War for Eternia
+6
moneymenace
omegas7
Vectomon
Kyle?
Dezz123
BasilMeer
10 posters
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Re: War for Eternia
Use this insted of faces!
use the Name Box feature!
way easier than Faces!
Link: http://www.rpgmakervx.net/index.php?showtopic=469&hl=NMS
(Sorry scripts to long o.o)
use the Name Box feature!
way easier than Faces!
Link: http://www.rpgmakervx.net/index.php?showtopic=469&hl=NMS
(Sorry scripts to long o.o)
Kyle?- Platinum Cookiez
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Re: War for Eternia
...>.>
You don't need to translate it lol, just click on one of the first links and graphics ahoy!
@Kyle- Yeah...Sometimes that doesn't work lol. I'm using that and it only generates a name box above the text. Then you have to do \nb[NAME HERE] in every text box which gets boring...
But it could work if you can put up with \nb[] in the text boxes (stick at the end)
You don't need to translate it lol, just click on one of the first links and graphics ahoy!
@Kyle- Yeah...Sometimes that doesn't work lol. I'm using that and it only generates a name box above the text. Then you have to do \nb[NAME HERE] in every text box which gets boring...
But it could work if you can put up with \nb[] in the text boxes (stick at the end)
Re: War for Eternia
Or use the script command
Kyle?- Platinum Cookiez
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Re: War for Eternia
$nms._name = 'Name'
well it repeats the Name but still
well it repeats the Name but still
Kyle?- Platinum Cookiez
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Re: War for Eternia
K guyes,thanks again for helping.I'll mention you guys and this forum in the credits.
Re: War for Eternia
Thanks and sorry to Kyle?
Thanks for sending the sprites and helping me.
Sorry for not using your sprites you sent me.Sorry man but I will use them in my next project.Here'a picture of it.
It's cute too!
Thanks for sending the sprites and helping me.
Sorry for not using your sprites you sent me.Sorry man but I will use them in my next project.Here'a picture of it.
It's cute too!
Re: War for Eternia
K then I don't really care what sprites you use
Kyle?- Platinum Cookiez
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Re: War for Eternia
So what other features you've been thinking for this game? I might help you somewhere there. I can make minigames for it =D
Re: War for Eternia
Well,I DID think of weapon forging,a quest distribution centre,chicken catching contest,fishing,and I also need a good world map,'cause as mentioned above,I'm bad at mapping.Sorry if I'm asking too much.It's my first time being so frank on a forum.
Re: War for Eternia
Thanks to dezz for inspiring me for new maps and I made a guild similair to dezz's Faith's guild.Hope you don't mind dezz:
Actually,it seems a copy of it.If you mind,dezz,I'll erase it.
Actually,it seems a copy of it.If you mind,dezz,I'll erase it.
Re: War for Eternia
You can use the maps. So long as you edit them. Don't worry, I don't mind coz I'm changing them in my game, so noone will care. I just suggest you add more stuff in there.
Re: War for Eternia
I agree with dezz on the guild look, I doubt that all the guild wants to read whatever is on the 18 bookcases. Give it some style and some background that will give the player the idea of what being in a guild is all about.
Otherwise, I believe this is a nice for a game and I would to see where you go with it. Interesting font that you used too.
Otherwise, I believe this is a nice for a game and I would to see where you go with it. Interesting font that you used too.
moneymenace- Resource Moderator
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Re: War for Eternia
Thanks,it's still in the early stage,I've also edited the other maps.Now I'm working on the second town for the story to contine.
Re: War for Eternia
:O HOW DO YOU MAKE THAT GLOWING EFFECT, YOU MUST TELL ME 0.0
It is my favorite effect on logos =D
PS. Why is there a horse? Shouldn't it be a sword or something?
It is my favorite effect on logos =D
PS. Why is there a horse? Shouldn't it be a sword or something?
