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3D rendered Graphics

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**
Rep: +0/-0Level 88
My GW Character. Hes cool
We want a demo! We want a demo!
Are you obssessed or somethin? thats all youve been sayin lol

****
MONOCLE MAN
Rep:
Level 89
-::Gone::-
Nahhh...

*says 'We want a demo' inside head*

**
Rep: +0/-0Level 88
My GW Character. Hes cool

***
Banned
Rep:
Level 88
Geno WAs Born L33t
Or at least moore Screenies plz *Want demo want demo*
.....hi

*
Rep:
Level 93
<o>_<o>
2014 Funniest MemberParticipant - GIAW 11Bronze - GIAW 92011 Best RPG Maker User (Creativity)
Yeah! Give us a demo so we can see the graphics that have already been posted! Who cares about playability or debugging? We want the demo right now!

***
Rep:
Level 88
I hate to hate things.
ALL RIGHT! All right!!! Jeez... i gonna be mobed down here. Let me finish, at least, the FIRST QUEST, since that's all i can put together by now! You guys will have your demo by monday, October 9, i promise.
 For now, here, the last hero added to the troup:


All the quests involving the princess will be removed in this first alpha, so keep tuned for more.
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Don't release the alpha before I recalibrate the 3D cam. I worked on it for a few more minutes and it looks good so far. The only thing I still need to do is to make the actor sprites move and that's it. Maybe half an hour of work, but I just didn't find that time till now. Maybe I can fix it till tomorrow/the day after tomorrow.
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***
Rep:
Level 88
I hate to hate things.
Ok Blizzard, heard ya! All right, everyone: i'll keep on assembling the animations, effects and stuffs from the demo until Blizzard's Battle camera get ready for the game. Thanks again, Blizzard!
 You guys wait a bit more until it get finished, OK?  ;D
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero

***
Rep:
Level 88
I hate to hate things.
Quote
...My GOD...SCARIEST THING I HAVE EVER SEEN.

I'm the only one who think she's cute? I personally could bite her butt!
 Is because of the legs or something?  :'(
 Come on, guys... give a more straight opinion on the character design, if she's ugly somewhere i have to fix her  ;D
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
Those colors are KILLING my eyes...You need to decrease saturation values all over it, especially the hair. Plus, that expression makes her look like a blow-up doll on speed.  The blue drapery stuff on her skirt should go too, maybe make it a bit less poofy. Other than that, pretty nice!

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
All I can say is work on the ends of the strands of hair, right now it looks a bit choppy, and maybe a different texture for the hair as well, green is a great color for the character, but that's a little too much of one shade.

But great so far.
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 88
I hate to hate things.
Quote
Plus, that expression makes her look like a blow-up doll on speed
Ah, on the game everyone heas TONS of portraits and expressions - so many that it consumes a lot of space, actually. Thats was only a test render that won't go to the demo.
 By the way, she's being made on top of this character design:



..so changes that take her too far away from this design won't do, many aspects of her clothing and hair are story related - i was only worried with her anatomy or something.
 And her sprites on the game will be slight different from the rendered portraits, so better wait the demo to give a full opinion. ;)
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

********
Rep:
Level 96
2011 Most Missed Member2010 Zero To Hero
WOW those are some TITTIES. HOw old is she?!

***
Rep:
Level 89
A rittle much...? Or not nearry enough!?
WOW those are some TITTIES. HOw old is she?!
Males. -rolls eyes- No, I'm kidding...sorta.

I have to agree that her expression is a bit odd...but maybe she's just surprised? :P And she looks older in the first picture you posted than in the character design one posted later on. Maybe it's just me though.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Okay, Ericmor, here you go. :) There is a slight, not really noticable glitch:
If you have characters at the top of the screen who attack enemies at the bottom (or the other way), their zoom/character height will be slightly different (the characters will look like they are a little bit taller/smaller). It is not really to be noticed unless somebody tells you. If you want, I can refine the zoom function a little, but I suggest you try it first. Also read the note I added there. I was trying to use the camera fully, even during the fight, not only enemy selection, but the cam code and the ASB code are interfering too much with each other. To do that, somebody would need to completely rewrite these two scripts into one.


