JASONFARKAS'S PROFILE
Just arrived on the indie rpg scene about a week ago after being referred here to download the Chrono Alter game. Hated the game but love the site, which introduced me to a game called The Way and inspired me to create an RPG of my own based on a fanfic I was writing. Shameless plugs follow
http://www.fanfiction.net/s/2897019/1/The_Observers_Aftermath
That is the start of a trilogy I have planned, though both it and the second story are half-way finished (I am apparently worse than George Lucas when it comes to releasing things in chronological order lol)
Anyway, I hope to work with community members to make everyone's game better through group effort.
http://www.fanfiction.net/s/2897019/1/The_Observers_Aftermath
That is the start of a trilogy I have planned, though both it and the second story are half-way finished (I am apparently worse than George Lucas when it comes to releasing things in chronological order lol)
Anyway, I hope to work with community members to make everyone's game better through group effort.
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Cast Aside
I too got the freeze in the game's first fight, seemed to freeze when I was pushing buttons to select another player while the first one was attacking still(or going through the animation anyway). Awesome idea/graphics/sound/atmosphere though. Just have to make it through the first fight without freezing and I hope it will be smooth sailing from there.
Where to even begin with RPG Maker
I get the vibe that XP isn't really recommended by some of those that have been here much longer, is there any particular reason why? I haven't really had many problems with it yet.
Ya and that list is old as shit, couldn't seem to find a newer one and a majority of the links led to actual legit websites so I figured what the hey.
Ya and that list is old as shit, couldn't seem to find a newer one and a majority of the links led to actual legit websites so I figured what the hey.
Where to even begin with RPG Maker
In regard to which game making engine to choose I'd suggest doing some research, of course, before choosing.
I chose XP instead of VX because I'd heard VX had a limit on how large a tileset file could be where as XP didn't. Also XP has 3 layers as opposed to the 2 of VX. There were some other issues that made me go to XP(can't remember them all but largely technical ones) but I've heard good things about VX as well. It seems to have a more user friendly interface and was generally easier to make games with if you had no experience. (This is all stuff I'd read so I don't have any actual experience with VX , it may actually be quite different).
Anyway, my point is to spend some time on the web checking out all the alternatives out there. Not sure how updated this list is(as XP and VX aren't even on it) but it does have some alternative engines to check out.
http://rmlist.rpgsource.net/
I chose XP instead of VX because I'd heard VX had a limit on how large a tileset file could be where as XP didn't. Also XP has 3 layers as opposed to the 2 of VX. There were some other issues that made me go to XP(can't remember them all but largely technical ones) but I've heard good things about VX as well. It seems to have a more user friendly interface and was generally easier to make games with if you had no experience. (This is all stuff I'd read so I don't have any actual experience with VX , it may actually be quite different).
Anyway, my point is to spend some time on the web checking out all the alternatives out there. Not sure how updated this list is(as XP and VX aren't even on it) but it does have some alternative engines to check out.
http://rmlist.rpgsource.net/
More sprite scripting questions
Nvm I might have overcomplicated things and after a lunch break I think I know what I need to do. For some reason I completely overlooked the fact that I could use the pre-existing game_character class a basis for what I am trying to do which makes much of my question kind of a moot point. Disregard.
More sprite scripting questions
In my quest to create a flexible and easy to use sprite-cinema class(to enable complex animation playback for cool looking cutscenes and to get around the limitation built into RPGmaker xp) I've run into a bit of a snag. It seems I can make sprites appear on screen in relation to the current screen/window(ie, if I type in a x or y coordinate that is within the current screen/window resolution it appears visible. If it is outside the screen/window resolution then it is of course off screen and not visible).
