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*Window Multiuso


Guest Zuzzu
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Window Multiuso

Descrizione

E' una finestra che puo' essere usata in svariati modi, io l' ho usata in un certo modo, poi vi spieghero' piu' in basso.

Sta di fatto che le scritte all' interno le scegliete VOI.

 

Autore

Zuzzu

 

Allegati

Screen

 

Istruzioni per l'uso

PASSO 1

Create una nuova classe sopra Main, e chiamatela Window_Map:

 

 

=begin
** Class Window_Map

*  Questa classe mostra una finestrella
*  quello che volete.
*  Io l' ho usata in un certo modo
*  Ma puo' avere vari utilizzi.

** Credits

*  IST
*  ProGM
*  Intersimone999
=end
#-------------------------------------------------------------------------------
class Window_Map < Window_Base
#-------------------------------------------------------------------------------
def initialize(x,y,h,w)
super(x,y,h,w)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
testing
end
#--------------------------------------------------
def update(text)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(1,1,160,72,text)
end
#--------------------------------------------------
def testing
if $scene.is_a?(Scene_Menu)
text = ""
end
end
#--------------------------------------------------
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
# Make sprite set
@spriteset = Spriteset_Map.new
# Make message window
@message_window = Window_Message.new
# Transition run
Graphics.transition
# Main loop
loop do
  # Update game screen
  Graphics.update
  # Update input information
  Input.update
  # Frame update
  update
  # Abort loop if screen is changed
  if $scene != self
	break
  end
end
# Prepare for transition
Graphics.freeze
# Dispose of sprite set
@spriteset.dispose
# Dispose of message window
@message_window.dispose
@map.dispose if @map.is_a?(Window_Map)
# If switching to title screen
if $scene.is_a?(Scene_Title)
  # Fade out screen
  Graphics.transition
  Graphics.freeze
end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
# Loop
loop do
  # Update map, interpreter, and player order
  # (this update order is important for when conditions are fulfilled 
  # to run any event, and the player isn't provided the opportunity to
  # move in an instant)
  $game_map.update
  $game_system.map_interpreter.update
  $game_player.update
  # Update system (timer), screen
  $game_system.update
  $game_screen.update
  # Abort loop if player isn't place moving
  unless $game_temp.player_transferring
	break
  end
  # Run place move
  transfer_player
  # Abort loop if transition processing
  if $game_temp.transition_processing
	break
  end
end
# Update sprite set
@spriteset.update
# Update message window
@message_window.update
# If game over
if $game_temp.gameover
  # Switch to game over screen
  $scene = Scene_Gameover.new
  return
end
# If returning to title screen
if $game_temp.to_title
  # Change to title screen
  $scene = Scene_Title.new
  return
end
# If transition processing
if $game_temp.transition_processing
  # Clear transition processing flag
  $game_temp.transition_processing = false
  # Execute transition
  if $game_temp.transition_name == ""
	Graphics.transition(20)
  else
	Graphics.transition(40, "Graphics/Transitions/" +
	  $game_temp.transition_name)
  end
end
# If showing message window
if $game_temp.message_window_showing
  return
end
# If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
  # If event is running or encounter is not forbidden
  unless $game_system.map_interpreter.running? or
		 $game_system.encounter_disabled
	# Confirm troop
	n = rand($game_map.encounter_list.size)
	troop_id = $game_map.encounter_list[n]
	# If troop is valid
	if $data_troops[troop_id] != nil
	  # Set battle calling flag
	  $game_temp.battle_calling = true
	  $game_temp.battle_troop_id = troop_id
	  $game_temp.battle_can_escape = true
	  $game_temp.battle_can_lose = false
	  $game_temp.battle_proc = nil
	end
  end
end
# If B button was pressed
if Input.trigger?(Input::B)
  # If event is running, or menu is not forbidden
  unless $game_system.map_interpreter.running? or
		 $game_system.menu_disabled
	# Set menu calling flag or beep flag
	$game_temp.menu_calling = true
	$game_temp.menu_beep = true
  end
end
# If debug mode is ON and F9 key was pressed
if $DEBUG and Input.press?(Input::F9)
  # Set debug calling flag
  $game_temp.debug_calling = true
end
# If player is not moving
unless $game_player.moving?
  # Run calling of each screen
  if $game_temp.battle_calling
	call_battle
  elsif $game_temp.shop_calling
	call_shop
  elsif $game_temp.name_calling
	call_name
  elsif $game_temp.menu_calling
	call_menu
  elsif $game_temp.save_calling
	call_save
  elsif $game_temp.debug_calling
	call_debug
  end
end
 end
 #--------------------------------------------------------------------------
 # * Battle Call
 #--------------------------------------------------------------------------
 def call_battle
# Clear battle calling flag
$game_temp.battle_calling = false
# Clear menu calling flag
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# Make encounter count
$game_player.make_encounter_count
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
 end
 #--------------------------------------------------------------------------
