Save-Point
Kyonides's Series of Demos - Printable Version

+- Save-Point (https://www.save-point.org)
+-- Forum: Games Development (https://www.save-point.org/forum-4.html)
+--- Forum: Upcoming Projects (https://www.save-point.org/forum-15.html)
+--- Thread: Kyonides's Series of Demos (/thread-7299.html)

Pages: 1 2


RE: KLevel XP Series of Demos - kyonides - 08-03-2018

Well, since wulfo's screenshot has automatically killed the mood, I have improved my script. Just check it out, guys!

[Image: kvouchersxp01.png]


RE: Kyonides's Series of Demos - kyonides - 09-08-2018

Hey guys! I'm back to tell you that you will find updated versions of my KRumors XP demo on the second post. Feel free to leave any useful comments or bug reports here as usual.


RE: Kyonides's Series of Demos - kyonides - 09-09-2018

I came back to tell you I have uploaded a new version of the KRumors XP demo, just go to the second post of this thread by clicking on the Previous button or just do it right here!

I edited it on September 10th...


RE: Kyonides's Series of Demos - kyonides - 09-11-2018

Well, I have uploaded just another demo for all of you to test at any given time. This one includes a scriptlet namely KRumors Menu that should replace the old fashion main menu we all know.

Just take a look at my new custom menu, guys!

[Image: krumorsmainmenu01.png]

I know, it's a prototype so to say...


RE: Kyonides's Series of Demos - Melana - 09-11-2018

It looks really cool so far.
Since it's a prototype anyway I think it's not necessary to search for bugs yet.


RE: Kyonides's Series of Demos - DerVVulfman - 09-12-2018

I can safely say that the Menu curl does work as you go through the menu. And it works well. Happy


RE: Kyonides's Series of Demos - kyonides - 02-12-2019

I started working on KRumors XP from scratch in case I could make it easier to understand and handle properly without getting lots of headaches every so often. That is exactly why I am dropping this download link here in case anybody is interested in testing the new version. I got to admit you can hardly say it is close to completion. Even so it should let you recall a few good "gossiping" moments you might have experienced in the previous version.

Yeah, this is your not so beloved download link!


RE: Kyonides's Series of Demos - kyonides - 03-13-2021

Recently I've started developing this scriptlet that should allow me to begin a simple card game. So far it only displays few cards on screen. I haven't added any mechanics to be honest. Laughing Even so every card features an ID, a name and two stats, namely attack and defense. Nope, none of these are being displayed right now. Laughing + Tongue sticking out

The Scriptlet So Far

Code:
# * Karta XP - Alpha Stage
#   Scripter : Kyonides Arkanthes
#   2021-03-12

# * Script Calls * #

# $game_party.add_kard(Number)
# It won't add a card to your deck if:
# - Your deck reached the CARD_MAX limit
# - You've got CARD_TYPE_MAX cards of the same kind

# $game_party.enough_kards?
# $game_party.kards_max = Number
# $game_party.kards_max += Number
# $game_party.kards_max -= Number

module Karta
  BASE_CARD = 'card base.jpg'
  CARD_MIN = 3
  CARD_MAX = 20
  CARD_TYPE_MAX = 3
  NPC_CARD_X = [200, -200]
  NPC_CARD_Y = [40]
  PLAYER_CARD_X = [200, -200]
  PLAYER_CARD_Y = [320]
  CARD_NAMES = []
  CARD_FILENAMES = [BASE_CARD, BASE_CARD]
end

class Array
  def count(n)
    group = select{|m| m == n }
    group.size
  end
end

module RPG::Cache
  def self.kard(kid)
    self.load_bitmap('Graphics/Kards/' + Karta::CARD_FILENAMES[kid])
  end
end

class Kard
  attr_reader :id, :attack, :defense
  def initialize(cid=0)
    @id = cid
    @attack = 0
    @defense = 0
  end
  def <=>(other) other.id <=> @id end
  def name() Karta::CARD_NAMES[@id] || '?' end
end

class Game_Party
  alias :kyon_karta_gm_pty_init :initialize
  def initialize
    kyon_karta_gm_pty_init
    @kards = []
    @kards_max = 0
  end

  def add_kard(n)
    return nil if Karta::CARD_MAX + @kards_max == @kards.size
    temp_kard = Kard.new(n)
    return false if Karta::CARD_TYPE_MAX == @kards.count(temp_kard)
    @kards << temp_kard
  end
  def enough_kards?() Karta::CARD_MIN <= @kards.size end
  attr_reader :kards
  attr_accessor :kards_max
end

class KardSprite < RPG::Sprite
  def initialize(cid=nil)
    super(nil)
    return unless cid
    @id = cid
    self.bitmap = RPG::Cache.kard(Karta::BASE_CARD)
  end
end

class KartaScene
  include Karta
  def make_npc_cards
    @npc_card_data = [1,2,3]
    card_max = @npc_card_data.size
    card_max.times do |n|
      n = @npc_card_data[n]
      @npc_cards << card = KardSprite.new(n)
      card.x = NPC_CARD_X[0]
      card.y = NPC_CARD_Y[0]
    end
  end

  def make_player_cards
    @player_card_data = $game_party.kards.dup
    card_max = @player_card_data.size
    card_max.times do |n|
      n = @player_card_data[n]
      @player_cards << card = KardSprite.new(n)
      card.x = PLAYER_CARD_X[0]
      card.y = PLAYER_CARD_Y[0]
    end
  end
  
  def main
    @npc_cards = []
    @player_cards = []
    make_npc_cards
    make_player_cards
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if @exit
    end
    Graphics.freeze
    dispose
  end

  def dispose
    @player_cards.each{|c| c.dispose }
    @npc_cards.each{|c| c.dispose }
  end

  def update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return @exit = true
    end
  end
end



RE: Kyonides's Series of Demos - kyonides - 03-14-2021

I'd found a weird request for VX Ace on another board. The requester wanted to select the next chapter at will. Even if some people pointed out that he'd use one of the supposedly famous scripters' works, he complained about them and waited for a custom script to be made.
Well, here it is! Grinning
Yeah, I know. He's not even a member of this forum but who cares right now?

I think it's pretty much full featured except for one single detail... It won't send the player to any map! Laughing

The idea is to let people test it and see if it suits their needs. By the way, the teleportation feature might change depending on the game developer's actual needs. Perhaps one wanna block previous chapters, while another doesn't... Thus I didn't wanna implement that before I were totally sure most people would request the same kind of teleportation system.

You might wanna know that my script lets you predefine some chapters and later on add more in game! Shocked

https://www.mediafire.com/file/d7ewmh1ikm1kvnv/KChapters_ACE.rar/file

I know, its graphical resources suck terribly. They're just placeholders anyway! Laughing + Tongue sticking out