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[RMVX ACE] [SCRIPTING] Coloring a Sprite through Parts

Alright, I know that you can change an image's color values by changing variables such as in:

screen.pictures.start_tone_change(Tone.new(0, 0, 0, 0), wait)

With "Tone.new" being the idea part. Now this is crazy (of course it is, it's me we're talking about here :3 ) but could you apply it to a sprite in game? (Wait for it) The real thought I had was to layer parts of sprites on top of each other to come together as a singular sprite. (There it is!) I would like to know if there is a method to doing this, and if so, how would I go about doing this?

To clarify what I am asking here is: Is there a way to layer sprites on top of one another in parts (one for hair, another for shoes, with the body at the base, perhaps something behind if you want a cape or tail) and then color the layers individually to create a sprite on the screen?

Now I know a method that may need to occur is for the layered sprite would need to be imprinted together and saved as an image file to later be called back from so 20 parts of an entity do not lag the game.

I just want to stack 3 parts (The body/main color, secondary color, and eye color) and set colors to each. Ideally, making a game where parents can pass off some color traits to their youngling. There are different conditions that also determine the offspring's color, but I don't want to go into detail on that since this is not the time nor the place for it (I also know one would need to read the color off of what the parents are, but I think using the Hexadecimal would be a valid approach to it. Probably the hard route, but possible to do. Given that I can do it in Ruby)

[General] Idea for 2 player game

I am thinking of making a 2 player game (hold your tongue on how blah making one would blah since I already got the concept down and a demo working, surprisingly)

However, I hit a "brick wall" of sorts for what kind of game it should be...

-Ideas that come to mind are:
*Capture the Flag {CTF} (Player with the most flags win)
*King of the Hill {KOTH} (Players stay in an area to accumulate points)
*Collector (Collect as many of an item as possible)
*Tag (Players try to chase one another down, whoever is "it" at the end loses)
*Assult (Players try to kill each other, taking X number of lives to win)
*Shovel (Pretty much like the game Spleef, but renamed)
*Ghost (Like Pac-Man, players take turns in trying to collect X number of points while avoiding the other)
*Labyrinth (Like Maze, players take turns in trying to get the other until a player gets out of the maze X number of times)
-Suggested by Rannith (Steam):
*Maze (Players navigate a maze to reach the end)
-Suggested by Seiromem:
*Kill the Carrier {KTC} (Players try to keep ahold of an item for as long as they can)
*Dodge! (Avoid obstacles as long as possible/try surviving as long as possible)
-Suggested by multiple people:
*Race (Players try to reach an end of a track)

Also thought up some ideas for powerups beside gamemodes;

Ideas for Powerups:
*Speed Boost (Makes the player 2x as fast)
*Speed Down (Makes the player 1/2 as fast)
*Steal (Player has the power to steal from the other if they touch)
*Shine (Like the Power Star from Mario series, stuns the player when the powered player touches them)
*Plus Life (Adds an additional life to the player)
*Bonus Bunny/Animal (If a player can catch it, they get bonus point(s))
*Minion Summon (Allows the player to summon a minion on the map that blocks the opponent's path, but not the summoning's player)
-Suggested by CashmereCat:
*Stun Spark (Shoot a projectile that stuns a player)
*Cross Bomb (Creates a blast within a specified range in both vertical and horizontal directions)
*Inverter (Inverts opponent's controls)
*Poison (If you touch a player, then if they move, they will lose points. this lasts for a specified duration)
*Extra Slot (Creates a new slot for a new item)
*Perma-Speed Boost (Makes the player x1.1 as fast for the rest of the game)
*Down Speed Storm (Makes every other player have x0.5 speed for a specified duration)
-Suggested by Seiromem:
*Shield (Protects you from 1 physical blow)
*Trap (Damages any player who crosses it, even the player who set the trap)
*Swarm (Monsters appear on the map and attacks players)

The game hopefully will include a player select (shouldn't be too hard) and a campaign that, when played, unlocks new characters and maps. This is all the ideas a came up with, most of the power-ups are good ideas (at least I think so) however, I wish to find a gamemode that would be fun and sounds great to play (idk, can't word the second reason quite right)

EDIT: I was thinking of adding a health bar, a slot for players to hold a power up, and instead of sprint (for now) change it to a basic attack (semi-range/close attack). Might make the game interesting. Of course, if I go with a gamemode that would allow for combat, otherwise just make landing hits cause stunning.

