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Of the main demo and the .chm file, but not the paperdoll using demo. That's exclusive to us and my personal site of House Slashers. We gotta have some perks.
Oh. RPG Detante? Yep.
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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Ok, send me a PM with the details of what you want and I'll get started during my spare time. :)
Posts: 11,261
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BUMP
to version 3.5
For some time now, I have had issues with the companions not following orders. Sure, they would listen to you from the start, but after they get involved in some skirmish they would ignore you. WHY? Apparently, they never got the hint that the enemy they killed was no longer a threat. This had baffled me for some time, as it wasn't the case when I started working on this system. And today, I readied myself for 'another' grueling session to work this problem out.
Needless to say, I got another can of "RAID" bug spray and killed the pesty problem. It took 15 lines of code that I merely inserted into the Companion's personal data class.
But that wasn't to say it was the only issue I had. The 'Destroy' command that I cherished so you can tell your companions to kill en-masse decided to slow down or assume that there weren't any more enemies on the screen. Really? I set it up for 15 enemies and you only killed two? I had to track that error too. Fortunately, it was a 3 line insert in the same area that remedied this problem.
Lastly, I noticed something as I did a little playthrough of the demo. My BOMB disappeared when I placed it on top of an event! ACK! I want MAH BOMB VISIBLE! So, I went and did a quick read-through of SephirothSpawn's Event Spawner instructions and set all the landmines and bombs generated to have an 'Always on Top' flag. A mere cosmetic change, but one with a reason that is readily apparent.
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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Posts: 11,261
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BUMP
to version 3.6
A bug that prevented common events from being performed when using a skill or item in the ABS went unnoticed, but was a relatively easy fix. It took all of 1 minute to remove the offending statements (and add the statement that ran the common event). Of this code, the only change occurred to section 3: The ABS Engine. No other section of the Lycan ABS needed altering, which is how I like it.
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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Finally, got a chance to work on the translation now and will spend the next 2 hours on it. ^^
Wish me luck!
Edit 1
Hmm... I'm going to need to find someone who owns the French version of this software to help me translate some parts because I know they use different terms. So I guess the question is, should I keep the English terms or use an illegal French translation's terms considering it's the most widely used version and doesn't mean someone hasn't bought the license by default, just that they want to use a translated one.
Edit 2
In the mean time, I've left in the English terms. Translated 4 pages so far. There's more than I originally expected but it's worth it. ^^
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BUMP
to version 3.7
Oh, my... Bugs do show up, though this one wasn't a fatal issue and could be remedied by other script calls I had in place anyway.
This one involved teleporting the player and his companions from a smaller map to a larger one, but the companions couldn't travel "exactly" to the same spot as the player. The companions were limited to the area prescribed by the smaller map. So a fix was added to the trensfer_player method in Scene_Map. An easy way to fix current projects is to just replace the whole 10 - Scene Code section.
An easy fix for this update.
And it doesn't affect the .chm help file one bit other than a version number.
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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Posts: 11,261
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BUMP
to version 3.8
Grr... I didn't notice this, but I left out a couple of statements with the Skills systems... So I had to do a minor upgrade to the 5 - Game Code section. So, it's not hard to upgrade just by snagging that section and replacing the old section of code.
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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Any chance of a "only damage the enemy if the player is facing it" Zelda-style add on? I spent most of the demo hurting my poor kitty...
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BUMP!
to Version 3.9
Suggested by MechanicalPen, a subtle change was made to the targetting system... IF the diagonal movement system is turned off to mimic the Zelda 4-directional movement, then melee attacks only affect the target right in front of the attacker. But if the diagonal movement is enabled, the attack is more of a 'swinging' action and could hit friends by accident.
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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Oh I feel silly now. I could have just modified the '"facing?" method. Mostly what was bugged me is I would always hit the monster in front of me, and my cat friend who was to my exact side. Swinging a sword 180 degrees is hard to do!
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