Code: [Select]
#==============================================================================
#------------------------------------------------------------------------------
#   Animated Side-view Battle System - by Minkoff
#------------------------------------------------------------------------------
#   3D Pseudio Battle Camera - by KGC
#------------------------------------------------------------------------------
#   - merged together by Blizzard
#------------------------------------------------------------------------------
#
# - Note from Blizzard:
#
# Don't put enemies too far to the right or too far to the left. The camera
# will go out of your screen and the battleback will glitch. I have left all
# the commented lines from the ASB, but KGC's comment were not readable, so I
# have removed them. If you want to disable the camera for whatever reason
# you can define which switch should perform the disabling (below). Turning on
# the switch with the ID called BLOCK_SWITCH will disable the camera then.
#
# N-Joy! =D
#
#==============================================================================

#==============================================================================
# module KGC
#==============================================================================

module KGC
  $game_special_elements = {}
  $imported = {}
  $data_states = load_data("Data/States.rxdata")
  $data_system = load_data("Data/System.rxdata")
  BC_SPEED_INIT = 24 # you can change this number
  BLOCK_SWITCH = 25 # you can change this number
end

$imported["BattleCamera"] = true
$imported["Base Reinforce"] = true

#==============================================================================
# ** Sprite_Battler
#==============================================================================

class Sprite_Battler < RPG::Sprite
 
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize(viewport, battler = nil)
    # Configuration
    @speed = 6
    @frames = 8
    @poses = 11
    @mirror_enemies = true
    @stationary_enemies = false
    @stationary_actors = false
    @calculate_speed = false
    @phasing = false
    # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
    @frame, @pose = 0, 0
    @last_time = 0
    @last_move_time = 0
    cbs_initialize(viewport, battler)
    self.mirror = !!battler and @mirror_enemies
    viewport.z = 99
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias cbs_update update
  def update
    return unless @battler
    # Regular Update
    cbs_update
    # Start Routine
    unless @started
      @pose = state
      @width = @width / @frames
      @height = @height / @poses
      @display_x = @battler.screen_x
      @display_y = @battler.screen_y
      @destination_x = @display_x
      @destination_y = @display_y
      @started = true
    end
    # Cut Out Frame
    self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
    # Position Sprite
    if moving and not $scene.camera.moving
      self.x = @display_x
      self.y = @display_y
    else
      self.x = @battler.screen_x
      self.y = @battler.screen_y
    end
    self.z = @battler.screen_y
    self.ox = @width / 2
    self.oy = @height
    # Setup Animation
    time = Graphics.frame_count / (Graphics.frame_rate / @speed)
    if @last_time < time
      @frame = (@frame + 1) % @frames
      if @frame == 0
        if @freeze
          @frame = @frames - 1
          return
        end
        @pose = state
      end
    end
    @last_time = time
    # Move It
    move if moving and not $scene.camera.moving
    # KGC
    #return if @battler == nil
    unless $game_switches[BLOCK_SWITCH]
      factor1 = Math.sqrt((240 + @display_y.to_f) / (240 + @battler.origin_y))
      factor2 = (240 + @display_y.to_f) / (240 + @battler.origin_y)
      if @display_y > @battler.origin_y
        n = @battler.zoom - 1 + factor1 * factor2
      else
        n = @battler.zoom - 1 + factor2 * factor2
      end
    else
      n = 1
    end
    self.zoom_x = self.zoom_y = n
  end
  #--------------------------------------------------------------------------
  # * Current State
  #--------------------------------------------------------------------------
  def state
    # Damage State
    if [nil,{}].include?(@battler.damage)
      # Battler Fine
      @state = 0
      # Battler Wounded
      @state = 2 if @battler.hp < @battler.maxhp / 4
      # Battler Dead
      if @battler.dead?
        @state = 10
        # Fix Opacity
        self.opacity = 255
      end
    end
    # Guarding State
    @state = 3 if @battler.guarding?
    # Moving State
    if moving
      # Battler Moving Left
      @state = 4 if moving.eql?(0)
      # Battler Moving Right
      @state = 5 if moving.eql?(1)
    end
    # Return State
    return @state
  end
  #--------------------------------------------------------------------------
  # * Move
  #--------------------------------------------------------------------------
  def move
    time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
    if @last_move_time < time
      # Pause for Animation
      return if @pose != state
      # Phasing
      if @phasing
        d1 = (@display_x - @origin_x).abs
        d2 = (@display_y - @origin_y).abs
        d3 = (@display_x - @destination_x).abs
        d4 = (@display_y - @destination_y).abs
        self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
      end
      # Calculate Difference
      difference_x = (@display_x - @destination_x).abs
      difference_y = (@display_y - @destination_y).abs
      # Done? Reset, Stop
      if [difference_x, difference_y].max.between?(0, 8)
        @display_x = @destination_x
        @display_y = @destination_y
        @pose = state
        return
      end
      # Calculate Movement Increments
      increment_x = increment_y = 1
      if difference_x < difference_y
        increment_x = 1.0 / (difference_y.to_f / difference_x)
      elsif difference_y < difference_x
        increment_y = 1.0 / (difference_x.to_f / difference_y)
      end
      # Calculate Movement Speed
      if @calculate_speed
        total = 0; $game_party.actors.each{ |actor| total += actor.agi }
        speed = @battler.agi.to_f / (total / $game_party.actors.size)
        increment_x *= speed
        increment_y *= speed
      end
      # Multiply and Move
      multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
      multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
      @display_x += (increment_x * multiplier_x).to_i
      @display_y += (increment_y * multiplier_y).to_i
    end
    @last_move_time = time
  end
  #--------------------------------------------------------------------------
  # * Set Movement
  #--------------------------------------------------------------------------
  def setmove(destination_x, destination_y)
    unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
           (@battler.is_a?(Game_Actor) and @stationary_actors)
      @original_x = @display_x
      @original_y = @display_y
      @destination_x = destination_x
      @destination_y = destination_y
    end
  end
  #--------------------------------------------------------------------------
  # * Movement Check
  #--------------------------------------------------------------------------
  def moving
    if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
      return (@display_x > @destination_x ? 0 : 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Set Pose
  #--------------------------------------------------------------------------
  def pose=(pose)
    @pose = pose
    @frame = 0
  end
  #--------------------------------------------------------------------------
  # * Freeze
  #--------------------------------------------------------------------------
  def freeze
    @freeze = true
  end
  #--------------------------------------------------------------------------
  # * Fallen Pose
  #--------------------------------------------------------------------------
  def collapse
  end
 
