What's up, RMers?
Now that I have initial File Creation FINISHED ...  I'm onto the next tab:  Graphics!

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This image shows the difference between last year's work and the current version.

(06-21-2025, 02:58 AM)DerVVulfman Wrote: Indeed, I even have pop-up Hovering hints over the buttons!  Though I do have issue with them and the sprite backgrounds, but I have a CHEESY workaround with my issue (for now).  Hehehe, other than that, adding hovering hints like the one shown above took only a matter of minutes for the whole lot.

NOW, I wish to be able to 'Right-Click' over the records on the right, so I can bring up a pop-up menu to copy/paste records.  I found my right-click window was a bit borked, so ... more effort.
 
With a more advanced Windows Widgets, I have more capabilities.  I wasn't able to create option buttons in the prior version. And t there was so much being bypassed in the original that I felt it was a bit of a cheat.
 
I still need to create the scrolling NumberBar widgets for object placement and scale, and dropdown comboboxes for the target c character portrait (or characterset) and the individual graphics to be drawn.  And then wiring them up as I did before.
  
But before, I might need to add one ore Widget option, that of drawn shapes.  And frankly, that should be a piece of cake.
  
Mmm.... Cake...


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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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Wink 
Wanted to share this because I am so relieved at reaching a work milestone. Today I finished the skeleton sequence of a very elaborate questline!

The party finds themselves teleported to a futuristic world where they witness the story of a mech pilot in academy (I didn't write this story, a friend did) attempt to escape the base after it's attacked.

The event scripting side of it was really challenging since I wanted to save space by including all cutscene and playable segments of the intro into the same map to save on MapID slots. (This is already MapID 652) The intro opens with several images with text to narrate, like a visual novel, then it switches to a training simulator.

I already had the tiny robot sprite sheet (not made by me, but since I saved it way back in 2006, sadly I don't know the artist's name anymore). Anyway, I wanted the training cockpit to look similar to the robot's sprite head, so I blew up the sprite and then decided to do an ultra-detailed version of it in a tileset.

This was the result, and I'm quite proud of it!

     

(I zoomed in the tileset version so you can see more of the details. It's much smaller when viewed at 640x480p but it still looks nice)

After another bit of dialogue, the player exits via the only door in the training room, and then goes to a hallway until they trigger yet another cutscene, and then the base gets attacked, they go to another part of the map, which triggers yet another cutscene, until finally they get transported to the outside of the base where the player's sprite and battler and class are all changed to the mecha and the player plays as the mecha during the escape.

Since it was a robot, I didn't just want it to have the boring Attack / Skill / Item / Defend. Since I wanted to accomplish this little change via a class switch, I asked DerVVulfman if there was a way to alter his older script from here to be based on class instead of character ID:  https://www.save-point.org/thread-7160.html

He gave me a very quick and simple solution, so now the mecha in combat has Attack / Weapon Systems / Supplies / Defend and I am loving the little aesthetic change.

I still need to do a new save and unlock this quest line to test the intro to see if all the events function well, but once I've done that, I can resume adding the rest of the cutscenes, story text, and additional tileset images. Pretty amped at the progress! This is a bit of a scary questline to tackle since it'll require so many bespoke assets that are not compatible with the other parts of the game since this is a futuristic world.
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