ISAAC232'S PROFILE
Isaac232
30
An average somebody who likes to play World of Warcraft, on top of other games I happen to own; also does internet video reviews on Youtube.
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Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
Lately, I've been thinking about another game, whose name eludes me. It was an action/adventure game, which either used 2K or 2K3 as the main engine, heavily used RTP assets (the main character being the "Alex" hero), and the plot involved the main character being struck by lightning and transported to another world; where he had to defeat the demon lord or whatever to return home (along with others that suffered a similar fate).
Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
I am wondering if anyone still had the files to Tales of Roden. I know it was once listed before the download link was lost/discontinued, but I wanted to see if anyone has a surviving copy somewhere.
I ask because I was originally developing the game with RPG Maker 2k3 before I stopped altogether. I know I don't have any proof, that's why I would just settle for seeing if it was still around for remembrance sake.
EDIT: Thinking back, I can't recall if it was Roden or Ronin. Either way, it was 2k3 related and was based on Tales.
I ask because I was originally developing the game with RPG Maker 2k3 before I stopped altogether. I know I don't have any proof, that's why I would just settle for seeing if it was still around for remembrance sake.
EDIT: Thinking back, I can't recall if it was Roden or Ronin. Either way, it was 2k3 related and was based on Tales.
Whatchu Workin' On? Tell us!
Currently working on ripping enemy sprites for this fan project I've been working on. Idle animations as I don't have an effective way of getting others due to issues with the firewall.
Of course, this second video had pre-ripped enemies and had other animations I could use. Still, ripping them myself is quite the experience.
Of course, this second video had pre-ripped enemies and had other animations I could use. Still, ripping them myself is quite the experience.
[RMMZ] Dragonbones Issue
This can be closed because I just now figured out what was causing it. It was a mix of both the plug-ins and Dragonbones Pro itself. Essentially, when I first set up what motions were to be played, I had tried using the key frames and at the time I had no idea that the "Walk" motion didn't actually cause them to walk because it acted as like an idle animation. And because that kept causing issues, I thought to skip the keying process as it would play the respective animations I had set up before hand. And it seemed to work for party members and enemies.
Then of course, what happened earlier had started occurring, so I fiddled around with keying again and changed a few settings in the plug-ins and suddenly it works as it should. I noticed that doing this will ensure that whatever animations need to play will, because if I don't set up key-frames then, say for example...a status ailment wears off but it doesn't return to the idle animation, then the motion would remain as such. Same with not changing from the Damage motion to the Wait motion.
I'll still need to fiddle with it, but I think this solves my problem so this can be closed for good.
Then of course, what happened earlier had started occurring, so I fiddled around with keying again and changed a few settings in the plug-ins and suddenly it works as it should. I noticed that doing this will ensure that whatever animations need to play will, because if I don't set up key-frames then, say for example...a status ailment wears off but it doesn't return to the idle animation, then the motion would remain as such. Same with not changing from the Damage motion to the Wait motion.
I'll still need to fiddle with it, but I think this solves my problem so this can be closed for good.
[RMMZ] Dragonbones Issue
[RMMZ] Dragonbones Issue
This is for anyone familiar with Dragonbones and the Yanfly Plugins that are associated with it. For what I'm developing, I utilize 2D sprite animations that can only be used with Dragonbones. I've been successful in getting the motions to trigger at the right times, and they appear to at least play out...but there are some issues that seem to mostly happen with the player characters.
So in this first video, I demonstrate how melee combat would work. Thanks to the Custom Action Sequences, I'm able to cause damage to occur with timed use of the MECH plugin command and Common Event call function. With the enemy, they are shown to stagger as intended whenever they take damage, and even when done multiple times, it doesn't revert back to the idle animation right away...unlike with the player character, who only has their 'damage' animation shown for a split second before going back to their idle animation. Bare in mind that the attacks shown, even the default attack, use a Custom Action Sequence prompt that relies on Common Events to carry out everything, and as far as their settings go (both in RPG Maker and Dragonbones) the characters and animations are set up the same way.
Now, if the attack from the enemy was not done with a custom animation sequence, as shown in this video, the damage animation plays out normally. Similarly, the chant and cast animation plays out in their entirety when done normally (and thankfully for both in the case of magic use), but if done with a custom sequence, it abruptly goes back to the idle animation. Even if forced into it through a plugin, the player character will only change for a split second before going back to the idle animation. But that's not the case for the enemy.
I should also note that the death animation plays out as intended.
Now for another conundrum, is the abnormal animation. While not shown, I will say that when the character is Paralyzed and unable to make an action, they will be shown in that same animation constantly. But when Poisoned, they will only be that way when they are not currently taking an action. Until they do, they are shown to be in idle motion.
I could show some of the settings in Dragonbones itself and what I do for everyone, but I think most of the problems lie in the DragonbonesUnion plugin itself. I just don't know what might cause the player character to only experience brief instances of their animation playing before defaulting back and not the enemy. If anyone has any ideas on what could be done, I would appreciate it.