 # * Shop Call
 #--------------------------------------------------------------------------
 def call_shop
# Clear shop call flag
$game_temp.shop_calling = false
# Straighten player position
$game_player.straighten
# Switch to shop screen
$scene = Scene_Shop.new
 end
 #--------------------------------------------------------------------------
 # * Name Input Call
 #--------------------------------------------------------------------------
 def call_name
# Clear name input call flag
$game_temp.name_calling = false
# Straighten player position
$game_player.straighten
# Switch to name input screen
$scene = Scene_Name.new
 end
 #--------------------------------------------------------------------------
 # * Menu Call
 #--------------------------------------------------------------------------
 def call_menu
# Clear menu call flag
$game_temp.menu_calling = false
# If menu beep flag is set
if $game_temp.menu_beep
  # Play decision SE
  $game_system.se_play($data_system.decision_se)
  # Clear menu beep flag
  $game_temp.menu_beep = false
end
# Straighten player position
$game_player.straighten
# Switch to menu screen
@map.dispose if @map.is_a?(Window_Map)
$scene = Scene_Menu.new
 end
 #--------------------------------------------------------------------------
 # * Save Call
 #--------------------------------------------------------------------------
 def call_save
# Straighten player position
$game_player.straighten
# Switch to save screen
$scene = Scene_Save.new
 end
 #--------------------------------------------------------------------------
 # * Debug Call
 #--------------------------------------------------------------------------
 def call_debug
# Clear debug call flag
$game_temp.debug_calling = false
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Straighten player position
$game_player.straighten
# Switch to debug screen
$scene = Scene_Debug.new
 end
 #--------------------------------------------------------------------------
 # * Player Place Move
 #--------------------------------------------------------------------------
 def transfer_player
# Clear player place move call flag
$game_temp.player_transferring = false
# If move destination is different than current map
if $game_map.map_id != $game_temp.player_new_map_id
  # Set up a new map
  $game_map.setup($game_temp.player_new_map_id)
end
# Set up player position
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# Set player direction
case $game_temp.player_new_direction
when 2  # down
  $game_player.turn_down
when 4  # left
  $game_player.turn_left
when 6  # right
  $game_player.turn_right
when 8  # up
  $game_player.turn_up
end
# Straighten player position
$game_player.straighten
# Update map (run parallel process event)
$game_map.update
# Remake sprite set
@spriteset.dispose
@spriteset = Spriteset_Map.new
# If processing transition
if $game_temp.transition_processing
  # Clear transition processing flag
  $game_temp.transition_processing = false
  # Execute transition
  Graphics.transition(20)
end
# Run automatic change for BGM and BGS set on the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
# Update input information
Input.update
 end
end
class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Object Initialization
 #	 x	  : window x-coordinate
 #	 y	  : window y-coordinate
 #	 width  : window width
 #	 height : window height
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
super()
@windowskin_name = $game_system.windowskin_name
self.windowskin = RPG::Cache.windowskin(@windowskin_name)
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
 end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
# Dispose if window contents bit map is set
if self.contents != nil
  self.contents.dispose
end
super
 end
 #--------------------------------------------------------------------------
 # * Get Text Color
 #	 n : text color number (0-7)
 #--------------------------------------------------------------------------
 def text_color(n)
case n
when 0
  return Color.new(255, 255, 255, 255)
when 1
  return Color.new(128, 128, 255, 255)
when 2
  return Color.new(255, 128, 128, 255)
when 3
  return Color.new(128, 255, 128, 255)
when 4
  return Color.new(128, 255, 255, 255)
when 5
  return Color.new(255, 128, 255, 255)
when 6
  return Color.new(255, 255, 128, 255)
when 7
  return Color.new(192, 192, 192, 255)
else
  normal_color
end
 end
 #--------------------------------------------------------------------------
 # * Get Normal Text Color
 #--------------------------------------------------------------------------
 def normal_color
return Color.new(255, 255, 255, 255)
 end
 #--------------------------------------------------------------------------
 # * Get Disabled Text Color
 #--------------------------------------------------------------------------
 def disabled_color
return Color.new(255, 255, 255, 128)
 end
 #--------------------------------------------------------------------------
 # * Get System Text Color
 #--------------------------------------------------------------------------
 def system_color
return Color.new(192, 224, 255, 255)
 end
 #--------------------------------------------------------------------------
 # * Get Crisis Text Color
 #--------------------------------------------------------------------------
 def crisis_color
return Color.new(255, 255, 64, 255)
 end
 #--------------------------------------------------------------------------
