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 What's up, RMers?
(03-31-2012, 02:11 AM)KasperKalamity Wrote: that hurts to look at. what exactly does it do? with that bridge you have in the first picture, are you supposed to have the feet at either end on land? i've always stuck them in the water as supports, and put the ends of the bridge flush with the ground. am i doing it wrong?
I know the first is an eyesore but are you talking about the second screenshot too? Anyway, this is my Passability Checker tool. It checks which tiles are passable and impassible. It also checks which directions in the passable tiles aren't passable.

Nope, I'm just being a really terrible mapper. And I wanted to take the passability checker for a test drive.
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oh thats really neat! just the first one is hard to look at. mapping isn't my strong suit either, thats why i quit Neoseeker's rmxp board (they were really rude and condescending about maps) maybe if you could take off the grid somehow and make the impassable parts glow? like if an entire tile is impassable, the square lights up, or if it's a single direction or a corner maybe that side/corner could light up? i had that problem in one demo, where i accidentally made something impassable if i went a certain way.
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finished the Torgo scene, and it's giving me trouble. im trying to set the character graphic to a pose in "down03" but it's not doing it. im probably doing it really sloppy-like, so imma have to clean it up. all the dialogue is really flat too. i find that i just have to be in the right mood to write a certain scene... but on the plus side, my main antagonist finally has a solid motivation.

one more random thought: would it be weird to play a game where none of the characters have faces?
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Chapters 4 and 5 have names now!
Chapter 4- Jayce Darger And The Villageburg Globetrotters In: The Mystery Of Basatrix Hollow
Chapter 5- Jayce Darger and The Hollow Chamber Of The Order Of The Pearl.
Now i've made it so that based on what choices you make during the game, Jayce may leave the party. But they're not direct in your face choices made during a conversation. Nope, they're all choices made in how you play the game.
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I'm becoming jaded :/

After three years straight of developing graphics and music (as well as trying to script without beer), I thought I'd have as versatile of an RTP as Enterbrain's Standard, but I hardly have enough for any one area of my game. Everything feels so WIP, even the stuff that I thought was "done" a year or two ago I've either been re-doing, replacing or further expanding. Not to mention, I spend so much time working on material crap that, when I finally do open RM, its all foreign to me again and I have to re-learn it like I did 6 years ago.

On one hand, yes, I did plan for this to take me a few years, but damn I thought I would be so much farther by now! Matter of fact, 2013 was my 'planned' deadline but holy crap I could see myself taking until 2016 at this rate >.>

People can complain about the RTP all they want, but planning on replacing the RTP with your own work is not something that can be done overnight! This is definitely not something I would suggest to somebody who wants to still have a social life, haha!
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NEW ALBUM OUT NOW!

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(04-03-2012, 01:02 PM)Kain Nobel Wrote: I'm becoming jaded :/

People can complain about the RTP all they want, but planning on replacing the RTP with your own work is not something that can be done overnight! This is definitely not something I would suggest to somebody who wants to still have a social life, haha!


hear, hear! it takes FOR-PORKING-EVAR. and then you get halfway done with it, look it over, and the stuff you JUST did looks nothing like the stuff you did when you STARTED! luckily i have no social life, so i only have my lack of patience to contend with.
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I just re-did the links of the MACL thread in the scripts section. Looks like I"M THE HOST of the MACL now. Laughing
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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After nearly 3 years since I first posted Damage Text Revamp, I'm now working on Damage Text Revamp 2.

There are a lot of new settings I added there compared to the first. I wonder if I'm going to end up intimidating the hell out of people with the number of customization options I have available. Trust me, it's a lot.

The Keyframes settings I included in the new version is easily my favorite feature in the script. It's very customizable, and it should a breeze to get right into. I included a simple mode and an advanced mode for those who want to do more than adjust the text sprite itself such as creating if conditionals around it and a little more. I can't wait to release this script.

6:37pm edit: The documentation is insane. There's about 140+ lines of it so far.
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Just made 16 character sets and face sets for my Kurokiri Remake project~ <3 Most work I've done in one day for a while... XD
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|_| <--- THAT close to being able to put out a new demo. hopefully i'll have time to test it out before i gave to go away for work. it's got about two chapters worth of new stuff in it now, and it's incredibly rough.
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My new Damage Text Revamp script has 220+ lines of documentation so far and I just added all of the requested features and then some.

Setting Iteration to more than 1 would provide a damage countdown or countup for a few frames. Creators also get to set up some Iteration animation for either all damage types, or certain damage types such as healing, critical attacks, and regular attacks.

I think my Damage Text Revamp script is in serious need of getting recorded and put on YouTube now.

I wouldn't have done the Iteration feature if Kain hadn't requested it. I sure as hell wouldn't have made it robust if it wasn't for MetalRenard basically telling me to make the script as epic as possible.
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