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President Trump

author=pianotm
@Sidewinder, I don't know. I just can't get behind a girl that went to the UN and asked them to ban badmouthing on Twitter.

Well, the United Nations invited her to talk about her experiences with online harassment, and I don't think it's unreasonable to want better regulation.

President Trump

author=harmonic
And this:


Um, I'm not sure if you knew this beforehand, but, that clip is taken completely out of context.

She's not saying everything is sexist, racist and homophobic, she's just making a joke about how she used to be obnoxious to be around. You can view the full video here, if you don't want to take my word for it. The relevent part starts at around the 6:30 mark.

[SFX] How to find NES/SNES Sound Effects?

The Spriter's Resource has a companion site called the Sounds Resource. They don't have anything from Final Fantasy I, or IV, but there's still a lot of SNES and NES sound effects there and you might find something useful.

[RMVX ACE] Anyone know the name of this program?

No problem. Good luck with your portraits.

[RMVX ACE] Anyone know the name of this program?

It sounds like what you're looking for is Image Positioner.

You can find a link to it here.

A little help with Victor Sant's scripts.

Sorry. I can't help you there. I haven't ever needed to use the comment calls in Character Control yet, and I'm unsure what it takes to get them to work. The only piece of advice that I can give you is that trial and error is a programmer's friend.

A little help with Victor Sant's scripts.

Double post.

A little help with Victor Sant's scripts.

Well, the easiest way to do it would probably be to just do something like this:



It'll wait for six seconds, and check to see if the player hasn't moved. It's not perfect, but it should work.

A little help with Victor Sant's scripts.

I had the same problem recently. It took me awhile, but I eventually figured it out. What's supposed to happen is that the walking animation is supposed to trigger automatically when the hero/event is walking, and the dashing animation is supposed to occur when it's dashing, and so on and so forth.

If you're using Multiframes, then what could happen is that your idle pose might only actually have a single frame of animation, walking might have six, and dashing might have three. The thing is, Character Control only checks the Idle Pose's name, and looks for the suffix.

So, if you have:
$CharacterPersonIdle[f3]

$CharacterPersonWalking[f7][wlk]
$CharacterPersonDashing[f4][dsh]


Nothing will work. What you need to do is change it so that the names are the same, except for the pose tags. This is going to mean making all of the animations use the same number of frames. It might be possible to find a workaround for that, but this is the only way I've been able to get it to work.

$CharacterPersonIdle[f4]

$CharacterPersonWalking[f4][wlk]
$CharacterPersonDashing[f4][dsh]


Anyway, if you want an animation to trigger if the player is just standing around, you could probably just have a parallel process common event that checks to see if the Player's X and Y map coordinates haven't changed in a certain amount of time, and use a comment call to play the animation.

Hope that helps.