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Inserire picture al posto delle barre HP ed MP


Holy87
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Ho cercato nel forum, ma non ho trovato quest'utile script creato da wltr3565. In pratica sostituisce i classici gradienti degli HP ed MP con delle immagini da voi create.

Screenshot:

Spoiler


http://img40.imageshack.us/img40/4176/imagegauge1.jpg
http://img215.imageshack.us/img215/4297/imagegauge2.jpg
http://img215.imageshack.us/img215/1022/imagegauge3.jpg
http://img35.imageshack.us/img35/7048/imagegauge4.jpg
http://img35.imageshack.us/img35/3526/imagegauge5.jpg



Script:

 

=begin
================================================================================
                   Image-based HP and MP Gauges v1.1 by wltr3565
================================================================================
Influenced by Runefreak's post. He seems to wanting his battle menu to be like
Hanzo Kimura's game. Yeah, I think it's very godly. Well, his battle menu
gauges are imaged. Runefreak asked how to make the HUD show like that. I want
to make the gauges like that in my game too, and after trying, I get the result.
================================================================================
Script effect:
Making HP and MP gauges based on image for more customization of the gauge's
looking. Very useful script for drawers. And compatible for any battle systems,
and shows almost everywhere!
================================================================================
How to use:
I can't say that this script is plug and play. You need the images in Graphics/
System folder in the name that you assigned in the configurations below.
================================================================================
Incompatibility:
STR33 ATB battle system. Your drawn HP and MP gauge can be seen normally in
the menu screen, but not in the battle. Star seems to use another different
method to draw those gauges. Instead, the gauge that shows in battle is the one
for that battle system.
================================================================================
Install:
Put it above main and below HP-MP gauge related scripts. You can use the gauges
that I've posted for your use to be placed in your game's Graphics/System
folder, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS
YOUR OWN DRAWING!
================================================================================
FAQ:
Q: Hey, the gauge seems funny.
A: Resizing your gauge will be a good option.
Q: Still funny, no matter what.
A: First; adjust the gauge's x and y position to your fitting. Second; Seems
   to be by another content drawing. I'll see what I can help, but show me the
   screenshot of your problem, okay?
  
Q: Can I use only the gauges that you posted?
A: Yes, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS
   YOUR OWN DRAWING! And for what do you use it?
Q: The gauge squished!
A: Ah, must be the corresponding window. Resizing it can be good.
Q: Can I use the gauge in STR33 ATB's format?
A: No. The gauge format is like Enu's ATB gauge. If you want to use STR33 ATB's
   gauge that hardly, make the gauge to be like mine.
================================================================================
Terms of use:
Crediting me, wltr3565, or not, it's up to you. Use this script at your own
risk. For the gauges I posted, GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM
AND DON'T CLAIM AS YOUR OWN DRAWING!
================================================================================
=end
#===============================================================================
#      IMPORTING SCRIPT FOR EASIER CASE SOLVE
#===============================================================================
$imported = {} if $imported == nil
$imported["wltr3565's_Image_Gauged_HP_MP"] = true
#===============================================================================
#       END IMPORT
#===============================================================================
module WLTR
  module IMAGE_GAUGES
#===============================================================================
#-------------------------------------------------------------------------------
# Configuring HP gauge. The gauges are placed in Graphics/System folder.
#-------------------------------------------------------------------------------
#===============================================================================
# HP_SKIN is for the name of the gauge skin.
#===============================================================================
    HP_SKIN = "HP_Skin"
#===============================================================================
# HP_OKAY is for the name of the gauge color when the corresponding
# enemy/actor's HP is above the percentage of HP_CRISIS_LIMIT
#===============================================================================
    HP_OKAY = "HP_Okay"

#===============================================================================
# HP_CRISIS is for the name of the gauge color when the corresponding
# enemy/actor's HP is below the percentage of HP_CRISIS_LIMIT. If you want to
# use the same color even when crisis, just write the name as the same as the
# ones that you've written in HP_OKAY.
#===============================================================================
    HP_CRISIS = "HP_Crisis"
    
#===============================================================================
# HP_CRISIS_LIMIT is for defining how much is the percentage for the HP is in
# "crisis". It's in percentage. Below the number, the gauge color will use the
# one in HP_CRISIS.
#===============================================================================
    HP_CRISIS_LIMIT = 50
    
