NEWBLACK'S PROFILE
The undead are among us,
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
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How do I set the scale size in RMXP?
I don't use Xp but if it's what I think you're thinking of then that's just your zoom function for editing your own maps.. Not what will be displayed when the game's played.
Space Funeral
Don't know if you knew, but there's a longplay of the game on youtube: http://www.youtube.com/watch?v=l88cy5y00SY
Not the whole thing though :/
Not the whole thing though :/
The Optimal RM2k/3 Number Guide
Dear Craze. When you say "physical skills" do you mean skills that carry a "weapon" attribute rather than a "magic" attribute?
EDIT: No, no you don't.. Now I'm confused.
EDIT: No, no you don't.. Now I'm confused.
Common-eventing and Parallel Process is breaking my head.
I'm having issues with common event parallel processes negating on-map events (such as important "on-touch" events).
I'm trying to make a common event that checks my character's HP with a variable and some conditional branches and then changes the character sprite accordingly to represent low health at varying degrees.
First problem (using arbitrary figures and names): I want at least 3 increments, I inititally tried:
Set variable blah to Hero's HP.
Then
"if less than 100, then change to sprite x"
ELSE
"if less than 200, then change to sprite y"
ELSE
"if less than 300, change to sprite z"
ELSE
nothing.
- this doesn't work because all of the ELSE handlers are ALSO below 100 meaning that sprite X will display until the character's HP is more than 300.
My second problem is that I've got all of the above in a common event that is a parallel process (set to activate by a trigger-switch). As soon as this parallel process is running (trigger switch is ON) it negates all event processing on the maps except for "Action key" triggered events.
I've probably gone about this entirely wrong. I could use some advice as to how to make it work without it breaking everything.
EDIT: With help from Cal, Yellow_magic and Shinan I think I've managed to get this working fine now. :) Thanks guys.
I'm trying to make a common event that checks my character's HP with a variable and some conditional branches and then changes the character sprite accordingly to represent low health at varying degrees.
First problem (using arbitrary figures and names): I want at least 3 increments, I inititally tried:
Set variable blah to Hero's HP.
Then
"if less than 100, then change to sprite x"
ELSE
"if less than 200, then change to sprite y"
ELSE
"if less than 300, change to sprite z"
ELSE
nothing.
- this doesn't work because all of the ELSE handlers are ALSO below 100 meaning that sprite X will display until the character's HP is more than 300.
My second problem is that I've got all of the above in a common event that is a parallel process (set to activate by a trigger-switch). As soon as this parallel process is running (trigger switch is ON) it negates all event processing on the maps except for "Action key" triggered events.
I've probably gone about this entirely wrong. I could use some advice as to how to make it work without it breaking everything.
EDIT: With help from Cal, Yellow_magic and Shinan I think I've managed to get this working fine now. :) Thanks guys.
Okay, I need more help..
author=Draglems1
Could anyone give me any ideas on how I can make a good game?
I often try and make it really good, but then I go "How exactly do i make this NPC Dissapear?"
or..
"Okay, This NPC has given me a item, I want it to stop giving me it this item now".
and, Is there a way to make tiles that you can jump over?
For example:
http://images1.wikia.nocookie.net/__cb20100213044250/goldensun/images/3/3d/MercuryLighthousePuzzle2.png Please ignore the fact that this isn't RPG Maker, but Please take a look, As you can see, there is tiles in the water, Is it possible to make tiles in RPG Maker 2000 that allow you to jump across to the next one?
You need to learn as you go along. Each time you encounter something that gets you stuck, learn how to do it and then you can do that thing (and many more things related to that) forever.
SWITCHES are what you need to learn first (and will help with the first two things you mentioned and a lot more), they're the bread & butter of making an RM game work. Luckily, there are plenty of awesome tutorials on this site.
http://rpgmaker.net/search/?query=switches
A simple example - If you have a treasure chest event that gives your player a sword when you "open" it - You have an event page with the "give sword" or whatever code on it, then after that you want to use a SWITCH in the event code to change the code for the treasure chest event so that next time your player tries to use the chest it simply tells them that it's empty and gives them nothing.
