TRENTINXD'S PROFILE
trentinxd
12
Like many, I dream of making a grand RPG.
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The Screenshot Topic Returns
author=CashmereCatauthor=trentinxdSweet! Looks a lot better without the green tint, in my opinion. You can see the colours more brighter, and has a really "warm" atmosphere. This looks like a kind of western oRPG. Love the style.
@goatboy
Thanks, I took them out.
<image>
Thanks very much! That encourages me to make more :D
Over the hill at 24?
I think its relative to each person. If you found yourself achieving more with age, you probably were dumber when you were younger. If you procrastinate less, work harder, invest time into a hobby, learn for fun, and know yourself better. Even making better choices and have more self control, being more mature, I associate with intelligence.
However if it was the opposite for you, you probably are getting dumber. Really you just got yourself a new box to get out of if this is the case :P.
However if it was the opposite for you, you probably are getting dumber. Really you just got yourself a new box to get out of if this is the case :P.
author=http://psychology.about.com
.
"What is Fluid Intelligence?
Cattell defined fluid intelligence as "…the ability to perceive relationships independent of previous specific practice or instruction concerning those relationships."
Fluid intelligence involves being able to think and reason abstractly and solve problems. This ability is considered independent of learning, experience, and education. Examples of the use of fluid intelligence include solving puzzles and coming up with problem-solving strategies.
What Is Crystallized Intelligence?
Crystallized intelligence involves knowledge that comes from prior learning and past experiences. Situations that require crystallized intelligence include reading comprehension and vocabulary exams. This type of intelligence is based upon facts and rooted in experiences. As we age and accumulate new knowledge and understanding, crystallized intelligence becomes stronger.
Fluid vs. Crystallized Intelligence
According to Knox (1977), ". . . they constitute the global capacity to learn, reason and solve problems that most people refer to as intelligence. Fluid and crystallized intelligence are complementary in that some learning tasks can be mastered mainly by exercising either fluid or crystallized intelligence."
Both types of intelligence are equally important in everyday life. For example, when taking a psychology exam, you might need to rely of fluid intelligence to come up with a strategy to solve a statistics problem, while you must also employ crystallized intelligence to recall the exact formulas you need to use
Fluid and Crystallized Intelligence Throughout Life
Both types of intelligence increase throughout childhood and adolescence.
Fluid intelligence peaks in adolescence and begins to decline progressively beginning around age 30 or 40.
Crystallized intelligence continues to grow throughout adulthood."
source: http://psychology.about.com
The Screenshot Topic Returns
The Screenshot Topic Returns

Paddys Pub :P. First parallax map I made.
Some of the stuff I just scaled down and traced pictures from Google search. Like the sign and the bottles.
Whatchu Workin' On? Tell us!
Its cool, it took some toying with but I finally got something with Falcaos Pearl ABS. It just calls a common event that uses the skill repeatdly when you open this chest.
Its not 100& accurate but its somewhat accurate, hopefully I can get closer.
Its not 100& accurate but its somewhat accurate, hopefully I can get closer.
What are you thinking about right now?
Event detection conditional branch
I apologize, I've been asking for help in the wrong thread. This is a different question though. Basically, what I want to do is have a conditional branch that changes the character to dead characters by detecting its distance from the character, so basically the evens in the middle and it needs to detect all around it, and then it should change into a dead person. Would be much appreciated and I will give you much love. :P
How do I make that last even call
# X and Y's
# ----------------------------------------------
$game_player.x
$game_player.y
$game_map.events.x
$game_map.events.y
# n = Event ID
# Check Terrain Tag
# ----------------------------------------------
$game_map.terrain_tag(x, y)
$game_player.terrain_tag
$game_map.events.terrain_tag
# Check Region ID
# ----------------------------------------------
$game_map.region_id(x, y)
$game_player.region_id == n
$game_map.events.region_id == n
# Check Map Name and Map ID
# ----------------------------------------------
$game_map.name
$game_map.map_id
# Check if Event is Near Player
# ----------------------------------------------
$game_map.events.near_the_player?
# True/False. Distance for detection is 20 squares.
# n = Event ID
How do I make that last even call
# X and Y's
# ----------------------------------------------
$game_player.x
$game_player.y
$game_map.events.x
$game_map.events.y
# n = Event ID
# Check Terrain Tag
# ----------------------------------------------
$game_map.terrain_tag(x, y)
$game_player.terrain_tag
$game_map.events.terrain_tag
# Check Region ID
# ----------------------------------------------
$game_map.region_id(x, y)
$game_player.region_id == n
$game_map.events.region_id == n
# Check Map Name and Map ID
# ----------------------------------------------
$game_map.name
$game_map.map_id
# Check if Event is Near Player
# ----------------------------------------------
$game_map.events.near_the_player?
# True/False. Distance for detection is 20 squares.
# n = Event ID
What are you thinking about right now?
author=LibertyThanks, I don't think this site is going to die if its been around that long, haha.
2003-4-ish, I believe, if not longer. ;p
Whatchu Workin' On? Tell us!
author=SaileriusModeling and texturing a school. I have discovered that the secret to making interiors look good is gratuitous wooden surfaces.
That looks great! I'm guessing your using XP?
Also if any one knows a way to press buttons in the event menu, I'd be forever grateful. I want to be able to run over poeple in a car, and the action battle system could do that, but theirs no way to make it auto repeat the button even when your holding it down.
Zelda / Grand Theft Auto type battle system scripts?
I am making a game, and I thought it would be really cool if I made a city you could roam around and shoot people. So basically, I need a Zelda type battle system to start with, I was wondering if anyone knew good sources? Oh yeah and my characters are about twice the height of regular VX Ace characters. Kudos if anyone knows a good one.
It would also be great if it worked with the free movement and free jump scripts. I think I am eventually going to run into compatibility problems
----------------------------------------------
OK. I got everything I needed, I had to try different scripts but I finally got what I needed. I'm using Galvs free movement, victors animated battlers, Glavs jump ability and * Falcao Pearl ABS Liquid v3(Just had to change hit size) .
This way I can have regular side view battles, move and jump as I please (jump on tables and the counter! Hurray!) And shoot and use weapons outside of battles.
However, the only downside is Galvs free movement collides with the ABS. When you tell them to attack, they attack. However if you move they start coming towards you. But it's better then nothing, if you just attack and not move everyone will do the same. But if anyone has a fix for it, that'd be awesome.
It would also be great if it worked with the free movement and free jump scripts. I think I am eventually going to run into compatibility problems
----------------------------------------------
OK. I got everything I needed, I had to try different scripts but I finally got what I needed. I'm using Galvs free movement, victors animated battlers, Glavs jump ability and * Falcao Pearl ABS Liquid v3(Just had to change hit size) .
This way I can have regular side view battles, move and jump as I please (jump on tables and the counter! Hurray!) And shoot and use weapons outside of battles.
However, the only downside is Galvs free movement collides with the ABS. When you tell them to attack, they attack. However if you move they start coming towards you. But it's better then nothing, if you just attack and not move everyone will do the same. But if anyone has a fix for it, that'd be awesome.