end

#==============================================================================
# Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler
 
  attr_reader :origin_x, :origin_y
 
  alias initialize_KGC_BattleCamera initialize
  def initialize(troop_id, member_index)
    initialize_KGC_BattleCamera(troop_id, member_index)
    @origin_x = $data_troops[@troop_id].members[@member_index].x
    @origin_y = $data_troops[@troop_id].members[@member_index].y
  end
 
  def screen_x
    return @origin_x - $scene.camera.x * self.zoom
  end
 
  def old_screen_x
    return screen_x
  end
 
  def screen_y
    return @origin_y - $scene.camera.y * self.zoom
  end
 
  def old_screen_y
    return screen_y
  end
 
  def zoom
    unless $game_switches[BLOCK_SWITCH]
      n = (1.00 + $scene.camera.z / 512.00) * ((@origin_y - 304) / 256.00 + 1)
    else
      n = 1
    end
    return n
  end
 
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  attr_reader :origin_x, :origin_y
 
  alias setup_KGC_BattleCamera setup
  def setup(actor_id)
    setup_KGC_BattleCamera(actor_id)
    @origin_x = 0
    @origin_y = 0
  end
 
  def screen_x
    return @origin_x - $scene.camera.x * self.zoom
  end
 
  def screen_y
    return @origin_y - $scene.camera.y * self.zoom
  end
 
  def old_screen_x
    if self.index != nil
      return self.index * 45 + 450
    else
      return 0
    end
  end
 
  def old_screen_y
    return self.index * 35 + 200
  end
 
  def old_screen_z
    return 320 - old_screen_y
  end
 
  def zoom
    unless $game_switches[BLOCK_SWITCH]
      n = (1.00 + $scene.camera.z / 512.00) * ((@origin_y - 304) / 256.00 + 1)
    else
      n = 1
    end
    return n
  end
 
  def set_coordinates
    @origin_x = old_screen_x
    @origin_y = old_screen_y
  end
 
