We can make animations using RTP graphics, right?
Like, skill or battle animations within RPG Maker. I suppose that technically counts as an imported resource, maybe? Even with using the RTP graphics.
What about cobbling together rtp tilesets from the same maker? To make a larger tileset, does it still count as an imported resource?
What about cobbling together rtp tilesets from the same maker? To make a larger tileset, does it still count as an imported resource?
That's fine. Nothing wrong with that, because the tilesets are already a part of the maker's RTP. :p As long as the tilesets aren't edited, I have no problem with anyone tacking some of their maker's RTP ones together.
EDIT: I just realized, when we give our game to the person judging it, it'll only be like 10mb.
One question though: For those who's going to use RMXP, there is only
one title screen to use in the RTP. Are we allowed to graphics from
the Ace-RTP to make one?
And I guess we are allowed to add text to the
title screen? :malson2:
For all you people asking "Does this count?" for your resource questions, I have a simple question to ask in turn. Does your game have to include something, ANYTHING, in the graphics/audio folders that has to be downloaded from you?Thanks, that answers my question, by the way I downloaded nothing, I'm using this time the RPG Maker XP. The tinting is bad in it because it changes the skin color too. That's why I asked about if paint is allowed to recolor, but I understand it's not and it's fine. I really can do some stuff with what is given. ;)
If you said yes, then that's not RTP-only. That's editing, customization, whatever you want to call it. We're going by exactly what's given to you from the start, where another person can copy only the data folder (script data not included) and be able to play your game perfectly. This means no pictures, no re-colors (unless it's in-game tinting, which is actually just eventing rather than editing resources), no extra scripts, no nothin'. That's the RTP challenge, to use only the RTP defaults.
How about eventing?
My game is actually coming along nicely. I'll actually finish one, for once.
I have nothing better to do, so count me in. Hopefully work won't get in the way again.
So can we use RTP Graphics from a different system? Say I was using VX Ace and I wanted to use some XP Graphics.
I don't think recolors should be unless you can use the maker's hue slider, honestly.
Probably, yeah. Although I'd give more kudos to you if you managed to make an awesome game even still using the default titlescreen or something.I will try it with the default title screen, because this bit of custom graphics I don't need. :P
I think we've done this only once, and NAMKCOR's stipulation was that titlescreens were okay, but NOTHING ELSE was to be added. No grabbing resources of any kind from anywhere, with the single exception of a titlescreen so that the games could have some variety in their opening and actually display their title. Then again, this was also for VX when there was only one titlescreen to be used, when in VXA we have multiple options now and can display the title automatically.
Event script commands are fair game right? Or is there no scripting at all, RM2K style?
I'm assuming that there's no particular end date, either. Just go and see what happens, however long it takes to happen?
Did you know you can move events (and players) fractional squares? I did not, until today!
(https://dl.dropboxusercontent.com/u/34748352/Pictures/RMRK/til-fractional-squares.png)
Is it possible to do relative?
Like, move 0.5 relative to current location?
gmE = $game_map.events[9]
gmE.moveto(gmE.x + 0.5, gmE.y + 0.5)
Dwarves can sleep on floors!
Also, a little trick with your lamp event on the table over there ... if you go into the movement settings, change it to 'Custom' and wiggle the opacity from 225 to 255 with a wait of five frames in between, it makes the lamp glow seem animated.
...I'm putting so much thought into this, lol.
*Edit* Do you also use "Stepping Animation" with the fire? Or just the opacity?
I prefer the one I quoted in the spoiler, looks better for me. I'm so lazy in the moment, I only made the first map so far. :(Spoiler for:
I am really just too focused on my other project to really devote time to an RTP-only game. So, I suppose I could be a judge. Or, I suppose 'reviewer' would be a better title, as there is no real contest.
EDIT: Also Yuyu, if you copy the lamp event, moving it up one square, change the blending to 'Add' and toggle the opacity between 100 and 125, the lamp on the table will appear to be reflecting off of the mirror.Spoiler for:
# Save BGM and BGS
BattleManager.save_bgm_and_bgs
# Replay BGM and BGS
BattleManager.replay_bgm_and_bgs
# Play Battle Music
BattleManager.play_battle_bgm
# Play Battle Victory Music
BattleManager.play_battle_end_me
# On Battle ...
BattleManager.save_bgm_and_bgs # Save BGM and BGS Position
BattleManager.play_battle_bgm # Play Battle BGM
# On Victory ...
BattleManager.play_battle_end_me # Victory Theme
BattleManager.replay_bgm_and_bgs # Replay BGM and BGS
Wow! Thanks for yet another tip! :D You sure know your stuff. [:Well, I know, I'm not really good at this. ;)
Would it be allowed to make icons into pictures?
