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Reverse-engineering The Frozen World

I'm using The Frozen World as a test project to try and bring the TURBU engine's RM compatibility up, but I'm getting stuck on the plate placement.

Here's the basic idea: towards the start of the game, you find your first Fight plate. You can use a menu to get into the left side of the Plate Placement map, where you select the Fight plate. This changes the party's sprite to the Fight plate's icon, and teleports you to the right side of the Plate Placement map, where you actually place the plate.

When you've placed the plate, or chosen not to, you get teleported back to the left side of the map, and the party's sprite gets changed back to Lutine. Except... it's not changing back when I execute that in TURBU; it stays stuck as the plate. The sprite changes in RPG Maker, so that sounds like a bug in my code somewhere. But when I looked at the scripts involved, I can't actually find where the party's sprite is supposed to be changing back in the first place! Somehow, RPG Maker is doing it, but I don't see why or where.

Can anyone help track this one down? Thanks.

Tileset artist needed

I posted here a few weeks ago, looking for an experienced pixel artist to build some tilesets for a game I'm working on, with the understanding that this was to be released commercially, and the artist would share in whatever profits we ended up making.

I didn't get any helpful replies, so after talking it over with the team, I'm looking at a new, more straightforward offer: we need tilesets, and we're looking to commission an artist to produce them.

Looking for experienced tileset artists only. We want quality and we're willing to pay for it. If anyone's interested in the commission, please reply either here or by PM with links to samples of previous work.

Thanks,

Mason Wheeler

Pixel artist needed

I'm working on a new project and putting together a team. I've got a storyteller, a mapmaker, and a portrait/background artist, but so far no one who can do pixel art. I need someone with skills in that area, particularly tilesets.

The potential exists for this project to be released commercially; if so, all team members will receive a share of whatever profits are made, but I can't promise anything.

Details available upon request if anyone is interested.

What event commands from RM2K are different in RM 2K3?

I've noticed as I work on the project importer code for the TURBU project, a new engine I'm working on to improve upon the basic concepts of the RPG Maker 2K line, that several of the event commands have been expanded in RM 2003 and contain more information than they did in RM 2000. For example, Teleport now contains a Direction, and Key Input Processing can scan for a much broader range of keys.

Does anyone have a list of commands that changed from RM2K to RM2K3? I want to make sure I don't miss any, and that I can correctly handle commands from both systems.
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