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(REQUEST) Make a HUD script for my game.

0 Members and 1 Guest are viewing this topic.

****
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Level 83
k, do you wanna control it by variables. (map x, map Y)
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
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Level 84
Flandre Scarlet
I have never really understanded the use of variables.
If you want to, can you make a demo of it?

****
Rep:
Level 83
yea sure no problem.

[Updated]

Demo attached with how to use the world map, it is set up so that the map can be any size, you can move it around with the arrow keys as well.
« Last Edit: April 02, 2010, 11:44:29 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
Thank you!

BTW: Mspaint isn't good for portraits, but exelent for spriting.

****
Rep:
Level 83
huh, i just use photo shop.
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
Me too, but mspaint is good for small edits.

**
RMRK Spriter
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Flandre Scarlet
Could you make a script that enables you to have more then 4 frames on a player (or character)?

I want the character sprites to include (4F). It means the sprite has 4 frames, While (8F) is 8 frames.
It should allow a more smooth walking animation.


(i have an example sprite attached.)

EDIT: oops, i pressed the new reply button instead of the edit button.

****
Rep:
Level 83
Actually i have a script that some one else made that allows you to do that.

If the English sounds a little odd, its because I translated it.
Code: [Select]
#==============================================================================
# Increase in migratory pattern Ver 1.00
# Distributor support URL
# By COGHWELL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# The script allows the image of the character has more
# Than 4 frames.
#
# To set the amount of frames enough to define the name
# Image as follows.
#
# Hero[X].png
#
# In place of X place the desired amount of frames
#==============================================================================


#==============================================================================
# ? Game_Character (Split Definition 2)
#------------------------------------------------------------------------------
# Handle character classes. This class Game_Player Game_Event class
# Is used as a superclass of the class.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # ? Frame update
  #--------------------------------------------------------------------------
  def update
    # During a jump, move, branch stopped
    if jumping?
      update_jump
    elsif moving?
      update_move
    else
      update_stop
    end
  # If the count exceeds the maximum Animation
  # ? The maximum speed of 18 moves from the base value minus 1 *
  # Filename [n] if contains the normal (n-1) / 4 speed pattern update
    if @character_name[/\[(\d+)\]/]
      @anime_count = 20 if @anime_count > 0 and @pattern == @original_pattern
      if @anime_count * ($1.to_i - 1) / 4 > 18 - @move_speed * 2
        # If the animation is stopped at the stop and OFF
        if not @step_anime and @stop_count > 0
          # Back to the original pattern
          @pattern = @original_pattern
       # ON when stopped while anime or if the move
        else
         # Update pattern
          @pattern = @pattern % ($1.to_i - 1) + 1
        end
       # Clear animation count
        @anime_count = 0
      end
    else
    # Handle regular updating of the character pattern (just copy and paste the default process)
      if @anime_count > 18 - @move_speed * 2
        # If the animation is stopped at the stop and OFF
        if not @step_anime and @stop_count > 0
          # Restore the original pattern
          @pattern = @original_pattern
        # ON when stopped while anime or if the move
        else
         # Update pattern
          @pattern = (@pattern + 1) % 4
        end
        # Clear animation count
        @anime_count = 0
      end
    end
    # If it is waiting
    if @wait_count > 0
     # Reduce wait time
      @wait_count -= 1
      return
    end
    # If you are forced migration route
    if @move_route_forcing
      # Move Custom
      move_type_custom
      return
    end
    # If you run an event waiting or locked
    if @starting or lock?
      # Mobility is no
      return
    end
    # Stop a certain value count (calculated from the frequency of movement) exceeds
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
      # Branch movement type
      case @move_type
      when 1  # Random
        move_type_random
      when 2  # Aproach
        move_type_toward_player
      when 3  # Custom
        move_type_custom
      end
    end
  end
end

#==============================================================================
# ? Sprite_Character
#------------------------------------------------------------------------------
# The sprite character display. Game_Character an instance of the class
# Monitor and automatically alters the state of the sprite.
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # ? Frame update
  #--------------------------------------------------------------------------
  def update
    super
    # Tile ID, file name, if different from current ones in any color
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      # Tile ID file name, remember the hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      # If tile ID value is valid
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      # If tile ID value is invalid
      else
        self.bitmap = RPG::Cache.character(@character.character_name,
          @character.character_hue)
        # Filename [n] containing the case next to the number of variations: n, Length: 4 considered
        if @character.character_name[/\[(\d+)\]/]
          @cw = bitmap.width / $1.to_i
          @ch = bitmap.height / 4
        # Filename [D] does not contain, beside the usual: 04, height: 4 and
        else
          @cw = bitmap.width / 4
          @ch = bitmap.height / 4
        end
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
    # Set the visible state
    self.visible = (not @character.transparent)
    # If the character graphics
    if @tile_id == 0
      # Set the source rectangle
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    # Set sprite coordinates
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(@ch)
    # Opacity, synthetic methods, and set the depth of bush
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    # Animation
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end