Two questions, Is it apparently obvious which boxes can be pushed? Second, do the lights seem too bright?
Two questions, Is it apparently obvious which boxes can be pushed? Second, do the lights seem too bright?
Hmm, no and yes, a bit too bright. :o
The houses could use some more variance. Check out this video: http://www.youtube.com/watch?v=hkdlC_PhU7Q
For such a big map, it really empty and lacks of detail. Go for smaller maps with more detail rather then big, empty maps. And it's also to much straight lines :-)
The XP RTP is perfectly sufficient to make great maps. You shouldn't just give up because your first attempt wasn't great.
Rpg maker's map creation is far better than VX or VXA's.
I still don't understand why they removed layers.
Well it's your choice. Though I think that if you practiced and looked at a few tutorials, you'd start to get the hang of it. Nobody's perfect at something the first try.I know that, but I'm really down in the moment and I doesn't spend much time on anything, so the Maker XP costs me to much time in the moment. :'(
It is far easier to map with XP. I simply do not understand what you're have trouble with.Well, as I said a hundred times before, it only take me to long. ;)
*There's no set dates or anything like that yet. You can start whenever!
Is it too late to join? :-\
2. Change dialogue text based on variable.
Made battle system. It works okay. I'm happy with it.
Hey Exhydra. If you could help me out with any of these, I'll give you imaginary invisible pretend cookies. :D
1. Showing two dialogue windows at once. (Guess isn't even close to possible.)
2. Change dialogue text based on variable.
3. Putting a string into a variable then printing the string.
gmo = $game_map
map = gmo.instance_variable_get(:@map)
map.display_name = "Change Me"
gmo.instance_variable_set(:@map, map)
wmn = Window_MapName
wmo = String.new
ObjectSpace.each_object(wmn) {|x|wmo=x}
wmo.open
Yes, but it seems to not want to show the choose window and that window at the same time when I use conditional branches... :\That is really cool, how did you figured that out? O.oSpoiler for Battle System:
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
# 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
# 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?
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..
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. ;)
I see all this work you guys are doing, and it makes me feel like mine is boring now. Just battles and words. :(
*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)
;9This looks really great. :3
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*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)Spoiler for:
EDOT: Does anybody know how one might store "EXP required for level up" into a variable, or at least how to display it in a message?
# X - The numeric value for the variable.
# pos - The numeric position of the actor in the database.
# level - the numeric value of the desired level.
gv = $game_variables[x]
gv = $game_actors[pos].exp_for_level(level)
*If using VXAce, the character generator off-limits.
We decided that it was an unfair advantage for anyone using VXAce, because it has access to thousands of character possibilities, due to the generator.
Am I allowed to edit a faceset and just take a 96x96 faceset and put it in the picture folder?
You're allowed to change anything you want, as long as you don't do these two things-
1. Open the resource manager
2. Open the script editor
But....but... you said I couldn't separate the icons.
:baww:
You're allowed to change anything you want, as long as you don't do these two things-
1. Open the resource manager
2. Open the script editor
Here is what i have so far for a title screen- you DID say i can make a title screen, right?
Here is what i have so far for a title screen- you DID say i can make a title screen, right?
Yep. :) Making a title screen is the only exception to importing stuff.
Really cool looking, too! B)
Haven't worked on anything in a while, and with all that's going on, I don't know when I'll actually feel like working on it again. Sorry guys. ;9
You're allowed to change anything you want, as long as you don't do these two things-
1. Open the resource manager
2. Open the script editor
You are not allowed, follow these guidelines if you're unsure :PYou're allowed to change anything you want, as long as you don't do these two things-
1. Open the resource manager
2. Open the script editor
I ended up eventing my own stupidly simple side-view battle system.
I'd like to see how this was done! Very interesting!
Dude. Like, no way. That house style is really groovy! I mean like, good enough to steal!
Not that I'd steal from you, we're WAY too good of friends for that. But if we weren't, OH DAYUMN *zshooop* mine, bitches! Heeeyeah!
I'm quite impressed.