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What's up, RMers? - Printable Version

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RE: What's up, RMers? - KasperKalamity - 05-01-2014

i think i just doubled the size of Arbor's Eve. i made a game called Recurrence for gamejam last year. i think it came in last, but the idea is sound, and the execution is simple. i have a lot of one off characters that come and go, they need something to do in the interim. one of my towns has a store called TriTipLaser Recollection Collective, Llc. (shortened to TTL RCL, or Total Recall) where you can recall memories of other people, and live through their eyes in simulations. then Alien Space Bats, and bam, Recurrence mode!


RE: What's up, RMers? - Ahzoh - 05-01-2014

I finally found an example of the battle system I wanted to implement into my game:
http://www.youtube.com/watch?v=RtZfMYXeQDg
"Battles take place on a broad battlefield, over which the player's character can move without limit, allowing them to trade blows face-to-face with the enemy or circle around for a flanking attack."

Now how am I gonna have a battle system like that?


RE: What's up, RMers? - Steel Beast 6Beets - 05-11-2014

I've got a question: Is it possible to disable a script momentarily via script call or something along those lines? I'm using a custom version of Dudealex's message display that formats the text to fit the window, courtesy of MechanicalPen. I want to disable it so I can use the default vertical multiple-choice window.

Is there any way to do this?


RE: What's up, RMers? - Kain Nobel - 05-12-2014

My favorite kind of scene is when somebody whom is perceived one way ends up personified in a totally different light. Y'know, the genocidal bad guy who absolutely loves Disney cartoons and fuzzy slippers, or the brilliant tech guy who once almost killed himself trying to operate a toaster oven, the high school chemistry teacher whom is also cooks meth with one of his former students. THOSE kinds of scenes and details that leave a person saying to themselves "Wait, what?! Oh..."

With that said, I've been scenario writing; creating 'extra' scenes for some of the less "popular" characters in the story, the ones who don't get a whole ton of spot light shined on 'em. They're not extras and dummies, they've got a personality and dialog of their own, but not everybody has their own "scene" yet. They don't have to be big, elaborate, drawn out scenes, just something revealing another minor details giving a character a little extra depth.

Anyways, here are a couple minor scenario pitches...

Leon VS Nathan - The Death of His Fiance
The "Gritty Super Hero Reboot" concept
The Crystal Ship
Would You Be My Guinea Pig?

I've got quite a bit more, but these are the ones I like the most. Please feel free to give me some input.


RE: What's up, RMers? - DerVVulfman - 05-15-2014

I added one more thing to my plate of projects, a resolution system. So far, I have it changing the Game window to the various sizes of 800x600, 1024x768, and so forth. Getting Fullscreen to work... a headache. However, I am making some headway. It isn't that big in size, and I'm having it patch itself into the Graphics class, so it automatically runs (if I can work out everything).


RE: What's up, RMers? - DerVVulfman - 05-17-2014

My resolution system is nearly complete! So far it....
  • Uses no outside .dll files
  • Has commands to alter the resolution while in-game
  • Has commands to switch between fullscreen and windowed in-game
  • In-game commands has no problem changing resolutions in full-screen
  • Currently has Alt+Enter 100% disabled

What it does not have is...
  • Use the Alt+Enter function to switch between full and windowed modes
  • Detect if the player (you) have a display in 16-bit (High Color) or 32-bit (TrueColor)

So, I'm on the lookout for (1) a system to tie Alt+Enter to my own resolution switching call and (2) how to get the end user's bits-per-pixel.


RE: What's up, RMers? - JayRay - 05-17-2014

I can verify that this Resolupins can handle up to at least 1600x900 widescreen - only problem I see with that resolution is that the explorer bar for windows stays at the bottom. does not at any lower resolution.

Also appears that it doesn't need a tileclass to change either.

Very sleek and tiny for a resolution script.


RE: What's up, RMers? - DerVVulfman - 05-17-2014

Well, any COMPATIBLE tilemap script should work. But it only handles the resolution. It doesn't affect or alter the Spriteset_Map viewports, the Game_Map scrolling or Game_Player center feature.

But hey, I know exactly WHAT commands need altering, so once it's done, I could make instructions and set up a sorta patch feature . :D


RE: What's up, RMers? - KasperKalamity - 05-17-2014

i have a set of collectible items called "lick em, stick em, stupid stamps" they're like crazy bones, or garbage pail kids. i want a yay or may on this idea:

fold em, scold em, spaghetti scones: magical scones accidentally brought to life. sustained by positive reinforcement, and attention from people realizing how strange it is seeing a spaghetti scone.

you scold them to death, then eat them. when they die, their insides boil and they cook themselves. a very rare delicacy only seen on "lifestyles of the sick and twisted"


RE: What's up, RMers? - KasperKalamity - 05-22-2014

im getting feedback that when people are installing my game, they get an error reading "RTP_Sandard_102.msi" is missing. all i did was compress my game data, and upload it. what else do i need to put in my zip so everyone can play it regardless?