ESSENCEBLADE'S PROFILE

Hai-ho! The name's essence.

I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.

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Whatchu Workin' On? Tell us!

author=LockeZ
Created a window skin by manipulating screenshots of Diablo 3's windows.
That's a nice windowskin. It fits everything else really wel--Oh my GOD please tell me that font!

author=thatbennyguy
2500 maps, 30 projected days, 2500/30=83 maps a day. 2 hours work a day, 43 maps an hour, a little under 1 map a minute. So yeah, I'm screwed.

If you had the fabled ability to pump out 83 maps a day, I will sacrifice goats for you so that I can borrow your powers.

HELLP!!

Well in the initial database settings, (system tab > initial party), you can set the initial party to empty so no people are shown in the intro, giving the illusion that the character isn't there, in the event page, (page 1 > change party member...) you can then use that command to add the main character after the intro, giving the illusion that he's just been introduced to you.

Really Hard Questions!

author=Jeroen_Sol
It's because math is 25.8
Not everything boils down to math, but everythimg that is explainable by logic does. Even something as small as 'If one eats too much cake, they have to puke' relies on the principle of x=>y Even behaviour can be observed with economics, which uses maths, as the human mind often makes decisions based on the principle of: 'Be more succesful than ALL the others!', which makes economy easier to understand. One thing I can't explain mathmatically, though is when people act out of friendship or love, rather than personal gain, although I would think it relies on x=>y in the form of: 'If I help her, she'll be very happy tonight in bed' or something, but this still wouldn't explain the fully selfless deeds, so rest assured maths can't explain everything.
Sorry for the long post, if I had a potato I would give it to you. :)


This is awesomeness on every level.

Really Hard Questions!

Why does everything boil down to maths eventually?
I'm only saying that 'cause I hate maths with an almost 70% passion

An idea - Campaign Battle

Ha, no problem, that's a good idea, though. I guess I'll have to consider this. I don't intend to make it 100% like FFXI, but rather as a close "replica". The unions idea would be a good idea, as I already have something very similar planned. I have a way to tackle lotting systems and the "costs" for joining unions, so your idea will more than likely be an addition. :P

Haha. I get hyped up the same way. ;P

boy... this place HAS grown big...

I'm 40 35 32 30 29 26 24 20 19 18 17 15 9 1 6 2 5 1 7 16.
notbutsrsly. I'm actually 16.

Yay for youngin's!

Oh, and welcome back to the forums! It's good to see that game design has left you locked in a chamber with fond memories that would bring you back to game development~

Whatchu Workin' On? Tell us!

author=benos
Last time I checked, there is many games that properly have Arcadia in it.

Also a rpgmaker.net game called Arcadia here. No relation to my game.


I see, I see, I was just curious. Keep doing what you're doing~!

Whatchu Workin' On? Tell us!

author=benos
edit: Also working Liberated Arms's Arcadian world map.


Isn't Arcadia from FF12?

[Rm2k3] Battle animations

Haha, It's what I learned from several countless days of trial and error when I had questions people couldn't answer!

Yes, they can be larger which breaks the limit per frame for battler sheets. And it can be anywhere from 1 to 9999 frames long! Rpg maker takes the amount of frames in the animation created for a battler, its size, and converts it to a pose for a battler along with any sound, and makes it automatically loop. This is the best method if you want something like giant summons in your party, or varied poses that are bigger and have more than 3 frames. It tackles a lot of limitations that battler sheets are set to. Though using battle animations is a bit more time consuming, it adds way more customization to your battlers!

[Rm2k3] Battle animations

I would give you a sample of my old project I used to work with before moving to ace, but luck be have it, my PC recently crashed again, so I'm not too sure if the data can be restored.

Yes, you have to use battle animation sheets instead of battler sheets. You create the animation of said pose in the animations tab, and then in the battler animations tab, instead of choosing from a battler sheet, you choose from the battle animations tab.

This method allows you to add voices into the animations because of the ability to do so in the animation creator tab. This lets you "assign" a voice to said animation, and then add that animation to said character pose respectively.

Say if I want to make a character say something when they die, instead of using the "ko" animation from the battler sheet, I would rather convert the battler sheet into an "animation" sheet, create the "death" animation in the animations tab, and simply add that "ko" pose there, accompanied with a sound like "I'm sorry..."

Ah, yes, as long as there are no blank frames in the animation, rpg maker automatically makes it loop. So you can make it 3 frames long. As long as those 3 frames are filled in the battle amimation frame, it will loop perfectly over and over, just like a battle sprite sheet.