#===============================================================================
# HP gauge x position. Positive numbers will make the gauge to move to the
# right, and negative numbers will make the gauge to move to the left.
#===============================================================================
    HP_X = -4
    
#===============================================================================
# HP gauge y position. Positive numbers will make the gauge to move to bottom,
# and negative numbers will make the gauge to move to top.
#===============================================================================
    HP_Y = 0
    
#-------------------------------------------------------------------------------
# END HP SETTING
#-------------------------------------------------------------------------------
#===============================================================================
#===============================================================================
#-------------------------------------------------------------------------------
# Configuring MP gauge. The gauges are placed in Graphics/System folder.
#-------------------------------------------------------------------------------
#===============================================================================
# MP_SKIN is for the name of the gauge skin.
#===============================================================================
    MP_SKIN = "MP_Skin"
#===============================================================================
# MP_OKAY is for the name of the gauge color when the corresponding
# enemy/actor's MP is above the percentage of MP_CRISIS_LIMIT
#===============================================================================
    MP_OKAY = "MP_Okay"
#===============================================================================
# MP_CRISIS is for the name of the gauge color when the corresponding
# enemy/actor's MP is below the percentage of MP_CRISIS_LIMIT. If you want to
# use the same color even when crisis, just write the name as the same as the
# ones that you've written in MP_OKAY.
#===============================================================================
    MP_CRISIS = "MP_Crisis"
#===============================================================================
# MP_CRISIS_LIMIT is for defining how much is the percentage for the MP is in
# "crisis". It's in percentage. Below the number, the gauge color will use the
# one in MP_CRISIS.
#===============================================================================
    MP_CRISIS_LIMIT = 50
#===============================================================================
# MP gauge x position. Positive numbers will make the gauge to move to the
# right, and negative numbers will make the gauge to move to the left.
#===============================================================================
    MP_X = 0
    
#===============================================================================
# MP gauge y position. Positive numbers will make the gauge to move to bottom,
# and negative numbers will make the gauge to move to top.
#===============================================================================
    MP_Y = 0
    
#-------------------------------------------------------------------------------
# END MP SETTING
#-------------------------------------------------------------------------------
#===============================================================================
#===============================================================================
# Do you want the imaged gauges to show in menu too or not?
# true  = let the gauge shown in the menu is the image.
# false = let the gauge shown in the menu is the default and only effect in
#         battle.
#===============================================================================
  IMAGE_AT_MENU = true
  end
end
#===============================================================================
# Editing below might give you extreme headache without any scripting
# experience. I don't want to take responsibility after looking below.
#===============================================================================
class Window_Base < Window
  def draw_actor_hp_gauge(actor, x, y, width = 100)
  if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU
    gw = width * actor.hp / actor.maxhp
    bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::HP_SKIN)
  if gw >= width * WLTR::IMAGE_GAUGES::HP_CRISIS_LIMIT / 100
    bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_OKAY)
  else
    bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_CRISIS)
  end
    cwn = bitmap1.width
    cw = bitmap2.width * gw / width
    ch1 = bitmap1.height
    ch2 = bitmap2.height
    src_rect1 = Rect.new(0,0, cwn, ch1)
    src_rect2 = Rect.new(0,0, cw, ch2)
    self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap1, src_rect1)
    self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap2, src_rect2)
  else
    gw = width * actor.hp / actor.maxhp
    gc1 = hp_gauge_color1
    gc2 = hp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  end

  def draw_actor_mp_gauge(actor, x, y, width = 100)
  if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU
    gw = width * actor.mp / actor.maxmp
    bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::MP_SKIN)
  if gw >= width * WLTR::IMAGE_GAUGES::MP_CRISIS_LIMIT / 100
    bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_OKAY)
  else
    bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_CRISIS)
  end
    cwn = bitmap1.width
    cw = bitmap2.width * gw / width
    ch1 = bitmap1.height
        ch2 = bitmap2.height
    src_rect1 = Rect.new(0,0, cwn, ch1)
    src_rect2 = Rect.new(0,0, cw, ch2)
    self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap1, src_rect1)
    self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap2, src_rect2)
  else
    gw = width * actor.mp / [actor.maxmp, 1].max
    gc1 = mp_gauge_color1
    gc2 = mp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end
end
#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================

 


 


Istruzioni:
Piazzare lo script sotto Materials e sopra Main, dopodichè inserire le immagini delle barre nella cartella Graphics/System del progetto.

