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 What's up, RMers?
I had to simplify my state changing procedure to skip useless stuff if possible. Even so I still can see how it gets stuck for a few seconds if a map scene is involved... Perhaps that slowdown is not as serious as it was but the second half of the transitional effect got lost except if you jump from one menu to another...
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

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My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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Mah QUEST system is TOO big. Tongue sticking out I gotta make a help file to keep track of every configurable, all options possible when making each quest, and the myriad of commands you can use in the field map to handle the quests themselves.

I'm getting better at it. The Lycan help file is an easier read than what I did for Animated Battlers. Gak, that reads like an instruction manual on building a stereo with Radio Shack parts.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Honestly I believe that no instruction manual is too big or complicated to read if it really covers everything that should be covered. Beats having bare-bones instructions that do not explain half of the things of importance.
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Well, I finished writing the 'Coders Reference' portion of the help file. But don't get the idea that my finishing the last chapter of the help file means I'm done. I bounce around from section to section, and typically work on the boring and technical parts first. And man-oh-man, did I have a lot of methods to describe.

At least it should help others who wish to learn from it while it gave me the opportunity to ensure I didn't have any leftover, 'commented out' garbage.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Okay... working on writing the chapter that covers the configuration page, all the values in detail. BORING as hell. But it allows me the opportunity to do some fine-tuning. For example, I had an option to handle a transition effect. To further develop the system, I added a simple edit which allowed the game developer to not use the transition system at all.

At the same time, I actually forgot what some of configuration values controlled. One feature was an automation system, but I forgot what two switches in the automation system controlled. Sure, I had notes in the configuration page itself. But there's nothing like detailed explanations.

Still, this is just the page that controls how the quest menu appears, graphics, timing and the like. It's gonna be some time before I get to covering the structure of the actual quest data itself. *groan.....*
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
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I updated some of the scripts used on my project. Namely, I replaced RPG Advocate's old HP Absorption Skills script and DerVVulfman's SP Damage with the brand new script that our dear wolfman developed here.   

Fortunately, thanks to the nomenclature I employed on the skills  i.e all the sp damaging abilities start with Aura (Aura Erosion, Aura Cutter, Etc.) made very easy the reconfigurate the whole thing.
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I've been thinking about games nowadays falling upon old and classic terms for support. I mean, potions all the time, terms like Aura or Mana or the like, and don't get me going on things like swords. If you're in a fantasy world, do you think you'd encounter a freakin' Ninja? Sorry Yuffie. I might have a world with horses, but how about a horse with thick ebony green scales and talons for hooves and that like to eat meat?

Well, I've been working MORE on the the Quest system's help file. Or to be more specific, I've covered a lot of the system that configures the actual Quest system's menu mechanics and font display setup. System automation, pop-up configurations, Faction and Completion menu options, fonts and more have been covered. I still need to deal with control values for the scrolling table of contents and the actual full page displaying individual quests. But I'm getting there.

I still need to work on the chapter on how to actually 'create' the quests for the game, as well as a rundown on making a first quest and some feature effects and commands you can use. I've been poking a couple people to give me questions for the Q&A chapter.....
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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(10-25-2017, 04:11 AM)DerVVulfman Wrote: I've been thinking about games nowadays falling upon old and classic terms for support.  I mean, potions all the time, terms like Aura or Mana or the like, and don't get me going on things like swords.  If you're in a fantasy world, do you think you'd encounter a freakin' Ninja?  Sorry Yuffie.  I might have a world with horses, but how about a horse with thick ebony green scales and talons for hooves and that like to eat meat?

What about a hairy half-plant horse with tentacles coming out of its mane due to a diet consisting of toxic monsters?

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That's a Mallicant from Final Fantasy XII.

Hilariously, the only RPGs I can think of that still feature potions are the Final Fantasy series presumably becaue it's always been like that.
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There's always Diablo. And the older Dragon Warrior series. And it's kinda defaulted with RPGMaker itself.

Diet consisting of toxic monsters? Give it some Pepto Bismol! It's looking a little green around the gills.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
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In the case of Dragon Warrior/Quest, it's all about healing herbs now. Those are pretty much THE other most common HP recovering item.

As for our verdant equine friend, the bestiary indicates that a steady diet of Malboros (horrid plant monsters infamous for their bad breath) mutated them into their current state as well as helped them to develop a taste for flesh.  The game also features another type of horse monster:

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Those guys are called Sleipnir AKA Nazarnir and are said to be the war stallions of a long forgotten civilization that have grown feral beyond any kind of taming.
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