RPG Maker Freebies Part 06

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Started by Archeia 45 posts Page 2 of 3 View original ↗
  1. Rhynn said:
    On the Angel battler screen, the 'selection' part of the GUI is that fancy swirly thingy. Playing around with the window.png file has shown me this is not possible by standard, so how would I go about doing this? I've been wanting to do that for my game, with a similar style graphic (instead of the standard 'box around the whole text' style selection). Is this done with a plugin and if so, is it available somewhere?
    I use a custom one but this seems to be the same deal: http://forums.rpgmakerweb.com/index.php?/topic/48730-menu-animated-cursor/?hl=cursor
  2. The plug-in is absolutely amazing! I'll have to figure out how to use it properly, but it will be better for sure to have more frames per pose!
  3. Thanks, for these.

    I submitted an English translated version of the Japanese MV teleport project that is on the Japanese MV site  last week.  (That  project was to show how to do something that used to in previous Makers required custom scripts and lots of additional work, in MV easily.)  (If for some reason the submission got lost or something.  just send me a PM.)

    So hopefully that will get made available to everyone.
  4. Wait RPG Maker 95 had a mascot why did'nt i know of this?
  5. I'm not quite sure how these updates work but for the $80 engine and if your going to slowly trickle in new content for free your really starting to go for the big leagues. I always personally found the Community to be amazing the game engine (decent) But from there it's eh and I know a lot of it is because there is 2 regions and our culture and the way we do things tends to be a lot diff.

    But if you guys in House for the NA release keep doing things like this then all your going to do is attract more and more customers and this just means a big future for RPG Maker period.

    Not only that I think it serves us a better foothold overall with the Engine Makers. If they start seeing 80% of all sales our us they might start doing things more directly for our needs period.

    In English: Thank you :p
  6. So, the monster's legacy pack has those wierd 4 x 10 sprite sheets.

    Are you telling me I can now use those in my project?
  7. Pharonix said:
    So, the monster's legacy pack has those wierd 4 x 10 sprite sheets.


    Are you telling me I can now use those in my project?
    Sorry, the what?
  8. Pharonix said:
    So, the monster's legacy pack has those wierd 4 x 10 sprite sheets.
    Those are not "wierd sprites", that's the format for holder's battlers. You could always use them as long as you had a battlesystem that supported holder's format (there are several scripts for that for Ace).
    I don't know if there is a battleplugin for MV that supports holder's battlers yet, but I remember that there was a topic on how to reformat Holder's battlers into MV sideview battlers, just search for it in the forum.
  9. Andar said:
    Those are not "wierd sprites", that's the format for holder's battlers. You could always use them as long as you had a battlesystem that supported holder's format (there are several scripts for that for Ace).

    I don't know if there is a battleplugin for MV that supports holder's battlers yet, but I remember that there was a topic on how to reformat Holder's battlers into MV sideview battlers, just search for it in the forum.
    Yes this plugin supports holder's format. I'm about to make a new topic that shows some example. (The video already explains it but, well...)
  10. I only started with vx, so I only thought it "looked wierd" but now I do remember a post that mentioned holder format.

    I'll look forward to the video
  11. The video is in the opening post :o
  12. Archeia said:
    The video is in the opening post :o
    I got confused  :D I meant the post explaining holder format.
  13. Hmm... after of editing the colors of Basil to match the XP color palette, I noticed that his cape changed to a royal blue cape with gold decals on his 3rd right frame... and after closer checkup on all the frames, the cape is visible on all the other frames behind his cape too...I believe he needs a patch up. :3
  14. Kientero said:
    Hmm... after of editing the colors of Basil to match the XP color palette, I noticed that his cape changed to a royal blue cape with gold decals on his 3rd right frame... and after closer checkup on all the frames, the cape is visible on all the other frames behind his cape too...I believe he needs a patch up. :3
    If you check his battler in XP you'll notice that he has a blue loincloth? (not really that but sort of similar) that is covered underneath a green cape :)

    Due to the difference in head-body ratio between XP and MV it could look too close to his cape as opposed to his XP one. In short, it's not a bug lol
  15. nice! Harlord Emotion! :)
  16. Archeia said:
    If you check his battler in XP you'll notice that he has a blue loincloth? (not really that but sort of similar) that is covered underneath a green cape :)

    Due to the difference in head-body ratio between XP and MV it could look too close to his cape as opposed to his XP one. In short, it's not a bug lol
    Yeah I know about that, but... that's not what I'm talking about. take a look at this cropped image zoomed at 400%.

    Take a look at where the mouse-drawn Blue arrow I made, that clearly shows a whole blue royal cape, and it's behind on all the other frames as well.
  17. Hey, I wonder if a conversion of those characters from 2K3 and 2K  to MV could be possible.

    Makeratore said:
    Super creepy! D: D: D:
    It reminds me of Squall's missing face.
  18. I just download all of them thanks for the resources guys im especially loving those vx ace sprite conversions, all resources  they're all marvelous!


  19. @Enchanced Side View Battler Frames plugin.
     

    I got this error when added the script
    What doe this mean?

    Did I plug it in the right spot?