What's up, RMers? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: What's up, RMers? (/thread-395.html) Pages:
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RE: What's up, RMers? - Steel Beast 6Beets - 02-19-2014 (02-12-2014, 04:41 AM)DerVVulfman Wrote: Been a while since I discussed the charactersets for my game's paperdoll system. Turns out that I needed more space between frames so weapons could extend a bit further. But EEP... that's a lot of charsets as I had a couple dozen eye sets, dozens of hair styles, and so on. There is that AND the fact the charactersets are custom ones with over 140 frames in each file.Glad to know you managed to dodge a bullet there. I mean, editing all those files would've been a monumental task. I feel like mentioning that I was thinking of making the non-magical skills of my game use HP instead of SP, like in the Shin Megami Tensei and Persona series. Then I realized that there wouldn't be a way to display how much HP is required for the skill since the default Database only can show SP costs. Bummer. Perhaps I'll just add the HP consumption to the skill's description. RE: What's up, RMers? - MechanicalPen - 02-19-2014 I actually wrote a "Show HP cost in Window_Skill" script, if you'd like it. it is basically Code: #draw costs RE: What's up, RMers? - Steel Beast 6Beets - 02-19-2014 Nice. Can you make it compatible with this script? Code: #============================================================================== I opted to use this script instead of DVV's as I wanted to set the HP consumption to a percentage of the character's total HP instead of a fixed amount. Also, should I include that within the script or as a stand-alone script? RE: What's up, RMers? - MechanicalPen - 02-20-2014 This is why I like DVV's scripts, they are easy to use and reuse. Why doesn't this script add onto the skills definition like his does? Who knows. ....anywho, here is this. You can place it wherever you'd like. Code: #============================================================================== RE: What's up, RMers? - Steel Beast 6Beets - 02-20-2014 A hundred thanks! Thinking about it, I'll add a NPC explaining that non-magical skills consume hp just to avoid confusion. RE: What's up, RMers? - DerVVulfman - 04-03-2014 Things are slowly but surely going with my game, inserting a stamina and exertion system into it. If you jump, run or swing a weapon.... (or push a rock), you get tired. If you slowly crawl, take time out to pick a lock, or something stealthy, you get ... whatever (your bar runs out). Hud system has gotta be next. And remember... it changes depending on what character you play... like my menus. RE: What's up, RMers? - yamina-chan - 04-03-2014 Sounds like your game has some replay value right there, DerVV =) I've been spending a lot of time (and some points) on a side projekt that I'm working on with someone as of late anf I'm currently considdering to find and commission an artist for the project. ...And possibly a scripter too, the menu is just not doing it for a two-character-only game. My main project however that I have been working on for years has been untouched in a long, long time. Not because I don't want to work on it, but every time I open it up I realize how much progress I've lost and then I no longer feel like working on that. Also, it turns out it is surprisingly difficult to find something when you're specifically looking for it. =b RE: What's up, RMers? - DerVVulfman - 04-08-2014 Final touches to my fun little stamina system are being made. If you jump, you lose physical stamina. If you pick a lock, you may lose some mental patience stamina (for lack of a better word). If you climb a wall, you may lose both (more for physical stamina likely). Heck, if you wanna pick pocket someone or harvest some plants (LAST to adjust), you lose some points. HUD designing is gonna be next, the moment I fix the harvest system to drain ya. You don't wanna spend all day harvesting plants and wear your self out only to encounter a freakin' monster horde. RE: What's up, RMers? - Kain Nobel - 04-22-2014 Since I haven't been active with the ReGaL team, there is lots of catching up for Kain to do. It seems like the project might be bigger than itself though as the team has been discussing coming up with a Ruby++ as a foundation. My opinions are mixed on this, but overall it does sound like a good idea. Maybe. To elaborate, Ruby is built on the C language, so I'm assuming Matz might've started it prior to C++ becoming more relevant. All the dialog for my project's story has been modified from it's basic "script" to being conformed for proper message box display, accounting for factors such as the font and whether or not the dialog in question will be using a face portrait. I figure it's a better use of my time than sitting idly in my futile attempt to get some tilesets and maps done. A couple new tunes have been started which are turning out rather exceptionally! Hopefully once they're finished they can be ranked upon the "masterpiece" tracks, but we'll see. RE: What's up, RMers? - DerVVulfman - 04-25-2014 Can't help it. I know. Back to some RGSS coding I go. Looking at GubID's Isometric View, gotta ask if he released a version two. Yeah, I made that Isometric View patch for the Lycan ABS, but I wanna see if GubID had a more up-to-date one than what we have linked in the forum. Besides that, I have another Iso View add-on in the works that some others have seen. |