Rpg Maker Vx Ace Blood Tiles Itunes

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Bloody Rose, an indie game made with RPG Maker VX Ace. Get downloads, images and news!

  1. Rpg Maker Ace Lite
  1. Blood And Gore Tiles And More. Discussion in 'RPG Maker VX/Ace Resources. If you had a floor, and a bed, could you use an 'E' tile which was blood on the.
  2. Tilesets in the style of, or compatible with, RPG Maker VX Ace and RPG Maker VX.

Hey guys, I have been tearing my hair out all morning. I searched through Google, forums and such about making my own tilesets and I tried some of them with little to no result. What I know is that each tile is 32.32pixels and it is important that the width of the Tileset png is 256 pixels. I made 2 tiles, one 32.32 tile and one 96.96 tile and put them on a 256 pixel wide png, imported it and only portions of the tiles are showing up. When I tried to lay them down, they're all messed up.

I am looking for a step by step tutorial on how to make a tileset and import one properly. Originally posted by:Very informative Video. Just one problem. This Isn't Going To Teach Them About RPG Maker VX Ace Specific Tilesets! But still a very good video for the first 2-5 mins. The rest is basically just watching someone draw. Well he said that he can't make them to fit together nicely, no?

This topic was explained in this video in 11:06 In PS Filter - others - offset Set horizontal and vertical to X depending on the size of tile (half of size) you get your tile flipped and than you can nicely correct it so it won't be messed up when matching with others. Well I'm not expert in this. But RPG Maker VX Ace Tilesets don't differ that much from any other tilesets. So all in all I think it is kinda useful. I mean this video.

What Archeia posted is also nice. Originally posted by:Funny how the best tutorial for rpg maker is on a rpg maker website, isn't it? Nah it is always like this. That's why there are expressions like: 'The darkest place is under the candlestick' or 灯台下暗し Generally speaking, people tends to omit the most obvious places where they can find their answears, no?

Since I got the software from the recent Winter Sale I haven't even bother looking at the official site's guides and tutorials. Unless I need a solution to my problem I just use oogle. EDIT: I'm doing fine so far.

Ok guys, here's the deal I'm making a horror game with RPG Maker VX Ace and there are things I need help with since I cant script at all. Here are some scenes I need help with 1. There is a crack in the wall of the Entrance Hall. You need the Hammer and Railroad Spike to break it open just enough so the character can reach inside and grab the key. How do I make this scene happen? I was able to dim the lights so it was darker but I'd like the player to find a flashlight.

Rpg Maker Vx Ace Blood Tiles Itunes

Not the kind of light that is around the character but infront on them like an actual flashlight. Is there an easy to use script for that? I tried Khas script but it didnt work 3. I'd like to make a journel. After certain events, like the cracked wall, it will submit an entry automatically saying something like, 'I used the hammer from the kitchen and the spike from the storage and opened that crack in the wall. I reached inside and pulled out the key to the eastern hallway.' I'd like to make it so autorun events never come back without having them need a certain item from that event.

What do I do??? I'd like to make jumpscares. 'I want it so when the player enters the kitchen, they'll be a fridge. If they push 'Z' at it, blood will appear and a scream will be heard.' Is there a way to make one event cover more then one tile? Like three tiles in a row to cover the hallway?

Is there a way to pull this off like Mad Father? Where creatures roam and if they touch you, you take damage? And with the HP in the corner? I'd like to change the menu so that only status, items and Game End.

THANKS ALLOT FOR ANY HELP I may post more problems later. You can easily do this with events. Create an event that has the crack as event graphic on the first page, which is triggered upon pressing the action button. Make a conditional branch so that, if the player has these specific items/weapons in the inventory, it changes to a second event page that has the opened crack as a graphic.

Now, have that second event page reward you with the key. really should be what you're looking for. What exactly doesn't work? Did you read the entire thread on these forums? Perhaps your issue is explained there.

I'm pretty sure I have seen something like this before, but I don't remember where and cannot seem to find it, sorry. I don't quite understand that request.

