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Post by Dungeon Warden on Jun 3, 2008 9:08:53 GMT -5
Changing the color and the light (add or subtract) will often hide the textures. You'll notice many of the VFX characters use a lot of black.
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Post by Dungeon Warden on May 31, 2008 9:24:23 GMT -5
They are made from all the shapes that can be found in the VFX editor. Remember you can change the X, Y, and Z as well as the overall size and angle. Use the rounded objects for heads, eyes, and other round things. Use long things for arms and legs. The cylindrical spell effects make good for the main body.
Just use your imagination and play around with different things.
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Post by Dungeon Warden on May 30, 2008 12:34:04 GMT -5
Dark Horizons was the best VFX model creator. You can see some of his models on his website. You can also check out his forum posts from more information.
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Post by Dungeon Warden on May 19, 2008 9:08:36 GMT -5
Happy Birthday, Dark Horizons.
I know you haven't posted much recently but maybe you'll pass through again to say hi.
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Post by Dungeon Warden on May 16, 2008 9:12:12 GMT -5
Wow! That was amazing. That was a lot of work to create art that was erased as soon as it was filmed. I wonder if he was using a whitewash or was actually painting over the graffiti?
I also wonder what the people walking by must have though? They would only get to see one image at a time, so they wouldn't understand what was happening.
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Post by Dungeon Warden on May 11, 2008 13:36:58 GMT -5
I normally don't like shooting games, but I have all three MGS games because I like the story telling. MGS1 and MGS 3 have very well developed stories.
Is this a joke or have you been living under a rock the last 5 years. No one likes Raiden. Raiden has become a joke in the series. There is a scene in MGS 3 where it looks like you have to play the game as Raiden that was put in as a joke. There is also a scene in one of the trailers for MGS 4 that shows Raiden in action that I suspect was put in as a joke (No reviewer has mentioned him being in the game though they might be limited in what they can say about the story at this point).
The stealth requirement of the game actually makes it better then most run and gun games because the levels are designed so you can avoid being seen instead of forcing you to shoot everyone in sight to move to the next level. You can kill everyone in a level but if the alarm goes off, all the dead guards will be replaced so you need to be careful.
I highly recommend the series to anyone who hasn't played it.
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Post by Dungeon Warden on May 9, 2008 10:10:58 GMT -5
Well, there is the age old holding O to avoid battles in test mode that I'm sure everyone knows about; although, some people don't realize this doesn't work in play mode.
Another problem with Test mode is that you can save a game, change the data, and load that game file. Depending on what you changed, all kinds of weird things can happen. The most noticeable one is if you add a new character and try to play a game that was saved without that character in the database, all kinds of glitches can occur. There is no problem if you change an existing character, it's only when you add to the database that the problem occurs.
I have noticed other problems in games that were not tested in Play mode, but whither that was a problem with the design or with the game engine is unknown.
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Post by Dungeon Warden on May 9, 2008 10:01:03 GMT -5
In some maps I have enter battle teleport you to where your standing as this is the only thing that stops a battle once its about to start. Then I sort a list of event battles from an enter script. This lets you set up specific enemies for specific dungeons without having to make a unit placement every time. I'm not sure why you'd want to do this, but whatever works for you. Ah yes, the"Wait for Script to End" command. I hadn't thought of that. Good thinking. I'm glad you got it working.
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Post by Dungeon Warden on May 8, 2008 9:39:56 GMT -5
Weird, I've never heard of this happening before.
The Merchant Script needs to be inside the Merchant List command in order to work, but where is the Battle command? I would think it would have to be called from the Merchant script when the script checks to see if the player is selling the specific item.
Since the party must sell a specific item, wouldn't it be easier to just write a script that asks the party to sell the item and starts a battle if they won't?
Your method would make more sense if the party was attacked if they tried to sell a specific item and would act normally otherwise.
Without seeing the actual script (or at least a striped down version of it) it's hard to figure out that you're doing wrong.
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Post by Dungeon Warden on May 7, 2008 10:23:06 GMT -5
So in the long run I set a poison indirect effect and forget these advanced settings ever existed. But you need to set the poison indirect effect for it to work in the first place. How the random factor works is that is replaces one indirect effect with other random indirect effect when random effects are turned on. It's a long chain of actions that need to be set up. It's too bad that there isn't an example in the game.
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Post by Dungeon Warden on May 6, 2008 10:00:53 GMT -5
Enable as Random Ability and Enable Random Effect allow those abilities or effects to be used when an skill with a random ability or effect is used. Only those abilities/effects will be selected from.
Therefore if you turn on randomness for only one ability then nothing will happen because there is only one ability to choose from. The more Abilities you Enable the more variety of effects you will have. The preset data is all set to not random, so that's probably why nothing seems to happen when you set an ability or effect to be random. Just set a bunch of effects to be random and you should see some random results.
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Post by Dungeon Warden on May 6, 2008 9:33:17 GMT -5
Okay, who are you and why are you bringing up so many old topics?
