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Icon set problem [RPGM VX ACE][Fixed]
Too bad you posted an zoomed version of it instead of the real deal XD I only see weird pixels.
Ok, I've got it =).
Here you go:
http://rpgmaker.net/users/Trujin/locker/IconSet_2.png
Next time however: Take the advice from Liberty =).
Ok, I've got it =).
Here you go:
http://rpgmaker.net/users/Trujin/locker/IconSet_2.png
Next time however: Take the advice from Liberty =).
The Screenshot Topic Returns
Well in my opinion everything is way to square. However I think more and more people are getting used to that at the moment because of the RTP of VX(Ace).
I would havily advice you to go and rely on the 3 tile rule and maybe put some more effort in detail. It's definently better than your old work, but it could use some work in the detail section.
Anyways, I just tried to give the new sewer tileset a testrun and added some shadow to see what kind of "shadow system" I want to use (basicly just determing what the shadowtiles need to look like. I tried to do my best to work on little details (like almost no wall is the same, and under the "transparant" ducttiles are diffrent kinds of backing (the area under the computer).
I'm not totally happy with how the big wall at the right ended up like and it's basicly due a lack in tiles. So I'll probably going to add some tiles to add some variety in that. I'm probably going to edit some tiles to have a nicer smoothing between the tiles on the diagonal large wall on the right too.
If anyone wonders btw: this is going to be a sidequest map to one of the dungeons.
PS: XP makes mapping so much easier ^^.

I would havily advice you to go and rely on the 3 tile rule and maybe put some more effort in detail. It's definently better than your old work, but it could use some work in the detail section.
Anyways, I just tried to give the new sewer tileset a testrun and added some shadow to see what kind of "shadow system" I want to use (basicly just determing what the shadowtiles need to look like. I tried to do my best to work on little details (like almost no wall is the same, and under the "transparant" ducttiles are diffrent kinds of backing (the area under the computer).
I'm not totally happy with how the big wall at the right ended up like and it's basicly due a lack in tiles. So I'll probably going to add some tiles to add some variety in that. I'm probably going to edit some tiles to have a nicer smoothing between the tiles on the diagonal large wall on the right too.
If anyone wonders btw: this is going to be a sidequest map to one of the dungeons.
PS: XP makes mapping so much easier ^^.

The Screenshot Topic Returns
author=Craze
dude
i remember making that but that's about it. wow.
THE CAT'S OUT OF THE BAG, KIDS
I USED TO DO CBSs IN RM2k3
I (extremely sadly) never released it, but I once made a really unique CBS with 100% original graphics and full-on animations for each character attack, like a simpler version of Xenogears. Maaaaan. I used to be so young.
Haha well you actually posted a screenshot of this game some years back asking what we thought about the interface. After that I made you that little interface where this screenshot derived from. I'm staring at my "produced resource" folder at the moment with the used fonts and grahpics in them XD.
And that was why I actually wondered about it ;).
The Screenshot Topic Returns
author=Itaju
@Trujin:
Wow that last screen is incredible pretty. I can't wait to see it ingame with NPCs and stuff. I love it so much when cities have big portions of water in them, especially canals.
Unfortunantly this is a 5 year old screenshot, so that does say something about the way I make progress XD. However, since I'm kind of "basing" the whole city on Venice it should have lots of water when it's finally done.
The Screenshot Topic Returns
Thanks for liking it. Anyways, about the comments:
- Yes it is this purple, it's a 1 on 1 rip of the game grahpics. However, since that was layered with a fog it could be that that's what makes the purple stand out so much in this mapshot and not in the game.
- LockeZ, I must be honest with you and tell you that that was an obvious design mistake from my side. I based this on a map I did some years ago for testing reasons and it was one of the things that bugged me. In CT they did a good job by totally saperating the catwalk and ground parts.
- I'm not making a CT game, but when I first started out with this game (11 years ago XD) there weren't many nice modern tiles to work with. That's why I chose the futuristic theme. A lot has changed and these tilesets will be used as base for the game but I'm planning to edit them with additional objects and paletswaps to give them more of a personal feel.
If you are interested: CT factory, sewers and blackbird will be used. Trees/grass will come from an other game (in the past I used tales of phantasia). Some graphics (but not to much) will be FF6. I will also put some theo chips in the mix. However since they use a diffrent shading method I need to work on them more to make them suitable (offcourse this is something that hasn't got a high priority, but I allready edited some metro chipsets in the past to match the type of shading I was going for).
Just let me add some old screens to this topic for nostalgic reason =p:
Edit and mix up of CT grahpics with some modern metro tilesets (which I had to redo some shading for) the charsets were all custom work btw):
An variety on that one to get a more old ruin atmosphere:
Pretty generic use of CT rip for an old factory:
Mix of rips from CT, tales of phanstasia and FF6 stairs, combined with custom latern and bridge tiles:
- Yes it is this purple, it's a 1 on 1 rip of the game grahpics. However, since that was layered with a fog it could be that that's what makes the purple stand out so much in this mapshot and not in the game.
- LockeZ, I must be honest with you and tell you that that was an obvious design mistake from my side. I based this on a map I did some years ago for testing reasons and it was one of the things that bugged me. In CT they did a good job by totally saperating the catwalk and ground parts.
- I'm not making a CT game, but when I first started out with this game (11 years ago XD) there weren't many nice modern tiles to work with. That's why I chose the futuristic theme. A lot has changed and these tilesets will be used as base for the game but I'm planning to edit them with additional objects and paletswaps to give them more of a personal feel.
If you are interested: CT factory, sewers and blackbird will be used. Trees/grass will come from an other game (in the past I used tales of phantasia). Some graphics (but not to much) will be FF6. I will also put some theo chips in the mix. However since they use a diffrent shading method I need to work on them more to make them suitable (offcourse this is something that hasn't got a high priority, but I allready edited some metro chipsets in the past to match the type of shading I was going for).
Just let me add some old screens to this topic for nostalgic reason =p:
Edit and mix up of CT grahpics with some modern metro tilesets (which I had to redo some shading for) the charsets were all custom work btw):

