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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Taylor - 11-11-2012

Finally up to thinking of spell and item names following a naming theme.

... oh god I have to create battle animations for them too. *curls up in a corner*


RE: What's up, RMers? - DerVVulfman - 11-11-2012

It's the Ghost of the Lycan Updates!!!!

Sure, I posted The Lycan ABS, but I'm still looking into tweaks and cutting my code down to size. My last bump in its own thread boasted a little fix and that I got it to work with Charlie Fleed's CTB in the same project. That was just a matter of changing a couple of lines in the RPG::Sprite initialize method (for those of us scripters).

Now, I cut a good amount of code from my Game_Player code which relieves me of some problems I had with Forced Move flags generated by the 'Move Route' event command. Charlie Fleed's demo has a common event that gives certain actor characters a 'non animated' appearance while he doesn't need to alter the charset in any way. Previously, that froze my player if the game was set to the player could use pixelmovement. Now, that malady has been cured.

Just in case, I wanted to make sure that the player sprite still used tile-based movement if you used the 'Move Route' command, and reset it back to pixelmovement afterwards. So I needed to create a toggle within the code that turned it on/off, otherwise a pixelmovement move route player ran about the screen like The Flash on crack. Thankfully, my togglesystem works. It would so suck if using the 'Move Route' command turned it off and didn't reset it back.


RE: What's up, RMers? - DerVVulfman - 11-15-2012

Working on a multiple pose system for my Lycan ABS, much like the system I made for MrMo's ABS. Good news? The player can slice and dice, run, jump, throw, chug a beer (root beer), and do whatever from one custom characterset* The Bad news? The companions suck. Sure, they follow you, but no actual animation at all. They freeze at the 1st frame of each pose. Guess I still have some work to do.

*A prelude to a Visual Equipment / Paperdoll system


RE: What's up, RMers? - Taylor - 11-18-2012

Developing a system where I can specify a map ID to use a map as a battle background, complete with priority tiles over battlers and autotile animation. However complications are arising with events, in that they seem to be tying themselves to the real map's events. Self-switches alter the real map's events. As does deleting an event... but not the battle map events? Hmmm...

... I wonder how much loss there'd be not having events. I did want to use them for waterfall splashes or the like though...

EDIT: And then it was solved. Interpreter still talked to $game_map while I was using another instance of the class.


RE: What's up, RMers? - KasperKalamity - 11-19-2012

how's THIS for a save point?
[Image: savecrystal.png]


RE: What's up, RMers? - kyonides - 11-20-2012

Is somebody or anything trapped inside the save point crystal? (How weird!)


RE: What's up, RMers? - KasperKalamity - 11-20-2012

it's all potential save data


RE: What's up, RMers? - MetalRenard - 11-20-2012

They're pretty.


RE: What's up, RMers? - DerVVulfman - 11-21-2012

Indeed. Happy

Meanwhile, I'm bashing myself in the head working out this revised 'multiPose script' for my ABS. Just when I get it all working, something else pops up. It's having a HELLUVA time screwing with my player's Dash/Sneak system. Of all things, the companions dash/sneak is working fine with the same code. Ugh. But all the other poses and stuff work, so there's THAT at least. Sarcasm


RE: What's up, RMers? - cosmickitty - 11-22-2012

Random thought, but could you use digital art instead of pixel art for animations for like... battle animations?