Hi everyone! I'll be going to Japan on early friday, so thursday is the last day you'll see me around here. I'll have no access to a computer from April 26 to May 5, so unfortunately, I won't be available during that time!
Don't bombard me with PMs please @_@
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Celianna
Member Since 29 Feb 2012Offline Last Active Today, 04:20 AM
Community Stats
- Group Global Moderators
- Active Posts 4,581
- Profile Views 1,687
- Member Title VX/Ace tileset artist
- Age 23 years old
- Birthday February 11, 1990
-
Gender
Female
-
Primarily Uses
RMVX
-
First Language
Dutch
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Topics I've Started
Going to Japan!
24 April 2013 - 05:38 PM
Other than an RPG, what other genres do you create with RPG Maker?
09 April 2013 - 03:38 PM
Since it's such a flexible engine, I find that RPG Maker is basically just a 2D Game Maker; you can create a lot of different genres with it. Even using it as a visual novel will work out just fine. With scripts you can customize it even more, and pretty much almost every genre can be created with it.
So how does your project deviate away from the standard RPG? Are you making a puzzle game? A side scroller? A simulation? Show us some examples :)
So how does your project deviate away from the standard RPG? Are you making a puzzle game? A side scroller? A simulation? Show us some examples :)
$30 Bust-up portrait art
23 March 2013 - 09:09 PM
Closed
What does it cost?
$30 for a bust-up portrait of your original character.
What kind of quality and style do I get?
You will be getting this kind of quality and art style:

What do I end up getting?
One fully coloured 3/4 (facing right) portrait cropped up to the bust like so:

Can they have different emotions?
No.
How about different poses?
No.
How do I pay?
Unless you live in the Netherlands (in which case the price will be €25), all payments go through PayPal. You will select the personal/gift option and PAY THE FEES YOURSELF. Unless you're a member I've known for a while, you will pay half up front ($15), and when I show you my watermarked art, you'll pay the other half. After the payment is completed, I will send you the non-watermarked art.
How do you work?
I will send you a sketch of the portrait whenever it's finished. You can request ONE revision to the sketch (for example, a different hairstyle), and after that you'll have to settle for what I'm drawing you. Colours can easily be changed, so there's no limit to that. It could take 1-3 days from start to finish for a single portrait.
Stages of my process:
Why is it so expensive?
Because these portraits can take 4-5 hours to complete, and I won't work for anything less than $30. You are getting high quality artwork for a pretty reasonable price (my professional rate is €65 per hour, so be happy it's a flat rate), so if you're going commercial with your game, I'd be a good option. If my price is too expensive for you, look elsewhere.
Do you have more examples of your artwork?
How do I request a portrait?
PM me and I will give you further details and instructions
do not request in this thread.
Note: I can reject your request for whatever reason. I won't flake out on requests as long as you don't flake out. Please remember you can only make one revision request during the sketch stage.
What does it cost?
$30 for a bust-up portrait of your original character.
What kind of quality and style do I get?
You will be getting this kind of quality and art style:

What do I end up getting?
One fully coloured 3/4 (facing right) portrait cropped up to the bust like so:

Can they have different emotions?
No.
How about different poses?
No.
How do I pay?
Unless you live in the Netherlands (in which case the price will be €25), all payments go through PayPal. You will select the personal/gift option and PAY THE FEES YOURSELF. Unless you're a member I've known for a while, you will pay half up front ($15), and when I show you my watermarked art, you'll pay the other half. After the payment is completed, I will send you the non-watermarked art.
How do you work?
I will send you a sketch of the portrait whenever it's finished. You can request ONE revision to the sketch (for example, a different hairstyle), and after that you'll have to settle for what I'm drawing you. Colours can easily be changed, so there's no limit to that. It could take 1-3 days from start to finish for a single portrait.
Stages of my process:
Spoiler



Why is it so expensive?
Because these portraits can take 4-5 hours to complete, and I won't work for anything less than $30. You are getting high quality artwork for a pretty reasonable price (my professional rate is €65 per hour, so be happy it's a flat rate), so if you're going commercial with your game, I'd be a good option. If my price is too expensive for you, look elsewhere.
Do you have more examples of your artwork?
Spoiler
.How do I request a portrait?
PM me and I will give you further details and instructions
Note: I can reject your request for whatever reason. I won't flake out on requests as long as you don't flake out. Please remember you can only make one revision request during the sketch stage.
