Posts: 422
Threads: 23
Joined: Aug 2011
I've been working on using Irrlicht to render a 3d model into a PNG. The idea here being that we can then load the PNG as a character sprite in RPG Maker. This way you could do like FF7 styled games with 2d backgrounds and 3d characters.
I've gotten my initial test to output a png to a file at 20 frames a second. I think I can speed this up a lot by keeping it in memory and loading it into RPG Maker via a Win32Api DLL call.
Posts: 11,214
Threads: 648
Joined: May 2009
Well, I'm still learning C++ so I can delve into non-Ruby programming for the game engine and editor. Hey, I can't force ntzrmtthihu777 and Kain_Nobel to do all the C++ work. I gotta do some myself. Still, my mind does it in the form of translating ONE language to another. I did it when I went from classic BASIC programming and variants into Ruby/RGSS. Now I'm reading up on C++ and seeing it as the Ruby equivalents.
For example, we have in RUBY, the case...end block. In C++, they call it a switch. But unlike RUBY, you have to add a 'break' command at the end of every decision made, otherwise you'd go to the next action:
Code:
case my_number
when 1
# Do something
when 2
# Do something else
else
# Do nuthin'
end
vs
Code:
switch(my_number)
{
case 1:
// Do something
break;
case 2:
// Do something else
break;
default:
// Do nuthin'
break;
}
Oh, and you have those funky braces
{} surrounding blocks of code and semi-colons ending the statements.
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: 1,126
Threads: 43
Joined: May 2009
eheh, I went from C++ to Ruby and this was fun to read
btw, I'm working on the Indiegogo trailer for the re-launch of the crowdfunding campaign, a few days and it will be ready
Posts: 422
Threads: 23
Joined: Aug 2011
Header files are the one reason I avoid c++ like the plague. Mostly because I have no idea how I am going to write code until I write it.
Posts: 494
Threads: 9
Joined: Sep 2013
I found myself a XP script that allows to increment the extra parameters of the database, such as PDEF and MDEF via items. Pretty handy stuff to circumvent XP's lack of a defense stat.
Posts: 400
Threads: 13
Joined: Mar 2010
A while back I posted about a bestiary/analysis system I scripted for my RPG project, and there was some critique that I remembered that I'm wondering about again.
Basically each character can scan/analyse an enemy, and each gives different info, but specific ones (only one at the time) give what might be particularly useful to players - elemental affinities. Now I've got it that two will give elemental affinities, two will give item drops, and two focus more on skills or attack patterns in their blurbs.
In theory it's a nice idea - I can expand on the world and the characters. In practice, it's six blurbs to write per enemy, make sure there's no overflow, make each one unique, and whether or not the player would bother or feel pressured to use every character's analysis. The other factor is that analysis is a skill (or technically it's a note tag) and so it takes a turn, and then it's only on a *later* turn can you check that information. I could maybe deal with the latter, but the former has a issue known as "too much work for one person".
So I'm just kinda wondering if I could design it better, hrmmm.
Meanwhile with Ren'py, I'm kinda trying to fix a bunch of bugs or strange behaviours before I do anything else, because I'm afraid if I leave those things for now, I'll forget about them and just have far too many loose threads. It's a problem enough in other projects.
Posts: 1,038
Threads: 36
Joined: Oct 2011
wanna earn ALLL my save points? here's the scoop: i have a huge backlog of sound effects and background noise recorded on my phone. i need someone to cut, gut, and shine them all up into something useable in my project. being able to use personally recorded sounds means a lot to me because i've come to realize that my game is an impression of life moulded from my own experiences. it's like a cave painting made by a digital caveman.
Posts: 4
Threads: 1
Joined: Sep 2014
What's the file size, how many sound and what format you want it on?
Posts: 1,038
Threads: 36
Joined: Oct 2011
ive got about 70 voice memos from my phone. i'd need them to be useable in rmxp
Posts: 4
Threads: 1
Joined: Sep 2014
I probably won't be able to do ALL of it, but maybe some. Let me know when you want it done. Also in which format.