Thank you for your time and please leave any ideas you come up with :3 any are helpful <3

*NEW* Powerups (Powerups I have thought of/inspired from other games)
*Lightning Shrink (Opponents get shrunk for a span of time and can be stepped to take points/health away/stun them. Shrunk players can not pick up items or capture flags, also dropping any flag they are carrying)
*Teleport (Moves you to a random location on the map)
*Fly (Allows you to go over pits)
*Meteor (A Meteor lands randomly on the map, changing the field for a short time w/ damage to nearby players)
*Bag'O'Points (The player who is carrying this generates points, like KTC, however, the player can't pick up items or capture a flag unless they use it to get a sum of points. The longer held the more points obtained when used. Players can grab this to earn points and when used the sum of points is collective)
*Giant (Like Lightning Shrink but inverse, player becomes huge for a span of time and other players can be stepped on, causing numerous effects. Giant player can not capture flags or p/u items)

NOTE: I changed this to general since these ideas can be applied to pretty much any platform and can be useful none-the-less!

[RMVX ACE] [SCRIPTING] 2 Player Script/Help

Okay, (not sure if this has been asked but it's worth a shot) so I want to make a game that allows 2 player, same screen (non-split). I already have a theory with the controls and think I might have found a script that works, however, I don't think the script works they way I wish it to.

So the controls I was think of are:
Player 1:
Movement: WASD
Sprint: Shift
Interact: Space

Player 2:
Movement: 8456 (Number Pad)
Sprint: Enter (Number Pad)
Interact: 0 (Number Pad)

So by looking at these, yes, each player has their side of the keyboard. Along with only using 1 hand to play (Player 1 uses Left hand and Player 2 uses Right hand).

The script I found is Simple 2 Player script concept (Well a concept, but it links to other scripts that could be used.) I just want the simple functions of making two events (the players) move around the map.

For the script on the site: I tried using it but it ended up not working, so I probably did not do complete the script correctly/it's not fully working.

For the script the site links to: It looks great, however, I am unsure how to implement it into this. I could be wrong in using it, but it allows the full functionality of the keyboard and makes it so I can program what I need.

Another thing, in theory, could I use these events to make the entities move instead of importing a giant script?

Input.trigger?(Input::A)
Input.repeat?(:A)
Input.press?(:A)

Given that the event is using parallel processing, this should work in a way, correct?

Thank you for your time :3

Hall01

author=JosephSeraph
ok... i played it
it's an interesting concept but right now it's poorly executed and confusing. still, interesting, though.
Also I advise kissing the rtp sounds goodbye.


This was referring to Alpha, but now since its Beta V1.1 I encourage you to play it again!
And I do relize that the RTP resources are not all that great, but I am using them now until I find a SE source. Honestly, some sound effects are better than NO sound effects...

Escape From Classroom

author=numbuh1
author=Annazel
author=numbuh1
author=Annazel
I've enjoyed the couple minutes of the game I played so far, but I can't figure out why C doesn't make the chair move back to its original position....? Also, I can't figure out how to look under the table, but perhaps that's just me being an airhead ^_^
Well, you need something in order to look under the table ^_^
I thought it would be the mirror, but for some reason it's not working... Does it matter that I broke the cabinet with the baseball instead of using the key?
Well, you have to do something in order to KNOW that there's something under the table ^_^


Well it says that you know something is under the table if you fail to enter the correct password. I got the broken mirror, stick, charger, cabnit key, baseball, small shovel, am I missing anything else? This is fustrating me!

