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System graphics
Ok, I can't remember where I saw it, nor can I find it again. I'm looking for a "template" that shows what each of the color/boxes in the System graphic represent. For example, I know the first Large square represents what the text boxes will look like.
Anyone know where that diagram is?
Anyone know where that diagram is?
[REQ]Four Seasons
If someone could please help me, I'm looking for a different chipset for each season in a forest format.
Here are examples of them in a town format from Harvest Moon...




I want this kind of thing for a forest scene. If possible, looking for water to be ice in the winter. I'm mostly wanting to keep the X,Y aspect of the tile sets so that everything is in the same place on all four maps. My goal is to have it so a variable will tell the map which chipset to use, and just use the Change Map Tileset command to alter the map based on what season it is.
My game is currently has "lively" graphics such as the bright and colorful graphics you'd find in Secret of Mana, Legend of Mana, Sword of Mana, etc, and I was kinda hoping to keep that look and feel. Also, I will probably be asking for a total of 12 chipsets (4 forest, 4 town, 4 world), but am only asking for the forest right now as that is going to be the starting part of my game. Even though that's alot (and I know it's a bit much), I'm hoping that since they are all the same scenes, that just changing the seasonal look won't be too hard. If it is, then maybe I will just use the town from Harvest Moon, and I can get around the world tiles. But the forest is kinda a need. :(
Thanks in advance to anyone willing to help out on this.
Here are examples of them in a town format from Harvest Moon...




I want this kind of thing for a forest scene. If possible, looking for water to be ice in the winter. I'm mostly wanting to keep the X,Y aspect of the tile sets so that everything is in the same place on all four maps. My goal is to have it so a variable will tell the map which chipset to use, and just use the Change Map Tileset command to alter the map based on what season it is.
My game is currently has "lively" graphics such as the bright and colorful graphics you'd find in Secret of Mana, Legend of Mana, Sword of Mana, etc, and I was kinda hoping to keep that look and feel. Also, I will probably be asking for a total of 12 chipsets (4 forest, 4 town, 4 world), but am only asking for the forest right now as that is going to be the starting part of my game. Even though that's alot (and I know it's a bit much), I'm hoping that since they are all the same scenes, that just changing the seasonal look won't be too hard. If it is, then maybe I will just use the town from Harvest Moon, and I can get around the world tiles. But the forest is kinda a need. :(
Thanks in advance to anyone willing to help out on this.
Etiguette
I'm new to the RPG Maker community, so I have a few questions regarding how things should be done.
I'm under the impression that using the RTP sets isn't very attractive since EVERYONE can use them (no originality), which is no problem as I can draw, but really don't want to. My hobbies are story telling and programming, and while I can draw, I'd prefer not to. So what is the proper steps for getting character sets and chip sets made?
Also, regarding character sets, what is the deal with nudity? I don't plan on having anything above PG, but I have an idea that would use a character set that has a "mannequin" type female character that would mostly be covered by a partially transparent waterfall. Nothing nude would be seen, but the concept (and silliness) would be there.
Same goes for MIDI's...although I have some from .hack and Xenogears, are they legitimate to put in my game since it will be distributed (not sold, just shared). Again, I can play the piano, and somewhat know music, but have NO experience for making MIDI's.
Lastly, what about time? I have all these ideas in my head, which just need to be put down on paper (or into RM2k3), but I just lack the above mentioned recourses. To be honest, if I had a magic Zip file with all the graphics and music I needed, I could have a game out within a few weeks. (That's not because it's a short game, but because my game will be using an object oriented programming style). So, what is the about normal time to get a game done, including making or DL'ing tile sets and music?
(although my last paragraph said "Lastly", I may have other questions later... :P
I'm under the impression that using the RTP sets isn't very attractive since EVERYONE can use them (no originality), which is no problem as I can draw, but really don't want to. My hobbies are story telling and programming, and while I can draw, I'd prefer not to. So what is the proper steps for getting character sets and chip sets made?
Also, regarding character sets, what is the deal with nudity? I don't plan on having anything above PG, but I have an idea that would use a character set that has a "mannequin" type female character that would mostly be covered by a partially transparent waterfall. Nothing nude would be seen, but the concept (and silliness) would be there.