Variables Guide
07 March 2013 - 07:26 PM
Variables Guide
For beginners!
Download links:
Without RTP (4.8MB) Link (bug fixed)
With RTP (191MB) Link
Are you a budding new RMVX Ace user, but still find it difficult to grasp variables? Look no further, this playable Variables Guide project will teach you what variables are, what you can do with them, and how to use it in gameplay. To get the full experience of this guide, please play through it first, and then when you're finished, open the project with RPG Maker VX Ace and look inside of the events. It has comments scattered all around to teach you how to use variables even further.
Warning! This guide is meant for people who have already started using RPG Maker VX Ace, and therefor already have knowledge about:
- (self) switches
- event pages
- conditional branches
Note: the mod operand isn't explained in this guide. If you want to know what it does, click here. This guide also doesn't cover map coordinates nor terrain tags. I feel that these will naturally come to you as you get better at the program.
I will not answer questions about variables in this thread, please use the support forum for that. I will however, answer anything about the project itself, or fix any bugs you might encounter and report.
Credit goes to JV Master for the Skip Titlescreen script.
Show pictures by using variables
23 December 2012 - 07:32 PM
I am back ... to request the same script I had requested before in VX! 
Even though Ace has about 100 pictures you can use, I'd still love to be able to change pictures on the fly without having to event his over and over again.
The idea is simple: show pictures based on the value of a variable. Each number can show a different picture on the screen. And you can have as many variables as you'd like (they are activated by a switch for each of them).
IceDragon had made my VX variable pictures script before, which you can find below (I've included a version I've used for showing a clock on the screen, so you can see an example of how it was used at least, I want something similar).
Anyways, here's how I'd like it to work:
In the script, I will assign each variable to a switch to turn on the pictures. Multiple variables can use the same switch. Then each value gets a picture it should show on the screen. The important part is that I should also be able to determine on which layer this picture is (so I can stack pictures on top of each other). I should be able to place these pictures below the player as well (though by default they should overlap the player like regular pictures), in which case they'd act like a parallax.
The pictures should show up immediately after the switch is turned on, and they should update constantly, in case the value gets changed, and the picture needs to be changed as well. Even when a message is shown on screen, should the pictures still update.
There is no need for jotting down the coordinates of the pictures, they should simply be displayed at 0,0 by default. I'd also like the option for each individual picture to be fixed to the map, so it doesn't scroll along with the screen movement (though by default it should).
Let's see, what else is there to note ... oh, if I could make specific pictures be tinted along the screen (with screen tint), that'd be great too. And that's it!
Important points:
Even though Ace has about 100 pictures you can use, I'd still love to be able to change pictures on the fly without having to event his over and over again.
The idea is simple: show pictures based on the value of a variable. Each number can show a different picture on the screen. And you can have as many variables as you'd like (they are activated by a switch for each of them).
IceDragon had made my VX variable pictures script before, which you can find below (I've included a version I've used for showing a clock on the screen, so you can see an example of how it was used at least, I want something similar).
Spoiler
# Variable Pictures
# Created By IceDragon
# Date Created : 01/16/2011
# Date Modified: 01/16/2011
# Version : BETA-1
$imported = {} if $imported == nil
$imported["IEX_VarPics-BETA"] = true
module IEX
module VariablePictures
#==============================================================================
# Start Primary Customization
#------------------------------------------------------------------------------
#==============================================================================
