MEGAN_HUNTER'S PROFILE
Megan_Hunter
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I'm a 32 year old cartoonist and animator living in Los Angeles. I played around with RPG Maker 95 about a dozen years ago, but these days with VX is the first time I've really used it again. Pull up a seat and say hello! I'm really excited about writing some photoshop tutorials for the site.
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CSS'ing your RMN Game Profile
Then I shall bow to the wisdom of the all seeing Net and cut the insolent tongue out of my page. By the gods it will learn its place. It would just get in the way of any video caps we post anyway.
Now this might just be me being an old dog learning a new trick - and I think we can all agree that Chaos' tutorial here is required reading - but does anyone else find CSS surprisingly complicated? I usually do what goes in a page, but not the page itself so it's normally not something I need. Whenever I look up on forums how to do real bottom of the barrel layout, stuff that you'd never want to show in a portfolio, the CSS boards always give ten different answers that all sound terribly complicated. Have you noticed that? HTML might get a little complex on occasion, but the answers are all the same. Is CSS so customizable that the code itself can look different depending on the technique of the coder?
Like right now I'm trying to do a simple two cell table: the left box is 125 pixels wide, and the right box width just takes up whatever. Simple right? And even I know how to do it in HTML, it's barely any code. But that code doesn't work through here unfortunately. So I thought I'd try to CSS it, but when I asked on a different board the guy's CSS answer literally takes an entire PAGE of code. A page for that?! A table with 2 columns and 1 row takes a page? (And it still doesn't work within here...wa waa waaaaaa.) Why does a two cell table take about 10 times the code in CSS than in HTML? o_O Did this guy just not know the first thing about what he was doing? I do get that CSS is just meant to reorganize the underlying HTML, but what do you do for a game profile when the code you input just keeps showing up as text, despite being HTML or CSS? Surely RMN can handle something as simple at a table? I've tried looking at the source of other game pages (actually In Praise of Peace too) but mixed in with the site code it's all greek to me. Gibberingly dyslexic greek.
This is the part where I'd just cop out and make giant horizontal images instead of tables, but I can't get myself to this time. It's just *too simple.* I'd never live it down if I had to make big honking jpegs because the code wouldn't put the text to the right of the portrait instead of below. They'd take away my PC and punch me right in the face.
Now this might just be me being an old dog learning a new trick - and I think we can all agree that Chaos' tutorial here is required reading - but does anyone else find CSS surprisingly complicated? I usually do what goes in a page, but not the page itself so it's normally not something I need. Whenever I look up on forums how to do real bottom of the barrel layout, stuff that you'd never want to show in a portfolio, the CSS boards always give ten different answers that all sound terribly complicated. Have you noticed that? HTML might get a little complex on occasion, but the answers are all the same. Is CSS so customizable that the code itself can look different depending on the technique of the coder?
Like right now I'm trying to do a simple two cell table: the left box is 125 pixels wide, and the right box width just takes up whatever. Simple right? And even I know how to do it in HTML, it's barely any code. But that code doesn't work through here unfortunately. So I thought I'd try to CSS it, but when I asked on a different board the guy's CSS answer literally takes an entire PAGE of code. A page for that?! A table with 2 columns and 1 row takes a page? (And it still doesn't work within here...wa waa waaaaaa.) Why does a two cell table take about 10 times the code in CSS than in HTML? o_O Did this guy just not know the first thing about what he was doing? I do get that CSS is just meant to reorganize the underlying HTML, but what do you do for a game profile when the code you input just keeps showing up as text, despite being HTML or CSS? Surely RMN can handle something as simple at a table? I've tried looking at the source of other game pages (actually In Praise of Peace too) but mixed in with the site code it's all greek to me. Gibberingly dyslexic greek.
This is the part where I'd just cop out and make giant horizontal images instead of tables, but I can't get myself to this time. It's just *too simple.* I'd never live it down if I had to make big honking jpegs because the code wouldn't put the text to the right of the portrait instead of below. They'd take away my PC and punch me right in the face.
Megan Hunter's Worst Nightmare
Thank you much! Sometime this week my paycheck should finally be coming in the mail, and as soon as it does I can buy VX. I've been making art for this game and another joint project, but haven't been able to make any screenies myself since my demo ran out. But the cartoon world has been much more fleshed out, and I added one real world dungeon that hopefully is like Roger Rabbit.
CSS'ing your RMN Game Profile
Oh wise and powerful CSS gurus both near and far...I invoke thee spirits and ask for your succor.
Is it possible to have a music file (wav or mp3, but midi in a pinch) play on a game profile repeatedly, regardless of what tab you're browsing? Is this against the RMN page profile rules?
Trying to look it up online, it looks like its saying this isn't something handled by CSS, which is for style, but by the HTML.
Is it possible to have a music file (wav or mp3, but midi in a pinch) play on a game profile repeatedly, regardless of what tab you're browsing? Is this against the RMN page profile rules?
Trying to look it up online, it looks like its saying this isn't something handled by CSS, which is for style, but by the HTML.
SNM_003.jpg
This doesn't count as a true screenshot, I mixed two early ones together in photoshop since my tile sheets are so chaotic. But this will give you an idea of where we're going. I've been working on this new look that I've been calling Dollhouse. For the real world parts of my other RM game, I tried this approach and hated it for that. But I desperately wanted to use it for something, and it might well be this game. I can make a tutorial if anyone is interested in this type of look.
NPCs are a nut I still haven't cracked, they just look too "Flashy." You should see the tests I did first conforming to that VX person size! :D These are tiles, which also means they can't really move.
NPCs are a nut I still haven't cracked, they just look too "Flashy." You should see the tests I did first conforming to that VX person size! :D These are tiles, which also means they can't really move.
