manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 20, 2006 12:09:44 GMT -5
What about Final Fantasy 12? where'd that come from? does it come out in japan next month?
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 16, 2006 12:42:40 GMT -5
MGS3 Subsistence + Kingdom Hearts 2 + girlfriend = wallet apocalypse. Gonna be a rough month lol. wallet apocalypse. but, yeah.. i'm not looking forward to much of anything on the game front right now..kingdom hearts was a fun game, but i never finished it. i didn't get past the alice in wonderland part. i'm still switching between 2D capcom fighters, RE4 and rpgm2. those keep me busy enough.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Jan 31, 2006 12:58:47 GMT -5
that's funny stuff, man. ;D and it's all thanks to thirsty! a toast to man's best friend!
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manji
RPG Making Novice
Posts: 64
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Post by manji on Jan 30, 2006 14:03:10 GMT -5
..seeing as how i utilize the boards here and glean them for information, i suppose it would be polite to introduce myself...
my real name is adam and i'm from indianapolis(born Dec. 7th, 1982). i was born here and have lived here most of my life. i enjoy the complex system that is human experience and i owe a lot to the things i can't necessarily see. i love music of all kinds. i also love video games of all kinds, aside from sports titles(there were only a few i liked back in the day of SNES/Genesis).
i enjoy questioning, i enjoy thinking, i enjoy nature, i enjoy the mystic and the spiritual, i love ninjas and i love the modern strider hiryu design. he's probably my favorite video game character along with mukuro/kenji.
i try my best to be a decent human being and live according to what works best: kindness, patience and tolerance.
i guess that about sums it up..
oh, and rpg maker 2 is cool. ;D
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manji
RPG Making Novice
Posts: 64
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DBS
Jun 22, 2006 11:43:26 GMT -5
Post by manji on Jun 22, 2006 11:43:26 GMT -5
i honestly think it's easier to make a cbs rather than spend time modifying the dbs. that way, you know where everything's coming from. the dbs confuses me more.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 14, 2006 10:10:37 GMT -5
a round of applause for this man! excellent rpgm2 skills. it makes the game exciting again, doesn't it? or maybe that was just the music that went along with it.. gets you hyped up and ready for adventure and battling. he makes a good sell. ;D
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 8, 2006 9:04:41 GMT -5
those are terrible numbers! where is everybody? i voted on all three sites.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 4, 2006 10:15:28 GMT -5
looks a lot more like a death character should too.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Jun 24, 2006 12:51:22 GMT -5
keep in mind with a CBS you have to make just about everything there is to it so have fun and don't get discouraged! Experiment a little. i have a rudimentary turn-based battle working. i just need my party members to get rewarded for winning!
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manji
RPG Making Novice
Posts: 64
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Post by manji on Jun 24, 2006 11:23:09 GMT -5
how would this work? i can easily distribute exp. to party members, but what script commands, flags or variables are involved to get the game to register a level up and then have my members gain stats?
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manji
RPG Making Novice
Posts: 64
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Post by manji on May 30, 2006 10:41:42 GMT -5
excellent suggestions. i will be trying these out to see what works best. edit: thanks nash! taking them out of my party and replacing them with another member works perfectly.
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manji
RPG Making Novice
Posts: 64
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Post by manji on May 30, 2006 8:03:04 GMT -5
when making cutscenes, my method of creation involves the party becoming invisible so i can move them around and get the best camera angles...
i have VFX attached to my characters(a sword and others), but while your character goes invisible, their VFX stays in place. this obviously ruins the cutscenes.
within an Enter Map script, i've tried script branch condition to control their appearance with flags, and empty VFX attachments, but nothing works.
Is there anyway to eliminate what's attached to your character without removing all the VFX on the map? is the 'clear all effects' script the only option?
