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5!m0

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Posts posted by 5!m0

  1. Mi serve una mano con uno script che sto facendo
    In poche parole, adatto l'immagine di gioco allo schermo ma mi serve scalare le immagini di sfondo dei menù anche

     

     

    Ecco lo script

    [ruby]RIS = Win32API.new 'user32', 'GetSystemMetrics', ['i'], 'i'
    
    x = RIS.call(0)
    y = RIS.call(1)
    
    Graphics.resize_screen(x, y)[/ruby]
    

    Ecco il problema, l'immagine di sfondo non si allarga

    https://drive.google.com/file/d/0BxujlMR7LBLbNklaNEpBWnhZWHM/view

  2. Ecco lo script che inserisce entrambi:

     #Basic Game Time + Night/Day v1.6.2
        #----------#
        #Features: Provides a series of functions to set and recall current game time
        # as well customizable tints based on current game time to give the
        # appearance of night and day.
        #
        #Usage: Script calls:
        # GameTime::minute? - returns the current minute
        # GameTime::hour? - returns the current hour
        # GameTime::set(time) - sets the game time to time, in frames (max:1440)
        # GameTime::change(time) - increments the game time! (can be negative)
        # GameTime::pause_time(set) - stops time for events and stuff, true or false
        # GameTime::pause_tint(set) - time runs, but tints do not update
        # GameTime::clock(set) - sets whether clock is visible or not
        #
        #Customization: Set below, in comments.
        #
        #Examples: GameTime::set(360)
        #
        #----------#
        #-- Script by: V.M of D.T
        #
        #- Questions or comments can be:
        # posted on the thread for the script
        # given by email: sumptuaryspade@live.ca
    
        # provided on facebook: http://www.facebook.com/DaimoniousTailsGames
        # posed on site: daimonioustails.wordpress.com
        #
        #--- Free to use in any project, commercial or non-commercial, with credit given
        # - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
    
        #---Game Clock---#
        #USE_CLOCK to true to display game time clock
        #CLOCK_POSITION for position of clock
        # 1 = topleft, 2 = topright, 3 = bottomleft, 4 = bottomright
        #CLOCK_TOGGLE is any input button available, see the INPUT help file for options
        #------#
        USE_CLOCK = true
        CLOCK_POSITION = 2
        CLOCK_TOGGLE = :SHIFT
    
        module GameTime
        #---Game Time Details---#
        #Number of frames in a game minute, 60 frames = 1 second
        TIME_COUNT = 60
        #Sets whether to tint screen based on game time
        USE_TINT = true
    
        #Switch to denote day or night time
        USE_SWITCH = false
        NIGHT_DAY_SWITCH = 5
        DAY_TIME_START = 4
        NIGHT_TIME_START = 18
    
        #True to pause time while not in map or while during a message
        PAUSE_IN_COMBAT = false
        PAUSE_NOT_IN_MAP = true
        PAUSE_IN_MESSAGE = true
    
        #Sets time frames of tints by minute count, one day is 1440 minutes
        # 0 = 12am, 360 = 6am, 720 = 12pm, 1080 = 6pm etc...
        PRESUNRISE_TIME = 240
        SUNRISE_TIME = 360
        NOONSTART_TIME = 660
        NOONEND_TIME = 900
        PRESUNSET_TIME = 1080
        SUNSET_TIME = 1260
        MIDNIGHT_TIME = 60 #Must be greater than 0
    
        #Sets custome tints
        PRESUNRISE_TONE = Tone.new(-75,-75,0,50)
        SUNRISE_TONE = Tone.new(0,0,0,0)
        NOONSTART_TONE = Tone.new(45,45,0,-25)
        NOONEND_TONE = Tone.new(0,0,0,0)
        PRESUNSET_TONE = Tone.new(-50,-50,0,25)
        SUNSET_TONE = Tone.new(-75,-100,0,75)
        MIDNIGHT_TONE = Tone.new(-125,-125,0,125)
    
        #Include the ids of any maps not to be tinted based on time
        # Usually reserved for indoor maps
        NOTINTMAPS = [2]
    
        #Store current time in a variable?
        USE_VARIABLE = true
        TIME_VARIABLE = 1
    
        #---END---#
    
        def self.init
        $game_time = 0
        $game_time_pause_time = false
        $game_time_pause_tint = false
        end
        def self.update
        if $game_time_pause_time then return else end
        case SceneManager::scene_is?(Scene_Map)
        when true
        if $game_message.visible == true && PAUSE_IN_MESSAGE then else
        $game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
        when false
    
