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? - Taylor - 09-18-2012 Well, that was interesting. I tried out a console script to have a console in the background, so I could alert to things happening without the need to be interrupted by alert dialogues. I used this to try and work out the lag I was rambling about on IRC. Turns out while the main actor command menu would only update on keypresses... it would suddenly update at high speeds when it was inactive. I have no clue why this was. I'm just going to blame the SDK's auto-refresh system. Fixed it by creating a menu antilag, that returns from help updates if a variable (100, 200 or 300 + index) was still the same (as well as the Input.dir4 check for the main commands). On the VXAce poking front, it turns out it doesn't let you use resolutions higher than 640 x 480. My XP project is 734 x 416. I tried out Goldaryn's resolution script with Ace and weird things happened. The in-game images all stretched. The window didn't seem to want to budge past 640px, but the graphics were stretching. And there was no lag, it was just... stretched. So... was it stretching the rendered screen or something? (As opposed to the individual elements evenly.) I'm probably not using the right words here... All these distractions, I don't know what I was originally working on in my code. ... I think I was about ready to think of skill and item names and get to databasing. Then, when the Etrian Odyssey-inspired idea came around I started wondering about emulating dice. Yes - rand is a thing. But I wanted to make something exploitable. I later learnt about seeds and the way RNGs actually worked. However, because RMXP uses rand everywhere and resets srand every time, I'm not sure how to create a single, exploitable rand(20). I need to work out how to make a face-cut-in effect for ultimate attacks too. Then maybe... I can... should get to that databasing. RE: What's up, RMers? - KasperKalamity - 09-19-2012 my favorite part of having a facebook page for my game is that i get to pretend im some bigshot with a staff and people running things, when it's actually just me sharing my own updates on my irl account. RE: What's up, RMers? - DerVVulfman - 09-19-2012 Anyone ever heard of an ABS that has a built-in map wrapping feature? Well, since an ABS is a battlesystem encased within the field map itself, I decided to not only give it 8 directional and pixel movement, but now you can set up maps that scroll continuously in both horizontal and vertical directions. Sure, I do have a little glitch with the party movement system as they don't fully follow the player (by design), but it came along quite nicely. I created an accidental bug after inserting that feature. The 'events' for the enemies that died would return if you saved the game right after their death. Just the event themselves and no enemy brains controlling them. Not the kind of zombies I had in mind. (>+_+)> ---brraiiins.... RE: What's up, RMers? - kyonides - 09-19-2012 I was able to finally post the EKuip XP script that for some weird reasons it just kept giving me headaches after headaches for many unusual glitches either while testing the game or by playing it as a "finished" demo or game. The graphics might not impress anyone here but that's the most I could get to make it look kind of decent. It should be working pretty fine now that it reached version 1.0.0. I was thinking about making a point system reward script but got too lazy to start developing another script before I could finish the EKuip XP script. And, yes, yamina-chinchan, we kind of miss you here! RE: What's up, RMers? - Taylor - 09-19-2012 I freaking love the console script. It allows me to see so much more information by virtue of not being interrupting message boxes, I can let the notes just line up in the background~. RE: What's up, RMers? - KasperKalamity - 09-19-2012 would anyone have a moral objection to a boss being a baby tree in a diaper with an acorn rattle? i want to know before i go ahead and illustrate this. RE: What's up, RMers? - MetalRenard - 09-19-2012 I think a game is a form of expression and therefore should not be censored unless directed at a particular person or group with a view to insult or hurt them. Therefore I think you tree baby boss should be fine as long as your goal in using it is not to insult hippies. X) == Well now I've done it. Set myself a big task. Spent the last 2 days updating Youtube (not finished yet) and now I want to update my Bandcamp which includes re-rendering about 50 songs in .wav format AND creating cover images like these: Content Hidden One colour for each genre, sticking to primary colours (for light, so green, not yellow. I may use yellow later on for "misc", not sure yet). RE: What's up, RMers? - KasperKalamity - 09-19-2012 hippies don't have computers. it's just going to be a regular enemy for now. whenever it is in a troop though,the other troopalings are standing in front of it as if to protect it while it just drools treesap and uses status magic on you. RE: What's up, RMers? - DerVVulfman - 09-20-2012 Action Battle System update # 1242-whatever. The Lycan ABS is proceeding okay. And before you ask, yep... missile attacks are already 8 directionally possible. I first wanted to touch up the knock-back jump system. One thing that most of them in ABSs do is they forget that you may jump back off a cliff and into another passable area on the map. Well, I got a start on that. In fact, the system will now take how far you are supposed to be knocked back and stop you if you hit a wall. Likewise, I re-introduced my recoil system, so you shoot a gun and you get knocked back yourself. For the Ranged missile system, I added the boomerang feature for both Spells and Weapons. Boomerangs are fun, and making a fireball that returns? Hahaha. If the target tries to dodge it and moves back... BOOM! Not saying the enemy will, but it's possible. THEN... I reintroduced the weapon spread system to ranged attacks. That means you can have a gun that sprays out more than one shot and they spread out. Think.... Shotguns. Or a magic missile system that fires a good wide spread into multiple targets. After that, I worked for some time to re-introduce the explosion system. Unlike MrMo's, I did not make a separate Skill_Explode class. Most of the work is still within Game_Range_Base. Hell, it was almost nothing! Actually, my rewriting a lot of this made it smaller in size than MrMo's was from the beginning, and it was fairly easy now I've studied and redesigned it. After all was said and done, I finally decided to re-add the Ranged ITEMS system I created as an add-on for MrMo's ABS back some time ago. Obviously, it's a mirror system to the Ranged Skills system, so it didn't take long to code. About 30 minutes to copy/paste the entire Range_Skills class, change every instance of skill to item and apply damage with the effect_item method rather than effect_skills. Remade the Scene_Item class modeled after Scene_Skill, and of course adding item hotkeys. Again... a lot of code basically cut n paste and altered. But didn't take long in the whole scheme of things so you can have thrown grenades or exploding ranged potion effects. RE: What's up, RMers? - MetalRenard - 09-28-2012 Don't you hate essays? I do. Worst thing about this one is that I've already restarted once, and just now I decided to completely change my stucture. Good bye 1/3 of my work. -_- |