Alcuni esempi di barre:
http://img34.imageshack.us/img34/5905/hpskin.png
Retro della barra HP
http://img40.imageshack.us/img40/2816/hpokay.png
Barra HP ok
http://img406.imageshack.us/img406/8418/hpcrisis.png
Barra HP Critico
http://img406.imageshack.us/img406/8640/mpskin.png
Retro MP
http://img143.imageshack.us/img143/4797/mpokay.png
Barra MP
http://img35.imageshack.us/img35/9695/mpcrisis.png
MP bassi

Naturalmente se usate queste immagini date crediti all'autore dello script.

Edited by Flame

"Io non volevo solo partecipare alle discussioni. Volevo avere il potere di farle fallire" [cit.]

http://holyres.altervista.org/UserBoard/BannerOverdrive35.png
http://holyres.altervista.org/UserBoard/Cap3.png

http://www.indiexpo.net/signature/578.png

Miei script per RPG Maker VX Ace:


*NB Tutti i miei script sono protetti da licenza CC - BY http://i.creativecommons.org/l/by/3.0/88x31.png

Questa licenza permette a terzi di distribuire, modificare, ottimizzare ed utilizzare la tua opera come base, anche commercialmente, fino a che ti diano il credito per la creazione originale. Questa è la più accomodante delle licenze offerte. É raccomandata per la diffusione e l'uso massimo di materiali coperti da licenza.

 

 



I miei tutorial:


Come distribuire il gioco - e anche come creare un'installazione professionale!
RGSS in pillole - Guida completa e facile all'RGSS2 e RGSS3 per novizi ed esperti
Come mappare con VX (e VX Ace) - guida base all'uso degli strumenti del mapping
Loop delle musiche - come tagliarle in modo da far venire musiche continue senza interruzioni finali
Creare backup dei progetti - per evitare di uccidervi dopo un errore che ha fatto perdere tutto!

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Niente di particolarmente innovativo: sono tanti gli script che usano barre blittate, anche per XP . . .

 

Sono utili soprattutto per gli HUD, visto che il blitting è meno impegnativo della grafica disegnata matematicamente . . .

 

EDIT - "Peccato" che non siano anche animate . . .

Edited by giver

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !!

 


http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg


La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . .


BBCode Testing


Typeface & Size



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  • 1 year later...

Segnalo che lo script è mal formattato, ma zio Yoshi ha trovato lo script originale. :laugh:

 

 

=begin
================================================================================
Image-based HP and MP Gauges v1.1 by wltr3565
================================================================================
Influenced by Runefreak's post. He seems to wanting his battle menu to be like
Hanzo Kimura's game. Yeah, I think it's very godly. Well, his battle menu
gauges are imaged. Runefreak asked how to make the HUD show like that. I want
to make the gauges like that in my game too, and after trying, I get the result.
================================================================================
Script effect:
Making HP and MP gauges based on image for more customization of the gauge's
looking. Very useful script for drawers. And compatible for any battle systems,
and shows almost everywhere!
================================================================================
How to use:
I can't say that this script is plug and play. You need the images in Graphics/
System folder in the name that you assigned in the configurations below.
================================================================================
Incompatibility:
STR33 ATB battle system. Your drawn HP and MP gauge can be seen normally in
the menu screen, but not in the battle. Star seems to use another different
method to draw those gauges. Instead, the gauge that shows in battle is the one
for that battle system.
================================================================================
Install:
Put it above main and below HP-MP gauge related scripts. You can use the gauges
that I've posted for your use to be placed in your game's Graphics/System
folder, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS
YOUR OWN DRAWING!
================================================================================
FAQ:
Q: Hey, the gauge seems funny.
A: Resizing your gauge will be a good option.

Q: Still funny, no matter what.
A: First; adjust the gauge's x and y position to your fitting. Second; Seems
to be by another content drawing. I'll see what I can help, but show me the
screenshot of your problem, okay?

Q: Can I use only the gauges that you posted?
A: Yes, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS
YOUR OWN DRAWING! And for what do you use it?