Re: War for Eternia
OH....Thank you SOOO MUCH REI!!!Though I agree with Omegas,the horse looks cool but a sword would've been much better.But still thanks for making this logo.
Last edited by BasilMeer on Thu May 27, 2010 9:54 pm; edited 1 time in total
Re: War for Eternia
@ Omegas - Teh Outar Glow? xD .. Just set it to Normal and the color must be Black (FFFFFF)?
Re: War for Eternia
Well you need to edit the script like this...
and call the Logo
WarOfEternia
it should be just fine
and call the Logo
WarOfEternia
- Code:
#==============================================================================
# Hanzo Kimura's Animated Title Screen
# Scripted Date: 02/24/09
# PLEASE CREDIT: Hanzo Kimura
# if Your going to use this script for your title
#
# IMAGES USED(All in Graphics/System) Folder:
# "TitleBGLoop.jpg" - For Scrolling Upward Effect
# "TitleBGSprite.jpg" - For Horizantally Endless Scrolling
# "TitleCursor.png" - For the title cursor
# "TitleMenu01.png" - For the title Menu (First Menu Active)
# "TitleMenu02.png" - For the title Menu (Second Menu Active)
# "TitleMenu03.png" - For the title Menu (Third Menu Active)
# "WarOfEternia.png" - For the Title Logo
# "TitleSpark01.png" - For the Title Spark
# "TitleSpark02.png" - For the Title Spark
# "TitleSymbol.png" - For the Title Symbol
# "TitleCursorStrike01.png" - For Title Cursor Strike Effect(Left)
# "TitleCursorStrike02.png" - For Title Cursor Strike Effect(Right)
#
#
$TITLE_MENU_X = 200 # Your Title Menu X Position
$TITLE_MENU_Y = 260 # Your Title Menu Y Position
$LOGO_X = 50 # Your Logo X Position
$LOGO_Y = -20 # Your Logo Y Position
$SPARK_COUNT = 350 # SPARK COUNT: Frames Before the Spark Appears again
$SPARK_SPEED = 10 # The Speed of the Sparks
$MENU_NEW = 260 # THE Y Position of the Cursor if NEW GAME
$MENU_CONTINUE = 305 # THE Y Position of the Cursor if CONTINUE
$MENU_EXIT = 345 # THE Y Position of the Cursor if EXIT
$SYMBOL_SPEED = 1
#DONT EDIT BELOW
$titleloop = 1
$SYMBOL_RESET = false
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
if $BTEST # If battle test
battle_test # Start battle test
else # If normal play
super # Usual main processing
end
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_title_graphic # Create title graphic
create_command_window # Create command window
play_title_music # Play title screen music
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(20)
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
#=======Wave Animation=========
@wave.update
#=======Symbol Animation=========
@symbol.ox -= $SYMBOL_SPEED
if $SYMBOL_RESET == true && @symbol.opacity == 0
$SYMBOL_RESET = false
elsif @symbol.opacity != 255
@symbol.opacity += 3
end
#=======Spark Animation========
@spark01.x += $SPARK_SPEED
@spark02.x -= $SPARK_SPEED
if $SPARK_COUNT != 0
$SPARK_COUNT -= 1
else
$SPARK_COUNT = 350
@spark01.x = -172
@spark02.x = 544
end
if @spark01.opacity != 255
@spark01.opacity += 20
@spark02.opacity += 20
end
#=======Background Animation=========
if @sprite.oy != 0
@sprite.oy -= 1
elsif @sprite.oy == 0
@sprite.ox += 1
end
if @wave.oy != 0
@wave.oy -= 1
elsif @wave.oy == 0
if $TITLE_LOOP == 1 && @wave.ox != 1289
@wave.ox += 1
else
$TITLE_LOOP == 2
end
if $TITLE_LOOP == 2 && @wave.ox != -1189
@wave.ox -= 1
else
$TITLE_LOOP == 1
end
end
#=======Menu Animation=========
case @command_window.index
when 0
@spark01.y = $MENU_NEW - 20
@spark02.y = $MENU_NEW
@symbol.oy = $MENU_NEW + 183
@strike1.y = $MENU_NEW
@strike2.y = $MENU_NEW
if @menu01.opacity != 255
