It's funny how, when you're poking around in the RGSS scripts, a small portion of the script jumps out at you. You then feel inspired to "tweak" it and an enhancement or scriptlet is born. That's what happened with this one.
It's a very simple battle add-on that flashes the screen red and plays a sound whenever a critical hit has been delivered. The colour and sound can be modified in the script to something more suitable for a game's needs.
Copy and paste it anywhere in Materials (or above Main) and it's ready to go.
It was created using RMVX, but looks as though it would be compatible with RMXP as well (I can't test it in RMXP). And it's compatible with Modern Algebra's Damage Popup script also.
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Ars Magia -- Upcoming Novella Tie-In
I’m in the process of writing a novella, also entitled Ars Magia: Genesis. It is a tie-in with the RPG Maker VX game, also currently under development.
Below is an interactive live demo, where you can read the complete Prologue. The full screen (and easier to read) version is viewable here.
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I’m not sure which came first, novella or game. Perhaps they developed together, as they do go hand in hand. The novella sets the scene for the game and the game continues where the novella ends. That said, I wrote the plot and basic outline for the novella a while ago, then translated it into game format and, as development began, the story – more a preface to the game – evolved.
The novella is far from complete yet, but scheduled release date is March 2011 – if everything goes according to plan. Major updates to the novella will appear here in addition to the game progress.
Below is an interactive live demo, where you can read the complete Prologue. The full screen (and easier to read) version is viewable here.
Free website - Powered By Wix.com
I’m not sure which came first, novella or game. Perhaps they developed together, as they do go hand in hand. The novella sets the scene for the game and the game continues where the novella ends. That said, I wrote the plot and basic outline for the novella a while ago, then translated it into game format and, as development began, the story – more a preface to the game – evolved.
The novella is far from complete yet, but scheduled release date is March 2011 – if everything goes according to plan. Major updates to the novella will appear here in addition to the game progress.
RPG Maker VX Windowskins #7
Here are some more RMVX windowskins. As always, they were created with the Windowskin Generator. Also as usual, these are also placed on the sister blog, RPG Maker Times Companion, where you can collectively view the other RMVX and RMXP windowskins. Right-click and save the image to your hard drive.
I'll be making more soon, as inspiration takes me, but I've been drawn more towards "woodsy" windowskins lately. Don't know why though!
| Darkness #1 |
Darkness #2 |
|---|---|
| Darkness #3 |
Gold Wood |
Labels:
Resources,
RPG Maker VX,
Windowskins
Ars Magia 1: Genesis - New Project
It's funny - not funny as in haha!, but funny as in strangely sinister - how sometimes the things you plan meticulously for months in advance just simply fail! And you're back at the bottom of the ladder, having to crawl your way back up to where you were! Fate can be a cruel mistress!
Anyway, my new project! It's not really new, since I started it way before The Gladiator Project and lost interest in it, and thought I'd lost the project itself. I found it on a DVD gathering dust, so decided to rekindle its flame, placing TGP on the backburner (for multiple reasons).
Anyway, my new project! It's not really new, since I started it way before The Gladiator Project and lost interest in it, and thought I'd lost the project itself. I found it on a DVD gathering dust, so decided to rekindle its flame, placing TGP on the backburner (for multiple reasons).
Labels:
Ars Magia 1,
Projects,
RPG Maker VX
Extended Hiatus
I will be taking an extended hiatus - for at least 3 weeks to a month - because I'm relocating. There is a lot to do from now until then, but when I'm settled I'll be continuing work on the blog and projects.
In addition to several scripts I've been working on (full scripts and CMSes, not snippets) I'll get back on track with the projects, including The Gladiator Project and Ars Magica 1: Genesis, as well as going through the "to do" list finally and completing the tutorials, demos and how-to's there.
Also with the brand new start I'll be working on a brand new computer, with a brand new OS installation (XP to begin with, then upgrading to Linux/Win7). Something to definitely look forward to.
Well, see you in about a month (maybe sooner if all goes well) and thanks for visiting.
In addition to several scripts I've been working on (full scripts and CMSes, not snippets) I'll get back on track with the projects, including The Gladiator Project and Ars Magica 1: Genesis, as well as going through the "to do" list finally and completing the tutorials, demos and how-to's there.
Also with the brand new start I'll be working on a brand new computer, with a brand new OS installation (XP to begin with, then upgrading to Linux/Win7). Something to definitely look forward to.
Well, see you in about a month (maybe sooner if all goes well) and thanks for visiting.
Frequently Asked Questions #2
These are answers to some of the simpler questions about RPG Maker I'm asked on a regular basis. Some of these have been taken from Yahoo! Answers. Many of them have been taken from IM'd questions or targeted keywords at Statcounter. You can find a full list of FAQs here.
Is it possible to add scripts to RM2K3?
No, it isn't. RM2K3 has no support for scripts, unlike RMXP and RMVX because they utilise the Ruby Gaming Script System (RGSS) engine already built into its structure. RM2K3 can only use "scripts" from events - normal events or common events - using the event commands.Is there an Enter/Exit Vehicle glitch?
