PVGames Resource Pack Tips and Tricks

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Started by BloodletterQ 176 posts Page 9 of 9 View original ↗
  1. But, the principle can still be used, and it is one that I use for my own resources and games. It is all about making templates basically to reduce the amount of time and effort required. Why build a river twice when you can just built it once and modify it a bit? I am not a big fan of reinventing the wheel, so I just try to do basically what you mentioned, and other people can as well. It saves time.

    I agree... That's why I love QMap Editor and Yanfly's Grid Free Doodads, because yes, those 'chunks' (Love the term, I was using SUPERTILES) could then be laid down like tiles in a tabletop RPG game, big huge tiles that use different tiles and such that could be repeated over and over again. Your tilesets being what they are usually are geared more for doodad placement, or for setting up independently, BUT the walls could just as easily be put together with a floor, throw a cobweb, a shelf or two, save it, and BOOM, one doodad out of 7....
  2. Two neat, but possibly important tricks.

    -Using Galv's Character Animations, you should set a common event like this:
    Set Movement Route: Player
    Image: JoeSchmoe%(8)(0)
    Script: PATTERN UNLOCK
    Replacing JoeSchmoe with whatever the sprite is called for the player character and selecting the idle animation which would be the second 0.
    A common event isn't necessary but makes the events look less cumbersome. Plus you'll have to do it all the time. The script uses Yanfly's Move Route Core which I will cover briefly soon.

    Why do this? When a message box is open, your player's sprite will be locked in the last action they took (as in running or walking.) Just apply this common event before every message or anything that stops player control so they're not jogging in place or whatever.

    -Yanfly's Move Route Core is a great help for the poses. Here's an example of what you can do with this plugin:
    Set Movement Route: Player
    Script: PATTERN LOCK: 0
    Turn Up
    Image: JoeSchmoe Poses 1 (x)
    Script: PATTERN LOCK: 0
    Wait: 5 Frames
    Script: PATTERN UNLOCK
    Stepping Animation ON
    Wait: 30 Frames
    Script: PATTERN LOCK: 2
    X is the index of the pose, starting from 0. In my case I used 1 which makes the player kneel. Don't forget to have them turn to the correct direction.

    After this you should call the Common Event to reset the character sprite. This is why in the common event you added the script should you use this plugin.

    This sequence makes my character kneel at a chest. Modify it to your desires.

    Keep in mind that with the animations your character sprites may often flicker as a result of them resetting to the neutral standing position in the poses. I did this when I made the player character kneel to open a chest.

    Edit: To remove the flicker, I'd put "Script: PATTERN LOCK: 0" before changing the image in the move event sequence. This forces them into the neutral standing position. I modified my code for use in a common event. Again to reduce clutter.
  3. That is a pretty clever use of the plug-in! That is something I did not discover myself when I made Unsung Heroes; instead I was just happy I got the NPCs to walk around and do the idle animation using the moveroute function and swapping out their character sheets at certain points.
  4. Stupid question but you are okay with us looking at project contents as a study method? You did it in your stream.
  5. Go for it, is there something in specific you need to see?
  6. Just want to look at how you do the outer walls of interiors- both artificial and caves.
  7. If I am not mistaken, if you download the game you should be able to access all of the graphic files, or am I mistaken in that? :)
  8. BloodletterQ said:
    Two neat, but possibly important tricks.

    -Using Galv's Character Animations, you should set a common event like this:

    Replacing JoeSchmoe with whatever the sprite is called for the player character and selecting the idle animation which would be the second 0.
    A common event isn't necessary but makes the events look less cumbersome. Plus you'll have to do it all the time. The script uses Yanfly's Move Route Core which I will cover briefly soon.

    Why do this? When a message box is open, your player's sprite will be locked in the last action they took (as in running or walking.) Just apply this common event before every message or anything that stops player control so they're not jogging in place or whatever.

    -Yanfly's Move Route Core is a great help for the poses. Here's an example of what you can do with this plugin:

    X is the index of the pose, starting from 0. In my case I used 1 which makes the player kneel. Don't forget to have them turn to the correct direction.

    After this you should call the Common Event to reset the character sprite. This is why in the common event you added the script should you use this plugin.

    This sequence makes my character kneel at a chest. Modify it to your desires.

    Keep in mind that with the animations your character sprites may often flicker as a result of them resetting to the neutral standing position in the poses. I did this when I made the player character kneel to open a chest.

    Edit: To remove the flicker, I'd put "Script: PATTERN LOCK: 0" before changing the image in the move event sequence. This forces them into the neutral standing position. I modified my code for use in a common event. Again to reduce clutter.

    Been playing more with this and its amazing. Exactly what I was looking for on certain cutscenes.
  9. It's kind of necessary for the poses I believe.

    I also want to hear more opinions on how some of you handle two or three-tile high objects? I'm not using full pixel movement and figured out a certain amount of the tileset can be placed on the top layer. With doodads I think I need to do double the work figuring out where to place collisions.

    Anyways I've just updated the front pages along with a slight touch-up to the events.
  10. Anyone got any ideas or tips on how to maybe make a swamp land with the PV tiles. I know we don't have an official swamp pack yet but it would be awesome.
  11. Assuming you have all the packs, I'd make use of the Plague Bringers and Diseased Town decals, plants, trees, and do what you can to modify the existing water tiles we do have to tint them a darker, murky color.
  12. Rise from the grave!

    Well I did some experimenting and found that the Cell brushes can be used through the eraser in Gimp to add a bit of weathering to roads should you do them on a separate layer.

    Likewise you can place a decal on its own (don't forget to reset size) in another page and create a layer where you place the cell brush (while keeping the brush size.) Select by color outside of the cell and go back to the layer with the decal. Invert, copy, and you'll have a brush in the shape of the cell or brush of choice but with the decal.

    Also the air brush is good for using with decals.
  13. I know that this post was created to avoid bother Jesse, but I'm really amazed with this combat angle that he used on Unsug Heroes! Does somebody knows which was used?
    KCbQU01.jpg
  14. Nothing special was used for that, that is Yanfly's side-view battler system that is widely used :)
    To give the angled look, I used resources from the Medieval: Expansion pack (the diagonal bridge piece is the main set piece here).
  15. Jesse - PVGames said:
    Nothing special was used for that, that is Yanfly's side-view battler system that is widely used :)
    To give the angled look, I used resources from the Medieval: Expansion pack (the diagonal bridge piece is the main set piece here).

    The battlers positions is modified with Battle Engine Core?
  16. Yes! In Battle Engine Core, you can set the parameters for the starting locations of your party. Under "Sideview" there are two spots, Home Position X and Home Position Y. These are the formula I used for my characters:

    Home Position X: screenWidth - 16 - (maxSize + 2) * 32 + index * 48 - Math.randomInt(100) - 120
    Home Position Y: Math.randomInt(30) + 200 + index * 72

    I forget exactly how I came to those, mostly just tweeked what was there, but I added the random numbers in there so that my party would be in slightly different formations every battle instead of perfectly lined up every single time.