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
 
  attr_reader :camera
 
  #--------------------------------------------------------------------------
  # * KGC
  #--------------------------------------------------------------------------
  alias main_KGC_BattleCamera main
  def main
    @camera = Camera.new
    for actor in $game_party.actors
      actor.set_coordinates
    end
    main_KGC_BattleCamera
  end
  #--------------------------------------------------------------------------
  # * KGC
  #--------------------------------------------------------------------------
  alias update_KGC_BattleCamera update
  def update
    @camera.update
    update_KGC_BattleCamera
  end
  #--------------------------------------------------------------------------
  # * Action Animation, Movement
  #--------------------------------------------------------------------------
  alias cbs_update_phase4_step3 update_phase4_step3
  def update_phase4_step3(battler = @active_battler)
    @rtab = !@target_battlers
    target = (@rtab ? battler.target : @target_battlers)[0]
    @moved = {} unless @moved
    return if @spriteset.battler(battler).moving
    case battler.current_action.kind
    when 0 # Attack
      if not (@moved[battler] or battler.guarding?)
        offset = (battler.is_a?(Game_Actor) ? 40 : -40)
        @spriteset.battler(battler).setmove(target.origin_x + offset, target.origin_y) ###
        @moved[battler] = true
        return
      elsif not battler.guarding?
        @spriteset.battler(battler).pose = 6 #+ rand(2)
        @spriteset.battler(battler).setmove(battler.origin_x, battler.origin_y) ###
      end
    when 1 # Skill
      @spriteset.battler(battler).pose = 8
    when 2 # Item
      @spriteset.battler(battler).pose = 8
    end
    @moved[battler] = false
    @rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
  end
  #--------------------------------------------------------------------------
  # * Hit Animation
  #--------------------------------------------------------------------------
  alias cbs_update_phase4_step4 update_phase4_step4
  def update_phase4_step4(battler = @active_battler)
    for target in (@rtab ? battler.target : @target_battlers)
      damage = (@rtab ? target.damage[battler] : target.damage)
      if damage.is_a?(Numeric) and damage > 0
        @spriteset.battler(target).pose = 1
      end
    end
    @rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
  end
  #--------------------------------------------------------------------------
  # * Victory Animation
  #--------------------------------------------------------------------------
  alias cbs_start_phase5 start_phase5
  def start_phase5
    for actor in $game_party.actors
      return if @spriteset.battler(actor).moving
    end
    for actor in $game_party.actors
      unless actor.dead?
        @spriteset.battler(actor).pose = 9
        @spriteset.battler(actor).freeze
      end
    end
    cbs_start_phase5
  end
  #--------------------------------------------------------------------------
  # * Change Arrow Viewport
  #--------------------------------------------------------------------------
  alias cbs_start_enemy_select start_enemy_select
  def start_enemy_select
    cbs_start_enemy_select
    @enemy_arrow.dispose
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
    @enemy_arrow.help_window = @help_window
  end
  #--------------------------------------------------------------------------
  # * KGC
  #--------------------------------------------------------------------------
  alias update_phase3_enemy_select_KGC_BattleCamera update_phase3_enemy_select
  def update_phase3_enemy_select
    unless $game_switches[BLOCK_SWITCH]
      if !$imported["ActiveCountBattle"] || @action_battler == nil
        @camera.move_target(@enemy_arrow.enemy)
      end
    end
    update_phase3_enemy_select_KGC_BattleCamera
  end
  #--------------------------------------------------------------------------
  # * KGC
  #--------------------------------------------------------------------------
  alias end_enemy_select_KGC_BattleCamera end_enemy_select
  def end_enemy_select
    unless $game_switches[BLOCK_SWITCH]
      if !$imported["ActiveCountBattle"] || @action_battler == nil
        @camera.move(160, 160, 0)
      end
    end
    end_enemy_select_KGC_BattleCamera
  end
 