Q: The gauge squished!
A: Ah, must be the corresponding window. Resizing it can be good.

Q: Can I use the gauge in STR33 ATB's format?
A: No. The gauge format is like Enu's ATB gauge. If you want to use STR33 ATB's
gauge that hardly, make the gauge to be like mine.
================================================================================
Terms of use:
Crediting me, wltr3565, or not, it's up to you. Use this script at your own
risk. For the gauges I posted, GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM
AND DON'T CLAIM AS YOUR OWN DRAWING!
================================================================================
=end
#===============================================================================
# IMPORTING SCRIPT FOR EASIER CASE SOLVE
#===============================================================================

$imported = {} if $imported == nil
$imported["wltr3565's_Image_Gauged_HP_MP"] = true

#===============================================================================
# END IMPORT
#===============================================================================
module WLTR
module IMAGE_GAUGES
#===============================================================================
#-------------------------------------------------------------------------------
# Configuring HP gauge. The gauges are placed in Graphics/System folder.
#-------------------------------------------------------------------------------

#===============================================================================
# HP_SKIN is for the name of the gauge skin.
#===============================================================================
HP_SKIN = "HP_Skin"

#===============================================================================
# HP_OKAY is for the name of the gauge color when the corresponding
# enemy/actor's HP is above the percentage of HP_CRISIS_LIMIT
#===============================================================================
HP_OKAY = "HP_Okay"

#===============================================================================
# HP_CRISIS is for the name of the gauge color when the corresponding
# enemy/actor's HP is below the percentage of HP_CRISIS_LIMIT. If you want to
# use the same color even when crisis, just write the name as the same as the
# ones that you've written in HP_OKAY.
#===============================================================================
HP_CRISIS = "HP_Crisis"

#===============================================================================
# HP_CRISIS_LIMIT is for defining how much is the percentage for the HP is in
# "crisis". It's in percentage. Below the number, the gauge color will use the
# one in HP_CRISIS.
#===============================================================================
HP_CRISIS_LIMIT = 50

#===============================================================================
# HP gauge x position. Positive numbers will make the gauge to move to the
# right, and negative numbers will make the gauge to move to the left.
#===============================================================================
HP_X = -4

#===============================================================================
# HP gauge y position. Positive numbers will make the gauge to move to bottom,
# and negative numbers will make the gauge to move to top.
#===============================================================================
HP_Y = 0

#-------------------------------------------------------------------------------
# END HP SETTING
#-------------------------------------------------------------------------------
#===============================================================================

#===============================================================================
#-------------------------------------------------------------------------------
# Configuring MP gauge. The gauges are placed in Graphics/System folder.
#-------------------------------------------------------------------------------

#===============================================================================
# MP_SKIN is for the name of the gauge skin.
#===============================================================================
MP_SKIN = "MP_Skin"

#===============================================================================
# MP_OKAY is for the name of the gauge color when the corresponding
# enemy/actor's MP is above the percentage of MP_CRISIS_LIMIT
#===============================================================================
MP_OKAY = "MP_Okay"

#===============================================================================
# MP_CRISIS is for the name of the gauge color when the corresponding
# enemy/actor's MP is below the percentage of MP_CRISIS_LIMIT. If you want to
# use the same color even when crisis, just write the name as the same as the
# ones that you've written in MP_OKAY.
#===============================================================================
MP_CRISIS = "MP_Crisis"

#===============================================================================
# MP_CRISIS_LIMIT is for defining how much is the percentage for the MP is in
# "crisis". It's in percentage. Below the number, the gauge color will use the
# one in MP_CRISIS.
#===============================================================================
MP_CRISIS_LIMIT = 50

#===============================================================================
# MP gauge x position. Positive numbers will make the gauge to move to the
# right, and negative numbers will make the gauge to move to the left.
#===============================================================================
MP_X = 0

#===============================================================================
# MP gauge y position. Positive numbers will make the gauge to move to bottom,
# and negative numbers will make the gauge to move to top.
#===============================================================================
MP_Y = 0

#-------------------------------------------------------------------------------
# END MP SETTING
#-------------------------------------------------------------------------------
#===============================================================================