@menu01.opacity += 20
@menu02.opacity -= 20
@menu03.opacity -= 20
end
if @cursor.y != $TITLE_MENU_Y
@cursor.y -= 5
end
when 1
@spark01.y = $MENU_CONTINUE - 20
@spark02.y = $MENU_CONTINUE
@symbol.oy = $MENU_CONTINUE + 93
@strike1.y = $MENU_CONTINUE
@strike2.y = $MENU_CONTINUE
if @menu02.opacity != 255
@menu02.opacity += 20
@menu01.opacity -= 20
@menu03.opacity -= 20
end
if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE
@cursor.y += 5
elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE
@cursor.y -= 5
end
when 2
@spark01.y = $MENU_EXIT - 20
@spark02.y = $MENU_EXIT
@symbol.oy = $MENU_EXIT + 13
@strike1.y = $MENU_EXIT
@strike2.y = $MENU_EXIT
if @menu03.opacity != 255
@menu03.opacity += 20
@menu02.opacity -= 20
@menu01.opacity -= 20
end
if @cursor.y != $MENU_EXIT
@cursor.y += 5
end
end
@command_window.update
#=======Cursor Animation=========
if @strike1.x != 0
@strike1.x += 11
end
if @strike2.x != 308
@strike2.x -= 12
end
check_menu
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Checking Current Menu
#--------------------------------------------------------------------------
def check_menu
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
$SPARK_COUNT = 350
@spark01.x = -172
@spark02.x = 640
@spark01.opacity -= 255
@spark02.opacity -= 255
@symbol.opacity -= 255
$SYMBOL_RESET = true
case @command_window.index
when 0
@spark01.y = 280
@spark02.y = 300
@symbol.oy = 403
@strike1.y = 300
@strike2.y = 300
@strike1.x = -330
@strike2.x = 680
when 1
@spark01.y = 325
@spark02.y = 345
@symbol.oy = 358
@strike1.y = 345
@strike2.y = 345
@strike1.x = -330
@strike2.x = 680
when 2
@spark01.y = 365
@spark02.y = 385
@symbol.oy = 317
@strike1.y = 385
@strike2.y = 385
@strike1.x = -330
@strike2.x = 680
end
end
end
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
#--------------------------------------------------------------------------
# * Load Battle Test Database
#--------------------------------------------------------------------------
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
#--------------------------------------------------------------------------
# * Create Game Objects
#--------------------------------------------------------------------------
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
end
#--------------------------------------------------------------------------
# * Determine if Continue is Enabled
#--------------------------------------------------------------------------
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
#--------------------------------------------------------------------------
# * Create Title Graphic
#--------------------------------------------------------------------------
def create_title_graphic
@viewport1 = Viewport.new(0, 0, 1288, 891)
@viewport2 = Viewport.new(0, 0, 824, 480)
@viewport2.z = 10
@sprite = Plane.new(@viewport1)
@sprite.bitmap = Cache.system("TitleBGLoop")
@sprite.oy = 371
@sprite.ox = 100
@sprite.z = -100
@wave = Sprite.new(@viewport1)
@wave.bitmap = Cache.system("TitleBGSprite")
@wave.oy = 371
@wave.ox = 100
@wave.wave_amp = 50
@wave.wave_length = 440
@wave.wave_speed = 1250
@wave.opacity = 125
@wave.z = 5
@logo = Sprite.new
@logo.bitmap = Cache.system("WarOfEternia")
@logo.x = $LOGO_X
@logo.y = $LOGO_Y
@logo.z = 10
@menu01 = Sprite.new
@menu01.bitmap = Cache.system("TitleMenu01")
@menu01.x = $TITLE_MENU_X
@menu01.y = $TITLE_MENU_Y
@menu02 = Sprite.new
@menu02.bitmap = Cache.system("TitleMenu02")
@menu02.x = $TITLE_MENU_X
@menu02.y = $TITLE_MENU_Y
@menu02.opacity = 0