SNM_002.jpg
SNM_001.jpg
I've gotta find a better way to line up text. Someone had a post somewhere about pasting into plain text at a certain margin, but damned if I can find it again. I'm desperate to do a fancy image for the text back but I just don't know how to implement it. The game will come with that Batik font, but if you don't want to bother installing it the game will just default to Courier.
I collaged ghost dude just like my Medusa. Though I learned a lot of lessons making that first one...especially that they look much better the more you shrink them down! :D The light effects are a taste of what many of the spells might look like...gotta love how transparency friendly VX is.
I collaged ghost dude just like my Medusa. Though I learned a lot of lessons making that first one...especially that they look much better the more you shrink them down! :D The light effects are a taste of what many of the spells might look like...gotta love how transparency friendly VX is.
DOING IT! - WEEK SIX
Oh wow that's good timing, I just wrote this for a game profile. I should mention that I'm only the artist on this one, but I made this because we had a script but no synopsis. It took longer than I thought to massage it all down into a bite sized...size. But I'm sure our writer can do it with more poetry.
Tetrodi: City of the Seven. First built as a haven for the devout, it's gothic skyscrapers have become overgrown with the countless pipes, rails and gears that have brought the metropolis fully into the steampunk age. Beneath suspended trains and tickertape billboards, its citizens are putting up the first decorations for the annual Feast of Millicenia in just four days.
Preparing his church for the increased foot traffic this time of year is Darius, the aging parish priest. Learning firsthand that the Seven rarely answer prayers, he's developed his own way of tending his flock. By day he listens to their troubles...and by night he takes to the Tetrodi streets to deal with their tormentors firsthand. Because Darius is possessed by a powerful demon, and in his twilight years he's going to make sure the city is a just little safer one body at a time. But as the militant Eyes of Heaven begin to arrive for the holiday celebration, he'll have to be deadly careful to protect his secret identity.
Pray for the innocent. Prey on the wicked. Because in a city where technology is making people lose their humanity, only someone inhuman can balance the scales.
For the other game that I'm actually writing, there isn't much you can do with a "cartoons invading the real world" plot and make it sound remotely serious. I've taken that with a grain of salt. But I do still need to figure out why the bulk of the game happens in the first place. You fall asleep, start off on one side of the Nightmare, and have to travel to the other far end "where your eyes are" to wake up. But this turns out to be a trick told by the toons, and once you reach it that lets them escape into the real world. But I haven't figured out the magical physics - let's call them mhyglics - to explain this even as poorly as any similar movie you've seen. At this point Meg leaves the party, because she has to remain asleep for the toons to escape, and the other party members turn real life in the real world for a dungeon. Well, if you can call a grocery store a dungeon. I've been in some that merit the distinction. When you beat that boss, they all fall asleep and end up back in the Nightmare. So if anyone has any vague ideas for mhyglics I could use the suggestions.
Tetrodi: City of the Seven. First built as a haven for the devout, it's gothic skyscrapers have become overgrown with the countless pipes, rails and gears that have brought the metropolis fully into the steampunk age. Beneath suspended trains and tickertape billboards, its citizens are putting up the first decorations for the annual Feast of Millicenia in just four days.
Preparing his church for the increased foot traffic this time of year is Darius, the aging parish priest. Learning firsthand that the Seven rarely answer prayers, he's developed his own way of tending his flock. By day he listens to their troubles...and by night he takes to the Tetrodi streets to deal with their tormentors firsthand. Because Darius is possessed by a powerful demon, and in his twilight years he's going to make sure the city is a just little safer one body at a time. But as the militant Eyes of Heaven begin to arrive for the holiday celebration, he'll have to be deadly careful to protect his secret identity.
Pray for the innocent. Prey on the wicked. Because in a city where technology is making people lose their humanity, only someone inhuman can balance the scales.
For the other game that I'm actually writing, there isn't much you can do with a "cartoons invading the real world" plot and make it sound remotely serious. I've taken that with a grain of salt. But I do still need to figure out why the bulk of the game happens in the first place. You fall asleep, start off on one side of the Nightmare, and have to travel to the other far end "where your eyes are" to wake up. But this turns out to be a trick told by the toons, and once you reach it that lets them escape into the real world. But I haven't figured out the magical physics - let's call them mhyglics - to explain this even as poorly as any similar movie you've seen. At this point Meg leaves the party, because she has to remain asleep for the toons to escape, and the other party members turn real life in the real world for a dungeon. Well, if you can call a grocery store a dungeon. I've been in some that merit the distinction. When you beat that boss, they all fall asleep and end up back in the Nightmare. So if anyone has any vague ideas for mhyglics I could use the suggestions.
I HAVE HAD ENOUGH. THIS IS CANCELLED.
You're braver than me, that's why I'm skipping scripts all together. I had enough problems wrestling with the CSS for the page! There's definitely things I don't like in the standard engine, but in the effort to get at least one thing done I'm forcing myself to let it go. You've got a lot of games in your stable, have you thought about making a VX one that doesn't use any scripts? Is that like asking a painter if they want to move into crayon?
In Praise of Peace
How is the great release referring to this topic coming along, anyway? I hunger to play like a ravenous, hungry raven.
Roos.jpg
Rooford Kangarooington Esquire III and his unwieldly Cumberbund. That hat is (hat are?) his ears, but it won't read well until I lighten its outline color. He's the one who takes you through the tutorial dungeon and explains what the cartoon world is. Cumberbund only chirps here and there, but after you get Keegan if you walk back to the starting area you can get him as an optional summon.













