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 - 12-08-2019 ...I should have guessed that. Thanks for the list. I'll check which script offers what I'm looking for AND doesn't cause incompatibly issues with the other dozen of so of scripts my project has. RE: What's up, RMers? - kyonides - 12-09-2019 Earlier today I have managed to add screenshot support to the Ruby/SDL2 rubygem that allows Rubyists use SDL2 as just another Ruby extension. It is curious to notice that I have done the same with HiddenChest but Gosu still refuses to provide a way to implement it... It doesn't seem to use SDL_Renderer so it makes things get a bit ugly... RE: What's up, RMers? - DerVVulfman - 12-21-2019 Gotta think more about the progression system in my leveled abilities script. In Elder Scrolls, you score points for swinging a sword around, but it takes a while to get just ONE POINT increase. Granted, 10 points means you gain a level of experience if you're a fighter. But I gotta figure out how to work out the system to get each 'blade' point, each 'blunt' point, each 'White magic' point..... a progression chart of sorts mebby? RE: What's up, RMers? - kyonides - 12-21-2019 The sample you can find below will be the next implementation of the font shadow effect in HiddenChest! So guys, what do you think about it? Got any suggestions!? RE: What's up, RMers? - DerVVulfman - 12-22-2019 It has a bit of a 'bleed' if you zoom the graphics, like looking at the 'S' in Shadow and you see some of the top of the S repeated throughout the blue. HOWEVER, that might be an easy fix... I guess? Other than that, it kinda reminds me of the old Chris Reeves 'SUPERMAN' titles! Oh... You did keep the color options open with an alpha setting for transparency.opacity, right? *DerVVulfman ducks* RE: What's up, RMers? - kyonides - 12-24-2019 *Willingly ignores a wolf full of fleas* Last night I had a dream that involved some sort of script and I only kept talking about it... Sadly, I didn't get to the part where I learned what the new? script was all about... I just had to wake up and do stuff as usual. RE: What's up, RMers? - Kain Nobel - 01-08-2020 A little inside baseball on how the World Map system in my game works and is designed... It is officially canon that our heroes live on a round ball globe planet of sorts, as it is depicted in-game. As far as how it is represented in raw map tree data, well that's a different story... The map tree data has the planet planned and organized as a cube. Six regions; 1 North and 1 South Pole region, 2 Western Regions, 2 Eastern Regions. The region maps are fairly large and everything comes together like a classic Zelda map. To evenly break up any one of the East/West regions, you'd have 9 maps grouped 3x3, but sometimes zones are taller or wider than such. In other words, sizes vary but maps overall are standardized. Regions have a 24 hour solar cycle, divided into 12 time zones representing 2 in-game hours each, with the sun rising in the East and setting in the West, quite similar to here on Earth. The sky tone (used in overworld battle backgrounds) is set based on a color graph programmed for each hour (or overridden by a weather setting.) Weather is randomized within allowed parameters for each region and queued up every game hour. I've yet to create a useful visual forecast system, but the data is indeed generated ahead of time for each region. Some places are always rainy, some occasionally snowy, others consist of bone dry deserts and have 1/256th of a chance getting rain. What I haven't created yet, but am looking forward to doing, is the underwater submarine sections. The submarine gets pressure load upgrades as the game progresses, allowing it to go 1, 2 or a whole 3 layers deep into the underwater ocean. I don't plan on getting as elaborate with the underwater section as I do with the surface, as I think the submarine will be isolated within a certain boundary between continents or something, probably locked within the eastern hemisphere region. For now, everything underwater is low on my priorities list so this may or may not make it into the end game. We'll see... RE: What's up, RMers? - DerVVulfman - 01-18-2020 Things have been slow-going for my RM-ing, given estate stuff. Other than quick looks at scripts and stuff, I've hardly touched RPGMaker.... sad. But that's due to the stuff I gotta do right now. Hopefully, that slowdown will end. My current endeavor of 'Ability Leveling', a variation of a system like in the Elder Scrolls where you use an abiility or two (Blade, Conjuration, stealth) and it will increase your level if you use it/them enough. It's not based on killing monsters for points, but more towards how often you use your actual skills/ Of that, I'm working on a touch up, something to handle status ailments that affect your abilities. Let's say you're a sorcerer who levels up based on special magic skills: Illusion, Conjuration and Alteration. And let's say you are affected with an ailment that weakens your ability to recognize Illusions... increasing your Level might become more difficult. RE: What's up, RMers? - Steel Beast 6Beets - 01-18-2020 On my part, I've been working to create equipment that different effects in battle like a gauntlet that randomly casts 1 out of 4 different buffs as soon as the battle starts. All done via common events. On this subject, I've always felt that common events are more or less overlooked by most as a way to get things done. RE: What's up, RMers? - kyonides - 01-20-2020 Lately I've been working on adding gradient effect to the sprite class and ended up with weird glitches. If calling the bitmap class directly, those glitches are missing, everything works fine. O_o? I've been dealing with the *Ubuntu build only, perhaps I'll upload the *Ubuntu and Fedora builds later tonight. Oh but they won't include any extra gradient methods. I don't think they're safe based on the results of my very basic playtests. |