 # * Get Knockout Text Color
 #--------------------------------------------------------------------------
 def knockout_color
return Color.new(255, 64, 0)
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
super
# Reset if windowskin was changed
if $game_system.windowskin_name != @windowskin_name
  @windowskin_name = $game_system.windowskin_name
  self.windowskin = RPG::Cache.windowskin(@windowskin_name)
end
 end
 #--------------------------------------------------------------------------
 # * Draw Graphic
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
 end
 #--------------------------------------------------------------------------
 # * Draw Name
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
 end
 #--------------------------------------------------------------------------
 # * Draw Class
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 236, 32, actor.class_name)
 end
 #--------------------------------------------------------------------------
 # * Draw Level
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
 end
 #--------------------------------------------------------------------------
 # * Make State Text String for Drawing
 #	 actor	   : actor
 #	 width	   : draw spot width
 #	 need_normal : Whether or not [normal] is needed (true / false)
 #--------------------------------------------------------------------------
 def make_battler_state_text(battler, width, need_normal)
# Get width of brackets
brackets_width = self.contents.text_size("[]").width
# Make text string for state names
text = ""
for i in battler.states
  if $data_states[i].rating >= 1
	if text == ""
	  text = $data_states[i].name
	else
	  new_text = text + "/" + $data_states[i].name
	  text_width = self.contents.text_size(new_text).width
	  if text_width > width - brackets_width
		break
	  end
	  text = new_text
	end
  end
end
# If text string for state names is empty, make it [normal]
if text == ""
  if need_normal
	text = "[Normal]"
  end
else
  # Attach brackets
  text = "[" + text + "]"
end
# Return completed text string
return text
 end
 #--------------------------------------------------------------------------
 # * Draw State
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #	 width : draw spot width
 #--------------------------------------------------------------------------
 def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
 end
 #--------------------------------------------------------------------------
 # * Draw EXP
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
 end
 #--------------------------------------------------------------------------
 # * Draw HP
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #	 width : draw spot width
 #--------------------------------------------------------------------------
 def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
  hp_x = x + width - 108
  flag = true
elsif width - 32 >= 48
  hp_x = x + width - 48
  flag = false
end
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
  actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# Draw MaxHP
if flag
  self.contents.font.color = normal_color
  self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
  self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
 end
 #--------------------------------------------------------------------------
 # * Draw SP
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #	 width : draw spot width
 #--------------------------------------------------------------------------
 def draw_actor_sp(actor, x, y, width = 144)
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
  sp_x = x + width - 108
  flag = true
elsif width - 32 >= 48
  sp_x = x + width - 48
  flag = false
end
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
  actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Draw MaxSP
if flag
  self.contents.font.color = normal_color
  self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
  self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
 end
 #--------------------------------------------------------------------------
 # * Draw Parameter
 #	 actor : actor
 #	 x	 : draw spot x-coordinate
 #	 y	 : draw spot y-coordinate
 #	 type  : parameter type (0-6)
 #--------------------------------------------------------------------------
 def draw_actor_parameter(actor, x, y, type)
case type
when 0
  parameter_name = $data_system.words.atk
  parameter_value = actor.atk
when 1
  parameter_name = $data_system.words.pdef
  parameter_value = actor.pdef
when 2
  parameter_name = $data_system.words.mdef
  parameter_value = actor.mdef
when 3
  parameter_name = $data_system.words.str
  parameter_value = actor.str
when 4
  parameter_name = $data_system.words.dex
  parameter_value = actor.dex
when 5
  parameter_name = $data_system.words.agi
  parameter_value = actor.agi
when 6
  parameter_name = $data_system.words.int
  parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
 end
 #--------------------------------------------------------------------------
 # * Draw Item Name
 #	 item : item
 #	 x	: draw spot x-coordinate
 #	 y	: draw spot y-coordinate
 #--------------------------------------------------------------------------
 def draw_item_name(item, x, y)
if item == nil
  return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name)
 end
end

