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Mawo Digital

Fahnenträger

  • »Mawo Digital« ist der Autor dieses Themas

Motto: Mut ist die Magie, die Träume wahr werden lässt!

  • Nachricht senden

1

Dienstag, 11. November 2008, 14:00

Brauche neues Menü.

Hallo Communitay.
Kann mir jemand mein eigenes Menü für mein projekt machen?
Attachment 4051

Quests heißt als script: q.3
Monsterbuch heirßt: Scene_Monsterdex

Die Icons heißen:
1.Karte(ist im ordner Graphics/Icons)
2.Gold(icons)
3.Schritte(icons)
4.Sanduhr(icons)

Hoffe das lässt sich einrichten.
  • Mein Rechner

    Mein System
    CPU: AMD FX-6100 (6x 3.3 GHz)
    Arbeitsspeicher:
    16 GB 1333MHz-Ram
    GPU:
    AMD HD 7750
    Festplatte:
    1,25 TB intern
  • Fähigkeiten

    • RPG Maker
      Story: :star::star::star::star-empty::star-empty:
      Mapping: :star::star::star::star::star-half:
      Events: :star::star::star::star::star-empty:
      Grafik: :star::star::star::star::star:
      Skripten: :star-half::star-empty::star-empty::star-empty::star-empty:
      Pixeln: :star::star-empty::star-empty::star-empty::star-empty:
    • Multimedia
      Grafikdesign: :star::star::star::star::star:
      Webdesign: :star::star::star::star-half::star-empty:
      Videobearbeitung:
      - Effekte:
      :star::star::star::star::star:
      - Schneiden: :star::star::star::star::star-half:
      3D Animationen/Modelling: :star::star::star::star-empty::star-empty:
      Programmieren: :star::star::star-empty::star-empty::star-empty:

Neo-Bahamut

Himmelsgleicher

Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.

  • Nachricht senden

2

Dienstag, 11. November 2008, 14:36

Ich meld mich mal, vielleicht kann ich das machen. Allerdings würd ich gerne noch ein bisschen zum Projekt wissen, sonst mach ich mir nacher die Arbeit und du cancelst das ganze nach 3 Tagen =O
Spoiler: Wurstinator
zum Lesen den Text mit der Maus markieren

Spoiler: Lazer-Wurst
zum Lesen den Text mit der Maus markieren

Spoiler: Hallowurst
zum Lesen den Text mit der Maus markieren

Mawo Digital

Fahnenträger

  • »Mawo Digital« ist der Autor dieses Themas

Motto: Mut ist die Magie, die Träume wahr werden lässt!

  • Nachricht senden

3

Dienstag, 11. November 2008, 15:27

Also das Speil heißt Final Fantasy Angel Cronicles.
Story (Kurzformat)
Der Manakristall wird von jemandem gestohlen. Als die hohen Priester dort ankamen fand man nur Kratos,der gespürt hat,dass die Kraft der Kristalles verschwunden war.
Nun verdächtigt man ihn und die Engel,weil er selber ein Halbengel ist. Natürlich versucht er selber seine Unschuld zu beweisen und begibt sich auf die Suche nach dem Kristall,doch es kommt zu einem bitteren Krieg zwischen Menschen und Engel.....
Aus Harmonie wird zerstörung............

So reicht dir das für den Anfang und keine panik ich werde es nicht canceln,weil das mein altes projekt nur mit einer umgeänderten Story ist. ;)
  • Mein Rechner

    Mein System
    CPU: AMD FX-6100 (6x 3.3 GHz)
    Arbeitsspeicher:
    16 GB 1333MHz-Ram
    GPU:
    AMD HD 7750
    Festplatte:
    1,25 TB intern
  • Fähigkeiten

    • RPG Maker
      Story: :star::star::star::star-empty::star-empty:
      Mapping: :star::star::star::star::star-half:
      Events: :star::star::star::star::star-empty:
      Grafik: :star::star::star::star::star:
      Skripten: :star-half::star-empty::star-empty::star-empty::star-empty:
      Pixeln: :star::star-empty::star-empty::star-empty::star-empty:
    • Multimedia
      Grafikdesign: :star::star::star::star::star:
      Webdesign: :star::star::star::star-half::star-empty:
      Videobearbeitung:
      - Effekte:
      :star::star::star::star::star:
      - Schneiden: :star::star::star::star::star-half:
      3D Animationen/Modelling: :star::star::star::star-empty::star-empty:
      Programmieren: :star::star::star-empty::star-empty::star-empty:

Neo-Bahamut

Himmelsgleicher

Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.

  • Nachricht senden

4

Dienstag, 11. November 2008, 15:34

Final Fantasy =O
Nja, mal sehn, ich hab noch was zu tun. Phantasia Chronicles testen, Duke zwingt mich noch zu was, wir schreiben am Montag ne Arbeit...
aber wenn ich irgendwann mal ne ruihe Minute oder Stunde finde mach ichs^^
Spoiler: Wurstinator
zum Lesen den Text mit der Maus markieren

Spoiler: Lazer-Wurst
zum Lesen den Text mit der Maus markieren

Spoiler: Hallowurst
zum Lesen den Text mit der Maus markieren

Shizaso

Der Junge, der stirbt

Motto: Ich bestimme: wir haben Demokratie!