#===============================================================================
# Do you want the imaged gauges to show in menu too or not?
# true = let the gauge shown in the menu is the image.
# false = let the gauge shown in the menu is the default and only effect in
# battle.
#===============================================================================
IMAGE_AT_MENU = true
end
end

#===============================================================================
# Editing below might give you extreme headache without any scripting
# experience. I don't want to take responsibility after looking below.
#===============================================================================

class Window_Base < Window
def draw_actor_hp_gauge(actor, x, y, width = 100)
if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU
gw = width * actor.hp / actor.maxhp
bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::HP_SKIN)
if gw >= width * WLTR::IMAGE_GAUGES::HP_CRISIS_LIMIT / 100
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_OKAY)
else
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_CRISIS)
end
cwn = bitmap1.width
cw = bitmap2.width * gw / width
ch1 = bitmap1.height
ch2 = bitmap2.height
src_rect1 = Rect.new(0,0, cwn, ch1)
src_rect2 = Rect.new(0,0, cw, ch2)
self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap1, src_rect1)
self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap2, src_rect2)
else
gw = width * actor.hp / actor.maxhp
gc1 = hp_gauge_color1
gc2 = hp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end

def draw_actor_mp_gauge(actor, x, y, width = 100)
if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU
gw = width * actor.mp / actor.maxmp
bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::MP_SKIN)
if gw >= width * WLTR::IMAGE_GAUGES::MP_CRISIS_LIMIT / 100
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_OKAY)
else
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_CRISIS)
end
cwn = bitmap1.width
cw = bitmap2.width * gw / width
ch1 = bitmap1.height
ch2 = bitmap2.height
src_rect1 = Rect.new(0,0, cwn, ch1)
src_rect2 = Rect.new(0,0, cw, ch2)
self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap1, src_rect1)
self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap2, src_rect2)
else
gw = width * actor.mp / [actor.maxmp, 1].max
gc1 = mp_gauge_color1
gc2 = mp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end
end
#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================

Gioco in costruzione: Yoshi Party #Link al topic#

% completamento: 2% (Userò il VX Ace e non più il VX)

 

La mia bottega, dove potreste chiedermi di tradurvi scripts per VX e VX-Ace in italiano o di programmarvi eventi in cambio di rens! BOTTEGA QUI

Sei un grafico e vuoi essere reclutato per Yoshi Party? Vai qui!

 

Scripts, Tutorial e Risorse postate qui da me per VX e VX Ace!

 

 

Risorse postate qui da me per VX e per il VX Ace:

 

 

 

Scripts Vx e Vx-Ace tradotti in ITA (e anche no XD):

 

 

Script postati e tradotti in italiano (e anche non tradotti XD) da me per VX:

 

 

Script postati e tradotti in italiano (e anche non tradotti XD) da me per VX Ace:

 

 

 

 

 

 

Tutorial:

[VX Ace] Personalizzare il menù di default al massimo

 

 

http://www.mariowiki.com/images/6/60/Yoshiii.gif

 

*wahuu!*

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  • 1 month later...

Grazie Yoshi, corretto.

"Io non volevo solo partecipare alle discussioni. Volevo avere il potere di farle fallire" [cit.]

http://holyres.altervista.org/UserBoard/BannerOverdrive35.png
http://holyres.altervista.org/UserBoard/Cap3.png

http://www.indiexpo.net/signature/578.png

Miei script per RPG Maker VX Ace:


*NB Tutti i miei script sono protetti da licenza CC - BY http://i.creativecommons.org/l/by/3.0/88x31.png

Questa licenza permette a terzi di distribuire, modificare, ottimizzare ed utilizzare la tua opera come base, anche commercialmente, fino a che ti diano il credito per la creazione originale. Questa è la più accomodante delle licenze offerte. É raccomandata per la diffusione e l'uso massimo di materiali coperti da licenza.

 

 



I miei tutorial:


Come distribuire il gioco - e anche come creare un'installazione professionale!
RGSS in pillole - Guida completa e facile all'RGSS2 e RGSS3 per novizi ed esperti
Come mappare con VX (e VX Ace) - guida base all'uso degli strumenti del mapping
Loop delle musiche - come tagliarle in modo da far venire musiche continue senza interruzioni finali
Creare backup dei progetti - per evitare di uccidervi dopo un errore che ha fatto perdere tutto!

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