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Hmmm...does anyone know of an easy way to have face graphics show up by variable (during messages)? I'm thinking about letting the player select the actor they want to be, but it'd be very time consuming to have all these conditional branches for each face talking. D:

Does anyone know for sure? =o

*edit* also, that is awesome, Exhydra ;_;
« Last Edit: September 02, 2013, 02:39:01 AM by yuyubabe »
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Hmmm...does anyone know of an easy way to have face graphics show up by variable (during messages)? I'm thinking about letting the player select the actor they want to be, but it'd be very time consuming to have all these conditional branches for each face talking. D:

Does anyone know for sure? =o

Easiest way is through script calls, really. There are no native face substitution variables in the message function.

To choose a face (as well as an actor), you can use or alter the method below. Basically, I used the first actor as a dummy for the initial selection, and other actors as the choices. After selecting an actor, the script saves both choices, then removes the old player and adds in the new.



Code: [Select]
# Top Code
gvn = $game_variables[10]
if gvn == 0
  $game_variables[12] = $game_party.leader
else
  $game_variables[12] = gvn
end

# Bottom Code
gp = $game_party
gvo = $game_variables[12]
gvn = $game_variables[10]
gp.remove_actor(gvo.id)
gp.add_actor(gvn.id)
$game_player.refresh



Doing custom messages is a little rougher, but it can be done. What follows is basically what must be present for each piece of dialog that involves the main character.



Code: [Select]
# Selecting Face Information as well as other Message Variables
vTmp = $game_variables[10]
$game_message.face_name  = vTmp.face_name
$game_message.face_index = vTmp.face_index
$game_message.background = 0
$game_message.position   = 2

# Put the following line within a 'Script' command inside of a 'Set Move Route' event set to 'Player' and 'Wait'.
# Why use the 'Set Move Route' event? The 'Script' command area is huge, accepting well over 2000 characters.
# Put whatever text you wish between the "%q" and brackets.
$game_message.add(%q("Text"))
# Or ...
$game_message.add(%q(He strutted over. "Hello. I am Fabio."))

# You will have to manually break up the lines in order to fit the message on each line, as well. Use "\n" for that :
$game_message.add(%q(He strutted over.) + "\n" + %q("Hello. I am Fabio."))

# Always follow each message with the following scriptlet, to ensure other events do not go off.
Fiber.yield while $game_message.busy?


I know it looks like a headache, but that is the best I can come up with.

UPDATED 05-29-14


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Hmm.. Before signing up, I have one question. I know it's RTP-Only, but would some small add-on's count? A example would be the grass around the water auto tile. It really limits my mapping..

Now that I've said it, sign me on :P

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Hmm.. Before signing up, I have one question. I know it's RTP-Only, but would some small add-on's count? A example would be the grass around the water auto tile. It really limits my mapping..

Nope, no physical editing of the original source RTP, at all.   :o
« Last Edit: September 02, 2013, 09:26:41 PM by Exhydra »

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

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UPDATED 07/04/15 - v1.5

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The only thing that we are allowing is a custom title screen image, just for some more diversity. But if we have anyone review these games, they aren't expected to score the title screen. It's literally just for diversity purposes. :o


Also, thank you, Exhydra! :) I'll try that out later (if I get a break from homework, argh).
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My battle system.
http://www.mediafire.com/?f0mfb4kmbv4eddf


If anybody could give it a DL and say what they think, that'd help out a lot. :D
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I downloaded it and I can say it's really amazing and fun to play. :D
The battles are also well balanced, not to hard and not to easy. :3
The only thing I think could be done better, I don't know if it is possible with RTP only, is that the other monsters will move on and maybe enter the momentary battle too. ;)
But I really looking forward for the game of you, because I really want to play the final product. (\s/)

Personal
I don't know if I should stay in this contest, because I'm working and improving on my old one a lot, so I guess I don't will have time to make a new one parallel to the old one. :'(
I know it was bad in your oppinion, but I got a lot of fans on Facebook, that are waiting for a update, so I stay with this one I guess, I'm sorry to say that. :'(

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I'll be pulling out for now, the direction I want to take with what I've been working on can't be completed with just the RTP. I'll keep a backup of my project just in case my plans go south.

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Octavia - Just let me know for sure. ;9 Sorry to hear that, but I wish you luck on your GIAW project!

Rekio - Signed you up B)

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Also, I'm thinking about taking another direction with my game. I'm still going to keep my gameplay setup, but I'm changing the characters/story up. The idea is something that I've had in the past, only simplified to fit the RTP-only standards.