An variety on that one to get a more old ruin atmosphere:

Pretty generic use of CT rip for an old factory:

Mix of rips from CT, tales of phanstasia and FF6 stairs, combined with custom latern and bridge tiles:

The Screenshot Topic Returns
@Xenomic: I must agree on the rest of the comments. I've seen your mapshots a view times and I was allways wondering if you were just posting really early screens of the map or that it was really that big and, sorry, boring. Besides not using the 3 tile rule your maps are so empty. You better edit these chipsets of you right away and every detail that doesn't fit but would be nice could be put in it by events using charsets with chipgraphics.
I personally love games with little maps but tons to do. Just look at those cheesy flash excape games. You have only one room to worry about, but it keeps you playing for an half hour before you finally got out of it by solving all the puzzles.
Craze's map really does look interesting in this aspect. It isn't that big, but by reading his description it's filled with little detail, something I can appreciate.
@Itaju: You've made this in a really nice chipset/map, I love how you implement the waterfalls into it =).
@JustRob: I actually like this little game. Looks well designed =) (like the scrolling symbols etc).
@Craze: Nice dungeon as said. Btw, could you tell me what happened to this in a far past?
Anyway, now for some own progress: I've starting compiling some rips to Rmxp tilesets and actually made a map with one of them. I'm still not sure about the overcluttering of non-walkable paths, but that is how CT did it when they used this chip =p.

I personally love games with little maps but tons to do. Just look at those cheesy flash excape games. You have only one room to worry about, but it keeps you playing for an half hour before you finally got out of it by solving all the puzzles.
Craze's map really does look interesting in this aspect. It isn't that big, but by reading his description it's filled with little detail, something I can appreciate.
@Itaju: You've made this in a really nice chipset/map, I love how you implement the waterfalls into it =).
@JustRob: I actually like this little game. Looks well designed =) (like the scrolling symbols etc).
@Craze: Nice dungeon as said. Btw, could you tell me what happened to this in a far past?

Anyway, now for some own progress: I've starting compiling some rips to Rmxp tilesets and actually made a map with one of them. I'm still not sure about the overcluttering of non-walkable paths, but that is how CT did it when they used this chip =p.

Is it hard to translate RPG Maker 2003?
Hmm. If you are going to do it, you might want to do it really simple and still add something to the community.
Cherry made a rpgmaker 2009 overlay, which isn't the actual rm2k3 program, but puts an overlay over it to change some stuff, which makes it really neat in appearance.
Plus side is that he also released a very easy language editor you can use to translate it to your own language. If it's any good Cherry would probably add it to it's site and thus you contributes something cool to the rm2k3 community, hosted on a site which is well known in that community.
Information:
http://cherrytree.at/cms/lang/en/download/?did=1
Cherry made a rpgmaker 2009 overlay, which isn't the actual rm2k3 program, but puts an overlay over it to change some stuff, which makes it really neat in appearance.
Plus side is that he also released a very easy language editor you can use to translate it to your own language. If it's any good Cherry would probably add it to it's site and thus you contributes something cool to the rm2k3 community, hosted on a site which is well known in that community.
Information:
http://cherrytree.at/cms/lang/en/download/?did=1
Whatchu Workin' On? Tell us!
If we are going for little snibbets: I have one week of holidays and apart from the usual shores I'm getting more and more familiar with RmXP. Appart from the usual +'s. I must say it's a personal + I'm getting the hang of this scripting fast. Not needed to say I allready got most of the menu and battle system set up (function wise). Now I just need to get the last graphic changes done and work on database set up and fine tuning =).
A beginners worries
author=Dyhaltoauthor=LockeZI guess that's up to each individual. I restarted all the time. It's the horrible truth as to why I've been RMing for 10 years and have nothing to show for it x(
The problem is people never want to restart.
Same here. The basic concept of my first game is now redone in RmXP and the only "games" I released were 2 contest games and 1 game demo. I did hoever do some grahpic/story work for other games around, so I might be able to count those to the pile =p.
Rpg maker 2003 MOVE EVENT help.
author=bulmabriefs144
Wouldn't it be only one move forward (jumping on top instead of over)? You can control this from doing a jump event by making it controlled inside the local event, instead of done by common event. But you'd probably need something like:
PassThrough/Phasing ON
Jump ON
Move Forward
Jump OFF
PassThrough/Phasing ON
As said, this would only make sure the hero ends up in the side of a box =p. Putting it in a local event would be stupid too since it needs some more coding if you want this to be perfect ;).