 

Ora, questo script puo' essere usato in vari modi, che spieghero' qui sotto.

 

PASSO 2: alla kh (nel gioco Kingdom Hearts, avvicinandoti a una porta, si vede la zona successiva)

 

In questo modo dobbiamo giocare un po' anche con switch e eventi.

Vicino a una porta, piazzate un evento strutturato in questa maniera (ricordate che deve essere impostato su "Tocco dell' eroe"):

<>Call Script: @map = Window_Map.new(260, 370, 250, 
				 100)
				 @map.visible = true
				 @map.opacity = 0
				 @map.update("Casa")
<>Switch: [0001: map.viewing] = OFF

Vicino a questo evento, (attorno, possibilmente) , create un evento con come condizione d' avvio lo switch 1 on, e impostatelo cosi' (sempre su "Tocco dell' eroe"):

<>Call Script: @map.dispose
<>Switch: [0001: map.viewing] = ON

Ora, come in Kingdom Hearts, passando su quell' evento vedrete la mappa successiva.

Per cambiare il nome che verra' visualizzato (dovete farlo VOI asd), andate nel call script del primo evento e cambiate la scritta Casa con quella che volete.

 

Dimenticavo, nell' evento grazie al quale avviene il trasporto in un' altra mappa, prima di tutte le istruzioni, mettete un nuovo call script e settate la Swicth 1 off, cosi':

<>IF: Switch [0001: map.viewing] == ON
<><>Call Script: @map.dispose
<>END
<>Switch: [0001: map.viewing] == OFF

Questo e' il metodo in cui l' ho usata, ma puo' essere usata in varie situazioni, e non e' necessario metterci il nome della mappa, ma pup' anche fungere da finestra dei messaggi :D

 

Credits

Sono dentro allo script. Cmq ringrazio molto
ProGM
e
Intersimone999
. E anche a
Timisci
che mi ha fatto notare un piccolo bug :D.

 

Enjoy ;D

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Bravo Zuzzu,

questo script mi torna mooolto utile :chirol_iei2:

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg

http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg

http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif

 

 

SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

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Carino,e soprattutto molto utile.

Bel lavoro^^

http://img214.imageshack.us/img214/6732/r2scopytk5.png

 

Raxen - Scission of God

 

Cerchiamo collaboratori (Musicisti, Grafici e Scripter) per un nuovo progetto fantasy!

 

Rhaxen Scission of God

 

 

BASTA AL MAKING ITALIANO CHE VA A ROTOLI! DIAMOCI UNA SVEGLIATA!!

