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What's up, RMers? - Printable Version

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RE: What's up, RMers? - DerVVulfman - 08-16-2016

Still working on the quest system's development as you can see.

[Image: attachment.php?aid=617]

The list of quests now uses the same title and description fonts that are in the main page.  And you can now see a 'primitive' version of a background for the lists.  I know the fonts don't really work with the old-world paper background, but the intent is to show that the system works.

The background behind the quests is a checkered scrolling animated background which is simple to implement... or turn off so the background field map can show through.

And I'm contemplating semi-translucency for the backgrounds (be it windowskins or background graphics) so the fieldmap or animated background can show through.

Tongue sticking out I still haven't messed with the OPTIONS above the list so an icon graphic can be used in their place. But that's a desired feature.


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RE: What's up, RMers? - vgvgf - 08-16-2016

Planning to work on something, still don't know on what... I just felt nostalgic and missed working on rpg maker things


RE: What's up, RMers? - DerVVulfman - 08-17-2016

Well well...  A bit more of a tweak now.

[Image: attachment.php?aid=619]

I have two adjustments involved in this shot.  A horizontal margin value so both left and right sides that display the text can be adjusted, and a vertical adjustment to allow extra space for fun top/bottom borders for the scrolling display.

As you can see, it did adjust the text inside and made it look better.

[Image: attachment.php?aid=620]

And it works wonderfully within the quest's main page too. If you want to make something to cut off the tops and bottoms like showing the quest screen within a TV tube, you can do it.


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RE: What's up, RMers? - DerVVulfman - 08-17-2016

Ho hooooo!!!!  Yes!  Now this is the benefit of using background images and defining areas that can SCROLL!

[Image: attachment.php?aid=621]

Yeah!  Might not be able to have this much fun with data windows that list things like items and goods... you never really see PART of the text get cut off like this.  I mean, you want to see the whole word/item/gun/whatever shown in the window and not part cut off so you can properly select it.  But with a quest system where you can actively scroll through a single page with a massive amount of text, you can have so much FUN!

The scroll background came from a UNITY site somewhere (at least GOOGLE IMAGES told me that).  I just adjusted the image to the proper size for this window and just made width-height adjustments in the script so the text gets cut off right.

In case you didn't know, the quest page has a word-wrap system.  And I set it up to re-calculates the height of the drawing area so it properly scrolls.

Oh, I am working on the two OPTION bars which selects the quest types and if completed or not....  So far, so good in getting ICONS in place (or to replace the text altogether).  But slow going.  I want to have failsafes in place.


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RE: What's up, RMers? - Steel Beast 6Beets - 08-19-2016

That checkered background pic is the same used by MOG on their scripts, pretty sure of that.

As for my project, using the RPG Wizard tool I converted a bunch of RM2K assets to be used in RMXP. The whole scenario will be a throwback to the days of RM2k/2K3, featuring graphics and music of that time. It mostly be be a post game quest.


RE: What's up, RMers? - Mel - 08-19-2016

It becomes annoying when you have to scroll down through hundred of items to find a specific potion in battle... >_>

Is there a simple way to list all potions and healing stuff on top of the item menu even if the IDs are different?

If not I have to rearrange my whole database which would be a really pain.


RE: What's up, RMers? - BeJeremiah - 08-19-2016

Hmm, One way is to assign an element in database to item types and then you can filter item display.


RE: What's up, RMers? - BeJeremiah - 08-19-2016

I apologize, I forgot that element is an array so it cant be used to sort item array.

However, I tried the following and it works for the most part. Edit the Add Item part in Item Window

Code:
# Add item
   for i in 1...$data_items.size
     if $game_party.item_number(i) > 0
       @data.push($data_items[i])
       if $game_temp.in_battle
         @data.sort! do |d1, d2|
           d2.recover_hp <=> d1.recover_hp
         end
       end
     end
   end



RE: What's up, RMers? - Mel - 08-19-2016

Well that works really fine.

Thank you alot!


RE: What's up, RMers? - Steel Beast 6Beets - 08-20-2016

What do you guys think? Should I include some kind of clue about the NPCs that give sidequests, like a "!" hovering over their heads? It's mainly to make simplify the process rather than having the players talking to everyone, hoping to trigger the sequence.