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 What's up, RMers?
#61
I've been working on making my Skills Learning System compatible with DerVVulfman's Multislot system. I still have to decide how to manage all the equip operations that change more than just one equipment piece (weapons that remove shields when equipped and so on).
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#62
I haven't worked on RM at all in the past couple of weeks. However, I've been busy working on RM related TOOLS which I hope to release here really soon.
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#63
PK8 Wrote:I haven't worked on RM at all in the past couple of weeks. However, I've been busy working on RM related TOOLS which I hope to release here really soon.
Looking forward to these too Winking
I haven't done much since my game was released. I am, however, up for project of the month at RRR. Go vote if you're a member there!
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#64
been working with Decibel on Universe Insane so we'll see how that goes~
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#65
Working on my character template for the most part, aside from that i also started working on a small inner tileset for it.
And i need to complete the obese body type as well, then it's off to character sets after that.

I'm now looking to make the Little Tyke king of the small templates ^^, and hopefully in the near future when there is a good amount of poses and such we can make an RTP package for it as a community.
I want to give this RTP package another go but i want to get you peeps involved, just more fun that way.

Good day all!
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#66
You should get with Jennifer for that FreakofNature,
She's making that RPG Inventor and may need an RTP package for that. Seems like a good opportunity to get your template and spriting out there.
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#67
Sounds like a good idea, i don't mind working on this especially for the RPG Inventor program, but there is something to think over before that.
And that is do you mind the size of the Tyke for this resolution, some may be bothered at the distance when getting close to certain objects or other npc's, though this is somewhat remedied when it comes to the tilesets, you'd just need to create the pieces in a certain position on the tiles and such.

I'll bring up the idea on her thread later on :)
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#68
I finally uploaded an RPG Maker related video on YouTube.
http://www.youtube.com/watch?v=4c4_aaN55a0
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#69
Due to popular demand, I am gonna see about adding capabilities for a 'DRAGOON JUMP' into Animated Battlers. Both RMXP and RMVX versions will carry the feature of course. I already did one necessary upgrade (though I didn't post it yet): Alternate 'charging/running' poses based on _______. Without that, the guy would look stupid 'running' in the air with his legs kickin' around. Tongue sticking out
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#70
I think your animation system is becoming more complex than mine o_o
And mine sets the number of frames using this:
Code:
if filename[/([\w]*)_((?:R[\d]L[\d])|(?:2H[\d]))(_F[\d]){0,1}(_[\w]*){0,1}(_[\w]*){0,1}(_[\w]*)/] != nil
REGEXP IS POWER

Anyways just finished state resistance handling. States now have three values that can fluxuate between each cast: potency, duration, and tick length. Potency is how much of the state's effect is applied, i.e. a state that lowers attack by 20% will only lower it by 10% at 50 potency. Duration is how many ticks it will last. Tick length is how long it takes for a tick (i.e. the damage from poison) occurs. The more the state gets resisted, the greater the effect on the potency and/or duration and/or tick length.

You'd be surprised at how easy it is to type 'resixtance' and have a bunch of errors spit at you ._.
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