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Hey, Tayruuuu!!!!
I took a look at ReGaL and I woulda SWORN we added HP/MP skill costs. Then I realized....nope. But the scripts in ReGaL are in such bite-sized pieces, that it should be 20X easier to write such a script now.
I can't add everything! But we are wishing to have nearly all options from all existing RPGMaker engines available and enhanced.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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If there was a percentage, how much would you say Regal is done?
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh
Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Posts: 11,229
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Joined: May 2009
Can't quite say. Scripts database wise and functionality... very very VERY complete
Game.Exe package ... mostly (though when I learn C++, some options may be added to the bitmap and audio class)
Editor... meh.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 494
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So... uh... A few days ago I posted an idea about making the sidequest-giving NPCs more conspicuous to the player so they wouldn't waste time talking to every other NPC hoping to find the correct one. There's a quick mockup:
The little "!" indicates this woman has a favor to ask to the player. Once the favor is granted. the "!" will disappear, Or if the NPC has other favor to ask, the "!" will appear again.
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I can't seem to get Blizz-ABS to work with my spritesheets.
It won't show, for example, the run animation even though I have the spritesheet set to the proper suffix of _run
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh
Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Posts: 400
Threads: 13
Joined: Mar 2010
@Steel Beast 6Beets:
I actually could hardly see that "!" until I looked closely, because it lined up quite well with their hair.
I would recommend making the icon stand out a lot more, something to the effect of VX/A's speech-bubble style, perhaps a subtle pulse or flash animation too.
Actually it could be idle when a quest is in action, and flash when new or has an "update", like you've completed the necessary tasks and will go back to the quest giver.
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Hey, guys. Dunno if anyone scripting noticed, but the 'follow player' feature in all the RPGMaker systems include a bit of randomness. Make an event set to follow the player, and it randomly turns around or something.
Saying that as Ahzoh brought that up about Lycan. Might be something to look into... an alternate 'movement' option.
For example, RMXP's routine that makes events move to the player looks like this:
Code: def move_type_toward_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# Get absolute value of difference
abs_sx = sx > 0 ? sx : -sx
abs_sy = sy > 0 ? sy : -sy
# If separated by 20 or more tiles matching up horizontally and vertically
if sx + sy >= 20
# Random
move_random
return
end
# Branch by random numbers 0-5
case rand(6)
when 0..3 # Approach player
move_toward_player
when 4 # random
move_random
when 5 # 1 step forward
move_forward
end
end
It includes a few mechanisms that make the event move randomly 18% of the time. If you want to make the events to only go straight to the player (this means you, Ahzoh), you may want to add this to your code instead. This removes all 'randomness' to any event moving to the player.
Code: #==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Move Type : Approach
#--------------------------------------------------------------------------
def move_type_toward_player
move_toward_player
end
end
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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My turn order indicator (the row of icons showing... turn order) is still laggy. Or more particularly when it updates, there's a noticeable "hiccup" at times, like just before an enemy's turn.
I tried solving this before by cutting out some cases of it updating, but it seems like it's still a bit jumpy. While I could reduce it more, I wonder if I need to alter the way the window's icons themselves are drawn to make it less process intensive each time...
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Joined: Sep 2013
(08-30-2016, 01:18 AM)Taylor Wrote: @Steel Beast 6Beets:
I actually could hardly see that "!" until I looked closely, because it lined up quite well with their hair.
I would recommend making the icon stand out a lot more, something to the effect of VX/A's speech-bubble style, perhaps a subtle pulse or flash animation too.
Actually it could be idle when a quest is in action, and flash when new or has an "update", like you've completed the necessary tasks and will go back to the quest giver.
Actually, the "!" floats in front of the NPC , making it noticeable enough to catch someone's attention. But yeah, it could be a bit bigger. What about this then?
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Yeah, I would say that's better. The animation feels a bit imbalanced - like the shift to the right should either be removed, or balanced with an equal bounce to the left - but it helps to make it clearer.
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