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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Taylor - 10-07-2011

(10-06-2011, 08:10 PM)Zeriab Wrote: Made a fix for the default battle system where it in some cases would refresh the status windows every frame -_-
Thinking about making a topic for it, but I am probably too lazy >_>

... so that's what causes that lag. I remember the UMS demo goes "wtf" about it, noting it's present even in the default message system. Stuck it in and it was fine.

Okay so what causes aside, why does it happen? What makes that window get refreshed endlessly?

EDIT: ... well okay it seems to be incompatable with XRXS' bitmap number system. Refreshing still seems to happen when it should (numbers changed colour when low stats) but they didn't change. ... hrm, it might be an issue on my end somewhere, no idea where.

EDIT 2: Got another way around it that worked for me.
Added def message_window; return @message_window; end to Scene_Battle, and swapped around @message_window and @status_window in the initialisation - so @message_window was defined first.
Then I added return if $scene.message_window.visible to the start of Window_BattleStatus' refresh.


RE: What's up, RMers? - DerVVulfman - 10-12-2011

Okay... when I start tinkering with scripts, I tinker like looney tunes.

It started off with me examining a few particle engine scripts to see what works and what doesn't (and the one I liked... didn't work). I didn't like how some of them had their particles hardwired. Others had particle definitions so complex, you needed a bachelor's degree in metaphysics to come up with something.

Yep, boys and girls, I'm still at it. I have Meagan's Particle working with so many options that I have to write a manual for. It's not because the sucker is enormously complex.... but because you can do so much with it. Besides controlling how the particles fade away and how they move, I can spin them, make them shrink or grow, and even attach them to animations when in a battle.

And you can chain the effects together of course. Making and establish complex combinations of particles in a simple array is almost TOO easy now.

Laughing I am post #300 in the What's Up RMers' thread? WE ARE SPARTANS! *HAROO!*

EDIT: Demo made... Big honkin' manual next to write.



RE: What's up, RMers? - KasperKalamity - 10-13-2011

got super inspired for a few hours and made the magic town. there is a park/market area, a teleportation station, some houses, and the junior college of witchery and magic making. then i ran out of inspiration, and trying to force the town together made it suck


RE: What's up, RMers? - Hybrida - 10-15-2011

Aww crud. I hated when that happens.

Right now about to start on another side project called "Psion Fighters." I'm drawing the title screen. It's based on a story I've wrote in 2003.


RE: What's up, RMers? - Taylor - 10-16-2011

At last I have reflecting skills in my XP project thanks to a script by Hima. Doing it from scratch myself was frustrating and simply not... working. A few modifications later and I've got a separate reflect shield animation going instead of the skill's own animation.

Unfortunatley it only reflects one hit - if the whole opposing group is shielded, it would be sadistic cool for every hit to total back on the caster.


RE: What's up, RMers? - NnsNightshade - 10-16-2011

I got sicker than what I was and had to shut down my own project for now until my health is better. I'm now helping the part of my original team with the other game some of them started up: Fragments. I'm drawing the pre-render-ish background art/environments for the game, and supposedly singing for it. Its a pretty cute, nice project~ I think if they put a lot of effort into it, it could even be a commercial product, only because it's looking amazing so far with all the custom stuff being put into it every day including actual anime animations :D


RE: What's up, RMers? - Kain Nobel - 10-17-2011

I've been spending some time at wayofthepixel, crafting out my character templates.

It sounds like a daunting task, but I see animated battlers in the future. It is alot of extra work, but I feel that it'll give me some discipline in the arts and I'll definitely be able to push through immobile objects alot faster. I will still need to find what script I'll be using, but hopefully it'll be one that'll allow me to do specialized settings, such as making a battler leap and deliver a devastating blow to his foe, while others just run up and attack.



RE: What's up, RMers? - Samven - 10-17-2011

To be honest, going out at lot at university. XD But, now that my MA is starting up again properly I'm going to put that on hold so I can knuckle down with my dissertation and finish my RMVX game.


RE: What's up, RMers? - KasperKalamity - 10-24-2011

populating my magic town. everyone has really dumb names like Lachet and Cholera and Feoras. I used to use ingredient lists from food labels that were in reach, but there's nothing near me and i don't feel like getting up.


RE: What's up, RMers? - Pherione - 10-24-2011

(10-24-2011, 01:35 AM)KasperKalamity Wrote: populating my magic town. everyone has really dumb names like Lachet and Cholera and Feoras. I used to use ingredient lists from food labels that were in reach, but there's nothing near me and i don't feel like getting up.
pity the person named Cholera...
For names I either use this site: http://www.behindthename.com/ which lists pretty much every last name in existence along with their meaning. It also has a counterpart for surnames.
Or I make 'em up like Pherione, which just comes from the dark depths of my mind. I do look out that I don't mix up name groups too much. Fantasy names are usually used according to the right setting. For example, Pherione originated in the Dragon world and is a member of the Drakon family, so you won't encounter the name Pherione in other worlds unless the family has immigration roots.
The country Chronica uses mainly old english names like Charles Beck to preserve the post-medieval steampunk theme of the nation.

Of course everyone has his/her own technique ^^ just sharing.