TPASMALL'S PROFILE

Nerd.
The Arms of Reverie
The world is divided by a great darkness known as the Nebula. The Dark forces, led by an Evil Prince are trying to gain control of an ancient power and finish war that began over a thousand years ago.

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RMVX Mountain Maps

I am trying my hand at making a mountain map for my game right now and it's not going so well. I realize that the RTP tiles aren't very good for making mountains, but I think the bigger problem is my lack of ability to design maps. Could someone suggest a VX game with a good mountain map I could check out or better yet, could someone make me a real simple map using the RTP? The one I need isn't very big maybe like 40 x 20 with one cave entrance at the top. I'm just terrible at this mapping stuff ha.

RMVX map editor question

Is there a way to zoom out to more than 1/8? My overworld map is pretty huge and I just want to be able to see the whole thing at once (even if I can't edit it that way).

New RPGMaker Blog

http://blog.rpgmakerweb.com/

Hopefully this will be like the enterbrain blog but in english, ha.

Background Stories for NPCs

So as I've been slowly plugging along the main plot of my game, I've debated back and forth on how detailed I should get with the NPCs. I feel that the credibility of the story and their personalities will be affected by stories that the player may never even know about. It may be unimportant, but I feel like at the very least every NPC should at least be given a name. So I was just wondering what everyone else thinks about this. How detailed do you get with minor NPCs and do you feel that more detail can enhance the game or just be too much information to deal with (even if that information is never made available through gameplay).

tpasmall's workshop




Ok, so basically I dabble in the editing arts. I've got some stuff some people might find useful so I'll put it all here! Credit the original authors if you want to use them, I'm not worried about credit for my edits. If I make something original that I want credit for, I'll post that but I doubt it will happen.

Battlers: (Based on Thalzon's work)


Credit: Thalzon (battler bases)


Sprites/Facesets:


Adelaide:

The faceset was made in Celianna's faceset generator and edited to fit the sprite. The sprite is from Famitsu's Generator and is provided only as a match to the faceset. The sleeping sprite works as an event. (Currently unanimated)
Credit: Celianna (face base) and Famitsu (spritebase)

Emerald:

The faceset was made in Celianna's generator and edited in photoshop. The charset is an edit and recolor of a Momope sprite.
Credit: Celianna (face base) Momope (spritebase)

Faeroe:

The faceset was recolored and made in photoshop. The charset and poses are franken/recolors of a couple enterbrain sprites. Laughing is pose is my own.
Credit: Enterbrain (face and sprite bases)

Torran:

A franken/edit of Climhazzard's Scorpion charset.
Credit: Climhazzard (spritebase)

Pirate Recolors:

One of the pirates was done in the Famitsu generator, the rest were edited in photoshop. The pirate with the orange bandana is an animated sprite that floats. (Only tested with RTP light river tile).
Credit: Famitsu and Enterbrain

Misc. Poses:

Aindra's fishing pole attached to one of Avadan's characters(top character, the rest are RTP edits). I added a fishing line and some animation to make it look like the pole is bobbing up and down.
Credit: Avadan (spritebase) Aindra (pole base) Enterbrain (sprites)


All the graphics are from the RTP, animation is my own.
Credit: Enterbrain (sprites)

Talking RTP characters!

Credit: Enterbrain (sprites)

Resource Museum

I didn't want to necropost, so I figured I'd start a new topic on it, the resource museum is great and all, but it's hard to navigate. Would it be possible to have seperate forums for different resources or even just seperate posts for them? They might get more use if they were easier to navigate.

VX Charset Request

I realize I haven't really done enough for this community yet to request this, but I figured I'd ask for it anyway. I'd like to have a character set in the RTP style that looks sort of like a mix of Locke from FF6 and Robin Hood. I'm no artist so it's pretty beyond me, but if anyone thinks they would like to take on the challenge, I'd definitely give credit where it is due. Thanks.

Rune Factory

Anyone play this game? I bought my wife a DS a while ago and I never play it but I'm thinking about checking this game out.

http://www.youtube.com/watch?v=57yopob-kCY

Layers

I'm using RMVX. I'm trying to make a ship but I can't get objects to "stack". I have the graphic for the deck of the ship in tileset D and the masts in tileset E. But when I put the mast on the ship, instead of being transparent and you seeing the deck, you end up seeing the ocean instead. I have seen other people do this in their games but for some reason I can't figure it out. Anyone know how to do it?

Slingshot Animation for Tankentai Side View Script VX

This goes with Tankentai's Side View Battle Script. It is a revision of Mr. Bubble's Bow Animation for slingshot weapons instead. I just made the flygraphic and the animation from the RTP slingshot icon. I don't need any credit, but those other guys might want it, ha.

