Forums

 
Active Topics

A few ideas
Harrybo22
#1 Posted : Thursday, October 07, 2010 9:54:51 AM




Groups: Registered

Joined: 10/7/2010
Posts: 5
Location: United Kingdom
1. When making animations, could you add a preview of the animation? The sphere rpgmaker does this. Just a little window with an animating sprite in it. As you make changes you see them with this.

2. Choice of pixel or tile movement

3. Mode 7 support

4. A customizable database maker (I think it looks like youve already started this). So that when making heroes, you can choose what stats they have. for example strength, or vigor. You decide. As many or as few different stats as you want
MrMo
#2 Posted : Thursday, October 07, 2010 11:32:22 AM




Groups: Registered, Administrators

Joined: 1/31/2010
Posts: 228
Location: United States
1. Click the Play button in the animation editor. It's at the bottom of the gray window where Zoom and FPS is.
2. You can't necessarily "choose" between pixel and tile but you can do tile based collision easily. Just make whole tiles collide. This isn't a good idea for larges tiles but anything 24*24 and smaller, you can make the whole tiles impassible. Then, all you have to do is make it so every character around walks tiled (set distance to the tile size. In move dialogs, we give the option to move X number of pixels.) However, tiled movement for anything larger then 24*24 would look unnatural, max I would go is 32*32 but even then, some character tend to be big and looks strange during tiled collision (like the large characters in rmxp).
4. Yes, this is already in. As far as how the new stats effect in battle, you'll have to use code, otherwise it would make rest of the program very complex.
Need Help? Post here.
Found an error/bug? Read here and here.
Earn points and get EGM for free!

MysticTrunks
#3 Posted : Thursday, October 07, 2010 11:58:50 PM




Groups: Registered, Beta Tester

Joined: 5/9/2010
Posts: 132
Location: United States
MrMo wrote:
1. Click the Play button in the animation editor. It's at the bottom of the gray window where Zoom and FPS is.
2. You can't necessarily "choose" between pixel and tile but you can do tile based collision easily. Just make whole tiles collide. This isn't a good idea for larges tiles but anything 24*24 and smaller, you can make the whole tiles impassible. Then, all you have to do is make it so every character around walks tiled (set distance to the tile size. In move dialogs, we give the option to move X number of pixels.) However, tiled movement for anything larger then 24*24 would look unnatural, max I would go is 32*32 but even then, some character tend to be big and looks strange during tiled collision (like the large characters in rmxp).
4. Yes, this is already in. As far as how the new stats effect in battle, you'll have to use code, otherwise it would make rest of the program very complex.


This would make for a great tutorial in depth.

Proud EGM Beta Tester
-EGM Projects-
Dragon Ball Story
Join the Planet RPG Community, Express Game Maker, RPG Maker, Game Maker. Game Design in general community.
Planet RPG - You've landed on a creative planet.
http://rpgdev.org/forums/index.php
Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

1.9.403 EGM Custom
This page was generated in 0.057 seconds.