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Pictures in RPG Maker XP

Well I must say if that Battle System is evented with pictures it looks very nice, good work on that. As for the 50 limit picture in the Database this is deffinatly a way around it. Basically you can draw a certain picture aslong as its in a file by using this little piece of code;
Code:
    # Define the image

    @image1 = Sprite.new

    @image1.bitmap = RPG::Cache.picture("filenamehere")

    @image1.x = 0

    @image1.y = 0 

    @image1.opacity = 255
This will show the image "filenamehere" at the (0,0) co-ordinate on screen with no opacity. This is not a standalone code and would need to be called in a dummy script of an empty shell to just show the image, then dispose of it. Its not an ideal method I know but it is pretty straight forward and easy to use. If you've got any problems, post back and I'll see what I can do.
 
Well I decided it would be easier for me to just put this in a very basic script for you, so here it is;
Code:
#==============================================================================

# ** Scene_Image

#------------------------------------------------------------------------------

#  This class will display an image on your screen,

#  when @Scene_Image.new is called.

#==============================================================================

 

class Scene_Image

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # Define the image

    @image1 = Sprite.new

    @image1.bitmap = RPG::Cache.picture("001-Title01")

    @image1.x = 0

    @image1.y = 0 

    @image1.opacity = 255

    # Graphics Transition

    Graphics.transition

    loop do

      Graphics.update

      Input.update

      # Update Method

      update

      if $scene != self

        break

      end

    end

    @image1.dispose

  end 

  #--------------------------------------------------------------------------

  # * Displaying Actor Graphic, Map Name and Sub-Regions

  #--------------------------------------------------------------------------

  def update

          # If B button was pressed

    if Input.trigger?(Input::B)

    # Play cancel SE

      $game_system.se_play($data_system.cancel_se)

    # Switch to map screen

      $scene = Scene_Map.new

      return

    end

  end

end
Just place above Main and change the image to whatever you like, if need be I can also show you how to make it change the image depending on which switches and such are active so that it can act as a secondary means to display images rather than just a static image.
 
Seems fine :P Altho the program dont like the @Scene_Image.new part :( I get message : NoMethodError occurred while running script. undefined method `new´ for nil:NilClass

Sorry I almost failed at scripting in school :P
 
Well that worked better :P Not the best result tho sence screen went black and all :)

Yeah I had a really bad teacher and I didnt get the logic of how stuff worked so I had a ruff time with that course :P

Using the Variables / Pictures / Condtion Branch Ive managed to do quite good stuff anyhow :) and ofc a ton of Common Events :P

Condition Branch if Variable 4001 (Player 1 Current HP) = 1
Show (Pic Number) 1

Condition Branch if Variable 4001 (Player 1 Current HP) = 2
Show (Pic Number) 2

etc :P

Its actully the Charaters HP / MP / SP .. Text (Numbers) thats eating my Pictures away :( One Chars HP,MP and SP takes about 5 pictures (10 if u were to have maximum to) and then another 4 pictures / char with the HP, MP, SP and ATB Bar :P

If only the program could summon HP and MP I wouldn't/Shouldn't need more pictures to be honest :)
That would save like:
6 Pictures for Current HP text (3 chars)
6 Pictures for Maximum HP text (3 chars) (If used --> Right nowdont have enought Pictures for it)
6 Pictures for Current MP text (3 chars)
6 Pictures for Maximum MP text (3 chars) (If used --> Right nowdont have enought Pictures for it)
 

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