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[VX]Change Walking Animation

This isn't something that I NEED for my game, but I thought it would be a nice effect to make my game more real. I just want your opinions on what would be the best way to change the walking animation on an event.

The walking pattern for VX goes center, right, center, left, center, and so on. I want to change the animation (for only certain events) to be left, center, right, left, center, right, like it was reading it like a book. I just want to make it so that it doesn't go back to the standing pose every other frame.

The reason I want this is so that small critters would look more real. I want my squirrels to look like real squirrels when they run, like in this animation:


So whats your opinion? Is there a way to do this inside the event? Or, should I script this (and being a not-so-great scripter, I'm more hoping that I can do this with events). Do you have any tips as to how I would do this?

Box Appears on New Line

I'm using a script that displays a message window on the map. I edited it so that the window is smaller and shows only one line. I'm using it to show the time. I can't seem to find the direct location of the original script, but my edit is shown at the end of the post.

Pretty much, my problem is that it this script uses a script call to show new messages:
$map_text.add_text("Text Here.")

To be able to show variables on the message, I use
#{$game_variables[i]}
, but the thing is, the script box from the Event Commands are too small, so instead of this:
$map_text.add_text("#{$game_variables[2]}:0#{$game_variables[3]} AM")

I get this:
$map_text.add_text(" 

#{$game_variables[2]}:0#{$game_variables[3]}
AM")

And, when I playtest my game, each spot where there is a break, a square in appears, so if variable 2 = 10 and variable 3 = 40, the message will appear like this: □10:40 □AM

How will I be able to remove the squares? Here's my script edit.
#===========================================================================

#
# Sky's Text on Map Script
# Version 1.0
# May 9, 2010 Started
# May 9, 2010 Completed
#
#===========================================================================
#
# Features :
# Version 1.0 -
# - Basic adding of text and making the window appear
# - Ability to set the opacity in game.(Not needed normally)
#
#===========================================================================
#
# Credit
# Sky00Valentine :creator and editor
# Yami :for requesting script
# Link : [url]http://www.rpgmakervx.net/index.php?showtopic=28338[/url]
#
#===========================================================================
#
# Terms of Use
# ------------
#
# Crediting Rpgmakervx.net is the only thing I ask.
# However feel free to credit Sky00Valentine if you
# see fit.
#
#===========================================================================
#
# Future improvement
# ------------------
#
# - None I can think of
#
#===========================================================================
#
# Instructions & Installation
# ---------------------------
# -place under materials and under any other scripts that deal with pre
# installed Scenes
#
# -Edit the Game_Switch you want that opens the menu
#
# -Call Scripts
# ------------
# active button = (by default it is the A key, but it is always your
# games X Button.)
# 1. $map_text.add_text("text") will add text into the window
# no "" needed.
# 2. $map_text.disable(false) or $map_text.disable(true)
# if set to true the menu doesn't open and no text
# can be added to it.
# 3. $map_text.always(false) or $map_text.always(true)
# if set to true the menu is always open, unless
# you press the active button, then it is always
# closed and vice versa.
# 4. $map_text.visibility(num) the opacity of the menu
# however if the opacity is 0 it will not update
#
# -Other than that you should be fine.
#
#===========================================================================
#
# Compatibility
# -------------
# May have compatability issues with scripts that use Scene_Map, I am not
# saying that it will but it may. Before asking about it make sure you check
# to see if that is the case by making a project consisting of only this script
# and that said script.
#
#===========================================================================


module Sky
module Map_Text
Game_Switch = 4
end
end


#==========================================================================
# Do not edit anything below this. This script is pretty straight
# Forward and can work with just that one variable listed above.
# Any damage done to your system or project is completely on you, if
# you decide not to heed this warning.
#==========================================================================

class Map_Message < Window_Base
def initialize
super(0,365,200,50)
@normal = 0
@text = ""
@always = false
@disable = false
visibility(255)
end

def add_text(text)
unless disabled? or (self.visible == 0)
$game_switches[Sky::Map_Text::Game_Switch] = true
self.opacity = self.visible
self.contents_opacity = self.visible
self.contents.clear
@text = text
self.contents.draw_text(0,0,self.width,20,@text)
@width = 0
if not @width == @normal
@normal = @width
self.width = [300,@width + 33].max
self.contents.dispose
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.size = 20
reset
end
end
end

def reset
self.contents.clear
self.contents.draw_text(0,0,self.width,13,@text)
end

def disable(switch)
@disable = switch
if @disable
$game_switches[Sky::Map_Text::Game_Switch] = false
@always = false
end
end

def always(switch)
@always = switch
if @always
$game_switches[Sky::Map_Text::Game_Switch] = true
self.contents_opacity = visible
self.opacity = visible
@disable = false
end
end

def always?
return @always
end

def disabled?
return @disable
end

def visibility(num)
@num = num
end

def visible
return @num
end
end

class Scene_Title < Scene_Base
alias sky_command_new_game command_new_game
def command_new_game
sky_command_new_game
$map_text = Map_Message.new
$map_text.opacity = 0
end

def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
$map_text = Map_Message.new
$map_text.opacity = 0
else
Sound.play_buzzer
end
end
end