end

#==============================================================================
# ** Spriteset_Battle
#==============================================================================

class Spriteset_Battle
 
  attr_reader :actor_sprites
 
  #--------------------------------------------------------------------------
  # * Change Enemy Viewport
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize
    cbs_initialize
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
    end
  end
  #--------------------------------------------------------------------------
  # * Find Sprite From Battler Handle
  #--------------------------------------------------------------------------
  def battler(handle)
    for sprite in @actor_sprites + @enemy_sprites
      return sprite if sprite.battler == handle
    end
  end
  #--------------------------------------------------------------------------
  # * KGC
  #--------------------------------------------------------------------------
  alias update_KGC_BattleCamera update
  def update
    update_KGC_BattleCamera
    if $DEBUG
      if Input::trigger?(Input::Z)
        c = $scene.camera
        zoom = c.z / 512.00 + 1
        p "#{c.x}, #{c.y}, #{c.z}"
        p "#{@battleback_sprite.x + 320}, #{@battleback_sprite.y + 304}, #{zoom}"
      end
    end
    unless $game_switches[BLOCK_SWITCH]
      cx, cy, cz = $scene.camera.x, $scene.camera.y, $scene.camera.z
      bx, by = @battleback_sprite.x + 320, @battleback_sprite.y + 304
      if bx != cx || by != cy || @bz != cz
        zoom = cz / 512.00 + 1
        @battleback_sprite.zoom_x = zoom * 1.5
        @battleback_sprite.zoom_y = zoom * 1.5
        if $imported["Base Reinforce"]
          @battleback_sprite.ox = @battleback_sprite.bitmap.width * 0.52
          @battleback_sprite.oy = @battleback_sprite.bitmap.height / 2
          mag_x = 600.0 / @battleback_sprite.bitmap.width
          mag_y = 300.0 / @battleback_sprite.bitmap.height
          @battleback_sprite.zoom_x *= mag_x
          @battleback_sprite.zoom_y *= mag_y
        end
        @battleback_sprite.x = -cx * zoom / 2 - 320 + @battleback_sprite.ox * 2
        @battleback_sprite.y = -cy * zoom / 2 - 144 + @battleback_sprite.oy * 2
        @bz = cz
      end
    end
  end

end

#==============================================================================
# ** Arrow_Base
#==============================================================================

class Arrow_Base < Sprite
 
  #--------------------------------------------------------------------------
  # * Reposition Arrows
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize(viewport)
    cbs_initialize(viewport)
    self.ox = 14
    self.oy = 10
  end
 
end

#==============================================================================
# Camera
#==============================================================================

class Camera
 
  attr_reader :moving
  attr_reader :x, :y, :z
  attr_accessor :move_speed
 
  def initialize
    @x, @y, @z = 0, 0, 0
    @move_x = @move_y = @move_z = 0
    @move_speed = KGC::BC_SPEED_INIT
    @moving = false
  end
 
  def move(x, y, z)
    @move_x, @move_y, @move_z = x - @x - 160, y - @y - 160, z - @z
  end
 
  def move_target(target)
    return if target == nil || !target.is_a?(Game_Enemy)
    unless $game_switches[BLOCK_SWITCH]
      tx, ty = target.origin_x, target.origin_y - 144
      tz = (304 - target.origin_y) * 5
      move(tx, ty, tz)
    end
  end
 
