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What's up, RMers? - Printable Version

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

I've been working on my side project! Forty plus hours of development, twenty-six of those hours or were put in yesterday, then I collapsed and took a 16 hour nap and picked back up tonight (and now it is morning omg I'm working overtime >.> haha!)

Throughout time, even though I've expanded places and made battles harder, it seems all I can do is get through the dungeon quicker and quicker. I went from a thirty minute venture (without an end boss) to taking about twelve minutes to get all 20-something treasures and kill the boss. Is it going to take the player thirty minutes to beat, or is it going to take closer to ten minutes? What about five minutes? Either way, the quicker the player beats this sucker, the harder the game is going to be afterwards!

I can't really say anything else about this project because I'll just end up throwing out a bunch of spoilers. Beyond just developer ramble and miscellaneous text, I guess I can give you...

Here, check out a title screen!

Here's the default combat BGM I made for the project.

Hostile Environment

Hostile Environment

...And, other than that, I'm going to try to keep quiet and have fun with this :$


RE: What's up, RMers? - kyonides - 09-07-2012

Working on a skill system script. The thing is that it just lets you configure all skills you may learn by any means from leveling up upto learning previous skills or even sacrificing some of your HP, MP, TP or even a hero's life. It should let you add just some of these requirements or perhaps all of them just because. Since the script system is ready I thought that I could make a tool script scene to let the game developer pick which should be the extra requirements needed to learn a new skill and which skills should be edited (if deemed necessary). You could edit all skills or just a few of them and even so the default leveling up system will be working normally letting your hero learn more and more skills if needed. The issue here is that I have no graphics for this requirements configuration scene.


RE: What's up, RMers? - KasperKalamity - 09-08-2012

i made a 'secret' character in my game that is a horse as a character,but that is really the blob enemy with a sword in it during a battle. (it's a shapeshifting interdimensional police agent.) it joins your party as a joke, and other stuff that's not really important happens.

the important thing that is giving me trouble has to do with a skill. I made it possible to steal the horseblob's sword while he is in your party. when you part ways with the horse, a conditional branch checks to see if you stole his sword. if you do, he imbues a character with the ability to channel the memories of the sword into some mad skillz. However, I can't figure out how to make having the sword equipped a prerequisite for using the skill. What i want is for the skill to perform a check to see if a sword is equipped, and if not, attack a random enemy target.

i thought it would work if i did this:

[Image: commonevent.jpg]


But it doesn't work, and the skill is still executed. all this ends up controlling is whether or not the character speaks during the battle. it didn't make him do nothing, and even without a weapon, the skill was still activated. How do I make the use of the skill dependent on whether or not a sword is equipped? I only have two swords that are equippable for this character so far, but will eventually add more.


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

Still ABS-ing. Not only did I have to rework the actor/player's skill system because it ignores fellow party members, but I had to start reworking the enemy's skill system to match. What did I find? Enemies couldn't cast skills to affect other enemies on the screen using either the 'one ally' or 'all allies' scopes. These scopes affected the casting enemy alone. I didn't work out the actual 'one ally' scopes (with or without 0HP) values, but the all allies system is working fine.


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

just added a ton of windowskins that are going to be awarded kind of like trophies. when you do something important, you can go back to visit the windowmakers, and get special items that will change the windowskin.


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

That reminds me of an old RM2K game... Laxius Power III (I think it's III). Yes, the same one in the Completed Projects board. You get to actually buy different windowskins at a small shop.


RE: What's up, RMers? - kyonides - 09-10-2012

I had an issue with the command_355 method not so long ago, it was the very well known "false" started infinite loop of RPG Maker XP. It almost stopped me from keep developing my quests script but I remembered what others like DerV said long time ago about changing the return value to nil to avoid it. I never understood how I could continuously evaluate the same script call till you got bored of waiting forever and ever.


RE: What's up, RMers? - Taylor - 09-11-2012

Re: "Etrian Odyssey with mythical creatures instead of human classes" concept

So EO is first person 3D. I'm not sure which FP3D script to use though... the older one seems more compatible with my games' resolutions and panorama in the distance for extra ambience also works. But the newer version has bump mapping... then again, bump mapping sounds a bitch to get right.
EDIT: ... except bump mapping is kinda the only way to even create objects smaller than the usual "building-block" size... ... except that FPLE2 is awfully laggy for me when turning... sigh.

Re: Other project/main engine

I still need to fiddle around to see if I can add element affinity checks to damage to display "Weak", "Block", or the like.


RE: What's up, RMers? - DerVVulfman - 09-12-2012

As I'm working on a new ABS modeled after the old Near Fantastica system, I want to adopt my OWN way to have enemies recognize other on-map enemies as potential targets. Now, MrMo had it right with his 'Hate Group' array to store targets. But I want to expand upon that:
  • Hate Points: As an array, it holds the IDs of enemies by the enemy database (like 1 for ghost, 2 for basilisk...) and/or '0' for the player (and party members if applicable)
  • Preferred Targets: Another array holding enemy ids like above, 0 for the party, and/or negative values that indicate actual heroes in the database. This means that you would set -1 for Aluxes, -2 for Basil, -7 for Gloria and so on.
  • Targeting: An array of two values, one being an area range in tiles that should be at least the range of the sight/sound system if not greater, and another that indicates if the enemy goes after: the closest target, the most preferred target first, hero(es) first then enemies, enemies first then hero... and etc

That's what I'm aiming for at least.

I did have an unexpected snag earlier today though. MY ENEMIES STOPPED MOVING! WHAT THE HECK DID I DO!!!! Amazing what happens when you comment out one little line. You spend hours going through the enemy system scripts, game map scripts, and scene map code only to find the problem with the sprite character code. Laughing + Tongue sticking out Musta been when I was testing animations.


RE: What's up, RMers? - PK8 - 09-12-2012

Procrastinated on the Common Event Library today. The count is now up to 96.