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File: 1271280866314.png -(18.1 KiB, 320x240) Thumbnail displayed, click image for full size.
18546 No.2281   [Delete]   [Edit

Thinking about working on a game inspired by Yume Nikki. I'm not sure if it'll entirely be based on dreams, but I want it to be surreal as Silent Hill and Yume Nikki.

It'll be about a male character whose currently mourning over the loss of a loved one. You venture between the real world and his fantasy world. Within these worlds, you'll come across mementos and special places that meant something to him and his loved one. The objective is to recollect all these memories and find all these places.

The game will change from the real world into the fantasy world from time to time. You'll also find yourself in nightmare worlds when you come across a bad memory. There will be times where you will be chased by monsters, but you can't die in this game. You'll probably be sent into a dead end or some other place.

I'm no music composer or artist, so I'll "borrow" a lot of freeware stuff. I'm not doing this to make a very original game, it's just something I've been planning to do to vent out some feelings of mine. The theme of the game is learning how to let go and say goodbye.

Anyways, I'm using RPG Maker 2003. It's been years since I used RPG Maker. Anyone have any tips to do things like the effects in Yume Nikki. One thing always bothered me when I made an RPG with RPG maker 2000...

how do you make sprites disappear/stop working after being interacted with?

Any other useful tips would be appreciated.

>> No.2282   [Delete]   [Edit]

Also, how do you go about making something happen by chance like the Uboa scene?

>> No.2287   [Delete]   [Edit]

For sprites disappearing, do you mean the character's sprite? That can be done with "Change Sprite Association" on the first page. As for whether or not an effect is "on", you would use a switch (under "Switch Operations") that runs during the common event you tie to the item or power you're using.

As for getting something to happen by chance, have an event autorun a Variable Operation to set a specific variable to a "random number" between 0 and whatever the chance-1 (for example, the Uboa scene has a 1/64 chance of happening, so the range would be 0 to 63.)
Then, in that same event, just under the variable operation, have a Conditional Branch that checks for if the variable you randomized became what you want (4, let's say, usually it's arbitrary). If the ConBranch sees that the variable isn't 4, it kills the event. If it IS 4, then the event gets triggered. Have the event flip a switch on to change itself from an autorun to something that allows the character to examine said event. (like parallel process, for example, but too many of those crashes the game)

If you need clarification, I can help. God knows how long I've been using these programs.

>> No.2292   [Delete]   [Edit]

Thanks.

I was just talking about events disappearing in general. Like if you open a treasure chest, you can longer open it. I know there's so,e other way than just ConBranch "if hero has this item, chest can no longer be opened". It's what I've been doing, but I want some way where nothing goes into the inventory.

>> No.2294   [Delete]   [Edit]

How do I go about making big sprites?

>> No.2301   [Delete]   [Edit]

By big sprites do you mean "blowing up" sprites to be larger than they actually are? I'd just make a larger version of that sprite and load it as a different spritesheet, then, when I need to use it, just switch the sprites. I'd use an animation, but if you want to do the extra work, you could use a photo editing program to make a gif of the sprite enlarging. If that's what you're going for, I mean.

But...I don't know. What are you planning to do?

>> No.2302   [Delete]   [Edit]

>>2301

Probably what you said. I noticed how in Yume Nikki and Yume 2kki, there are characters bigger than the average "one square sprite". I want to make some tall characters.

>> No.2304   [Delete]   [Edit]

Ok. Well, that's just making a spritesheet larger than the normal 288x256 spritesheet size that RPGM 2003 uses. For example, if you wanted to make a character twice as tall as the norm, sprite him as the size you want, then paste his sprite onto a sprite sheet that is 4 times the width and 2 times the height of his sprite. There's his sprite sheet. RPGM 2003 should just cut him out by examining the size and cropping the image to get his sprite and animate it correctly. It's pretty easy.

>> No.2306   [Delete]   [Edit]

>>2304
Disregard that. That was for later engines. :/
You would run into a size error in 2003...
Hmm. Let me get back to you on this.

>> No.2329   [Delete]   [Edit]

For bigger characters, you have to make the 'pieces' separated. You can see many examples of it if you look at the Yume Nikki charset files.

>>2292
Make a switch turn on for when the chest opens. New page on the chest event with that switch on as condition. Do whatever you want from there.

I highly suggest looking for RPG Maker tutorials and forums. Switches and variables are the heart of RPG maker games -- mostly everything on Yume Nikki is switch and variable.

>> No.2362   [Delete]   [Edit]

:) This will be a great way to spend my summer vacation.

Anyways, how do you make it so characters look like they're walking through shallow water? I want to do this scene where the main character has to walk through a hallway with water that's waist high.

>> No.2393   [Delete]   [Edit]

Started working on a sprite and when I saved it, it got all pixelated. Damn MS paint. This really brings me back... this frustration.. I'll rework on it later on when I'm not so busy with school work.

>> No.2397   [Delete]   [Edit]
File: 1271826369209.png -(73.2 KiB, 288x256) Thumbnail displayed, click image for full size.
75003

Rough Draft.

Name: Saladin

He's faceless, but not really. I was basing his clothes on my wardrobe. Tried creating a plaid shirt design, but that didn't work out so well. This sprite will do for now. I'll make him less plain looking in the future, but I will keep him faceless. He'll probably evolve to not be based on a template.

Just posting something small to show that I'm actually doing something.

>> No.2472   [Delete]   [Edit]
File: 1272672745679.jpg -(216.4 KiB, 635x985) Thumbnail displayed, click image for full size.
221552

Monster sketches.

They represent the women in his lifetime.



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