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FELIXFLYWHEEL'S PROFILE

Hi, I compose video game music, make battle animations, assemble tilesets. Lots of sprite ripping and more for RPG Maker 2003, using my 2 handy tools, FL studio, and Photoshop. I'm always learning new things, and getting better at what I do. I work hard to surpass my limits. I am a perfectionist.

If you're interested in seeing the things I do, you can watch my videos on youtube.

If you need resources, here's a link to my photobucket. It has lots of battle animations and such, just for yoo! Please give credit though, if you're going to use them.

http:/photobucket.com/profile/Wheeler2011

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Quest Markers Above NPCs/Items

Hmm... dunno if anyone has said this already but... Just make an animation in the battle animations, and a common event to call to set for it to appear over the hero's head... and animation that appears a tad higher or to the left, right, or below, to look like it's over the NPC who you're talking to's head.

Depending on where you're facing, you would have about 5 animations. One for the hero's head, and 4 for the NPC's head, which would be...

1. that's above hero
2. that's above an NPC above hero
3. that's above the NPC to the left of hero
4. that's above the NPC to the right of hero
5. that's above the NPC below hero

You would also have a switch for each.

Set the up a common event with condtional branches.

If Switch 1: Hero.Exclamation is on, the animation of the exclamation appears above the hero.

If Switch 2: NPC.Exclamation(up) is on, the animation of the exclamation appears above the NPC above hero.

If Switch 3: NPC.Exclamation(left) is on, the animation of the exclamation appears above the NPC to the left of hero.

If Switch 4: NPC.Exclamation(right) is on, the animation of the exclamation appears above the NPC to the right of hero.

If Switch 5: NPC.Exlamation(down) is on, is on, the animation of the exclamation appears above the NPC below hero.

After each switch is activated, and the animation has been trigger, you turn off the said switch.

Also, these animations will bet set to appear on the hero, so it's centered around the hero if it's going on the NPC's.

If there are going to be different animations such as question marks, and such, you would have another 5 switches for each.

I think it's a lot better than using charsets, because there's more frames you can use, and easier, because all you have to do is turn the switch on and call the event. No need to set a move event, and have the charset change or any of that. Sure it's a bit of work to set up the common event and animations, but after that's out of the way, the rest is a breeze. It's worth it if you want to do things quicker, and cleaner.

If the NPC is not going to be near you, and will be elsewhere on the map... umm, I haven't figured that out just yet... but I will, and when I do, I will let you know. :)

Animated Tile Set!

author=Warrior88
It's an interesting concept. It could be very useful for RM2K3 game developers. I personally use XP though, Unfortunately, the change tileset command was removed for this Maker, and it bugs me from time to time as it could be useful for things just like this. (There are however other ways to get around the change tileset command missing...)
Oh yeah, there has to be some scripts for XP, just like the script for the tileset changer in VX. ^_^ If you find the script, list it here so others can see!

Resource Museum

Finally! A good place I can put my resources I made/ripped! You guys are gonna love my battle animations!

Here's my resource photo bucket. Take a look and find what you like. Enjoy! ^O^

If you use any of my resources, credit given is appreciated. :)

http://s1137.photobucket.com/albums/n510/Wheeler2011/

Pixel Movement in RPG Maker 2003?

Thanks, Kazesui. :D There might be lots of stuff in there that I can learn! ^_^

EDIT: This demo is amazing!!! Thanks! ^O^

EDIT: o_____o this is just like the real SNEZ zelda!! Okay, now I know that the only limit in RM2k3 is alpha transparency... and if it's not... then RM2k3 can do anything. <_<

PIctures to Tiles

@Calunio: Panorama, hmm? Wouldn't the panorama scroll when the map pans? ... unless there's a way to disable the scroll... if so, do you know how 'cause that would be useful. :O
author=tardis
author=FelixFlywheel
@Calunio: Panorama, hmm? Wouldn't the panorama scroll when the map pans? ... unless there's a way to disable the scroll... if so, do you know how 'cause that would be useful. :O
the panorama won't scroll if the panorama image is the same size as the map.
:O! Why didn't I think of that? That's so simple! Thanks a lot! :)

PIctures to Tiles

@Calunio: Panorama, hmm? Wouldn't the panorama scroll when the map pans? ... unless there's a way to disable the scroll... if so, do you know how 'cause that would be useful. :O

Using a custom font in Rm2k3

AutoFontInstall !!! Thank you Geodude, and Thank you Cherry! ^O^!

