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Phrono

Member
  • Content Count

    14
  • Joined

  • Last visited

3 Followers

About Phrono

  • Rank
    Newbie

Other

  • Referer
    Google

Contact Methods

  • Website URL
    http://www.kronikalirika.com

Profile Information

  • Gender
    Male
  • Location
    Spain
  • Interests
    Videogames, music, comics, books, computers, movies... a lot of things!

Engines I Use

  • RPG Maker XP
    Yes

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Getting There
  • Class Title
    Graphic Designer
  • Other Skills
    Music, dialogues
  • Project(s)
    Valdemuerte: A tale of fear & loot
  1. I tested several times, saving the game while playing from the beginning (luckily it is not very long yet) , and kept happening. I also tried to export it, even running it on another computer, and still happening with saved games (but ONLY with them, that's the funny thing). I also think it has something to do with the previously activated switches, but not sure and what was happening with savegames baffles me ... It is assumed that the system stores the states of the switches when saving, as far as I know... Anyway, so far I have managed to fix it and I still have things to work on, so when I have something fairly playable, I'll get a demo for people to take a look.
  2. Well... that's just what I'd like to do. But I checked ALL the code, all events one by one, and I have not been able to find any "Move Event" command that includes "Bring to Front = ON". Or am more awkward than I thought, or is it a bug related with something else... Anyway, I needed to fix it and this solution, although not the best, it's the only thing I've found so far that solves it... :oops:
  3. “Some people never go crazy. What truly horrible lives they must lead.â€

  4. Ok, I've been looking and it seems that I left somewhere the "Bring to Front" option switched on... So i tried, in the side events that I have in my maps, adding a "bring to front: OFF" and ... it worked! I will do a deeper search in the code and if I can't find anything, probably I'll solve it by adding that option on all maps. At least people will be able to save their games without strange things Thanks a lot for the help! :youcandoit:
  5. If I had one wish I would ask for a big enough ass for the whole world to kiss

    1. Marked

      Marked

      Please, be patient. You could do at least two at a time; one each cheek. Also, why the need for such vengeance?

    2. Phrono

      Phrono

      It's just a piece from the lyrics of a song I like, and has always made me laugh! :D

  6. Hummm... i've been checking all of my move events and I have no used that function... I believe that's not the problem. Here you have the "move event" as shown in my RPXP (spanish version)... with the translation of functions. None of this functions have been used... ¿This is what you're about? If that's the case, I think that's not the problem... In theory, everything is configured correctly. What surprises me is that it happens only when loading savegames. I tried restarting the game and creating new "clean" savegames and not worked... keep doing it. :dizzy: I apologize to administrators for creating the thread in the wrong section... :oops: I thought it was the appropriate, thank you for placing correctly.
  7. Upper right!? Is not top left? :dizzy: I have all the tileset's upper left tile set to priority 5 and passable, and that's the one I use for erasing when making maps. The "move event" use I have done it's very simple... do not even know how to change the priorities using it. Thanks a lot for the tips!
  8. Hi people! I found a curious (and annoying) bug related to the priority of the tilesets and saved games in my RPGMaker XP game: When testing the game from the beginning all priorities are displayed correctly, or when I place the beginning of the game in a specific map and then make an event where some character is automatically added to the party. BUT when I load a saved game, priorities are "out of step", making objects that would normally be above the character, are below. You can imagine the result: The character goes above a LOT of objects, giving the feeling that I have not properly configured tileset priorities (which I assure it's done) ;) . It seems that the character "loses" its priorities regarding the objects to load a game, which to start a new game or "return to the initial state" does not happen. I have no idea about programming, just some basics (just enough to implement some script that I may like, and hardly), so do not think it's an incompatibility with scripts because I've used very few. However, I removed all scripts that had implemented except the "auto full screen Alt+Intro" trick. Does anyone have any idea where this bug can be located and if there is any way to fix it? It's quite annoying and affects badly the gameplay... :ehh: Thank you very much in advance.
  9. I did what you told me and sure enough, the button appears, but does not let me access the quest menu, (it plays the "disabled" sound) but I made sure that the call to mission is made and the corresponding id enabled
  10. Hi, everybody: This was originally a question for Lizzie, related with his Mission/Quest Menu script, (http://www.gdunlimited.net/scripts/rpg-maker-xp/window-scripts/mission-quest-menu-script) but as I have noticed that he had been a long time without logging in, I'd rather ask here and see if anyone can help: I've been trying to implement that script for quests in my game, but I have not managed to replace the "save" button in the main menu by calling the missions menu. In my game the save option is disabled by default, so I'd like to replace that one button to call the mission menu. I already have the names of the missions, have the script working properly, all lines that explain missions, etc perfectly functional, and I have been several days tinkering with scripts (especially Scene_Menu) but can not get it to work. Would you be so kind as to tell me where I have to replace the call to "$scene=Scene_MissionMenu.new"? It's probably something super-simple, but I'm not very handy with scripts (I've little time using them, and don't understand the syntax properly) and although I've searched the forums, can't find nothing to help me... most of the explanations that I find on changing menus are not designed to custom function calls. :ehh: I hope somebody can help me... Thank you very much!
  11. Do it when you can and want to... Studies first, the rest are just hobbies and should not steal time for the important things.
  12. I think it would be nice if the progress bars for each game were displayed in the listing. It would be very useful; if you want to take a look just to games in an advanced state of development (for example), you can do it directly without having to go into each individual page.
  13. @Bob423 I can help if somebody need me... with Title Screens, tilesets, characters or whatever. If anyone needs my skills, I can try to help... but I wrn that sometimes I can be VERY slow :oops:
  14. Going crazy with scripts... Definitely I'm not good :(

  15. New map today... now it's time for EVENTS!

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