BASTA ALLE SOLITE BANALI DISCUSSIONI SULLA DECADENZA DEI GIOCHI!! FACCIAMOLI STI GIOCHI!!!

APRITE LO SPOILER E LEGGETE IL MANIFESTO DEL MAKING ITALIANO, SE DAVVERO VE NE IMPORTA QUALCOSA!!

 

Il Manifesto del Making Italiano

 

SALVIAMO IL MAKING ITALIANO!!

Dopo un test dei nostri esperti (Alato, Blake e havana24) abbiamo scoperto che ad interesse risponde interesse: cioè se voi dimostrate di essere interessati a ciò che creano gli altri, questi saranno stimolati a continuare a creare! E' un concetto semplice ma estremamente sottovalutato, basta vedere quanti topic di bei giochi sono caduti nel dimenticatoio e sono stati cagati solo da poche persone (prendiamo per esempio il fantastico gioco di Vech che vi invito a vedere nella sezione RM2k).

Perciò quello che dobbiamo fare è: leggere, leggere, leggere, postare, postare, postare! E questo non significa postare a caso, ma leggere per bene il progetto di qualcuno, le domande poste, le creazioni grafiche e musicali, e fare dei post in cui si propongano miglioramenti, si critichino le brutture, si esaltino le bellezze, si aiutino gli oppressi etc etc

BASTA AL MAKING ITALIANO CHE VA A ROTOLI! DIAMOCI UNA SVEGLIATA!!

Per dimostrarvi ciò che sto esponendo vi riporto che la volta in cui abbiamo provato (Alato, Blake e havana24) a fare una cosa di questo genere, c'è costata un pomeriggio ma il giorno dopo abbiamo ottenuto il numero massimo di utenti online mai raggiunto!!! Ma soprattutto ciò significa che l'interesse riguardo al making era stato, almeno momentaneamente, risvegliato!!

Voi pensate che eravamo solo in 3 a cercare tutti i topic e ravvivarli (con sincerità e senza i soliti falsi "Oh che bello.", ma anche con critiche per lavori incompleti o assurdi) e abbiamo ottenuto quel grande risultato: se lo facessimo tutti non sarebbe una cosa potentissima?!?

BASTA ALLE SOLITE BANALI DISCUSSIONI SULLA DECADENZA DEI GIOCHI!! FACCIAMOLI STI GIOCHI!!!

Chi è contrario a questa cosa, può pure continuare così ma è una persona che col making non ha nulla a che fare, ma chi crede nel making inizi ora, immediatamente a seguire questa linea di pensiero!

 

Ma chi è d'accordo, chi davvero ci tiene al making, incolli questo Manifesto nella propria firma!! Mettete anche voi questa firma!!

 

 

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si alemix in poche parole e' come ha detto dad, con quella finestrella ci puoi fare quello che vuoi, volendo ci puoi fare pure dei dialoghi *-* . Poi posto anche una specie di miniguida per farci delle scenette òo

 

Cmq tanto per capire come ho fatto io posto uno screen:

http://img74.imageshack.us/img74/5986/screenqv1.th.png

Edited by Zuzzu
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Carino...

VERY IMPRESSIVE...

Progetti in corso

Maura 2 Wars - La vendetta di Tefix[Rpg Maker XP]

Demo = 100% Scaricala! Fare "Salva Oggetto con Nome"

Gioco = 40%

GRAFICA

 

-Chara = 25%

-Battelers = 20%

-Battle Baks = 10%

-Title Set = 50

-Title = 100%

SCRIPT

 

-Battle System = 99%

-Altri Script = 100% (Se ne trovo altri ancora meglio)

 

MUSICA

 

-BMG = 80%

-BGS = 100%

-ME = 60%

-SE = 30%

http://www.ff-fan.com/chartest/banners/tifa.jpg

Which Final Fantasy Character Are You?

Final Fantasy 7

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uau, sono pure stato creditato O-o

bellu!!!

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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