Zelaron Gaming Forum  
Stats Arcade Portal Forum FAQ Community Calendar Today's Posts Search
Go Back   Zelaron Gaming Forum > Zelaron Gaming > RPGMaker

 
 
Thread Tools Display Modes

 
Flaming buildings
Reply
Posted 2006-12-14, 07:06 AM
I need help with the beginning of a new game. It starts out where you wake up and the village is on fire. I just need to know if there's some way to make burning buildings. Do I have to make them in the chipsets, or is it like some kind of animation picture thing I have to place as an event on the buildings?

or...maybe I'll just use some kinda cutscene or something...i dunno

And I'm using rm2k3

Last edited by Slyvr; 2006-12-14 at 07:22 AM.
Old
Profile PM WWW Search
Slyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzSlyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
Slyvr
 



 
Reply
Posted 2006-12-14, 06:26 PM in reply to Slyvr's post "Flaming buildings"
You could just have a simple event that starts whenever one of your switches does...have it a fire (I like to use the rtp fire when I do stuff like this) that moves however you want, and make the screen tone red.

Edit:

Oh, and place the fire events on buildings, trees, etc.

Last edited by Noob101; 2006-12-15 at 01:45 PM.
Old
Profile PM WWW Search
Noob101 is neither ape nor machine; has so far settled for the in-betweenNoob101 is neither ape nor machine; has so far settled for the in-between
 
 
Noob101
 



 
Reply
Posted 2006-12-15, 06:42 PM in reply to Noob101's post starting "You could just have a simple event that..."
Oh...like set an event to have a fire chipset and then wait a millisec and then change the tile to a diff fire set?
"Ban shampoo, demand real poo"
Old
Profile PM WWW Search
Slyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzSlyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
Slyvr
 



 
Reply
Posted 2006-12-16, 06:21 AM in reply to Slyvr's post starting "Oh...like set an event to have a fire..."
I don't see why you can't make it a battle animation, and have an event that shows the animation over the building and keeps on looping.
Old
Profile PM WWW Search
Lenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basicsLenny simplifies with no grasp of the basics
 
 
Lenny
 



 
Reply
Posted 2006-12-16, 02:31 PM in reply to Lenny's post starting "I don't see why you can't make it a..."
Do you know how switches work, Sly? (Just wondering)
Old
Profile PM WWW Search
Noob101 is neither ape nor machine; has so far settled for the in-betweenNoob101 is neither ape nor machine; has so far settled for the in-between
 
 
Noob101
 



 
Reply
Posted 2006-12-16, 03:05 PM in reply to Noob101's post starting "Do you know how switches work, Sly?..."
There's always the old standby of having a charset for fire and just having the sprite constantly move in place, thus animating it. As a bonus, you can have events attached to each one for blocking paths and the like.
Old
Profile PM WWW Search
BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
BlueCube
 



 
Reply
Posted 2006-12-17, 05:36 PM in reply to BlueCube's post starting "There's always the old standby of..."
Yeah I know how to use switches and 2nd pages and whatever. I thought battle animations would only be usable in battles, like the little code area for making monster parties in the database. I think changing charsets from one flame picture to another, to another, and looping would work.
"Ban shampoo, demand real poo"
Old
Profile PM WWW Search
Slyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzSlyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
Slyvr
 



 
Reply
Posted 2006-12-17, 06:23 PM in reply to Slyvr's post starting "Yeah I know how to use switches and 2nd..."
Slyvr said:
Yeah I know how to use switches and 2nd pages and whatever. I thought battle animations would only be usable in battles, like the little code area for making monster parties in the database. I think changing charsets from one flame picture to another, to another, and looping would work.
Just use a charset and have it "spin around" in place, no need to switch between different ones. Treat each direction as a frame and you have a 4-frame animation that you can attach an event directly to. Flames don't need to be complicated.

Quick example I just found: http://rm2k3.venajugar.com/charset-FX-fire.php
Old
Profile PM WWW Search
BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
BlueCube
 



 
Reply
Posted 2006-12-18, 06:41 AM in reply to BlueCube's post starting "Just use a charset and have it "spin..."
Thanks cube, that's perfect
"Ban shampoo, demand real poo"
Old
Profile PM WWW Search
Slyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzSlyvr enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
Slyvr
 
 

Bookmarks

« Previous Thread | Next Thread »

Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules [Forum Rules]
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 09:43 AM.
'Synthesis 2' vBulletin 3.x styles and 'x79' derivative
by WetWired the Unbound and Chruser
Copyright ©2002-2008 zelaron.com
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
This site is best seen with your eyes open.