Make an event that shows a picture/an animation and plays a sound effect. I'm not quite sure what you mean. There are quite a lot HUD scripts out there, simply choose one from the. As for the monster part: Make an event that approaches the player (movement type: approach). Check for the coordiantes of both the player and the event and if the event touches the player, have it deal damage to him or call SceneGameover.

I think you a word. Go to WindowMenuCommand in your scripts and add the # sign in front of lines 48, 49, 56, and 67. To 7: Forget about the coordinates, it can be done much simpler. Create your monster as a parallel event, set it to movement type: 'approach' (you may also want to change its speed and movement frequency). Now, copy that event page and paste it as a new page.

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This time, set the trigger to 'event touch'. Enter whatever event code you want to use. The following is a very simple example for the second page in which you will die after 3 hits and these hits are shown by screen flashes: Flash Screen 10 frames (1/6 second) without wait Increase variable 001 by 1 Conditional Branch if variable 001 = 3 game over else wait 30 frames (half a second). To 7: Forget about the coordinates, it can be done much simpler.

Create your monster as a parallel event, set it to movement type: 'approach' (you may also want to change its speed and movement frequency). Now, copy that event page and paste it as a new page.

This time, set the trigger to 'event touch'. Enter whatever event code you want to use. The following is a very simple example for the second page in which you will die after 3 hits and these hits are shown by screen flashes: Flash Screen 10 frames (1/6 second) without wait Increase variable 001 by 1 Conditional Branch if variable 001 = 3 game over else wait 30 frames (half a second) Thank you! But the Khas script has no instructions on how to add it in:/ Do you know how to add it? Sorry for the short delay here. For Khas' Awesome Light Effects: download the demo.

C&P the script into your project. You will need various images for your light effects; place them in Graphics/Lights/ (use.png for transparency). Carefully read Khas' commentary in the top part of the script. Everything you need to know to set up and use the script is explained in detail; much better than I could ever explain it to you because Khas is the one who actually made the script. If you still got more specific questions, ask them here or directly in the script's topic. If you are going to be adding and deleting menu options you are better off using rather then commenting out stuff in the default scripts I think.

Especially for adding new options, if you get a journal script. Honestly messing with the default scripts could be a bad idea if you add more scripts, but I guess it works. Horror games sure seem like a big trend huh? Almost seems like making a base script for people to use would be a good idea.

Maybe even scaled down base scripts for horror games that removes a lot of the rpg stuff (yeah I know I just said maybe altering the base scrips wasn't a good idea if you wanted to use addon scripts but sush). Though I wonder why more people don't make horror RPGs or something.:3 Edited February 4, 2013 by KilloZapit. To 7: Forget about the coordinates, it can be done much simpler. Create your monster as a parallel event, set it to movement type: 'approach' (you may also want to change its speed and movement frequency). Now, copy that event page and paste it as a new page. This time, set the trigger to 'event touch'.

Enter whatever event code you want to use. The following is a very simple example for the second page in which you will die after 3 hits and these hits are shown by screen flashes: Flash Screen 10 frames (1/6 second) without wait Increase variable 001 by 1 Conditional Branch if variable 001 = 3 game over else wait 30 frames (half a second) Sorry for bringing back an older thread I did not want to make a new one. For some reason this website wont let me quote people so I am going to have to go straight ahead. About #6, You could copy and paste and event through the hallway and if you only want it to happen once then you can have them all set to run when walked upon when switch 'HallwayEvent1' is on. Have an introduction event turn the switch on when the game starts. Have your hallway event do whatever you want it to but if you don't want it to come back, at the very end of the event add a command the turns switch 'HallwayEvent1' off. The event will not come back until the switch is turned back on.

Hope this helped! I have also included a demo that can be played and opened in RPG Maker VX Ace ONLY.

You may use it to take examples. (I also now realized you could also use self switches I think). (The file might have references to a game called 'Dead House'. That was just a game I was starting to make but I decided 'forget it.' And used it as your demo).