So in this first video, I demonstrate how melee combat would work. Thanks to the Custom Action Sequences, I'm able to cause damage to occur with timed use of the MECH plugin command and Common Event call function. With the enemy, they are shown to stagger as intended whenever they take damage, and even when done multiple times, it doesn't revert back to the idle animation right away...unlike with the player character, who only has their 'damage' animation shown for a split second before going back to their idle animation. Bare in mind that the attacks shown, even the default attack, use a Custom Action Sequence prompt that relies on Common Events to carry out everything, and as far as their settings go (both in RPG Maker and Dragonbones) the characters and animations are set up the same way.
Now, if the attack from the enemy was not done with a custom animation sequence, as shown in this video, the damage animation plays out normally. Similarly, the chant and cast animation plays out in their entirety when done normally (and thankfully for both in the case of magic use), but if done with a custom sequence, it abruptly goes back to the idle animation. Even if forced into it through a plugin, the player character will only change for a split second before going back to the idle animation. But that's not the case for the enemy.
I should also note that the death animation plays out as intended.
Now for another conundrum, is the abnormal animation. While not shown, I will say that when the character is Paralyzed and unable to make an action, they will be shown in that same animation constantly. But when Poisoned, they will only be that way when they are not currently taking an action. Until they do, they are shown to be in idle motion.
I could show some of the settings in Dragonbones itself and what I do for everyone, but I think most of the problems lie in the DragonbonesUnion plugin itself. I just don't know what might cause the player character to only experience brief instances of their animation playing before defaulting back and not the enemy. If anyone has any ideas on what could be done, I would appreciate it.
[RMMZ] Sprite Artist Needed
I am in need of an artist that can create battle character sprites, intended for use with Dragonbones. It is for a fantasy JRPG fan-game that I am attempting to create. I am hoping for a style similar to the example below.
If you are interested, please DM me with offers and/or examples.

If you are interested, please DM me with offers and/or examples.
[RMMZ] Sprite Artist Needed
So I am in need of someone who knows how to make standard character sheets (as well as side-view actor sheets) in any of the styles provided in the link below. If you can also provide price quotes for your work, that would be appreciative because I have at least nine characters I need to have done and would like to plan this out.
The game in question is for RMMZ and if possible I am hoping to implement side-view battles.
Imgur
The game in question is for RMMZ and if possible I am hoping to implement side-view battles.
Imgur
[RMMZ] Tales-like Cooking System
So recently I decided to implement a system similar to Tales of Destiny R or Tales of Graces f, where certain food will activate an appropriate effect during battle. In this case, I have it where activating a 'food tag' will give the entire party a 'state' that will persist until the end of the next battle.
Now at the moment, my current plan is to have battle conditions where if the appropriate switch is activated, and only act once the conditions are met. In this case, if at least one party member has their HP drop past 80% of their max HP, then when their turn comes up the whole party will gain +10% HP and lose their food state. What I'm stuck on (in this particular case) is how to best trigger the activation since it would take up a lot of space to check each individual party member and calculate their health and stuff. I of course plan to do this for status ailments and even in the event of a character being knocked out, but for now I would like some input on what sort of script, variables or whatever can work with this system.
Examples
UPDATE: I think I figured something out, so this can be closed.
Now at the moment, my current plan is to have battle conditions where if the appropriate switch is activated, and only act once the conditions are met. In this case, if at least one party member has their HP drop past 80% of their max HP, then when their turn comes up the whole party will gain +10% HP and lose their food state. What I'm stuck on (in this particular case) is how to best trigger the activation since it would take up a lot of space to check each individual party member and calculate their health and stuff. I of course plan to do this for status ailments and even in the event of a character being knocked out, but for now I would like some input on what sort of script, variables or whatever can work with this system.
Examples
UPDATE: I think I figured something out, so this can be closed.
[RMMV] Looking to Commission Sprite Artist
I'm currently in like a planning phase for a game that I've not devoted serious time into as of late, however I'm interested enough where I've been commissioning artists to design my main characters. As such I would like to see about commissioning sprite artists who can do both standard character sheets and battle side view sheets.
The characters I have planned are mixed in that I have humans and anthros, so if you don't mind the latter I have at least one I'd like done but would like to explore my options. So if it's possible to see some samples and then like your prices, I could maybe figure out what to do because it's going to be quite a long time before I even do some serious work on the game.
Style-wise, I'm mostly interested in the standard MV variety for both types, but depending on circumstance I may consider a different style for the battle sprites. So if anyone would be interested in being commissioned, please let me know.
Thank you for your time.
The characters I have planned are mixed in that I have humans and anthros, so if you don't mind the latter I have at least one I'd like done but would like to explore my options. So if it's possible to see some samples and then like your prices, I could maybe figure out what to do because it's going to be quite a long time before I even do some serious work on the game.
Style-wise, I'm mostly interested in the standard MV variety for both types, but depending on circumstance I may consider a different style for the battle sprites. So if anyone would be interested in being commissioned, please let me know.
Thank you for your time.