# Hosting Location
# 0 - Apart of the Spriteset_Map (Recommended)
# 1 - Solo (Directly on the Scene_Map) (Not Recommended)
HOST_MODE = 0
# Picture handling mode
# 0 - Self
# 1 - Game_Picture (Only Recommended, when paired with YEM Restored Functions)
MODE = 0
# If using mode 1, this is used to designate what pictures
# should be used for this script, by giving it a start position
# Note the number of pictures used is equal to the number of variables
# stated in the VARIABLE_PICTURES
START_PICTURE = 21
VARIABLE_SWITCHES = {
# Variable_ID => Switch_ID
0 => nil,
93 => 99,
94 => 99,
95 => 99,
96 => 99,
97 => 99,
98 => 99,
99 => 99,
} # Do not Remove
VARIABLE_PICTURES = {}
# Currently this is how it works
# VARIABLE_PICTURES[variable_id] = {
# variable_value => "filename"}
#===============================================================================
#=========================#
# HUD Base #
#=========================#
VARIABLE_PICTURES[93] = {
0 => "",
1 => "hud_base",
}
#=========================#
# HUD AM/PM #
#=========================#
VARIABLE_PICTURES[94] = {
0 => "hud_time_am",
1 => "hud_time_pm",
}
#=========================#
# HUD Minute #
#=========================#
VARIABLE_PICTURES[95] = {
0 => "hud_min_00",
1 => "hud_min_10",
2 => "hud_min_20",
3 => "hud_min_30",
4 => "hud_min_40",
5 => "hud_min_50",
}
#=========================#
# HUD Hour #
#=========================#
VARIABLE_PICTURES[96] = {
0 => "hud_hour_00",
1 => "hud_hour_01",
2 => "hud_hour_02",
3 => "hud_hour_03",
4 => "hud_hour_04",
5 => "hud_hour_05",
6 => "hud_hour_06",
7 => "hud_hour_07",
8 => "hud_hour_08",
9 => "hud_hour_09",
10 => "hud_hour_10",
11 => "hud_hour_11",
12 => "hud_hour_12",
}
#=========================#
# HUD Day #
#=========================#
VARIABLE_PICTURES[97] = {
0 => "",
1 => "hud_day_01",
2 => "hud_day_02",
3 => "hud_day_03",
4 => "hud_day_04",
5 => "hud_day_05",
6 => "hud_day_06",
7 => "hud_day_07",
8 => "hud_day_08",
9 => "hud_day_09",
10 => "hud_day_10",
11 => "hud_day_11",
12 => "hud_day_12",
13 => "hud_day_13",
14 => "hud_day_14",
15 => "hud_day_15",
16 => "hud_day_16",
17 => "hud_day_17",
18 => "hud_day_18",
19 => "hud_day_19",
20 => "hud_day_20",
}
#=========================#
# HUD Week #
#=========================#
VARIABLE_PICTURES[98] = {
0 => "",
1 => "hud_week_1",
2 => "hud_week_2",
3 => "hud_week_3",
4 => "hud_week_4",
5 => "hud_week_5",
6 => "hud_week_6",
7 => "hud_week_7",
}
#=========================#
# HUD Season #
#=========================#
VARIABLE_PICTURES[99] = {
0 => "",
1 => "hud_season_1",
2 => "hud_season_2",
3 => "hud_season_3",
4 => "hud_season_4",
}
#==============================================================================
# As you already know, from the help file.
# 0 - Is for below character
# 50 - Same as character
# 100 - Above Character
# Note this is only effective with mode 0
VARIABLE_PRIORITY = {
0 => nil,
93 => 99,
94 => 100,
95 => 100,
96 => 100,
97 => 100,
98 => 100,
99 => 100,
} # Do not Remove
#==============================================================================
# End Primary Customization
#------------------------------------------------------------------------------
#==============================================================================
end
end
#==============================================================================
# ** Spriteset_VarPic
#------------------------------------------------------------------------------
#==============================================================================
class Spriteset_VarPic
include IEX::VariablePictures
attr_accessor :sprites
def initialize(viewport = nil)
@viewport = viewport
case MODE
when 0
@sprites = {} # The key is the variable ID, the value is a sprite
@last_values = {} # The key is the variable ID, the value is the variable's value
count = 0
for key in VARIABLE_PICTURES.keys
@sprites[key] = Sprite.new(@viewport)
@sprites[key].bitmap = Bitmap.new(24, 24)
az = 1+count; az = VARIABLE_PRIORITY[key] if VARIABLE_PRIORITY.has_key?(key)
@sprites[key].z = az
count += 1
end
when 1
@used_pictures = {} # The key is the variable ID, the value is the Picture ID
@last_values = {} # The key is the variable ID, the value is the variable's value
pid = START_PICTURE
for key in VARIABLE_PICTURES.keys
@used_pictures[key] = pid
pid += 1
end
end
update
end
def dispose
case MODE
when 0
for key in @sprites.keys
next if @sprites[key].nil?
