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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.

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A scripting question about sprites

Since I'm new to Rpgmaker XP in general I've spent the last couple of days sorting through the code to see what makes what. I've got a decent grasp, or so I hope, of how everything links together. However the one sore spot I am coming up with is where does the game actually call the sprite_character class to load the sprite specified in the game_actors database? Nowhere in the code have I been able to find where any other class actually calls the sprite_character class to load and display the sprite, however it apparently does so as altering it alters how my players sprite is displayed. I've search the Game_character, the Game_player, the game_actor, and every other class that is called when starting a new game(I've used Scene_Title as my starting place for my search and combed through everything that it calls, assuming that since it is starting a new game then it must set everything up). Yet I found nothing.

If it helps I am simply trying to display sprite that will be used in a in-game cutscene, however I don't like loading them up using the display graphic that you can attach to an event as it limits me to only 4 "walking animation" frames that it can cycle through(frames whos height and width I am not even allow to set no less!). I've fixed the same problem for my player sprite, he is now able to use any number of frames to make a walking animation! That is getting off the topic though.

So if anyone can shed some light on where it calls the sprite_character class in the game for the main character then please lend me your wisdom. Is it something that is called outside the script that we see in the editor? Have I simply gone blind for staring at the screen for far too long? Any help is appreciated!

How tolerant are you to legitimately difficult bosses?

I like tough boss battles, to a point though. I want the bosses to keep me on my toes enough that I am worried that my party will fail, after all you can't have an adventure be so easy that it bores the player. What I really hate are boss battles that are super insanely hard and only by luck can you beat them, for example if he has a attack that devastates the entire party to near death and he always uses it two or three times in a row. The only time you beat him is when he uses it only once, it was all luck that you didn't get your ass kicked but it also meant that he could have killed you but for some reason didn't. If I've consistently lost to said boss and then finally beat him due to chance it kinda makes me feel like I didn't beat him, but rather lucked out(which of course is what happened)

Although I also think that a boss battle should be about skill and strategy rather than stats and equipment(although I do like having nice equipment cuss its shinny)

Need to ask for some options... :-)

I know of a few commercial games that have modern dungeons, however some of them are 3D games so I'm not sure if it will help.

the Star Ocean series, except maybe the first one, all have futuristic elements in them and at least one or two dungeons themed in such.
Final Fantasy 7-10, and even FF6 for a steampunk kinda look

Allthough since your dungeon is taking place in an admin office it will of course be a formal kind of place, that's just the way offices are. A technique I've seen a few games use is to have the formal office elements in small areas scattered through the dungeon and link them with tunnels/passageways which become the real meat-and-potatoes of the dungeon(the office elements just are thrown in to remind the player that they are exploring a office complex). You can have all the exploring/fighting/puzzles in the passageways and have story events take place in the office areas as the player discovers new information in each little office area that they encounter. (mostly I've seen this kind of thing used in FPS and in Mass Effect 1 and Mass Effect 2)

Hope it makes sense!

Future-ish looking sprites

Ahh most excellent, and it's already sized to 256 by _____ format which makes it even better! Thank you greatly!

Sir Subtle's Musical Beginnings

I liked em, you seem to cover a bit of ground with the same genre(kinda slow/reflecting with glass and really high temp/battle with the ten). Though 30 secs isn't terribly long and each one seemed like it could have kept going alot longer, so I guess my only complaint is the length(you did warn me it was 30 secs in length so I really have no one to blame but myself for clicking on the link anyway lol).

Future-ish looking sprites

Well there are two versions of the program, the free one doesn't let you mess with gifs and some other things which I don't remember( but since they have yet to hinder me the must not be important right hehe). It is only about 20 bucks(1995 yen it says) to purchase the full version, which I might do just based on how much I like the free version.

In any case here's the link: http://www.humanbalance.net/gale/us/

Future-ish looking sprites

RMXP tilesets or about anything that can be put in a .png file will do nicely actually. I found this nifty program called Graphics Gale and that thing is simply awesome. I can lay a grid over any image and then enable the snap-to-grid feature to let me select everything in a singular grid by only clicking the grid, then I simply can paste it to another file with a large gird set and it will upsize it for me to fit the new larger gird size (easy for taking 32 by 32 images and making them 64 by 64). It also has a nice mini window that puts a 1x1 pixel grid over an zoomed in version of the image you are looking at(which makes it really easy to edit pixel by pixel I might add lol)

Hmm, I seemed to have answered a bit more than the question asked but to reiterate, any RMXP tileset or any type of imagery that seems like it would fit SNES style graphics(more specifically Chrono Trigger) and can be put into a .png file.

Future-ish looking sprites

I may have found my answer after all(many hours of searching later).

Here's a link in case anyone else needs such resources:
http://crankeye.com/resources/RPG%20Maker%20VX/VX%20Tilesets/
(I'm not sure if these are included ones with RPGmaker VX so if they are forgive my ignorance(using XP myself))

I am still open to any recommendations though!

Future-ish looking sprites

Hello everyone, first post on this great site!(where I was introduced to The Way, my inspiration for attempting my own game). Anyway, onto the point. I'm looking for some sprites that one might find in a future-ish setting, such as a space station or high-technology society. I plan on using them for building the Chronopolis from Chrono Cross (if you know what that is then you have a good idea what I am taking about, if you don't then disregard the statement : ) ).

In my search I've found tons of sites offering sprites for existing games and that would be great if I could think of any games that took place in the future. I would build them myself but I have almost no artistic abilities (my strength instead is in programming/scripting). Anyway, any suggestions of which game might have usable resources, or any links, is well appreciated. Back to the search!
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