Basically, you determine every character of relative importance's appearance, name, stats, and even personality. This includes the 4(+) main actors, the villain, and *maybe* even some NPCs. So, the cast is essentially going to be created by the player. It's very limited with the RTP, but I think it may be fun. Of course, I'm also probably going to add a "randomize" feature. :p

Thanks to Exhydra's help, I may just be able to pull this off! But it's going to be a boat load of work on my part. >_> My original intention was to make the game have an in-game character generator, with plenty of diverse dialogue. I can't really make a generator with the RTP, so I'll just do a character selection screen. And the dialogue may be more simplified than my usual long-winded form of writing.

If it turns out well, I can probably improve on the idea later, but you gotta walk before you can run. :p

...If I have the time, that is. D:
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Octavia - Just let me know for sure. ;9 Sorry to hear that, but I wish you luck on your GIAW project!
I'm sorry, but I spend about 4 hours today to redo the graphics and reorder the events on my old one, I also changed the battlesystem and added a difficulty chose. Plus added a new leveling system, rebalanced the damage of enemies and actors, overhauled the character sprites. ;)
So I really don't got time on a new project, plus I'm now admin of two sites. ;) (\s/)

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 ;9


Also, screenshot. =o Got the selection screen pretty much all done for the heroes. I might add a variable to determine if a certain hero's face is already selected or not, but I don't think I really care if the player wants to have a party of Ralph clones. :B

Spoiler for:


Blue button = Male characters
Red button = Female characters
Yellow button = Randomize

*The flame is the cursor

*edit* Dammit if only the RTP would let me use icons for event images. :mad: It's going to be difficult to figure out a nice-looking way to select attributes/stats otherwise. :mad: But I'll think of something. >B)
« Last Edit: September 04, 2013, 02:56:21 AM by yuyubabe »
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I see all this work you guys are doing, and it makes me feel like mine is boring now. Just battles and words. :(
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I also feel as though we should, in the spirit of this not really being a 'contest', give awards in a sort of person category. Ideas such as a best RTP artistry, or best RTP storytelling, most engaging RTP, etc. rather than '1st' '2nd' or 'best overall'. To keep categories thin and direct, multiple people could win multiple awards, to show they were the top contenders in their area, even if they lagged in others.
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ooor maybe i'm just really high and being a filthy mudflapping hippie
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wat u talkin about? ain't no problems with yo idea!

I think we should go for it. B) The small award-like things might even help motivate some peoplez to complete their games, rather than just doing this "for the heck of it". We'd just need a definite list of what little awards we'd do. B)


Hopefully I'll be one of those people that actually finishes a game, since I'm getting a little too ambitious. What kind of topic-started would I be if I didn't, though? D:
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I see all this work you guys are doing, and it makes me feel like mine is boring now. Just battles and words. :(

Funny. My game us going to be the opposite :-)

I think that the idea if a mini-awards sounds like fun. Some categorys can be:

Best RTP-Mapping
Most creative use of the RTP


...those are the only one I can think of :P
« Last Edit: September 04, 2013, 08:59:21 AM by The Shadow »

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*edit* Dammit if only the RTP would let me use icons for event images. :mad: It's going to be difficult to figure out a nice-looking way to select attributes/stats otherwise. :mad: But I'll think of something. >B)

Actually, you can use the RTP icon set as an event sprite.

You just would not like how it looked ...

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

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;9
Also, screenshot. =o Got the selection screen pretty much all done for the heroes. I might add a variable to determine if a certain hero's face is already selected or not, but I don't think I really care if the player wants to have a party of Ralph clones. :B
Spoiler for:


Blue button = Male characters
Red button = Female characters
Yellow button = Randomize

*The flame is the cursor
*edit* Dammit if only the RTP would let me use icons for event images. :mad: It's going to be difficult to figure out a nice-looking way to select attributes/stats otherwise. :mad: But I'll think of something. >B)
This looks really great. :3
I made it a bit like this in my own RPG I made for VX, I made a map where you wander around as a soul and you can walk to the character you like, you get a small message, what goal they got and then a yes or no window. The choose of the character say's where you start the game. ;)

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How I set up a monster-
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The knew battle intro.
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Must be nice to have a simple idea for a battlesystem XD

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Yeah, it had to be simple. My brain wouldn't be able to do anything more complex. ._.

It took all this for me to make just that simple battle system. D:

Battle Start
Spoiler for:


Player chooses action (If they choose to attack, damage to enemy is calculated.)
Spoiler for:


Enemy attacks
Spoiler for:

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Am I allowed to create multiple classes? Just putting it here to be sure.