The RPG Maker Resource Kit

Other Game Creation => Game Creation General Chat => Topic started by: creepy on December 26, 2005, 06:37:04 PM

Title: Face maker for XP
Post by: creepy on December 26, 2005, 06:37:04 PM
Here is the link for downloading the face maker
Download the face maker 1 cause the face maker 2
is crap you cant do anything.
Go to site (http://www.worldlingo.com/wl/mstranslate/UP26384/T1/P2/l/pt/result.html?wl_lp=PT-en&wl_fl=2&wl_rurl=http%3A%2F%2Fdcoinformatica.com%2Fforumdco%2Findex.php&wl_url=http%3A%2F%2Fdcoinformatica.com%2Fforumdco%2Findex.php%3Fsid%3D9ef3a636b865d94c04fac0f31b8c7d55)

Advice for site:
I dont know if the site start for everyone in portuguese
but you can change the language.
You have to register to download the face maker
Then go to the RPG maker XP thread
select the topic called Face Maker 1 and 2
and start your download.

For the People dat dont have a face script here is one

Replace your Window_message for this one
By "ccoa"
Code: [Select]

#==============================================================================
# ? Window_Message
#------------------------------------------------------------------------------
# ???
#==============================================================================

class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def initialize
super(80, 304, 480, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype  # "Message" window font
self.contents.font.size = $defaultfontsize
self.visible = false
self.z = 9998
@fade_in = false
@fade_out = false
@contents_showing = false
@cursor_width = 0
self.active = false
self.index = -1
# ***ccoa***
# face for the message box
@face = Sprite.new
end

#--------------------------------------------------------------------------
# ? ??
#--------------------------------------------------------------------------
def dispose
terminate_message
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def terminate_message
self.active = false
self.pause = false
self.index = -1
self.contents.clear
# ?
@contents_showing = false
# ?? ???
if $game_temp.message_proc != nil
$game_temp.message_proc.call
end
# ???
$game_temp.message_text = nil
$game_temp.message_proc = nil
$game_temp.choice_start = 99
$game_temp.choice_max = 0
$game_temp.choice_cancel_type = 0
$game_temp.choice_proc = nil
$game_temp.num_input_start = 99
$game_temp.num_input_variable_id = 0
$game_temp.num_input_digits_max = 0
# ???
if @gold_window != nil
@gold_window.dispose
@gold_window = nil
end
# ***ccoa***
#if there was a face showing, don't show it in the next window
if $face_showing != nil
$face_showing = nil
@face.visible = false
end
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
x = y = 0
@cursor_width = 0
# ??
if $game_temp.choice_start == 0
x = 8
end
# ???
if $game_temp.message_text != nil
text = $game_temp.message_text
# ???
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
# ?"\\\\" ? "\000" ???
text.gsub!(/\\\\/) { "\000" }
# "\\C" ? "\001" ??"\\G" ? "\002" ???
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }
# c ? 1 ?? (?)
while ((c = text.slice!(/./m)) != nil)
# \\ ???
if c == "\000"
# ??
c = "\\"
end
# \C[n] ???
if c == "\001"
# ???
text.sub!(/\[([0-9]+)\]/, "")
color = $1.to_i
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
# ??
next
end
# \G ???
if c == "\002"
# ???
if @gold_window == nil
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
# ??
next
end
# ?
if c == "\n"
# ??
if y >= $game_temp.choice_start
@cursor_width = [@cursor_width, x].max
end
# y ? 1 ???
y += 1
x = 0
# ??
if y >= $game_temp.choice_start
x = 8
end
# ??
next
end
# ***ccoa***
#display face?
if $face_showing != nil
#draw the face, then add the text to one side of it
@face.bitmap = RPG::Cache.picture($face_showing)
@face.x = self.x
@face.y = self.y
@face.z = 9999
@face.opacity = 255
@face.visible = true
self.contents.draw_text((@face.x * 2) + x, 32 * y, 40, 32, c)
else
# just put in the text
self.contents.draw_text(4 + x, 32 * y, 40, 32, c)
end

