boonzeet submitted a new resource:
BW 'Shout' Message Effect - A command for messages to display a shouting effect similar to the one seen in Black/White.
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This has been updated to support optionally adding or removing the suffix on save, and now uses flags instead of chained arguments. This allows for working on night tilesets (which previously did not work) and generally a better method of saving.
Examples
rmxp16to32 --mode sub --suffix _wip...
boonzeet updated Automatic 2x Art Resizer with a new update entry:
Support adding or removing suffix on save, command line flags
NB: to update, use npm update rmxp16to32 -g
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boonzeet updated Efficient Water Puddle Animations + Sound Effects with a new update entry:
Sound effects for puddles
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Edit: I had a look into it and would be very complex due to the different directions of thr bike. It's something I could look at in the future for sure, though.
Scripts exist for the bubble animation when walking through puddles, but add a lot of code to tackle a small problem. This can be achieved in V17 with a simple edit of the grass animation code.
First, download this folder with puddle effect sound and anim sheet.
Settings
Find this line...
boonzeet submitted a new resource:
Efficient Water Puddle Animations - Water Puddle Animations that reuse the grass animation code for efficiency
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For anyone interested in what's possible with rm2000, it's worth mention the celebrated indie game Yume Nikki was created using it.
This is something I'd be interested in. Have you shared this with other forums, such as HBGames or the like?
Pokemon Essentials is incredible, but one of the pain points for me was not being able to loop the Trainer Spotted themes. When I started using FMod for my project, the difference in functionality became noticeable.
This script memorises the current playing BGM, plays the Trainer spotted theme...
boonzeet submitted a new resource:
Trainer Intro: Looping BGM instead of ME - Memorised the current BGM and plays a looping trainer intro, instead of a one-play ME
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The Followers code shouldn't affect a project without the Followers script. I can replicate this on a fresh project with just this script, too:
Edit: From testing, this is the offending line:
page = pbGetActiveEventPage(@character)
pbGetActiveEventPage is returning nothing if one of these...
I'm not using the followers - shadows work for all other characters (you can see this on my character and this miltank walking around) but don't with any events that use the DayNight switches in the Event page options.
Edit - the guy with the hat is the NPC using s:PBDayNight.isDay? as the...
I have an NPC that appears with the switch 14 's:PBDayNight.isMorning?' which doesn't get a shadow for some reason, even with the name including a string from Always_Give_Shadow_If_Event_Name_Has.
I've tried it with all of the DayNight switches and none of these events get shadows, but other...
They really do! Only recently started developing in Node but I'm already blown away at how almost every idea I've had has already been done.
Great suggestion. I've updated both the GitHub project and the npm package to support this.
boonzeet submitted a new resource:
Automatic 2x Art Resizer - Command line Node tool to watch for art changes and produce 2x resolution copies.
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Like many artists on fan games, it's great to experiment with tilesets and characters graphics and quickly see what they'll look like in RPG Maker XP. Working with a 16x16 grid, it became dull to constantly resize the assets.
I wrote a quick and simple command line Node tool that watches a root...
I wouldn't say explaining the creation of the region is necessary, unless that somehow ties into the main story. Lore is at its best when it is meaningful, when it adds to the model of the world that the player has in their head. A well-planned story should make it easy to create bits of lore...