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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Samven - 08-30-2012

I'm wondering... Do people prefer the sound of single-word names for spells or physical skills? Or don't you have a preference? Just a random thought.


RE: What's up, RMers? - millarso - 08-30-2012

I think that greatly depends on what the words are. Do you have any examples in mind?


RE: What's up, RMers? - MetalRenard - 08-30-2012

More powerful spells... longer names. Weak spells, short names. Then the ultimate spell, just one syllable.


RE: What's up, RMers? - Samven - 08-31-2012

@ millarso: Nah, nothing in mind really. Just a random question, TBH. X3


RE: What's up, RMers? - millarso - 08-31-2012

I actually agree with the fox.
I feel like long titles for puny spells would maybe be misleading.
Someone's like "oooo Blazing Inferno!1!!" then you give them a fire spell that can barely light a candle. Doesn't really work out.


RE: What's up, RMers? - DerVVulfman - 09-02-2012

I'm going back to base form and seeing if I can make my own ABS. I've kinda talked with a couple guys (PK8, JayRay, Kainers, Metal ...), and pretty much started anew using Near Fantastica's original ORIGINAL ABS as a baseline, but looking for streamlining improvements based on what I've learned.

Technically? I first got the companions running around just fine and fixed a situation that was a bug with Near's original involving enemies and savegames. It was major. But I'm upping the ante by immediately working on the movement system by adding (successfully!) pixelmovement and eight directional movement! Yep, PK8 loved hearing that last night. Near's missile system sucks, so I'm going to go 'Mo', but see about streamlining and refining that too.

Not bad since I started Wednesday.


RE: What's up, RMers? - kyonides - 09-05-2012

I'm still working on my sideview BS for XP, I managed to partially animate the characters I use instead of XP battlers by creating my own Game_Character child class. Now they can run so they are able to individually escape from battle but I gotta admit there is a bug that shows up right after a character escapes. I still don't know what the hell is going there.

As for the last 2 days I've been working on my own chest script. As I first thought when developing it, it does allow you to store items or retrieve them from the chest at will. You may want to know that the chest slots are custom made sprites while the $game_party items bag is the standard Window_Item class, OK, I had to modify it a little bit and ended up creating a child class to let it work the way I wanted it to. I really think it is easy to configure it, since the initial settings are only valid till you make the first change to a chest contents, then you'll automatically start using $game_variables to store all chests contents. You may pick the starting variable ID at anytime by editing the corresponding Constant value.


RE: What's up, RMers? - DerVVulfman - 09-05-2012

Wow. I had just checked and found the CharGen Extended system I made a while back just got a MASSIVE number of hits recently. I mean, I get eMails from Box.Com where it's kept... but nothing like this! I have nearly 1500 hits on the engine system alone and almost 1600 hits on the RPGMaker XP RTP graphics packs for it. Not nearly as many for the Half Kaiser sets, but there aren't many outfits for Kaisers. No male armor for one. Anyone wanna work on a full suit of guy armor?

Yep.... this is what I saw!

.png   Chargen.png (Size: 94.79 KB / Downloads: 8)

Meanwhile, I'm still working on an ABS rewrite. I'm redoing how i have the ballistics configuration section, and just added the actor/enemy animation system so the characters do perform poses like MrMo's does. Technically, his original system was simple and elegant... Though I do have to perform many a upgrades after that. I don't have any kabooms yet.... but they're coming.


RE: What's up, RMers? - KasperKalamity - 09-06-2012

Instead of working on maps, developing plotlines, or cleaning up all my event sequences that are held together with dental floss and scotch tape, I wrote a choose your own adventure book about being a fish, a thieving manual full of quotes stolen from fear and loathing in las vegas [book version], a dirty limmerick about a cross dressing legionairre, and a quick manual about how to talk about any subject and steer conversations. yup, it's been a productive hour. i want to have "books" like these on all the bookshelves in my game. I find that in other games, there is little or no reward to reading books because they're all copied and pasted, and there's really only a handful of different books, if any.

[The Legionnaire's Lament]
"There once was a legionnaire from Delaware,
who liked to wear women's underwear,
His pants once fell down,
and he showed the whole town,
what a lacy pink thong he had under there."


I know it's terribly written, but i lol'd as i wrote it.


RE: What's up, RMers? - DerVVulfman - 09-06-2012

[Image: rofl.gif]

Nice. Guess we all need a break from our projects every once and a while. I just play a little 'Elder Scrolls'...

Still working on the GUTS of the ABS after studying both Near Fantastica's and MrMo's ABS, but I just discovered something. I guess it kind of makes sense, but the skill casting routines for the player, they left out the skill scopes for 'One Ally' and 'All Allies', basically rewiring it for player only skills. So if you made one of these, it would only work on the player. However, the same thing happened in Near's SBABS.... and that has party members! What? He left out ally-affecting skills and he had allies? Seriously? He treated them like cannon fodder? Yeah, you could make a range skill, but they were left out in general. Meh, the skill system is getting a full rewrite anyway. [Image: cpu.gif]

There's that and streamlining the animated character system I gotta re-write. Gotta hand it to MrMo for making a simple but usable startoff one. STILL... gonna redo it my way later.