enemy, they just go away until you summon them again in a separate battle. Any idea how?


Just create a common event that runs in the background as a parallel process, and checks to see if the summoned character is in the party, and if they are, removes them. Then have the summon skill trigger a common event that adds the summoned character to the party. Add special effects and bam, you're done. This works because parallel process common events don't run during battle.

Worked fine for Mage Duel (the original), as far as I can remember, and I think I even pulled off something similar in 2k3 for Eldritch, though it was probably harder.
chana
(Socrates would certainly not contadict me!)
1584
That's what I figured, but how do you have a skill trigger a common event ? (this said, I know nothing of common events.
Max McGee
with sorrow down past the fence
9159
In VX? There's a "Common Event" drop down field for every skill in the Database.

VX rules.
Haha, indeed it does. Thank you so much, that helped a lot.
Max McGee
with sorrow down past the fence
9159
Paxni, you asked in PM: what is the point of scripting.

Excellent question.

Excellent answer.

Download that demo and play around with it. Just the demo project should immediately illustrate a bunch of the amazing things that can be done with scripting that can't be reproduced anywhere near as easily with events, from the look of the menu to the mechanics of the battles and everything in between. Back in the dark ages, ascetic, monklike eventers would hammer away in their RM forges day and night to produce such features through EVENTING alone--once, even I was one of them. But in this golden age of scripting, none need suffer in this way.

Of course, this has it's good points and its bad points.

All of the scripts available in that demo are free for you to use thanks to RMgod Yanfly and more-or-less plug and play (BEM itself has heavy config involved), but don't cram them in all at once. Instead, analyze them one at a time--they're very well commented--and only insert what your game needs, to avoid project bloat and feature creep and compatibility issues and other nasty stuff that can happen when first exposed to scripts.
Oh wow, thanks, that sounds awesome.

Another (hopefully) trivial question: Is there a way to have different music for different battles? In this case it's during a dungeon. At the end of it, a character has to face a boss that is, essentially, a ghostly embodiment of himself. Thus, the battle theme is based on that character's theme. Any help?
Max McGee
with sorrow down past the fence
9159
Yes, that is easily evented. In the event that starts the boss fight go to the System section on the third page of Event Commands and select "Change Battle BGM"--remember to change it back after the boss fight.
Oh, yeah, I figured it'd be easy. Thanks again!
Max McGee
with sorrow down past the fence
9159
No problem, but do try to familiarize yourself with all the event commands; there's a lot of functionality there.
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