- You must contact me if you're using my resources in your project. Use my MSN zephyrsword@yahoo.co.uk or alternatively e-mail.
-You must credit me with my name on your project SOMEWHERE. Credits do me fine.
-Any modifications to my works most definitely need my consent. The
modifications must respect my wishes as an artist, so no explicit scenes
and violent modifications to my works. There can be exceptions made, so
contact me if interested.
-There are some resources here not made by me, but my incredibly talented
sister, otherwise known as Blastile. She is not confident in the RMing
scene but I have the correct permissions to display her works here under
the same license.
-My works are protected by the creative commons attribution-noncommercial share-alike license.
This thread created with the permission of my friend Avatar of Enkidu, who asked me to place information about his project at the Save-Point.
Annotation:
Quote:Good morning/day/evening, ladies and gentleman. Allow me to give you an explanation about this "project"
Animated battlers... Many of you always wanted to make your battles more beautiful, more... realistic (doh), but some of you never used cool animated battlers battle systems because you haven't found battlers, that will fit your characters. Animated battlers today is extremely rare to find, some people like to create their own battlers, using already existing battlers as template, (this works is..... cheap, IMHO, sorry if I pissed someone off) someone of you likes to create battler from other game's graphics.... But i am entirely sure that in deep void of your souls, you wanted to use something... different... do you?
In my entire maker's life I've seen a lot of people, who's suffering cause the lack of battlers, and then an idea comes tome. What if....
What if I will create a bunch of RTP battlers... from zero? I've grab my stylus and start to create them. This process is slow (two days on each battler), but fun as hell. So I came out with animated battlers for 4 fighters and 2 undead battlers. I will make more, when I will have some free time. You can use those battlers I already created as you wish, or you can subscribe them as you wish (yo, guys, i need it really!). Anyway, I am waiting for your response.
So, help me fulfill my desire to clear a full-RTP battler set. I can even tell, that will I create more or not - depends on your comments.
Also, I will create "Part Lists", whose will contain parts of different battlers, it may help to create your own battlers with franken-spriting. :-)
Well for those of you who might remember i've made a topic on the old forums about this. Anyway here is entire REFMap tileset from First Seed Material http://www.tekepon.net/fsm/index.php
Though since i did these quite a long time ago i'm going to do a recheck on these since i know the converter i'm using didn't get one of the autotiles from each set. So let me know if any are missing so i can make a extra folder for the said missing autotiles.
All of the stuff is in a rar.format so IzArc is recommended for unzipping rars.
The only exceptions i did not do were the Binded People and the Expression Chipsets.
Though i can also do those if anyone wants those.
Also as a bonus the entire default RTP from RPG Maker 2000 & 2003 Converted. https://www.dropbox.com/s/tzdqtfniaokh62...ns.7z?dl=0 (Pass ability Game Project, Symbols, 2000 Resources, Converted Sounds to OGG format)
I had downloaded modern tilesets from zanyzora's site.And I combined many of them into like, parts so there are basically two parts. Outside and inside. It is NOT made BY ME, rather I just combined them
1. It combines all the city areas into one, like you have the city, a midtown, chinatown, the back alleys etc.
2. It combines all the inside parts like a school,doctor's clinic,supermarket,apartment etc for that perfect interior map.
Credits:
I thank zanyzora for his collection in http://www.teamanti.com/rmxp
You can find more tilesets in that site like airport, subway etc. But as it is not required (I think) in the whole city tileset, I didn't attach it. You can download it and import it into RPG XP straight away.
P.S - Now I am going to map the whole tilesets which is going to take a hel* lot of time. But hopefully I will complete it and can post the whole demo project here.
hey guys i am a long time RMVX/RMXP user and i have been using these sites for a while too get resources and what not from, i am a musician and i have a few pieces just sitting round that i thought someone out there might want.
So go have a listen and let me know what you think, any critic is welcome as I've never let anyone hear my stuff before, and i would like too know what you think.
Please enjoy and there is plenty more coming i just have too watch my internet usage lol
Change Name / Graphic or Zoom Character Graphic XP VX
Version: 0.1.1 By Kyonides-Arkanthos alias Kyonides, Shadowball
Introduction
Change any hero's graphic and keep it saved in a variable so he or she can go back to normal (script call based).
You can also change any character sprite's current zoom.
Screenshots
Do you really need one?
Demo
None needed.
Script
Content Hidden
Code:
=begin
* Change Name / Graphic or Zoom Character Graphic - XP VX
by Kyonides-Arkanthos alias Kyonides, Shadowball
03.03.2010
Script Calls:
$game_party.actors[0].change_graphic(2) # Aluxes is now Basil
$game_party.actors[0].old_graphic # The same old (stupid) Aluxes
$game_party.actors[0].old_name # Falls back to hero's old name if any
$game_player.zoom_xy(2.0,2.0) # Player gets double sized... Fat is bad!
$game_map.events[1].zoom(1.5,1.5) # Event 1 is 50% bigger
=end
module DBASE
ACTORS = load_data('Data/Actors.rxdata')
end
class Game_Actor
def name=(name)
@old_name = @name # It stores your hero's old name
@name = name # Changes hero's name as always
end
def old_name
return if @old_name.nil?
@name = @old_name # Falls back to the old name
end
def change_graphic(graphic, value=0)
if FileTest.exists?('Data/Actors.rxdata')
@old_graphic = [@character_name, @battler_name, value]
else
@old_graphic = [@character_name, @battler_name, @face_index]
end
# XP - Pass Character Graphic, Hue, Battler Graphic, Hue values
# VX -Pass Character Graphic, Index, Face Graphic, Index values
graphic = DBASE::ACTORS[graphic].character_name
self.set_graphic(graphic, value, graphic, value) # Change graphic
$game_player.refresh # Refresh player
end
def old_graphic
return if @old_graphic.nil?
# XP - Pass Character Graphic, Hue, Battler Graphic, Hue values
# VX -Pass Character Graphic, Index, Face Graphic, Index values
self.set_graphic(@old_graphic[0], @old_graphic[2],
@old_graphic[1], @old_graphic[2])
$game_player.refresh
end
end
class Game_Character
alias kyon_gm_char_ini initialize
def initialize
@zooms = [1.0, 1.0]
kyon_gm_char_ini
end
def zoom_xy(x,y); @zooms = [x, y]; end
alias :zoom :zoom_xy
end
class Sprite_Character
alias character_zoom_update update
def update
character_zoom_update
if self.zoom_x != @character.zooms[0] or self.zoom_y != @character.zooms[1]
self.zoom_x, self.zoom_y = @character.zooms
end
end
end
Instructions
Script Calls
$game_party.actors[0].change_graphic(2) # Aluxes is now Basil
$game_party.actors[0].old_graphic # The same old (stupid) Aluxes
$game_party.actors[0].old_name # Falls back to hero's previous name if any
FAQ
You tell me...
Compatibility
It should be compatible with anything that does not modify Game_Actor or Game_Character classes.
Credits and Thanks
Well, thanks to Falca that gave me an idea of how to change a character's x and y zoom by looking at his script. I didn't like the way he dealt with it so I made my own scriptlet because of that.
Author's Notes
Nothing yet.
Terms and Conditions
Not intended for Commercial Use and must include my name and URL if there's any URL at all.