# x ???
x += self.contents.text_size(c).width
end
end
# ???
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
# ?
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
# ? ?
#--------------------------------------------------------------------------
def reset_window
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0 # ?
self.y = 16
when 1 # ?
self.y = 160
when 2 # ?
self.y = 304
end
end
if $game_system.message_frame == 0
self.opacity = 255
else
self.opacity = 0
end
self.back_opacity = 160
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def update
super
# ???
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
# ??
if @input_number_window != nil
@input_number_window.update
# ??
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
# ???
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
# ??
if @contents_showing
# ???
if $game_temp.choice_max == 0
self.pause = true
end
# ??
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
# ??
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
terminate_message
end
return
end
# ???
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
reset_window
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
# ????
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
# ***ccoa***
# make sure the cursor appears in the correct spot for choice messages
if $face_showing != nil
self.cursor_rect.set((@face.x * 2) + 8, n * 32, @cursor_width, 32)
else
self.cursor_rect.set(8, n * 32, @cursor_width, 32)
end
else
self.cursor_rect.empty
end
end
end


To make the face appeare in the message
you first you have to call a script and make this EX:
$face_showing = "example"
Then you can write the message
Title: Face maker for XP
Post by: Dalton on January 05, 2006, 05:25:29 AM
Note: So people don't have to register heres the link to the English Version of Face Maker 1! HTTP://dcoinformatica.com/aula/downloads/FaceMakerEN.zip
Title: Face maker for XP
Post by: blueXx on January 05, 2006, 08:11:55 PM
meh that proggy is easy Xx
very good too
look what i did in 10 sec (should have saved it as bigger though.. well.. next time)

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg425.imageshack.us%2Fimg425%2F1865%2Fface12ss.png&hash=d165712e3b55d0c5baab678ac20e7e2a91bbba6f)

edit: one for my avatar too, not sure but it doesn't look too good er.. i think ill change it bah.. no time now though -.-
Title: Face maker for XP
Post by: Dalton on January 05, 2006, 09:26:02 PM
Quote from: blueXx
meh that proggy is easy Xx
very good too
look what i did in 10 sec (should have saved it as bigger though.. well.. next time)

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg425.imageshack.us%2Fimg425%2F1865%2Fface12ss.png&hash=d165712e3b55d0c5baab678ac20e7e2a91bbba6f)

edit: one for my avatar too, not sure but it doesn't look too good er.. i think ill change it bah.. no time now though -.-


Whats wrong is you misplace the nose like my friend.  What you're thinking is the center of the nose is really the edge of the nose.  Besides it is kinda hard to get some of the colors you really want.

Anyway what you did with your ava... the nose's default position is o | o  you made it o  |o


Oh yes and trust me, I read how to draw books and a lot of mangas themselves.
Title: Face maker for XP
Post by: creepy on January 05, 2006, 11:45:38 PM
Death trooper thanks for posting the english version
Title: Face maker for XP
Post by: blueXx on January 06, 2006, 12:35:16 PM
i would agree but peronaly i think the nose , such as in your avatar, looks big, i like small buttony noses, well everyone got their own taste, what i find wrong with my avatr is that atm i made it looked a bit drugged XD
Title: Face maker for XP
Post by: Dalton on January 06, 2006, 08:19:51 PM
Quote from: blueXx
i would agree but peronaly i think the nose , such as in your avatar, looks big, i like small buttony noses, well everyone got their own taste, what i find wrong with my avatr is that atm i made it looked a bit drugged XD

I put a big nose in mine because personally, I have a big nose.  What I'm saying is yours is off center, not too small.
Title: Face maker for XP
Post by: zxm on January 06, 2006, 08:26:11 PM
How is mine?
Title: Face maker for XP
Post by: blueXx on January 06, 2006, 08:27:48 PM
i know it's "off center" problem is, in the center it looks.. big Oo
i like the big style nose but i want it to look small so er.. that's the result Oo

is it really THAT bad? Oo
Title: Face maker for XP
Post by: zxm on January 06, 2006, 08:54:18 PM
Dude, its kinda screwed up. It looks like he is on crack.
Title: Face maker for XP
Post by: blueXx on January 06, 2006, 10:20:06 PM
yar i know XD
(lol ok ok i'll make another one  :wink: )

edit: done, left the nose out this time , no nosey noses allowed :P
Title: Face maker for XP
Post by: creepy on January 07, 2006, 01:38:16 AM
Good message in your siggy...
Everyone will get scared
And will never do drugs :shock:
Title: Face maker for XP
Post by: Dwarra? on January 14, 2006, 04:35:51 PM
it wont work for me like i got it unzipped but it wont open...
 :evil:
Title: Face maker for XP
Post by: dwarra on January 14, 2006, 05:08:42 PM
Quote from: Dr_Swordopolis
it wont work for me like i got it unzipped but it wont open...
 :evil:


Try right clicking the .exe file, going to compatability and selecting windows 95 or 98.
Title: Face maker for XP
Post by: Dwarra? on January 14, 2006, 05:54:43 PM
okie dokie