Whatchu Workin' On? Tell us!

I'm currently designing an under water charset / tileset for RM2k3, and creating a system where you can walk into shallow water, and as you get deeper, each terrain will change your charset to the water rising on you, which would also constantly change your charset to show water animating around you. Also, the tileset will constantly be changing to animate the different terrains of water without using events.

When you reach the deep water, that terrain will change your charset to swimming, and when you reach the very deep water, that specific terrain will be set so you can press a button to dive, your coordinates on the map will be remembered, and be transferred underwater to the same coordinates.

Your charset will constantly be changing to animate yourself floating above or below water. You can press the button to resurface, which will remember your coordinates, and transfer you back to the surface at these coordinates.

Also, the tileset will always be changing, to animate the tiles such as seaweed, bubbles, sand, etc, without using events.

A timer that sets how long you've been under water, which will force you to resurface when that time is met, but if you are on a terrain that doesn't let you resurface (say there are rocks,etc above you), you will drown, and it's game over. Unless you have the item possessed to allow breathing under water, you won't be forced to resurface. You'd also need the item that allows you to swim, and dive.

Yeah... this is gonna be really cool when it's done. :)

Pixel Movement in RPG Maker 2003?

author=Kazesui
It's clearly possible, and yes, it's fairly complicated.
What's normally done, is that the hero sprite is left transparent, and you use a picture to represent the hero instead, which you move around by adding or subtracting from some variables containing the coordinates for the picture, and where you use events to toggle between several pictures to animate the hero.

Among the many problems of doing this, is that you now need to use eventing to determine what tiles are passable, alternative ways of interacting with objects, like NPC's, and so on. Also, if you want the screen to scroll as it normally does, you'll have to calculate how much to push back the sprite when you pan the view, or you'll have to confine yourself to 20x15 maps (or pan lock it, and only show 20x15 at the time).

It's not just complicated, but it's also a lot of work. This is probably why you rarily see any rm2k3 games utilizing this apart from small games, or tech demos.

if this still doesn't scare you, you could take a look at the first level of Befuddle quest 5, which is a platformer with pixel movement in rm2k3. If you have questions about the code there, I can probably help you.
I also have an old Zelda tech demo lying around if you want to take a look at it. Can't help you as much with its code though, since I didn't make it.
@________@;;;;;;;;;;;

Yeah, I'm defiantly scared. >_<

Is the zelda demo the remake of Link's Awakening from GBC? If so, I have that demo already, but if not, sure I'll take a look at it.

Edit: Pan locking sounds interesting. I kinda don't like how the screen pans all the time in certain spots, so that would be useful, especially when you want the screen to pan when you reach the end of the screen (like teleporting to the next map zelda games)

Pixel Movement in RPG Maker 2003?

Is pixel movement possible in RPG Maker 2003?

(pixel movement is when you move 1 pixel at a time with each step, instead of a whole 16 pixels.)

I know you can do this in XP and VX, but what about 2k3?

http://www.youtube.com/watch?v=f7SotgdE824

This video here has to be an rm2k3 game, and I'm highly certain that they're using pixel movement if you look closely. They're also using 8-way movement (which I would also like to learn, if possible.)

I heard a rumor from someone that it required you to use pictures to do this, and said it was very complicated... Well... if anyone knows, I'd really like to learn. (and 8-way movement if possible.) Thanks!