First thing is first. Put this graphic in the 'characters' folder. You MUST keep the image named as 'slingshot' and in '.png' format.



Then put this picture in the animations folder. I named it slingy.



Then you post this script below the Bow Add-On Script.

#==============================================================================

# + Sling Attack Action Sequence for RPG Tankentai Sideview Battle System
# v2.0
#------------------------------------------------------------------------------
# Script by Mr. Bubble
#------------------------------------------------------------------------------
# ++ How to Install
# * Install below the Tankentai Sideview scripts
# * Requires Animation 86 from the demo placed in the same ID in your project.
# Animation ID can be changed.
#==============================================================================
# ++ Assigning a Sling Action to Skills and Weapons
#
# [With Notetag]
# * In the Notes field of a skill or weapon, type in
#
# <action: SLING_ATTACK>
#
# You do not need quotes around SLING_ATTACK. Remember that it requires
# Bubs' Notetags for TSBS.
#
# [Battler Configuration]
# * Assign "SLING_ATTACK" to a weapon or skill under
# Weapon Action Sequence Settings and Skill Action Sequence Settings in
# the SBS Configurations script.
#==============================================================================

module N01
# Animation ID for when sling is shown and drawn
SLING_ANIMATION = 86
#------------------------------------------------------------------------------
SLING_ANIME = {

# "DRAW_POSE" is a Battler Frame Animation key.
# It will play a specific animation from the battler's character sheet.
# For Kaduki Battlers, it will play its own special row.
# If an enemy tries to use this key, it will not do anything.
"DRAW_POSE" => [ 0, 1, 1, 2, 0, -1, 0, true,"" ],

# "DRAW_SLING" is a Battle Animation key.
# It plays the sling animation from the Database on top of the battler
# using this key.
"DRAW_SLING" => ["anime", SLING_ANIMATION, 0, false, false, false],

# "ARROW_ANGLE" is a Flying Graphic Angle key.
# It modifies the angle of the arrow when it travels from the user to
# the target. "ARROW_ANGLE" is not directly used within an action sequence.
# Instead, it is used in the "SHOOT_ARROW" hash.
"ARROW_ANGLE" => [ 30, 60, 11],

# "SHOOT_ARROW" is a Moving Animation key
# It defines the trajectory of the arrow that is shot at the target.
# Notice how "ARROW_ANGLE" is used within the hash. "ARROW_ANGLE"
# is a set predefined values that determine the angle of the arrow
# while in flight.
# The Yp (Y-pitch) needed to be moved up 16 pixels so it wouldn't look
# like an actor shot an arrow from their legs.
# ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z Weapon
"SHOOT_ARROW" => ["m_a", 0, 0, 0, 15, -10, 0, -16, 0,false,"ARROW_ANGLE"],

} # <-- Do not delete this!
ANIME.merge!(SLING_ANIME)

# Action Sequence
SLING_ATTACK_ACTION = {
# To help explain what the "SLING_ATTACK" sequence does, I've formatted it as
# a vertical list. It does not matter how much whitespace there is between
# each key as long as there are commas separating each key from each other.
#
# Beside each key is a comment briefly explaining what each key does.
# Keep in mind that action sequences are processed from left to right,
# top to bottom, in order.

# Action Key
"SLING_ATTACK" => [ # Anime Keys
"STEP_FORWARD", # Battler steps forward a bit
"DRAW_SLING", # Battler plays sling animation on self
"DRAW_POSE", # Battler uses a predefined pose
"16", # Delays the sequence for 16 frames
"SHOOT_ARROW", # Executes arrow projectile to target
"12", # Delays the sequence for 12 frames
"DAMAGE_ANIM", # Damage the target and play the weapon
# skill's animation (if it hits)
"16", # Delays the sequence for 12 frames
"Can Collapse", # Determines if battler is at 0 HP
# and turns off their immortal flag so
# that they can die/collapse.
"FLEE_RESET" # Reset battler to start coordinates
], # Closing square bracket. Don't forgot the comma!

} # <-- Do not delete this!
ACTION.merge!(SLING_ATTACK_ACTION)
end


Now you need to create an animation in slot 86 called 'Sling Attack'. Graphic 1 is 'slingy.png'. As for sounds use paralyze1 in frame 2 and wind7 in frame 6.

Finally create the weapon 'slingshot'. Animation 'pierce/physical'. In the notebox put
<action: SLING_ATTACK>
<flygraphic: slingshot>

And hopefully that should work for you. I've only been at this for about a week, but I think I'm starting to get the hang of it. Let me know if I missed any steps.
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