        if !PAUSE_NOT_IN_MAP and !SceneManager::scene_is?(Scene_Battle)
        $game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
        if SceneManager::scene_is?(Scene_Battle) && PAUSE_IN_COMBAT != true
        $game_time += 1 if Graphics.frame_count % TIME_COUNT == 0 end
        end
        if $game_time == 1440 then $game_time = 0 end
        $game_variables[TIME_VARIABLE] = $game_time if USE_VARIABLE
        update_night_switch if USE_SWITCH
        GameTime::tint if $game_time_pause_tint != true
        end
        def self.update_night_switch
        if hour? > DAY_TIME_START and hour? < NIGHT_TIME_START
        $game_switches[NIGHT_DAY_SWITCH] = true unless $game_switches[NIGHT_DAY_SWITCH] == true
        else
        $game_switches[NIGHT_DAY_SWITCH] = false unless $game_switches[NIGHT_DAY_SWITCH] == false
        end
        end
        def self.hour?
        return $game_time / 60
        end
        def self.minute?
        return $game_time % 60
        end
        def self.time?
        meri = "AM"
        hour = GameTime::hour?
        minute = GameTime::minute?
        if hour > 11 then meri = "PM" end
        if hour == 0 then hour = 12; meri = "AM" end
        if hour > 12 then hour -= 12 end
        if hour < 10 then hour = " " + hour.to_s else hour.to_s end
        if minute < 10 then minute = "0" + minute.to_s else minute.to_s end
        return hour.to_s + ":" + minute.to_s + " " + meri
        end
        def self.set(number)
        $game_time = number if number < 1440
        GameTime::tint(0) if $game_time_pause_tint != true
        end
        def self.change(number)
        $game_time += number
        $game_time -= 1440 if $game_time > 1440
        $game_time += 1440 if $game_time < 0
        GameTime::tint(0) if $game_time_pause_tint != true
        end
        def self.tint(tint = 60)
        if USE_TINT != true then return end
        for i in NOTINTMAPS
        if $game_map.map_id == i
        $game_map.screen.start_tone_change(Tone.new(0,0,0,0),0)
        return
        end
        end
        if SceneManager::scene_is?(Scene_Map) then else return end
        case $game_time
        when PRESUNRISE_TIME .. SUNRISE_TIME
        $game_map.screen.start_tone_change(PRESUNRISE_TONE, tint)
        when SUNRISE_TIME .. NOONSTART_TIME
        $game_map.screen.start_tone_change(SUNRISE_TONE, tint)
        when NOONSTART_TIME .. NOONEND_TIME
        $game_map.screen.start_tone_change(NOONSTART_TONE, tint)
        when NOONEND_TIME .. PRESUNSET_TIME
        $game_map.screen.start_tone_change(NOONEND_TONE, tint)
        when PRESUNSET_TIME .. SUNSET_TIME
        $game_map.screen.start_tone_change(PRESUNSET_TONE, tint)
        when SUNSET_TIME .. 1440
        $game_map.screen.start_tone_change(SUNSET_TONE, tint)
        when 0 .. MIDNIGHT_TIME
        $game_map.screen.start_tone_change(SUNSET_TONE, tint)
        when MIDNIGHT_TIME .. PRESUNRISE_TIME
        $game_map.screen.start_tone_change(MIDNIGHT_TONE, tint)
        end
        end
        def self.pause_time(set)
        $game_time_pause_time = set
        end
        def self.pause_tint(set)
        $game_time_pause_tint = set
        end
        def self.clock(set)
        SceneManager.scene.clock_visible?(set)
        end
    
        class Window_Clock < Window_Base
        def initialize
        case CLOCK_POSITION
        when 1
        super(0,0,115,56)
        when 2
        super(429,0,115,56)
        when 3
        super(0,360,115,56)
        when 4
        super(429,360,115,56)
        end
        self.visible = $game_time_clock_visibility unless $game_time_clock_visibility.nil?
        end
        def update
        self.contents.clear
        self.contents.draw_text(0,0,100,24,GameTime::time?)
        $game_time_clock_visibility = self.visible
        end
        end
    
        end
    
        GameTime::init
    
        module DataManager
        class << self
        alias gametime_msc make_save_contents
        alias gametime_esc extract_save_contents
        end
        def self.make_save_contents
        contents = gametime_msc
        contents[:gametime] = $game_time
        contents
        end
        def self.extract_save_contents(contents)
        gametime_esc(contents)
        $game_time = contents[:gametime]
        end
        end
    
    
        class Scene_Map < Scene_Base
        alias gametime_post_transfer post_transfer
        alias gametime_create_all_windows create_all_windows
        alias gametime_update_map update
        def post_transfer
        GameTime::tint(0) if $game_time_pause_tint != true
        gametime_post_transfer
        end
        def create_all_windows
        gametime_create_all_windows
        @gametimeclock = GameTime::Window_Clock.new if USE_CLOCK
        end
        def update
        gametime_update_map
        @gametimeclock.update if @gametimeclock.nil? == false
        if Input.trigger?(CLOCK_TOGGLE) and @gametimeclock.nil? == false
        @gametimeclock.visible ? @gametimeclock.visible = false : @gametimeclock.visible = true
        end
        end
        def clock_visible?(set)
        @gametimeclock.visible = set
        end
        end
    
        class Scene_Base
        alias gametime_update update
        def update
        gametime_update
        GameTime::update
        end
        end
    
  3. Sarà il tuo computer o l'editor che si è chiuso in modo sbagliato. Quando distribuisci il gioco i file vengono aperti in sola lettura, e non possono essere corrotti.

    Ricapitolando: giocando non rischi di corrompere i file, aprendo RPG Maker sì.

    Grazie infite

  4. Dovresti cercare su google a proposito dei "Turn around per quanto riguarda i character design", da li te li inserisci nei vari piani YZ e YX in Cinema4D, Maya o quello che vuoi e te li modelli! Eccotene uno di dimostrazione: http://1.bp.blogspot.com/_-I-vmKv9TGQ/SwciJihh_jI/AAAAAAAAAEs/bmNJPZXCxO8/s1600/FinalTurnAroundBW.jpg

    come potrei fare per cercare le grafiche di arshes?

  5. oggi rpgmxp nn si avviava e mi diceva: impossibile leggere i file eroe e così via. ho dovuto sovrascrivere gran parte dei file in Data con quelli iniziali così adesso devo rimettere eroi, mostri e oggetti. secondo voi potrà succedere di nuovo?
  6. Raga, mi servono delle grafiche dei personaggi in front, side e top per fare dei modelli 3d o addirittura se trovate direttamente i modelli mi fate un favore

     

    PS:uso 3ds max e uso le estenzoni .max, .fbx o qualunque altra sia compatibile con il programma

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