@sprites[key].dispose
@sprites[key] = nil
end
when 1
for key in @used_pictures.keys
pid = @used_pictures[key]
$game_map.screen.pictures[pid].erase
end
end
end
def update
case MODE
when 0 # Self Mode
for key in @sprites.keys
vis = true
if VARIABLE_SWITCHES.has_key?(key)
vis = $game_switches[VARIABLE_SWITCHES[key]] if !VARIABLE_SWITCHES[key].nil?
else
vis = $game_switches[VARIABLE_SWITCHES[0]] if !VARIABLE_SWITCHES[0].nil?
end
@sprites[key].visible = vis
next unless @sprites[key].visible
if VARIABLE_PICTURES.has_key?(key)
if @last_values[key] != $game_variables[key]
@sprites[key].bitmap.dispose
nam = VARIABLE_PICTURES[key][$game_variables[key]]
if nam.to_s != ""
@sprites[key].bitmap = Cache.picture(nam)
end
@last_values[key] = $game_variables[key]
end
end
@sprites[key].update
end
when 1
for key in @used_pictures.keys
pid = @used_pictures[key]
vis = true
if VARIABLE_SWITCHES.has_key?(key)
vis = $game_switches[VARIABLE_SWITCHES[key]] if !VARIABLE_SWITCHES[key].nil?
else
vis = $game_switches[VARIABLE_SWITCHES[0]] if !VARIABLE_SWITCHES[0].nil?
end
if vis
if VARIABLE_PICTURES.has_key?(key)
if @last_values[key] != $game_variables[key]
$game_map.screen.pictures[pid].erase
x = 0
y = 0
nam = VARIABLE_PICTURES[key][$game_variables[key]]
$game_map.screen.pictures[pid].show(nam.to_s,
# Origin, x, y, zoomx, zoomy, opacity, blend_type
0, x, y, 100, 100, 255, 0)
@last_values[key] = $game_variables[key]
end
end
else
if $game_map.screen.pictures[pid].name != ""
$game_map.screen.pictures[pid].erase
@last_values[key].clear
end
end # End if vis
end # End for
end # End case
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#==============================================================================
class Spriteset_Map
attr_accessor :varpic_spriteset
alias iex_varpic_spmp_initialize initialize unless $@
def initialize
iex_varpic_spmp_initialize
@varpic_spriteset = Spriteset_VarPic.new(@viewport1)
end
alias iex_varpic_spmp_dispose dispose unless $@
def dispose
iex_varpic_spmp_dispose
@varpic_spriteset.dispose unless @varpic_spriteset.nil?
end
alias iex_varpic_spmp_update update unless $@
def update
iex_varpic_spmp_update
@varpic_spriteset.update unless @varpic_spriteset.nil?
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#==============================================================================
class Scene_Map < Scene_Base
alias iex_varpic_scmp_start start unless $@
def start
iex_varpic_scmp_start
@varpic_spriteset = Spriteset_VarPic.new if IEX::VariablePictures::HOST_MODE == 0
end
alias iex_varpic_scmp_terminate terminate unless $@
def terminate
iex_varpic_scmp_terminate
@varpic_spriteset.dispose unless @varpic_spriteset.nil?
end
alias iex_varpic_scmp_update update unless $@
def update
iex_varpic_scmp_update
@varpic_spriteset.update if @varpic_spriteset != nil
end
def varpic_spriteset
case IEX::VariablePictures::HOST_MODE
when 0; return @varpic_spriteset
when 1; return @spriteset.varpic_spriteset
else ; return nil
end
end
endAnyways, here's how I'd like it to work:
In the script, I will assign each variable to a switch to turn on the pictures. Multiple variables can use the same switch. Then each value gets a picture it should show on the screen. The important part is that I should also be able to determine on which layer this picture is (so I can stack pictures on top of each other). I should be able to place these pictures below the player as well (though by default they should overlap the player like regular pictures), in which case they'd act like a parallax.
The pictures should show up immediately after the switch is turned on, and they should update constantly, in case the value gets changed, and the picture needs to be changed as well. Even when a message is shown on screen, should the pictures still update.
There is no need for jotting down the coordinates of the pictures, they should simply be displayed at 0,0 by default. I'd also like the option for each individual picture to be fixed to the map, so it doesn't scroll along with the screen movement (though by default it should).
Let's see, what else is there to note ... oh, if I could make specific pictures be tinted along the screen (with screen tint), that'd be great too. And that's it!
Important points:
- Each value of a variable should show a different picture
- These pictures will change immediately on screen if the value is changed
- The pictures will only show up if the switch, which is appointed to the variable, is turned on. They should disappear immediately if turned off
- Pictures should have a layer order, and can be shown below the player
- Pictures should start at coordinates 0,0 by default
- Some pictures can be fixed to the map and not the screen
- Some pictures will tint along with the screen
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