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o hai. I am Jer155.
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[RMVX ACE] making a crossover storyline make sense?



this is The Keeper Of The Verse! opinions?

[RMVX ACE] making a crossover storyline make sense?

thanks! i'll create the keeper of the verse now.

[RMVX ACE] making a crossover storyline make sense?



what do you guys think of this design for Valurmar?

[RMVX ACE] making a crossover storyline make sense?

author=unity
Dark King Valurmar wished for a realm that he ruled completely. He stole dreams and fantasies from the real world, to create a world where all the characters borne from imagination are now imprisoned, and he draws upon their strength to give himself great power.

But he's underestimated the power of the characters he's drawn here. One of them breaks free from their bonds (perhaps an avatar of the player) and goes about freeing others, until a resistance of unchained characters is formed to challenge Valurmar.

author=Liberty
The internet. It exists for each of them in some way, shape or form.

Black holes.

Magic warp spells.

After the deaths of people important to the worlds in question, the Keeper of the Verse - a woman who is in charge of making sure everything that happens, does, - tasks those responsible for the deaths to travel together to the underworld and reclaim the souls of the lost so that the multiverse can be set to rights once more.

i could combine these ideas into something like Valurmar (being some kind of Demigod, kind of like an angel to the keeper of the verse) created a world which combines all these universes, but then Valurmar gets posessed by something similar to the Satsui No Hado from street fighter, which makes him evil, and he starts causing chaos in this world. then the keeper of the verse creates an alliance between the heroes from the different universes like in the avengers, and together they have to venture to Valurmar's hideout and defeat him to bring peace to the world.

[RMVX ACE] making a crossover storyline make sense?

is there any way to create a screen where the player can switch party members wenever he/she wants to?

[RMVX ACE] making a crossover storyline make sense?

travel to the underworld as in dying, or literally going to the underworld?
also, does someone die in the fire emblem game that has Ike in it?

[RMVX ACE] making a crossover storyline make sense?

i'm currently making plans for a nintendo X anime X final fantasy game.
however, i need something or someone to connect their worlds.
this could a villain, some kind of artifact, or a Nick Fury-type of character that brings them together to execute some kind of mission.
leave your suggestions in the comments (and if it's a villain, preferably sprites as well).
my favourite will be included in the game and its creator will be credited.

[RMVX ACE] NPCs moving between maps?

[RMVX ACE] NPCs moving between maps?

pearl antilag
#===============================================================================
# * Falcao Pearl ABS script shelf # 9
#
# Pearl Antilag v 1.1
# This is just an add on for the Pearl ABS system, it run as standalone mode too
#
# This script reduce the lag coused by tons of events on a map, this script
# ignores parallel process events, and autorun events triggers
#
# Website: http://falcaorgss.wordpress.com/
# Foro: www.makerpalace.com
#===============================================================================

module PearlAntilag

# How many tiles outside the screen the script going to tolerate
OutRange = 2

# if you want to disable the script for an especific evet, tag <global> in the
# event name box

end

class Game_Map
attr_reader :max_width, :max_height
alias falcaopearl_antilag_initialize initialize
def initialize
set_max_screen
falcaopearl_antilag_initialize
end

def set_max_screen
@max_width = (Graphics.width / 32).truncate
@max_height = (Graphics.height / 32).truncate
end
end

class << Graphics
alias falcaopearl_antilag_g resize_screen
def resize_screen(w, h)
falcaopearl_antilag_g(w, h)
$game_map.set_max_screen unless $game_map.nil?
end
end

class Game_Event < Game_Character
attr_accessor :allow_update
alias falcaopearl_antilag_ini initialize
def initialize(map_id, event)
falcaopearl_antilag_ini(map_id, event)
@ignore_antilag = event.name.include?('<global>')
@parallel_mode = @trigger == 3 || @trigger == 4 || @ignore_antilag
@allow_update = true
update_on_screen_event
end

alias falcaopearl_antilag_page setup_page_settings
def setup_page_settings
falcaopearl_antilag_page
@parallel_mode = @trigger == 3 || @trigger == 4 || @ignore_antilag
end

def update_on_screen_event
@allow_update = false unless @parallel_mode
max_w = $game_map.max_width ; max_h = $game_map.max_height
out = PearlAntilag::OutRange
sx = (screen_x / 32).to_i
sy = (screen_y / 32).to_i
if sx.between?(0 - out, max_w + out) and sy.between?(0 - out, max_h + out)
@allow_update = true
end
end

alias falcaopearl_antilag_up update
def update
unless @parallel_mode
update_on_screen_event
return unless @allow_update
end
falcaopearl_antilag_up
end
end

class Sprite_Character < Sprite_Base
alias falcaopearl_antilag_update update
def update
if @character.is_a?(Game_Event) #and !@character.parallel_mode
unless @character.allow_update
end_animation if @character.animation_id > 0
end_balloon if @character.balloon_id > 0
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z
return
end
end
falcaopearl_antilag_update
end
end