However I can't seem to place a sprite in relation to my position on the map itself(ie I can't tell it to put a sprite one map grid ahead of the current game player). This matters because I can't tell it to create a sprite on a portion of the map that is currently not being displayed. Aside from assigning the sprite to an event or placing it on the map in the editor, is there any way to place sprites in relation to the map so that when your character can see that portion of the map he can also see the sprite? I am assuming that since a sprite must be assigned a viewport then it has to be displayed in relation to the screen/window resolution, but I'd like to be wrong in this instance :)
If not then that's cool, I just have to create an event that would display the initial image and then when I want the cutscene sprite to take over I can just tell the event to go invisible and place the cutscene sprite exactly where the even used to be. It's just a pain in the ass that way.
However I can't seem to place a sprite in relation to my position on the map itself(ie I can't tell it to put a sprite one map grid ahead of the current game player). This matters because I can't tell it to create a sprite on a portion of the map that is currently not being displayed. Aside from assigning the sprite to an event or placing it on the map in the editor, is there any way to place sprites in relation to the map so that when your character can see that portion of the map he can also see the sprite? I am assuming that since a sprite must be assigned a viewport then it has to be displayed in relation to the screen/window resolution, but I'd like to be wrong in this instance :)
If not then that's cool, I just have to create an event that would display the initial image and then when I want the cutscene sprite to take over I can just tell the event to go invisible and place the cutscene sprite exactly where the even used to be. It's just a pain in the ass that way.
What do people care about?
In terms of RMN:
I am new to RMN, and game making in general, so maybe it colors my opinion but what I care about is having a pool of talented and experience individuals whose brains you can pick every once in a while when you need help making your own game. It would be the worst if you were hyped up about making a game but then get stuck without having anyone to ask for help, perhaps it would destroy the ambition you had and your game would go unfinished.
I also care about being able to help those that do have questions about things that I can offer some sort of knowledgeable advice or instructions on. I think it all comes down to just having people that can support each other in accomplishing their respective goals.
In games(all genres):
Story: Maybe this applies to RPG's alittle more but I also feel any genre of game can have a good, solid, story. In any case I am kind of tired of a group of plucky adventurers out to save the world. I like stories that are human and/or tackle a certain aspect of humanity. I don't like randomly appearing plot characters that spring onto the scene for no reason or plot twists that just make no sense what so ever. (I'm looking at you White Knight). Generally just stay away from the average JRPG plots and I'll more or less be happy.
Graphics: I'm pretty lax when it comes to graphics(as I suck at art and all things artistic) but I do like to see people trying to make a game look descent. I don't mind seeing sprites from other games or from a general sprite set as I know not everyone can draw/sprite. Just show me that you tried to make the game look good by making interesting backgrounds and maps.
Battles: I hate random battles. That is all.
Music: Make the music match the mood of the scene, don't make it annoying, and don't make it unnecessarily epic. It'd be nice to use tunes that aren't in the major games/RPG's but at the same time if you can only see that music fitting the scene then go for it!
I also care about cake.
I am new to RMN, and game making in general, so maybe it colors my opinion but what I care about is having a pool of talented and experience individuals whose brains you can pick every once in a while when you need help making your own game. It would be the worst if you were hyped up about making a game but then get stuck without having anyone to ask for help, perhaps it would destroy the ambition you had and your game would go unfinished.
I also care about being able to help those that do have questions about things that I can offer some sort of knowledgeable advice or instructions on. I think it all comes down to just having people that can support each other in accomplishing their respective goals.
In games(all genres):
Story: Maybe this applies to RPG's alittle more but I also feel any genre of game can have a good, solid, story. In any case I am kind of tired of a group of plucky adventurers out to save the world. I like stories that are human and/or tackle a certain aspect of humanity. I don't like randomly appearing plot characters that spring onto the scene for no reason or plot twists that just make no sense what so ever. (I'm looking at you White Knight). Generally just stay away from the average JRPG plots and I'll more or less be happy.
Graphics: I'm pretty lax when it comes to graphics(as I suck at art and all things artistic) but I do like to see people trying to make a game look descent. I don't mind seeing sprites from other games or from a general sprite set as I know not everyone can draw/sprite. Just show me that you tried to make the game look good by making interesting backgrounds and maps.
Battles: I hate random battles. That is all.