Anyway, go read the tutorials! (Also, RPGmaker's own Help file is actually very helpful for clarifying features and finding out what things do)
What are you thinking about right now?
author=EikeWatching Stewart Lee stand up to deny myself the fact I have to be up in five hours and should be sleeping instead...: (
Approval. Saw the guy not too long ago :)
Site Feedback Overhaul (meaning that we need your feedback)
Stickied topics may be the easiest way to do this IMO (like you're already doing).
Or something to that effect?
Like a stickied thread for reporting questionable content. Another for suggestions only. Another for whatever.
I don't know how it could be done, but if you could introduce a unique ID hashtag system into the forum (for users and games, articles etc. Which shouldn't be too hard because they all need a unique ID for their URLs anyway) you could probably automate a system for collating "most popular hashtags" in a specific topic to make the job of finding what games are causing the most controversy from within ONE stickied thread where people simply post a hash-tagged response to flag something.
It's a rough idea but it could work?
Or something to that effect?
Like a stickied thread for reporting questionable content. Another for suggestions only. Another for whatever.
I don't know how it could be done, but if you could introduce a unique ID hashtag system into the forum (for users and games, articles etc. Which shouldn't be too hard because they all need a unique ID for their URLs anyway) you could probably automate a system for collating "most popular hashtags" in a specific topic to make the job of finding what games are causing the most controversy from within ONE stickied thread where people simply post a hash-tagged response to flag something.
It's a rough idea but it could work?
If you had to choose or you would be killed...
I think this topic is in the wrong place.
But to answer your question... the correct answer is Ghost-town2.mid from 2k3 (preferably sped up).
For battle music... I always used Boss3.mid for normal battles because it was the best.
Now I don't use any midis at all to be fair.
But to answer your question... the correct answer is Ghost-town2.mid from 2k3 (preferably sped up).
For battle music... I always used Boss3.mid for normal battles because it was the best.
Now I don't use any midis at all to be fair.
RM2k3 - A few questions about Show Pic, Variables and Common Events.
I hear there's some issues regarding rm2k3 and its "show picture" command? Especially when using variables and the like?
Anyway what I'm doing is having an ability that displays a picture (in-field) when it's used. So this is obviously using a called common event.
First question: Because it's a common event - does this mean that the common event's picture number can clash with the map's picture numbers (if the map contains events that trigger "show picture" commands)?
2nd: Also, I want the picture to display centred on my character sprite. I have tried assigning it's display position to variables which correspond to "Spite > Hero > X Positon" (and the same for Y position) but it doesn't seem to work.. Does anybody have any idea why this could be not working? Also I have the feeling that if it does work; it will align a corner of the picture to the hero sprite and not it's centre.
And lastly I guess I'd just like to know what the common issues with show picture (especially when used with variable refs or common events?) in 2k3 are if anybody knows. I've heard things a while back but have no idea which threads describe the issues it has.
Cheers :)
Anyway what I'm doing is having an ability that displays a picture (in-field) when it's used. So this is obviously using a called common event.
First question: Because it's a common event - does this mean that the common event's picture number can clash with the map's picture numbers (if the map contains events that trigger "show picture" commands)?
2nd: Also, I want the picture to display centred on my character sprite. I have tried assigning it's display position to variables which correspond to "Spite > Hero > X Positon" (and the same for Y position) but it doesn't seem to work.. Does anybody have any idea why this could be not working? Also I have the feeling that if it does work; it will align a corner of the picture to the hero sprite and not it's centre.
And lastly I guess I'd just like to know what the common issues with show picture (especially when used with variable refs or common events?) in 2k3 are if anybody knows. I've heard things a while back but have no idea which threads describe the issues it has.
Cheers :)