Yes and no. RM2K3 only supports three vehicles at once, predefined in the Database (under System), which are then used on the map either through eventing or "Place Vehicle Starting Position". It is not possible to simply use an event with a vehicle graphic and use the "Enter or Exit Vehicle" event command. (Vehicle Tutorial Coming Soon!)Why won't the text display in RPG Maker XP/VX?
This happens when a font is used that is not installed on the computer. It can also happen due to script conflicts, changing the default windowskin, or when the text coordinates are out of the window's range. If graphics transparencies are not set correctly, this can also cause problems with text not showing up.
Labels:
FAQ,
RPG Maker 2003,
RPG Maker VX,
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Parameter Increase/Decrease Icons
The default Equipment screen, where you can equip and unequip weapons and armor, is rather boring in my opinion, so here's a simple RMVX script to enhance it.
Now, whenever you equip or unequip items an icon will appear next to the appropriate "parameter", according to whether the stat is increased or decreased.
Place the script above Main. I'd recommend placing it somewhere at the top, below other scripts that modify the equipment scenes.
The script overwrites the following definitions in the Window_EquipStatus class: new_parameter_color and draw_parameter.
Place the script above Main. I'd recommend placing it somewhere at the top, below other scripts that modify the equipment scenes.
The script overwrites the following definitions in the Window_EquipStatus class: new_parameter_color and draw_parameter.
Labels:
RGSS,
RPG Maker VX,
Scripts,
Tutorial
Good News & Bad News
I finally managed to reinstall both RMXP and RMVX, but only after majorly overhauling the registry, which had become corrupted after that malware episode. That's the good news!
Bad news is that some of files of The Gladiator Project became corrupted and the backup is on the other computer, which is in storage. Maybe it isn't such bad news, since at least there is a backup. Personal experience is a very good teacher!
I will be posting a few more substantial updates and tutorials within the next few days.
Bad news is that some of files of The Gladiator Project became corrupted and the backup is on the other computer, which is in storage. Maybe it isn't such bad news, since at least there is a backup. Personal experience is a very good teacher!
I will be posting a few more substantial updates and tutorials within the next few days.
Monsters As Variables
I noticed several entries in Statcounter for something on setting monsters as variables, so not one to refuse a challenge, this is what I came up with. Hopefully this will help some.
While I don't think it's possible to store individual monsters in variables, at least without using Fork Options, it is possible to store Monster Groups. The number stored in the variable corresponds exactly as they appear in the Database.
First create a Common Event in the Database (F8), named "Monster Var" (or something similar). Set the "Trigger" to "Call". In the Events Commands, simply place the following commands:
This will store the Monster Group as a random number between 1 and 10, which means that if the random number is 8, the Monster Group appearing for the fight would be (by default) 3 Gorgon and 2 Basilisk.
This calls the enemy encounter sequence, but the monsters encountered will be based on whatever is stored in the variable, Monster Var.
The call routine doesn't just have to be a Common Event. It can be an Autorun map event as well, so instead of setting fixed encounters via the "Map Properties", encounters can be completely randomized from map to map, using different random numbers or variables.
While I don't think it's possible to store individual monsters in variables, at least without using Fork Options, it is possible to store Monster Groups. The number stored in the variable corresponds exactly as they appear in the Database.
First create a Common Event in the Database (F8), named "Monster Var" (or something similar). Set the "Trigger" to "Call". In the Events Commands, simply place the following commands:
<>Variable Oper: [0001:Monster Var] Set, Rnd [1-10]
This will store the Monster Group as a random number between 1 and 10, which means that if the random number is 8, the Monster Group appearing for the fight would be (by default) 3 Gorgon and 2 Basilisk.
<>Enemy Encounter: Normal, V[0001]
This calls the enemy encounter sequence, but the monsters encountered will be based on whatever is stored in the variable, Monster Var.
The call routine doesn't just have to be a Common Event. It can be an Autorun map event as well, so instead of setting fixed encounters via the "Map Properties", encounters can be completely randomized from map to map, using different random numbers or variables.
Labels:
RPG Maker 2003,
Tutorial,
Variables
The One That Got Away
Computer had some malware. I don't know how it penetrated the defenses, but it infiltrated somehow, causing a major meltdown. I can no longer run RMXP or RMVX on this computer, at least not without a major registry overhaul!
This means that the planned "Menu Tutorial" will have to be put on hold until the relocation. And of course, TGP has been put on hold once again too. I just don't have the time for that at the moment. I can still use RM2K3, so will be focusing on that over the next few months. Perhaps this will give me a chance to design some Windowskins for both RMXP and RMVX, and some more FAQs.
All things happen for a reason, so whatever the reason is, this isn't really a great loss (since everything has been backed up), just a little setback.
This means that the planned "Menu Tutorial" will have to be put on hold until the relocation. And of course, TGP has been put on hold once again too. I just don't have the time for that at the moment. I can still use RM2K3, so will be focusing on that over the next few months. Perhaps this will give me a chance to design some Windowskins for both RMXP and RMVX, and some more FAQs.
All things happen for a reason, so whatever the reason is, this isn't really a great loss (since everything has been backed up), just a little setback.
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