[SCRIPTING][RMVX ACE] Changing the tint of a screen based on a value

@GreatRed Spirit
EEEK!!! My game scared me with this script *~*

Is there a way to tint the parallax background graphic? My game works insanely well at getting dark(black), but it is crippled when it is bright(white). My fix should be to add a parallax that changes as you move on. I need to create fear in the player in either direction of the hall.

Also would tinting a picture be the same method as the tint screen script? Something Like...

class Game_Picture

alias :update_screen_tint_variable :update unless $@
def update(*args)
# Check to see if we're updating the tint, we assume variable ID 999 for now
# We also use a switch in case we want to not execute this code as needed
if $game_switches and @last_tint_value != $game_variables
# This is just a screen space saver
v = $game_variables
# Create the new tone of the picture based on the variable
t = Tone.new(v, v, v)
# This should make the screen tint occur immediately
picture.start_tone_change(t, 0)
# Now remember the current tone value
@last_tint_value = v
end

# Now call the original method so the map gets updated
# (we do this second as the screen is updated here too)
update_picture_tint_variable(args)
end

end

I could be horribly wrong or close but no cigar as I am still new to Ruby programming and RGSS3. But this is the theory for it yes?

[REQUEST][RMVX ACE] Sprites for game Hall01

{OPEN} Mirror Mirror:
I wish for a mirror object like one from the default RTP in a character sheet. It would be really nice and super cool if you can make its animation (when turning dif directions like a door and/or a chest for example of animation) have a doppelganger appear in the mirror and jump out. Perhaps have the sprite sheet set up as:

Down(Mirror is normal)
Left(Mirror shows reflection)
Right(Mirror shows reflection altered; like it changes to an evil reflection/monster)
Up(Evil reflection/monster pops out of the mirror, but top half only since it is coming out of the mirror and is still partially in it)

I would like the character to be the one from RTP in character sheet "Actor3" The Top-Middle-Right one with the purple hair.

{CLOSED} Grabber: Done by Me
For this sprite, I wish it to be a giant hand, something like the ones from the Legend of Zelda series that bring Link back to the beginning of the Temple (I think their called WallMasters). I would like it if it had a grab animation as well. You can surprise me on the sprite's color. I would also like the grabbers to be the size of a boss.

{OPEN} Gate:
This sprite I wish to be a gate that fits the theme of the 8th wall in the Inside tileset_A4. It can be a recoloring of !$Gate2 to make it easy on ya.

{OPEN} Baby Carriage/Cradle:
I would like a baby carriage or cradle that fits the RTP default style. Perhaps colored in a creepy color. I would like it to be the size of an average sprite (person like an Actor3 sprite).

All credit will be given to you for the sprite and you will be mentioned in the credits.

The sprites are for the game Hall01 (Link at bottom) in case you wish to get a feel/wondering what it will be used for.

This is the link to Hall01!

[RMVX ACE] Hall01

I don't have enough of a game to post screen shots as its very simplistic. However, I posted on another site (Game Jolt) that allowed it. I wish for any of you to take a look at it and give feedback either here or over here! In case you don't want to click it quite yet, I'll tell you what it's about in summary.

It's a horror game where you have to outwit monsters in a very narrow hall to try and get out. You play as an archeologist named Iris who has somehow ended up in this perplexing predicament and now the only question is... Left or Right?

[SCRIPTING][RMVX ACE] Changing the tint of a screen based on a value

I want to change the screen's tint based on a variable, I know Ruby is different from Java but the only thing I can think of is something like:

if (Var != Current_Var) {
Color_Tone_Red = Current_Var
Color_Tone_Green = Current_Var
Color_Tone_Blue = Current_Var
Var = Current_Var
} end if

A PseudoCode of what I wish to desire, given that Var is within the boundaries of the color tones (max value at 200 || 250). I would have the script in an event that performs a parallel process running. Unless there is an easier way to increment color tones (besides {Tint Screen...} which changes the screen to a set value)

PS: Forgot to submit this for a few hours, which is not very helpful... hehe...
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