class Scene_Map < Scene_Base

def start
super
$game_map.refresh
@spriteset = Spriteset_Map.new
@message_window = Window_Message.new
end

def update
super
$game_map.interpreter.update # Update interpreter
$game_map.update # Update map
$game_player.update # Update player
$game_system.update # Update timer
@spriteset.update # Update sprite set
@message_window.update # Update message window
unless $game_message.visible # Unless displaying a message
update_transfer_player
update_encounter
update_call_menu
update_call_debug
update_scene_change
if Input.trigger?(Input::X) or (Input.press?(Input::X) and (not $map_text.always?))
unless $map_text.disabled?
unless $map_text.always?
$game_switches[Sky::Map_Text::Game_Switch] = true
$map_text.opacity = $map_text.visible
$map_text.contents_opacity = $map_text.visible
end
end
if $map_text.always?
if $game_switches[Sky::Map_Text::Game_Switch] == true
$game_switches[Sky::Map_Text::Game_Switch] = false
$map_text.opacity = 0
$map_text.contents_opacity = 0
elsif $game_switches[Sky::Map_Text::Game_Switch] == false
$game_switches[Sky::Map_Text::Game_Switch] = true
$map_text.opacity = $map_text.visible
$map_text.contents_opacity = $map_text.visible
end
end
end
unless $map_text.always?
if $game_switches[Sky::Map_Text::Game_Switch]
$map_text.opacity -= ($map_text.visible / 1500.0)
$map_text.contents_opacity -= ($map_text.visible / 1500.0)
if $map_text.opacity == 0
$game_switches[Sky::Map_Text::Game_Switch] = false
end
end
end
else
$map_text.contents_opacity = 0
$map_text.opacity = 0
end
end

def update_scene_change
return if $game_player.moving? # Is player moving?
case $game_temp.next_scene
when "battle"
call_battle
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "shop"
call_shop
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "name"
call_name
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "menu"
call_menu
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "save"
call_save
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "debug"
call_debug
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "gameover"
call_gameover
$map_text.opacity = 0
$map_text.contents_opacity = 0
when "title"
call_title
$map_text.opacity = 0
$map_text.contents_opacity = 0
else
$game_temp.next_scene = nil
end
end
end

[VX]Fuse 2 Columns into One

I'm trying to make a game where the equipment is just for cosmetics (I'm using Der VVulfman's Multi Equip Slot system and modern algebra's visual equip system). Because the equipment has no effect on the character, I deleted the status window and tried to rearrange the windows so the equipped items window, and the equipment select window are right next to each other (you can see what I did from the second image below.)

The problem that I'm having is that the equipment selection window shows the equipment in two columns by default and I can't figure out how to get it to one. I'm also having a problem with moving that very same window. I can change it's dimensions from the x axis (x position and width), but it won't change from the y axis (y position and height) even though I've changed the values.

This is how I want it:

This is how it looks right now:


I'm not sure if it's the equipment scripts, seeing as how they use RPGMaker's default windows, but if you think that's it, I'll gladly post it up. Any help would be appreciated. Thx!

Vote 4 Character Design

So, I'm making an RPG of the morality play Everyman. When I first thought up Everyman's design, I made the first design below, but a friend of mine brought up an interesting suggestion. Since Everyman is suppose to represent EVERY MAN, his race really isn't defined, so maybe he should wear a mask. So, I pondered that thought and made the design on the bottom. Now, with these two designs, I really don't know which to pick. I like both very much and I like the idea of giving him a mask, but I can't choose between the two. If you don't think they're good, I'll take more suggestions. Help :(

Design 1: III
Design 2: IIII IIII IIII

Design 1:


Design 2:

Mary Sue Test

(I'm pretty sure this thread might get a little crazy, so I just put it in Moronic)

Anyways, don't know if any of you guys have tried this out, but I just stumbled upon this test which will show if you're characters have the symptoms of being a Mary Sue (I don't believe it's a highly accurate test, but it did give me some insight to one of my over powered characters.)

I thought it would be good for some people who are kinda bad at making realistic characters or those who have trouble seeing how super powered their characters are.

I tried this test a few times and I got 113 on one of my characters (he's 2k yrs old! Can't blame him for being perfect!) I've also heard that others got a negative score on their characters. Here's the test:

http://www.springhole.net/quizzes/marysue.htm#Part4

A² is doing 3D! It's the end of the world!

You read right! I've been working on some 3D stuff, and no, this isn't my first time.

I've been working with Autodesk 3Ds Max for quite a while, but I've only made stuff like chess pieces and chairs, but now, I'm gonna start making something different, a human model!

I've gone through 4 attempts at making a human head before (all in vain...) but I think that this time, it will finally look right! Every time I've tried making one, I started with a box, but I never realized how easy it is by starting with a plane!

I've already started making it already and I only got the face so far. Here's how it looks so far:



The nose kinda looks funky, I know, so if anyone of you know 3Ds Max, would you lend a noob some pointers or advice? I will continue to make this and hopefully it won't turn out like my last one :)
(I forgot to remove the MeshSmooth modifier and I didn't notice that I couldn't take it off until I finished making the godamn ear...!)
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