@menu03 = Sprite.new
@menu03.bitmap = Cache.system("TitleMenu03")
@menu03.x = $TITLE_MENU_X
@menu03.y = $TITLE_MENU_Y
@menu03.opacity = 0
@cursor = Sprite.new
@cursor.bitmap = Cache.system("TitleCursor")
@cursor.x = $TITLE_MENU_X
@cursor.y = $TITLE_MENU_Y
@cursor.z = 12
@strike1 = Sprite.new
@strike1.bitmap = Cache.system("TitleCursorStrike01")
@strike1.x = 0
@strike1.y = 300
@strike1.z = 9
@strike2 = Sprite.new
@strike2.bitmap = Cache.system("TitleCursorStrike02")
@strike2.x = 308
@strike2.y = 300
@strike2.z = 9
@symbol = Plane.new(@viewport2)
@symbol.bitmap = Cache.system("TitleSymbol")
@symbol.oy = 403
@symbol.ox = 100
@spark01 = Sprite.new
@spark01.bitmap = Cache.system("TitleSpark01")
@spark01.y = 280
@spark01.x = -172
@spark01.z = 12
@spark02 = Sprite.new
@spark02.bitmap = Cache.system("TitleSpark02")
@spark02.y = 300
@spark02.x = 640
@spark02.z = 12
@menu01.z = @menu02.z = @menu03.z = 13
if @continue_enabled
@menu01.opacity = 0
@menu02.opacity = 255
@cursor.y = 345
@strike1.y = 345
@strike2.y = 345
@symbol.oy = 358
end
end
#--------------------------------------------------------------------------
# * Dispose of Title Graphic
#--------------------------------------------------------------------------
def dispose_title_graphic
@sprite.dispose
@wave.dispose
@logo.dispose
@menu01.dispose
@menu02.dispose
@menu03.dispose
@cursor.dispose
@strike1.dispose
@strike2.dispose
@symbol.dispose
@spark01.dispose
@spark02.dispose
@wave.bitmap.dispose
@logo.bitmap.dispose
@menu01.bitmap.dispose
@menu02.bitmap.dispose
@menu03.bitmap.dispose
@cursor.bitmap.dispose
@strike1.bitmap.dispose
@strike2.bitmap.dispose
@spark01.bitmap.dispose
@spark02.bitmap.dispose
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (640 - @command_window.width) / 2
@command_window.y = 998
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# * Dispose of Command Window
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command Window
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# * Play Title Screen Music
#--------------------------------------------------------------------------
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
#--------------------------------------------------------------------------
# * Check Player Start Location Existence
#--------------------------------------------------------------------------
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start location not set."
exit
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
load_bt_database # Load battle test database
create_game_objects # Create game objects
Graphics.frame_count = 0 # Initialize play time
$game_party.setup_battle_test_members
$game_troop.setup($data_system.test_troop_id)
$game_troop.can_escape = true
$game_system.battle_bgm.play
snapshot_for_background
$scene = Scene_Battle.new
end
end
it should be just fine
Kyle?- Platinum Cookiez
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Re: War for Eternia
Oh man,I was late to tell that I fixed it but still thanks Kyle?.I changed the X and Y of the Title Logo.Still,thanks anyways.Also,people using NMS3.0 and the Window Skin change script or whatever it's called,maybe you have noticed that when you change your windows skin while using NMS 3.0 script,the window of the name box doesn't change.I tried to search for a way but couldn't fix that.Does anyone has an answer to this problem?
Re: War for Eternia
Screen Shot of the Problem?
Kyle?- Platinum Cookiez
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