[RMVX ACE] NPCs moving between maps?

pearl item popup
#===============================================================================
# * Falcao Pearl ABS script shelf # 8
#
# Item and gold pop up v 1.0
# This is just an add on for the Pearl ABS system, it run as standalone mode too
#
# Website: http://falcaorgss.wordpress.com/
# Foro: www.makerpalace.com
#===============================================================================
#
# * Installation
# This work as plug and play, copy and paste the script above main
#
# * Usage
# There is no special references, when you earn an item or gold, then pop appear
# Edit the module below for convenience
#-------------------------------------------------------------------------------

module PearlItemPop

# Position X of the pop up object
Pos_X = 10

# Position Y of the pop up object
Pos_Y = 320

# Icon displayed when earnig gold
GoldIcon = 245

# Se sound played when gaining items (set nil if you dont want to play sound)
ItemSe = "Item3"

# Se sound played when gainig gold (set nil if you dont want to play sound)
GoldSe = "Shop"

end

class Game_Party < Game_Unit
alias falcaopearl_itempop_gain gain_item
def gain_item(item, amount, include_equip = false)
if !item_container(item.class).nil? && SceneManager.scene_is?(Scene_Map)
if amount > 0
$game_system.item_object =
RPG::SE.new(PearlItemPop::ItemSe, 80).play rescue nil
end
end
falcaopearl_itempop_gain(item, amount, include_equip = false)
end

alias falcaopearl_itempop_gold gain_gold
def gain_gold(amount)
if SceneManager.scene_is?(Scene_Map)
$game_system.item_object =
RPG::SE.new(PearlItemPop::GoldSe, 80).play rescue nil
end
falcaopearl_itempop_gold(amount)
end
end

class Game_System
attr_accessor :item_object
end

class Spriteset_Map

alias falcaopearl_itempop_create create_pictures
def create_pictures
create_itempop_sprites
falcaopearl_itempop_create
end

def create_itempop_sprites
@item_object = $game_system.item_object
@item_sprite = Sprite_PopItem.new(@viewport2, @item_object) if
not @item_object.nil?
end

alias falcaopearl_itempop_update update
def update
if !@item_sprite.nil?
unless @item_sprite.disposed?
@item_sprite.update
else
@item_sprite.dispose
@item_object = nil
$game_system.item_object = nil
@item_sprite = nil
end
end
if @item_object != $game_system.item_object
@item_sprite.dispose if !@item_sprite.nil?
@item_sprite = nil
@item_sprite = Sprite_PopItem.new(@viewport2, $game_system.item_object)
@item_object = $game_system.item_object
end
falcaopearl_itempop_update
end

alias falcaopearl_itempop_dispose dispose
def dispose
@item_sprite.dispose unless @item_sprite.nil?
falcaopearl_itempop_dispose
end
end


class Sprite_PopItem < Sprite
def initialize(viewport, item)
super(viewport)
@item = item
@num = item
set_bitmap
self.x = PearlItemPop::Pos_X
self.y = PearlItemPop::Pos_Y
@erasetimer = 120
update
end

def update
super
if @erasetimer > 0
@erasetimer -= 1
self.opacity -= 10 if @erasetimer <= 25
dispose if @erasetimer == 0
end
end

def dispose
self.bitmap.dispose
super
end

def set_bitmap
@item.nil? ? operand = Vocab::currency_unit : operand = @item.name
string = operand + ' X' + @num.to_s
self.bitmap = Bitmap.new(26 + string.length * 9, 28)
self.bitmap.fill_rect(0, 0, self.bitmap.width, 28, Color.new(0, 0, 0, 100))
self.bitmap.font.size = 20
bitmap = Cache.system("Iconset")
icon = @item.nil? ? PearlItemPop::GoldIcon : @item.icon_index
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
self.bitmap.blt(4, 0, bitmap, rect)
self.bitmap.draw_text(28, 0, 250, 32, string)
end
end