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[RM2K3] Weird teleport behaviour

By any chance, does "Shoot Birds" activate the second page of this event? If so, then it looks like you're turning the event off before it can finish. Place the Teleport command (and anything else that has trouble executing) before the Switch Operation command, and see if that solves your problem.

[Help] Boss Battle and Warp

You could accomplish this by script, though you'd have to edit the scene transition module to allow a special exception (which you could trigger with a Script event or something).

Unfortunately, I'm not the person to ask how to do that, as I'm an RGSS3 novice.

Any advice for a beginner of music making?

One great practice method is to try to recreate existing music on your own as best you can. It sounds redundant, but it will get you used to things like pitch, harmony, and the denomination of notes.

Once you have a solid grasp on putting existing music together, you'll have no trouble composing your own stuff.

The Screenshot Topic Returns

author=Sana
Great screenies everyone! Here's another WIP; this time of a palace filled with water:

You'll be able to explore this area at two different times; Once during a flashback in the past (The seal on the door won't be there then.), and again whenever you'd like after a certain point in the present. The seal on the door will be taken off once all six of the jewels light up like they are in the screenie, and then afterwards you can explore the palace. I just kept the seal visible to let ya'll know that it's there. :)

(This is how the map looks in the past, however in the present, it will look far more destroyed, and in ruins.)

The map isn't symmetrical; you need to extend the railing/water on the left side to match.

Also, the bottom two pillars seem obscured by the shape of the room. Extend the water downwards a bit so that the bottom two pillars don't look like they're in the hallway.

Other than that, it looks great.

The Screenshot Topic Returns

author=luiishu535
I started working on a city in outer space for my game a few days ago.

I'm a little unsure about the fences. After I got gimp to make a new attempt on editing tilesets, I finally solved it and decided to add those.

Question is, do you think they're important to have? I think they're a nice touch but it's just that they're a little messy to work with and I want to keep it as clean and possible with just the rtp tiles. Would it affect the map/maps much if I removed them?

The fences look just fine to me.

What makes the map look messy is the amount of clutter and inconsistency between ground tiles. I'd stick to one type of ground tile, and maybe think about reorganizing the layout of the buildings somewhat.

author=SkySaber
Here we have a tower with a bridge that's gonna connect to another tower. (I know the bridge looks weird after looking it over. Gonna fix it)

Move the bottom of the bridge up one tile, or extend the platform at the end. The one side of the bridge looks like it connects to nothing. I'd also add some kind of light source near the door, lest the tower guards be plunged in darkness at night time.

author=SkySaber
Here's a dungeon inside of a castle.

Not bad, although the lighting makes no sense on the left side. Focus the glow on the torches, as that's where the light is coming from.

Also, the inconsistency between the two cells with the placement of the bunks is bugging me. I don't know if anyone else would care, but in my opinion they should match.

author=SkySaber
And here's an older map I made. It's an Inn.

Looks fine to me, albeit a little dark. This scene is probably at night so that's probably the idea (though the white window panes suggest there's light outside), but I feel it could be just a little brighter in there.

I'd also suggest adding doors to the entrances of the rooms. Weary travelers can't be choosy about their lodgings, but I know I'd want some privacy.

[RM2K3] Battle Command - Link to event - How does it work?

There is an option under M.Groups > Battle Events > Trigger that allows you to trigger a battle event if a hero uses a certain skill. I imagine you'd use it for something like a Steal command that couldn't be done by default in the editor.

Eventing Question where do i put the starting player position?

Put it on the map that contains the first thing you want the player to see. If you want it to immediately fade into that scene, then put it somewhere on that scene's map, near the part of the map where you want the scene to take place (it doesn't matter where if the map is the smallest size).

I recommend making a separate map, made up of transparent tiles and nothing else. This way, it will appear black and give you time to fade into your scene at a pace you feel comfortable with.

In either situation, make an extra Hero with no sprite, and set that Hero to be in the starting party. That way, you don't have the hero smack-dab in the middle of whatever scene you want to open with, and you can bring him in at whatever point you want, in whatever way you want.

RPGS... you've beaten

Super Mario RPG (my first RPG, I had no idea what the hell was going on)
Earthbound
Chrono Trigger
Final Fantasy IV
Final Fantasy VI
Final Fantasy VII
Final Fantasy VIII
Final Fantasy Tactics
Final Fantasy XIII
Chrono Cross
The Elder Scrolls: Oblivion
The Elder Scrolls: Skyrim
Fallout 3
Borderlands
Borderlands 2
Lost Odyssey
Legend of Zelda
LoZ: A Link to the Past
LoZ: Ocarina of Time
LoZ: Wind Waker
EVO
Diablo
Diablo 2
Diablo 3
Pokemon Blue
Pokemon Silver
Pokemom Pearl

There may be some others, but none that I can think of at the moment.

The Rare/Obscure RM Games Request Topic

author=benos
Final Fallacyhttp://www.mediafire.com/?oywg4qaddhd1rwz

Here, you go. Properly right version.

Huh, I didn't know SpoonyBard made a sequel.

Thanks for this, but I was actually looking for the original on RM2K.

[VXa] Wait command in RGSS3

I'm getting this error when the map is drawn:



I copied everything you wrote above pretty much verbatim, so we can reference that if it makes it easier. The error points to this line here:

author=RGSS
alias dispose_itemwindow dispose unless $@

(I appreciate help thus far, regardless. The official RMVXA forums were no help; one guy just linked me to a bunch of existing scripts)