You most certainly can have several events running at the same time using Apply together since apply together works with the call script command. You just need to make a script for every event you want to move and then call all those scripts at the same time (using apply together) There is a limit to how many scripts you can call but it's certainly possible and much easier then trying to use action scripts.
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Post by Dungeon Warden on Apr 24, 2008 9:03:56 GMT -5
So, has anyone else played Sam and Max season 2? I found it a fun and enjoyable series of games. I really enjoyed them for the most part (episode 3 was a little weak) and the ending was unexpected and strange, but still fun and funny. As someone that bought the second season, I have the opportunity to offer someone a free copy of Season two, Episode 1: Ice Station Santa. I'm offering it here first because I love you guys. The first person to post that they want to play the game will be send the code needed to unlock the file. You'll have to sign up on the Telltale Games website first before you can download it. I'll send all the information along with the code so you know exactly what to do. Anyone can buy the whole season for $35, but if you use this code you can buy the season for only $26, since you'll own an episode already. If you look at the Telltale Games website, you'll see that they will soon be releasing a game for the Wii and PC based on the Homestar Runner series, staring Strong Bad. Sounds like it might be interesting.
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Post by Dungeon Warden on Apr 21, 2008 7:25:44 GMT -5
I want to do something for the contest but the problem is finding the time. I'm not sure what game I should base my project on either. If I come up with a good idea, I may do something. It would have to be something simple to do.
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Post by Dungeon Warden on Apr 16, 2008 18:33:31 GMT -5
That little demo seems to work pretty well. I couldn't hear any sound effects (a shooting noise would be nice). Space Invaders is kind of a simple game but I'm sure it would take a bit of work to get it working. Maybe you can work on a game like Moon Cresta next. ;D Moon Cresta infoGame play tips - this should help you build your own version of the game. I look forward to seeing a finished version of your game.
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Post by Dungeon Warden on Apr 13, 2008 13:23:57 GMT -5
Sorry I missed your birthday, Doan. I hope it was a happy one.
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Post by Dungeon Warden on Apr 12, 2008 9:57:59 GMT -5
I smiled in places but I didn't laugh.
One thing I though was weird was that he was referencing technology that would have been out of date before he was born. How does he even know about this stuff?
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Post by Dungeon Warden on Apr 12, 2008 9:39:55 GMT -5
I use this trick when I want to be able to move the camera around a cut scene while the party seems to still be visible (it's actually an event [or several events if you have more then one party member]).
I don't see any point in using this idea outside of a cut scene. if you wanted to make the party leader the only character you can see while walking around, you could just make the other party members transparent.
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Post by Dungeon Warden on Aug 14, 2006 21:32:26 GMT -5
Ah, now here's a man who knows how to make a dramatic scene. The ships look a little stiff moving together as one, but it would be pretty hard to make them move naturally considering how limited RPG Maker 2 is in this regard. Keep it up.
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Post by Dungeon Warden on Sept 7, 2006 21:06:21 GMT -5
1. Var17: Battle Result will equal 2 if the party dies in battle. You can only control what happens after a battle if it was an event battle and you disable the default battle end scripts.
2. Wipeout Recovery is the script that deals with party death. The Battle result should still equal 2 at this point if the party died in battle (test just to make sure), so you may be able to do something special if the party dies in battle instead of by other means.
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Post by Dungeon Warden on Aug 7, 2006 16:07:41 GMT -5
Here's some ideas I had for my game:
Torch - burn holes in some buildings/ light things on fire.
Crossbow - can hit hard to get to switches
Claws - can climb up steep/slippery surfaces
Jump boots - you already have these
Belt of strength - can push heavy objects
Wings - can fly short distances (i.e. over pits)
Thief tools - can open locks and disarm traps
Psychic helm - can move distance objects (i.e. levers) with your mind
I haven't done much with these ideas yet so I don't know how hard they will be to create (shouldn't be too hard). Feel free to use them if you can figure it out.
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Post by Dungeon Warden on Feb 20, 2005 18:37:45 GMT -5
I'd be happy to see my pen name in an RPG other than my own. Feel free to use it if you want.
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Post by Dungeon Warden on Feb 10, 2005 22:20:18 GMT -5
Sounds like you didn't reset the multiple choice variable User Choice to -1 before exiting a sub-choice. The manual warns you to be careful of this when using multiple choice in complex scripts. This is most likely the problem, but I will look at your scripts when the demo is released to be sure.
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Post by Dungeon Warden on Jan 15, 2005 19:26:05 GMT -5
Hi, Lunar Moon, glad you could make it. I like your classes and the amount of detail you go into. I look forward to playing a demo. Your RPG sounds great.
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Post by Dungeon Warden on Aug 31, 2006 9:22:30 GMT -5
Thank you for your comments. It's much appreciated. After seeing so many great VFX characters and items, I just thought I'd mess around with the idea myself. I had to carefully size and place the VFX to get it to look right, and I was as surprised as anyone that it actually fits naturally on the character. The VFX dress will work on most of the characters as long as they're sized properly - even the men
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