  • Nachricht senden

5

Dienstag, 11. November 2008, 15:40

ich hab das hier mal irgentwo gefunden... das müste man jetzt nur ein wenig editen... ^^
Spoiler: Screen
Bild
zum Lesen den Text mit der Maus markieren


Spoiler: Skript (einfach vor main in ein neues Skript einfügen)
#============================================================
# ToS Menu_Compilations
# Compilated By: Vash (aka Vash-X)
# Released on: Dec. 27, 2005
# Last Updates: Jan. 4, 2006, March 2, 2006
# Recent Updates: April 14, 2006
# Version: 1.3.1
# Credits: Many Sources (Don't remember all)
# Cursor Script by squall
#============================================================

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

class Window_Base < Window

def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(255, 0, 0, 192)
hp_color_2 = Color.new(255, 255, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end

def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 0, 0, 255, 192)
hp_color_2 = Color.new( 0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end

def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
distance = (start_x - end_x).abs + (start_y - end_y).abs
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.fill_rect(x, y, width, width, start_color)
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end

def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, 32, " Lv.")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end

def draw_actor_hp(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
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)
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

def draw_actor_sp(actor, x, y, width = 144)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
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)
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
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

class Sprite_Cursor < Sprite
#--------------------------------------------------------------------------
# ● instances
#--------------------------------------------------------------------------
attr_accessor :true_x
attr_accessor :true_y
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(x = 0, y = 0)
super()
self.x = @true_x = x
self.y = @true_y = y
self.z = 10000
self.bitmap = RPG::Cache.windowskin("cursor") rescue Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
super

if self.y < @true_y
n = (@true_y - self.y) / 3
n = 1 if n == 0
self.y += n
elsif self.y > @true_y
n = (self.y - @true_y) / 3
n = 1 if n == 0
self.y -= n
end

if self.x < @true_x
n = (@true_x - self.x) / 3
n = 1 if n == 0
self.x += n
elsif self.x > @true_x
n = (self.x - @true_x) / 3
n = 1 if n == 0
self.x -= n
end
end
end

class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# ● instances
#--------------------------------------------------------------------------
attr_reader :index
attr_reader :help_window
attr_accessor :cursor
alias update_cursor_moves update
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
@cursor = Sprite_Cursor.new(x, y)
update_cursor
end
#--------------------------------------------------------------------------
# ● x=
#--------------------------------------------------------------------------
def x=(x)
super
@cursor.x = x if !@cursor.nil?
end
#--------------------------------------------------------------------------
# ● y=
#--------------------------------------------------------------------------
def y=(y)
super
@cursor.y = y if !@cursor.nil?
end
#--------------------------------------------------------------------------
# ● visible=
#--------------------------------------------------------------------------
def visible=(visible)
super
if !@cursor.nil? and visible == false
@cursor.visible = false
end
end
#--------------------------------------------------------------------------
# ● dispose
#--------------------------------------------------------------------------
def dispose
@cursor.dispose
super
end
#--------------------------------------------------------------------------
# ● update_cursor_rect
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, cursor_width, 32)
end
#--------------------------------------------------------------------------
# ● update_cursor
#--------------------------------------------------------------------------
def update_cursor
@cursor.true_x = self.cursor_rect.x + self.x - 8
@cursor.true_y = self.cursor_rect.y + self.y + 16
@cursor.update
@cursor.visible = (self.visible and self.index >= 0)
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
update_cursor_moves
update_cursor
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

class Game_Party
attr_reader :battle_count
alias initialize_para_battle_count initialize
def initialize
initialize_para_battle_count
@battle_count = 0
end
def increase_battle_count
@battle_count = [@battle_count + 1, 9999999].min
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆
class Scene_Battle

alias start_phase1_para_battle_count start_phase1
def start_phase1
@enemies_count = $game_troop.enemies.size
start_phase1_para_battle_count
end
alias battle_end_para_battle_count battle_end
def battle_end(result)
case result
when 0
$game_party.increase_battle_count
when 1
$game_party.increase_battle_count
exist_enemy = 0
for enemy in $game_troop.enemies
if enemy.exist?
exist_enemy += 1
end
end
@enemies_count = @enemies_count - exist_enemy
end
battle_end_para_battle_count(result)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

class Window_Info < Window_Base

def initialize
super(0, 0, 170, 384)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end

def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(1, -7, 120, 32, "Play Time")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 10, 120, 32, text, 2)

self.contents.font.color = system_color
self.contents.draw_text(1, 30, 120, 32, "Steps")
self.contents.font.color = normal_color
self.contents.draw_text(2, 32, 120, 32, $game_party.steps.to_s, 2)

cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 216, 122.5-cx-6, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 220, cx, 25, $data_system.words.gold, 2)

self.contents.font.color = system_color
self.contents.draw_text(2, 64, 120, 32, "Encounters")
self.contents.font.color = normal_color
self.contents.draw_text(3, 66, 120, 32, $game_party.battle_count.to_s, 2)