Music: Make the music match the mood of the scene, don't make it annoying, and don't make it unnecessarily epic. It'd be nice to use tunes that aren't in the major games/RPG's but at the same time if you can only see that music fitting the scene then go for it!
I also care about cake.
A scripting question about sprites
Good advice S.F. , it wasn't what directly helped me solve it but it pointed me on a train of thought that ended up fixing it. I think you are right about the Cache being hard-coded though as I can't find it anywhere it the script where it loads. However I did realize that I wasn't specifying a viewport for my sprite. I just created another method in the spriteset class where I put all of my custom sprite loaders which gets called whenever spriteset map is called(which appears to be every time a new map is loaded). That fixed the problem right up and now my sprites load up without error.
*random thought ahead*
I did notice that there is a viewport for each layer that is represented in the mapmaker, I am guessing in theory you could add more layers simply by making more viewports and thus could have even more stuff layered on top of other stuff. That is just a guess as I have yet to mess with it. But anyway, mission accomplished with the sprite stuff and now I can start writing the custom animation bit for the cut scenes.
*/random thought*
Thanks for both S.F. and Racheal's help!
*random thought ahead*
I did notice that there is a viewport for each layer that is represented in the mapmaker, I am guessing in theory you could add more layers simply by making more viewports and thus could have even more stuff layered on top of other stuff. That is just a guess as I have yet to mess with it. But anyway, mission accomplished with the sprite stuff and now I can start writing the custom animation bit for the cut scenes.
*/random thought*
Thanks for both S.F. and Racheal's help!
Problem with a cutscene.
Or put the "Erase Event" command at the end of the event, it will then display the message once and erase itself to never be seen again. That however is probably the sloppy way of doing it.
A scripting question about sprites
Ahh, I was getting aggravated by the need to individually search scripts, the Ctrl+Shift+F will definitely speed things up. You doth rocketh greatly Racheal
I've come across another problem and since it is on the same topic I shall post it here in attempts to save forum space(is that even the right term?) Anyway, I am trying to load a bitmap using the RPG::cache.character method in a custom class I am creating, the bitmap is not used anywhere else in the program except for where I try to call it up. Whenever I attempt to load it using the RPG::cache.character method it returns that the sprite is disposed. Which brings me to my question, does RPGmaker load all graphics in it's subfolders(ie Characters, tiles, animations, etc..) into the RPG::Cache or does it only load those that are assigned a use in the database tab? Since I never disposed of the bitmap I have to assume that it either was never loaded into the RPG::cache or that RPGmaker disposed of it somewhere down the line in some sort of mass-disposal thingy to get rid of unused bitmaps.
Just in case it matters heres the line that calls the .character method:
self.bitmap = RPG::Cache.character(filename, 0)
filename in this case is the variable that contains, dun dun duuuun, the filename of my bitmap. In any case I am going to keep poking it with a stick and see what happens, however any help is mostly greatly appreciated!
I've come across another problem and since it is on the same topic I shall post it here in attempts to save forum space(is that even the right term?) Anyway, I am trying to load a bitmap using the RPG::cache.character method in a custom class I am creating, the bitmap is not used anywhere else in the program except for where I try to call it up. Whenever I attempt to load it using the RPG::cache.character method it returns that the sprite is disposed. Which brings me to my question, does RPGmaker load all graphics in it's subfolders(ie Characters, tiles, animations, etc..) into the RPG::Cache or does it only load those that are assigned a use in the database tab? Since I never disposed of the bitmap I have to assume that it either was never loaded into the RPG::cache or that RPGmaker disposed of it somewhere down the line in some sort of mass-disposal thingy to get rid of unused bitmaps.
Just in case it matters heres the line that calls the .character method:
self.bitmap = RPG::Cache.character(filename, 0)
filename in this case is the variable that contains, dun dun duuuun, the filename of my bitmap. In any case I am going to keep poking it with a stick and see what happens, however any help is mostly greatly appreciated!













