YUHIKARU'S PROFILE

Trying to finish at least one game ;A;
And I love working with graphics, if you need (a little) help, feel free to PM me.

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Jack's Eve

Well, sorry for the late reply. I made sure there's enough candies to not get stuck anywhere (I hope). You can give candy to all the spirits you meet on your way and not worry about it. It's easier to give them to the chimney spirits as soon as possible, though, because they open up new rooms to explore.
I wrote all the candy locations down in a blog post if anybody needs it.

Kind of finished it

Wow, thanks for commenting! I'm glad you liked it :) I wasn't decided how it should end and I didn't have time to think about it, so I made it ambiguous.
My friends suggested I killed everybody in the final cutscene, though. One by one. The maid in particular.

themaid.png

Wow, thanks! :D

A quick question for RMXP

That window is the Window_MenuStatus. Go there and look for

def initialize
super(0, 0, 480, 480)
etc...

480/480 are the width and height. You just have to edit those values.

Creation Custom Crafts: Craving Criticism

Sure. What I meant is this:


Sorry it sucks D: The square, in particular, looks awful, but the idea is separating the icons from the background.
Another one that might look interesting is removing the dark outline.

There's nothing strange in giving a more realistic look to the icons at all, but I would probably make them as cartoony and simple as the tiles, if it were me.

Creation Custom Crafts: Craving Criticism

Wrong elevation is one of my pet peeves, so I try to not comment on it too much, but LockeZ is right. The elevation doesn't make sense unless it's a slanted plane. If it is the last floor, I prefer the way he edited the picture, but I don't have a problem with the black. Since the black is supposed to be where you "cut" the building (I think), being cut gives the impression that there are more floors above (Really minor issue).

Also, I think the eye/hand icons would look better if they had a little more contrast to the background: Something like different colors/style, or drawing them inside a square/circle, or even outlining them. Anyway, my two cents :)

Menu script

There's should be a line that draws the ":" in Window_item. Something like:
self.contents.draw_text(x, y, w, h, ":", 1)

Message box (help)

I think there's a part that says something like "reset window", which changes the y depending on the top/mid/bottom position. Is that what you're looking for?

[RPGMAKER XP] Evented Inventory System troubles

Oh, sorry. I'm too lazy to download it again, but I remember I didn't understand the purpose of some stuff. For example, there was something like this after the message:

>Start loop
>> break loop
>> Go to label
>End loop

If you don't set a condition for the break loop, I don't see the point in including the loop at all.
I just think that, if you ever decide to expand that menu (Like having more slots, or more than 9 itens, or animated icons, whatever), the current code is not very easy to work with.

These tutorials are a good read:
Simple menu
Item menu
They are for 2k3, but the same principles apply. I hope this helps :)

[RPGMAKER XP] Evented Inventory System troubles

Although I was luck and found out the problem quickly, I have to say your eventing was very unorganized and had a lot of unnecessary code. If you simplified it a little, you would probably have an easier time expanding it in the future.

Now, what was happening was that, in that parallel event on the map, you were calling the menu common event (Common event: Menus). If you remove that, you won't get the problem anymore. You don't have to call a 'parallel' triggered common event on a parallel map event. As long as the switch is ON, it will work fine.