Same goes for MIDI's...although I have some from .hack and Xenogears, are they legitimate to put in my game since it will be distributed (not sold, just shared). Again, I can play the piano, and somewhat know music, but have NO experience for making MIDI's.
Lastly, what about time? I have all these ideas in my head, which just need to be put down on paper (or into RM2k3), but I just lack the above mentioned recourses. To be honest, if I had a magic Zip file with all the graphics and music I needed, I could have a game out within a few weeks. (That's not because it's a short game, but because my game will be using an object oriented programming style). So, what is the about normal time to get a game done, including making or DL'ing tile sets and music?
(although my last paragraph said "Lastly", I may have other questions later... :P
How does one start?
Just wondering how one would normally start their project? Maybe it's just me since I'm newish to RM2k3, but I seem to be overwhelmed with various tasks.
I've been fooling around in a "test" project to get random things to work so I know how to put it into my game, then there is the map making, then there is the fact that everything is RTP, which I understand isn't favored by players since it's so common, so I'm also trying to draw or find new graphics, as well as trying to get the story to fit together the way I want, etc, etc, etc...
So I was wondering how others do their projects. Obviously I would imagine you want to have a story first, which I have, but where does one go from there? Does everyone do the "draw, create, test, repeat" method, or do some of you have a simpler way of putting things together?
I've been fooling around in a "test" project to get random things to work so I know how to put it into my game, then there is the map making, then there is the fact that everything is RTP, which I understand isn't favored by players since it's so common, so I'm also trying to draw or find new graphics, as well as trying to get the story to fit together the way I want, etc, etc, etc...
So I was wondering how others do their projects. Obviously I would imagine you want to have a story first, which I have, but where does one go from there? Does everyone do the "draw, create, test, repeat" method, or do some of you have a simpler way of putting things together?
Raising Mountains
I'm making a game from RM2k3 and trying to get it to raise land after an event.
I want it so that when the player activates the event, a path is raised from the ocean floor one tile at a time.
Just FYI, I'm kind of new to RM2k3. I've used RPG Makers of sorts in the past, and I program regularly, so I'm getting used to RM2k3 fairly quickly.
Right now my only idea is to make the path on the map, then put events that are "same layer as hero" so he can't walk on them, making their graphic the same as the water, and then on activating the events have it do the following. Each event would...1> delete the previous event, 2> shack the screen for .5 seconds, 3> call the next event. (alt is have first event start shacking, last event stop shacking.)
deleting the previous event would remove the water graphic, reveling the ground tile underneath, and also allow the hero to walk across since the "same layer as hero" event is gone.
The only thing so far is that I'm not able to choose the chipset, which has the water tiles, so I'd have to make a new charset that pretty much would ONLY have the water on it. Also, I tried using a premade charset to test the speed of the animation and it looks like it moves to fast. Even putting the speed to 1/8, it was moving faster then the waves were crashing.If so, it would look off and foreshadow that there is a hidden path there.
Any suggestions on another way to do this?
I want it so that when the player activates the event, a path is raised from the ocean floor one tile at a time.
Just FYI, I'm kind of new to RM2k3. I've used RPG Makers of sorts in the past, and I program regularly, so I'm getting used to RM2k3 fairly quickly.
Right now my only idea is to make the path on the map, then put events that are "same layer as hero" so he can't walk on them, making their graphic the same as the water, and then on activating the events have it do the following. Each event would...1> delete the previous event, 2> shack the screen for .5 seconds, 3> call the next event. (alt is have first event start shacking, last event stop shacking.)
deleting the previous event would remove the water graphic, reveling the ground tile underneath, and also allow the hero to walk across since the "same layer as hero" event is gone.
The only thing so far is that I'm not able to choose the chipset, which has the water tiles, so I'd have to make a new charset that pretty much would ONLY have the water on it. Also, I tried using a premade charset to test the speed of the animation and it looks like it moves to fast. Even putting the speed to 1/8, it was moving faster then the waves were crashing.If so, it would look off and foreshadow that there is a hidden path there.
Any suggestions on another way to do this?
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