self.contents.font.color = system_color
self.contents.draw_text(2, 95, 120, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(- 2, 115, 124, 32, $data_map_infos[$game_map.map_id].name, 2)

end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

class Window_MenuStatus < Window_Selectable
def initialize
super(0, 0, 470, 386)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 93
actor = $game_party.actors
draw_actor_graphic(actor, x - 32, y + 65)
draw_actor_name(actor, x + 5, y - 8)
draw_actor_class(actor, x + 5, y + 18)
draw_actor_level(actor, x, y + 45)
draw_actor_state(actor, x + 95, y + 45)
draw_actor_hp_meter_line(actor, x + 223, y + 9, 116, 8)
draw_actor_sp_meter_line(actor, x + 223, y + 37, 116, 8)
draw_actor_hp(actor, x + 195, y + - 8)
draw_actor_sp(actor, x + 195, y + 20)
self.contents.font.color = system_color
self.contents.draw_text(x + 175, y + 45, 84, 32, "Next")
self.contents.font.color = normal_color
self.contents.draw_text(x + 310, y + 45, 84, 32, actor.next_exp_s)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 90, 32, 32)
end
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

class Window_MenuCommand < Window_Selectable
#--------------------------------------------------------------------------
def initialize(commands)
col_max = 4
super(0, 0, 640, (commands.size / col_max + 2) * 21.5 + 32)
@column_max = col_max
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
def refresh(commands = nil)
@commands = commands if commands != nil
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new((index % @column_max) * ((width - 32) / @column_max),
index / @column_max * 32, (width - 32) / @column_max, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = (self.width - 55) / @column_max
x = @index % @column_max * (cursor_width + 3)
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, 32, 32)
end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆

class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
@changer = 0
@where = 0
@checker = 0
end
def main
@commands = []
@commands[0] = $data_system.words.item
@commands[1] = $data_system.words.skill
@commands[2] = $data_system.words.equip
@commands[3] = "Status"
@commands[4] = "Party"
@commands[5] = "Save"
@commands[6] = "End"
@command_window = Window_MenuCommand.new(@commands)
@command_window.back_opacity = 180
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(5)
end
@info_window = Window_Info.new
@info_window.back_opacity = 180
@info_window.x = 470
@info_window.y = 96
@status_window = Window_MenuStatus.new
@status_window.back_opacity = 180
@status_window.x = 0
@status_window.y = 96

@mapset = Spriteset_Map.new

win1=Window_Base.new(0, 96, 470, 100)
win2=Window_Base.new(0, 196, 470, 93)
win3=Window_Base.new(0, 289, 470, 93)
win4=Window_Base.new(0, 382, 470, 98)
win1.back_opacity= 0
win2.back_opacity= 0
win3.back_opacity= 0
win4.back_opacity= 0
win1.z=9999
win2.z=9999
win3.z=9999
win4.z=9999
Graphics.transition(30, "Graphics/Transitions/" + "015-Diamond01")
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
win1.dispose
win2.dispose
win3.dispose
win4.dispose
@command_window.dispose
@info_window.dispose
@status_window.dispose

end
def update
@command_window.update
@info_window.update
@status_window.update

if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0 # Item
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1 # Skill
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # Equip
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # Status
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # Party Changer
$game_system.se_play($data_system.decision_se)
@checker = 0
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 5 # Save
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 6 # End
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
# --------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
when 4
$game_system.se_play($data_system.decision_se)
if @checker == 0
@changer = $game_party.actors[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.actors[@where] = $game_party.actors[@status_window.index]
$game_party.actors[@status_window.index] = @changer
@checker = 0
@status_window.refresh
end
end
return
end
end
end
zum Lesen den Text mit der Maus markieren
:shizaso_devil:

Mawo Digital

Fahnenträger

  • »Mawo Digital« ist der Autor dieses Themas

Motto: Mut ist die Magie, die Träume wahr werden lässt!

  • Nachricht senden

6

Dienstag, 11. November 2008, 17:49

Geht schon in die Richtung,aber ich will das doch lieber wie ichs beschrieben habe .
  • Mein Rechner

    Mein System
    CPU: AMD FX-6100 (6x 3.3 GHz)
    Arbeitsspeicher:
    16 GB 1333MHz-Ram
    GPU:
    AMD HD 7750
    Festplatte:
    1,25 TB intern
  • Fähigkeiten

    • RPG Maker
      Story: :star::star::star::star-empty::star-empty:
      Mapping: :star::star::star::star::star-half:
      Events: :star::star::star::star::star-empty:
      Grafik: :star::star::star::star::star:
      Skripten: :star-half::star-empty::star-empty::star-empty::star-empty:
      Pixeln: :star::star-empty::star-empty::star-empty::star-empty:
    • Multimedia
      Grafikdesign: :star::star::star::star::star:
      Webdesign: :star::star::star::star-half::star-empty:
      Videobearbeitung:
      - Effekte:
      :star::star::star::star::star:
      - Schneiden: :star::star::star::star::star-half:
      3D Animationen/Modelling: :star::star::star::star-empty::star-empty:
      Programmieren: :star::star::star-empty::star-empty::star-empty:

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