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Celianna

Member Since 29 Feb 2012
Offline Last Active Today, 04:20 AM

Topics I've Started

Going to Japan!

24 April 2013 - 05:38 PM

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 @_@

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 :)

$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:
momokai_card_by_pinkfirefly-d5yuu4m.png


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


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 :) 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.

Variables Guide

07 March 2013 - 07:26 PM

Variables Guide
For beginners!


k9b0id.png
 
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
Because otherwise, you're going to be very, very confused. This guide is not meant as a direct starting point to get to know the program, but it's to help people who struggle to understand variables. So are you a complete newbie? Please check out some other beginner tutorials first!

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! :D

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


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:
  • 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