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Can anyone teach me how to make a custom battle menu layout in VX?
Brew, the selection to base window is going to cause at least one more problem. Any ally selecting skill/item is going to look for methods (such as move_cursor I believe) that no longer exist.
Without the program in front of me, I see three possible solutions:
1) editing Scene_Battle, which you are not a fan of, though is my usual choices when working on a whole system for personal use,
2) changing the window back to selectable and just moving the cursor to a more appropriate spot; it changes the appearance and would add a "confirm" of sorts to self-selecting skills, but that might be desirable, or
3) setting all ally skills and items to self. As I am not positive how self-targeting is set up, I'm only theorizing that this will work.
You could also create functions for all the missing and used functions, but really, that's getting a little bit ridiculous.
Without the program in front of me, I see three possible solutions:
1) editing Scene_Battle, which you are not a fan of, though is my usual choices when working on a whole system for personal use,
2) changing the window back to selectable and just moving the cursor to a more appropriate spot; it changes the appearance and would add a "confirm" of sorts to self-selecting skills, but that might be desirable, or
3) setting all ally skills and items to self. As I am not positive how self-targeting is set up, I'm only theorizing that this will work.
You could also create functions for all the missing and used functions, but really, that's getting a little bit ridiculous.
Level Feedback O-Z
Solitayre - You're right about the fire flowers. I knew they'd be completely useless, but didn't want to just stick mushrooms in the boxes. I've edited the first map a bit to still work the same even with a leaf and changed all the power-ups to leaves.
Traditionally ghost houses don't really have checkpoints (that I remember), and the level is fairly short, but I will gladly add one if it's deemed necessary. The only issue becomes the fact it splits into two paths in around the halfway area. I could add one to one section of it, but the other would lose out. Or I suppose I could add one to each path and have the other one disappear if you hit the first one.
I might yet rework the area prior to the first P block since I believe people have said it's the least interesting part, and it was really made before the concept of the level changed into what it is now. I do wonder if it would be too much to have a door maze or some other circular something in that area as well though.
I'll try to get to playtesting some levels on the weekend here. Last month of school, so things are getting pretty hectic though.
Traditionally ghost houses don't really have checkpoints (that I remember), and the level is fairly short, but I will gladly add one if it's deemed necessary. The only issue becomes the fact it splits into two paths in around the halfway area. I could add one to one section of it, but the other would lose out. Or I suppose I could add one to each path and have the other one disappear if you hit the first one.
I might yet rework the area prior to the first P block since I believe people have said it's the least interesting part, and it was really made before the concept of the level changed into what it is now. I do wonder if it would be too much to have a door maze or some other circular something in that area as well though.
I'll try to get to playtesting some levels on the weekend here. Last month of school, so things are getting pretty hectic though.
Mario vs. The Moon Base
I also had issues with that level, but I just assumed it was because I was rusty. It did feel a lot longer than the rest of the world one levels though.
Super RMN Bros. 2
If you set the game profile to private or future release-dated or whatnot, will the blogs still flood the page? For set-up purposes.
Giving Feedback: Pass or Fail
I only know because I've done that to myself when I'm extensively testing things and want to listen to other music, but forget about that fact later and become confused at the lack of sound.
Giving Feedback: Pass or Fail
author=RachealI don't know if you saw this post or you already tried it, but just in case. Chances are if you uninstalled things that's not the problem, but it doesn't hurt to check.
Regarding the sound issue, I've noticed it seems to only be VX games that have this issue. Is it possible you have BGM and ME turned off in the Game Properties (F1) menu?
More on topic, could you pass or fail my game Castle Chase?
http://rpgmaker.net/games/2106/
I just want to give a quick foreword of "use the 'S' key to use/show items and 'A'/'D' to cycle them", since it's only stated in the readme and not the game, and it's been a common complaint I've heard. (A mistake I will never make again.)
P.S. Call me a sucker for watching someone else play games, but I've really enjoyed these. It's interesting to see someone's thoughts on a wild variety of games.
RMN Closing Down April 2nd
I'm going to miss lurking people's blog and generally getting to keep somewhat in touch with people's progress and such. And while I only participated in one (two? does RMN Bros count?), I'm going to miss the contests as well. RMN has been about the only rpgmaker site I somewhat consistently check in the last year or so. I may not have been what you would consider active, but all the same, I will miss this place, drama and all.
Show Picture Until Button Pressed
What I did for something like this was use a blank message window set to transparent. You get the little wait icon, but that's it.
Giving Feedback: Pass or Fail
Regarding the sound issue, I've noticed it seems to only be VX games that have this issue. Is it possible you have BGM and ME turned off in the Game Properties (F1) menu?