  def centering
    @move_x, @move_y, @move_z = -@x, -@y, -@z
  end
 
  def update
    unless $game_switches[BLOCK_SWITCH]
      @moving = false
      mv = [[@move_x.abs * @move_speed / 160, 1].max, @move_speed].min
      if @move_x > 0
        @x += mv
        @move_x = [@move_x - mv, 0].max
        @moving = true
      elsif @move_x < 0
        @x -= mv
        @move_x = [@move_x + mv, 0].min
        @moving = true
      end
      mv = [[@move_y.abs * @move_speed / 160, 1].max, @move_speed].min
      if @move_y > 0
        @y += mv
        @move_y = [@move_y - mv, 0].max
        @moving = true
      elsif @move_y < 0
        @y -= mv
        @move_y = [@move_y + mv, 0].min
        @moving = true
      end
      mv = [[@move_z.abs * @move_speed / 96, 1].max, @move_speed * 2].min
      if @move_z > 0
        @z += mv
        @move_z = [@move_z - mv, 0].max
        @moving = true
      elsif @move_z < 0
        @z -= mv
        @move_z = [@move_z + mv, 0].min
        @moving = true
      end
    end
  end
 
end

BTW, make that girl look older. She just looks too young. And give her some tighter clothes, that will also make her look older.
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Thanks a thousand, Blizzard!   :D

...but i got a crash. After deleting the original Animated battle and placing your 3D animated battle camera script, the following error occured:



 When i manually tryied to "disable" all BLOCK_SWICTHs by commenting then, the following crash was a complaint about the undefinition of the 'n' var...
 I also tried the script WITHOUT DELETING the original animated battle script, and got a deep stack error. I despaired and inserted the script in that BATTLE game i sent you - receiving the same errors, i tried combinations of the originals scripts with yours(like, deleting only the original animated battle script and lefting the KGC camera script, etc)... no avail.
 Blizzard, it looks like you have some definition initializer somewhere in your standard RMXP version or something?
 If the battle runs on your system, it should run here too... theorically  :-\ -just a matter of find out what's different here... thanks again, Blizzard!
« Last Edit: October 08, 2006, 01:53:54 PM by Ericmor »
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

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OKAY!!!! I MADE IT WORK!!!!
 I didn't 'comented' the Block_switch correctly before, but after a few more attempts, BINGO!
 ..well, what can i say? Beautiful! Really dynamic work, man!!! The scale bug is, like you said Blizzard, a little annoying, but the effect on the full animated battle is so cool that i hardly even notice  ;D
 Thanks again and again, buddy! Just your name on the credits won't be enough thanks!

Attention to all betatesters wanna-be: due to extra touch-ups on the animated magics and other effects, the release of the demo may be delayed a few more days.
 
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

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Project of the Month winner for April 2007
I'm glad you made it work. Actually you've had to remove the original two scripts and put in only this one. They've been merged by me, literally.
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Yes, it was an astounishing work, Blizzard! Thanks once again!
 
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

****
MONOCLE MAN
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When are we going to be exoecting a demo?

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Every Battler takes around two-three days of continuous work to be made. NPcs get around two, since it requires a model for dialogue pictures AND map characters. The heros are the most time-consuming, since they need all three (Battler, character and Portrait). Most monsters also has all three animated versions (minus portraits, i may animate them in the future, but who knows?)
 In short, characters and monsters for this games graphics are REALLY time consuming, this also goes for the maps. There's two more monsters types and two more spritesets to be addded before i conclude the demo dialogues (namely, Rats Den and ancient temple), i also lost time in music conversion here. Production will be fastened now that i have most of the sprites, but i'm finishing Master Cisse's character/picture for the time being. The biggest problem is to make two models for each pic set (a slender version for dialogue pictures and the "SuperDeformed" for Battlers and characters), wich is not exacly easy.
 One main NPC, two monsters kinds and two spritesets to go - almost there!   ;D
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/

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Sooooooooooo the demo will BE out when lol J/King
.....hi

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Hey this looks great although rendered graphics seem to me to be a bit bad for Rpg but its your choice i have seen a post about a 3DB tutorial, google it

Hey got a demo ?
Good Bye. RMRK you were cool while I wasn't there.

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Uff... damn, technical problems here, but soon the demo will be out, i promise.
 Another detail: this demo needs to be translated to ENGLISH - i made it originally in portuguese - so if sometimes you guys find out a non-english word, let me know.
I need some real WORKING AVI script in RMXP!
3D ANIMATIONS:
http://www.youtube.com/profile?user=Ericmor
3D and 2D anime ART:
http://ericmor.deviantart.com/gallery/