# If you change the notations used in the menu screen graphic patterns often incidentally

#==============================================================================
# ? Window_Base
#------------------------------------------------------------------------------
# Super class of all windows in the game.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # Graphics rendering ?
  # Actor: actor
  # X: X coordinate which to draw
  # Y: Y coordinate which to draw
  #--------------------------------------------------------------------------
  def draw_actor_graphic (actor, x, y)
    bitmap = RPG::Cache.character (actor.character_name, actor.character_hue)
    if actor.character_name [/\[(\d+)\]/]
      cw = bitmap.width / $1.to_i
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 4
      ch = bitmap.height / 4
    end
    src_rect = Rect.new (0, 0, cw, ch)
    self.contents.blt (x - cw / 2, y - ch, bitmap, src_rect)
  end
end

#==============================================================================
# ? Window_SaveFile
#------------------------------------------------------------------------------
# To save screen and load screens, save the file window.
#==============================================================================

class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  # Refresh ?
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draw a file number
    self.contents.font.color = normal_color
    name = "File#(@ file_index + 1)"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    # If the file is saved
    if @file_exist
      # Draw a character
      for i in 0 ... @characters.size
        bitmap = RPG::Cache.character(@characters[i] [0], @characters[i] [1])
        if @characters[i] [0] [/\[(\d+)\]/]
          cw = bitmap.width / $1.to_i
          ch = bitmap.height / 4
        else
          cw = bitmap.width / 4
          ch = bitmap.height / 4
        end
        src_rect = Rect.new(0, 0, cw, ch)
        x = 300 - @characters.size * 32 + i * 64 - cw / 2
        self.contents.blt (x, 68 - ch, bitmap, src_rect)
      end
      # Draw Play time
      hour = @total_sec / 60 / 60
      min = @total_sec / 60% 60
      sec = @total_sec% 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 8, 600, 32, time_string, 2)
      # Draw a time stamp
      self.contents.font.color = normal_color
      time_string = @time_stamp.strftime("%Y/%m/%d%H:%M")
      self.contents.draw_text(4, 40, 600, 32, time_string, 2)
    end
  end
end

#==============================================================================
# ? Game_Player
#------------------------------------------------------------------------------
# Handle class player. Decision and the event starts, and scroll the map
# Have a function. Instances of this class is $game_player reference.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # Update Animation ?
  #--------------------------------------------------------------------------
  def anime_update
    # If the count exceeds the maximum Animation
    # The maximum speed of 18 moves from the base value minus 1 *
    # Filename [n] if contains the normal (n-1) / 4 speed pattern update
    if @character_name [/\[(\d+)\]/]
      @anime_count = 20 if @anime_count > 0 and @pattern == @original_pattern
      if @anime_count * ($1.to_i - 1) / 4 > 18 - @move_speed * 2
        # If the animation is stopped at the stop and OFF
        if not @step_anime and @stop_count> 0
          # Restore the original pattern
          @pattern = @original_pattern
        # ON when stopped while anime or if the move
        else
          # Update pattern
          @pattern = @pattern % ($1.to_i - 1) + 1
        end
        # Clear animation count
        @anime_count = 0
      end
    else
    # Handle regular updating of the character pattern (just copy and paste the default process)
      if @anime_count > 18 - @move_speed * 2
        # If the animation is stopped at the stop and OFF
        if not @step_anime and @stop_count > 0
          # Restore the original pattern
          @pattern = @original_pattern
        # ON when stopped while anime or if the move
        else
          # Update pattern
          @pattern = (@pattern + 1) % 4
        end
        # Clear animation count
        @anime_count = 0
      end
    end
  end
end
« Last Edit: April 05, 2010, 04:30:18 AM by Mr_Wiggles »
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
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Flandre Scarlet
It doesn't work with pixel movement.

****
Rep:
Level 83
In which order are they in the data base?

Is this script above or bellow the pixel movement?

Also try to put it in there in a different position. "like above everything, if its bellow everything"
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
RMRK Spriter
Rep:
Level 84
Flandre Scarlet
It's below.