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manji
RPG Making Novice
Posts: 64
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Post by manji on Apr 25, 2006 6:48:21 GMT -5
auto events and flags that turn those auto events on and off.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Apr 24, 2006 9:02:32 GMT -5
thanks guys. it's working now.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Apr 22, 2006 11:33:34 GMT -5
i read rodak's post in the common script thread, but it didn't really make sense with what i am trying do..
so, i'm working on a cbs where the enemy models will be, at max, 4 on a battle map. i have my battle system set in the enter script slot(world org.) of this particular battle map where the enemy models are loaded. now, i made a "load enemy models" script, in which i call for it in the battle system script.
i want their appearence to be random, like sometimes having one enemy show up, while another time having all 4, while another time only 2 or 3, etc. problem is, only 2 of the 5 outcomes seem to happen.
my script looks something like this: Enemy Model 1, 2, 3 & 4 Transparency 100% (this is so they are invisible when you appear on the battle map because the enemy models are placed as events)
Data: Variable: Monster Total = 1 ? 5 Script Branch Condition: Monster Total = 1 Event Control: Enemy Model 1 Event Effects: Transparency 0% Script Branch End -- Script Branch Condition: Monster Total = 2 Event Control: Enemy Model 1 Event Effects: Transparency 0% Event Control: Enemy Model 2 Event Effects: Transparency 0% Script Branch End -- etc...
and for some reason, i'm only getting 2 of the 5 or so outcomes i made.
any suggestions?
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manji
RPG Making Novice
Posts: 64
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Post by manji on Apr 2, 2006 20:14:01 GMT -5
i've had rpgm 2 since it came out and i'm still working on finishing my first game. so... that's about 3 years and counting.
making anything with real substance takes time, simple as that. give yourself plenty of time to complete your project and don't force yourself to learn everything at once.
from my experience, everyone here is nice enough to help if you get stuck or just need a push in the right direction.
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manji
RPG Making Novice
Posts: 64
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B-Data
Feb 27, 2006 12:09:16 GMT -5
Post by manji on Feb 27, 2006 12:09:16 GMT -5
in the dungeon/building/map editor, there's a "B-Data" option.
what do you guys use it for? i've never touched it.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 22, 2006 23:12:00 GMT -5
awesome. thank you everyone.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 22, 2006 12:38:59 GMT -5
how do i get to change what an NPC says based on who the party leader is at the time?
i would guess a conditional variable or flag that would check who's in front, but is there a pre-made variable/flag like that? would i make it myself?
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 11, 2006 0:16:22 GMT -5
..can't say this has happened to me, island jack. i knew from the get-go that i wanted to do everything from scratch in my game.
but yeah, just what everybody else said: delete what you're not using or going to use.. take a look through all of your databases and pull those weeds out one by one..
are you using the default battle system? i think that's probably what's saving me a lot of memory for my game. my enemy menus are untouched and they'll be staying that way. rodak says those take up a lot of memory, so i'll believe it.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 8, 2006 9:46:44 GMT -5
odd.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 8, 2006 9:00:23 GMT -5
i made a couple of maps with the map editor. one is a village. in this village map, i lowered the ground to where the ocean is visible, simulating a river that runs through this village. i had it so the water on this map doesn't move.
now i've made an incomplete(for now) second map that hasn't had its sea or water settings tampered with at all.
i assumed that these would be seperately operating maps, but it seems when i warp from my incomplete second map to my village, the water level is that of the second map and not the village(meaning that the river is sometimes overflowing or it's completely bare). why is this?
i've applied the exact same sea settings to both of these maps, and it keeps water level the same heighth that way, but... aren't these supposed to be two different maps? why are they doing this?
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 7, 2006 12:13:37 GMT -5
someone else here will know how to explain this better than me, but basically what you need is some 'call script' and 'apply together' commands.
you make an individual script for each of your dancers and what you want them to do. then, in the content script for the auto event you have placed, you call all the scripts for each of the dancers and 'apply together'. that way, they move at the same time.
i'm pretty sure that's how it works.. but.. maybe. i don't know.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 5, 2006 13:18:48 GMT -5
maybe try making an action script, placing the VFX's appearance on a party character, then putting the event inside the enter map slot in game settings/adv. that way it always appears on a character.
i think that was mentioned somewhere on these boards before. maybe that could help? i don't know.
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manji
RPG Making Novice
Posts: 64
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Post by manji on Feb 21, 2006 12:11:35 GMT -5
wow. yes, this is most helpful. thank you very very much. i appreciate that part most. i will experiment with this and see what i can come up with.
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