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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Steel Beast 6Beets - 09-15-2024

Oh, my bad. I should have been more specific: I was asking in which .rxdata file in the Data Folder were switches and variables stored since all of them are pretty self-explanatory (Enemies.rxdata, Animations.rxdata, CommonEvents.rxdata, etc).

You see, my computer began to act again and my project was corrupted thanks to an unexpected shutdown. I just copy and pasted the files of the maps that I was working on to a backup and that seemed to work until I noticed that the switches were missing. I opted to just copy all the non-map rxdata files and that fixed the issue.


RE: What's up, RMers? - DerVVulfman - 09-15-2024

Ah, that is the System.rxdata file.  It holds the 'content' of the RPG::System class that holds what you define within the editor.  Insofar as the switches and variables, it is just a list and not the actual values that change in-game.  Value changes are again in the $game_switches, $game_variables array:

Content Hidden

Of course, this is separate than any values someone adds into $game_system with their own custom scripts. Winking


RE: What's up, RMers? - kyonides - 09-15-2024

To be clear here, System.rxdata will ONLY store the "names" of switches and variables, not the values. There you won't find any true, false or Numeric values at all.


RE: What's up, RMers? - Steel Beast 6Beets - 09-15-2024

I see. Thanks for the explanations.

Fortunately, the events I had been working on required only switches and now are doing what they're supposed to do.


RE: What's up, RMers? - Remi-chan - 09-23-2024

Haven't done much work lately. Been grinding on that addictive and SWEATY world of warcraft GRINDSET!

But I have in some manner done some work. I've updated almost all of the flavor text in the Vahnus Estate to be more brief, concise and in some cases, rewritten it to be more funny or fitting for the events as they are now compared to what they were before.

One example:
[Image: qBHDSbf.png]
[Image: c5P2PGP.png]
It's two lines of about a five line conversation, and that's one of the longer ones, now.

I also have been updating main story dialogue oin disk 0 but it is slow going. So for now, that will be all.


RE: What's up, RMers? - kyonides - 09-25-2024

So people, what do you think Thinking about a battle system or a mod that would allow you as game developers to switch 2 or 3 enemy troops at will?
All done via script calls, of course! Happy with a sweat


RE: What's up, RMers? - DerVVulfman - 09-25-2024

I'm kinda intrigued.

Are you suggesting the possibility of extending a battle... as if you beat all the troops in battle, your game developer's script call would then be able to 'switch' to another troop and extend the fight without ever leaving the battlesystem?

If that's the case, do keep track of the exp/gold/items of all troops fought in battle.


RE: What's up, RMers? - kyonides - 09-25-2024

Nope. What I am saying is that you can change the enemy teams at any given time.


RE: What's up, RMers? - Remi-chan - 09-28-2024

So I finally cracked down and got some work done!

Working on the re-write for Disk 0 and combat overhaul for the game, the tutorial battle is now not only more intense and epic, but somehow I think it's easier??

It might just be because the controls are so much easier to deal with now. Left click to attack, and its mouse-aim. Shift to skedaddle, right click to toggle defend and WASD for movement, it's very smooth and fluid.

But that's not all, featured is a brand new 30 second long pre-rendered cinematic where as the video title suggests, Koko looks to the sun, and the sun stares back.

Siletrea's voice acting yet again nailing the vibe for a scene, and yes i will be getting her to do the Koko lines in the cinematic. Just right now she's ill so not in the best conditions for it. We laso have some Lilac by Phoenix Astra and Lumi by Katie Dagnen.


RE: What's up, RMers? - DerVVulfman - 09-30-2024

(09-25-2024, 04:32 AM)DerVVulfman Wrote: Are you suggesting the possibility of extending a battle... as if you beat all the troops in battle, your game developer's script call would then be able to 'switch' to another troop and extend the fight without ever leaving the battlesystem?

If that's the case, do keep track of the exp/gold/items of all troops fought in battle.

(09-28-2024, 01:27 AM)kyonides Wrote: This release allows you to define how many enemy troops should be defeated before battle ends, namely 1 or ALL of them! Laughing

BOY DID I CALL IT!

That's exactly what I meant.