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 Memorie
Welp, I created a map that'll serve for the Title Screen again, but for now it's pretty much more barebones than the last one, showing only the picture title, and using the Choices event... for now. I hope to actually make graphic(s) for the menu choices instead of relying on the choices event.
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A (Not So) Planned Roadmap

- Reimpliment some scripts, see if they work. If not, then just gut it out, I guess.
- Change some graphics, mainly those revolving around the Chain Commands Script, due to differing Keys than the ones shown, and the Lycan ABS scripts. Then again, I had that planned out already.
- New character graphics? Maybe... Or just make new ones, so that the character(s) in question can transition into the old character graphics. I actually have a plan for Akiko to have a ponytail for her 16 years old look, then transition out of that ponytail by the time she is 17 years old in the game story.
- Test, Test, Test
- Copy some, if not all, maps from the old project files, and replace any if necessary, or just need changed to use the newer City Tileset. And I better clean the copied maps up too, just to be safe.
- Add that particle system that was neat in the old project.
-????
-Actually draw the characters. I've not been very self enthusiastic, and a bit nervous, about that. Hmm..... Need a Scanner. I mean, I do gotta draw a few characters, at least, for my other project, Temporal Conflict, so I gotta start somewhere, eh?

Fun Fact
I recently had an Idea for, when Akiko is 17 years old, and is about to head out for [PLOT SPOILERS DO NOT SHOW], she would cut off the thing that had her hair in the ponytail look. Instead, I decided to take the 'do it like normal' route, and have her actually remove it, and toss it in a trash can.... or the floor. One of the two.
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HUD Editing, learning how to make monsters on the map, and (maybe) more Mouse Functionality

Okay, so I decided to change some of the HUD up. I will probably keep the top left corner like it is. As for the hotkey pieces, and the ammo piece, of the HUD, I decided to change the graphic out of what was the default for the ABS. It's pretty basic, but whatever.

[Image: attachment.php?aid=1486]<--- Basic looking, yet works.

I'm also looking at the help file for Lycan ABS, starting with enemies. This should be interesting to learn... Not really, but I do need to know how these things work before going into deep story development, and stuff.

[Image: attachment.php?aid=1487]<--- Probably very important

Hmmm.... Well I guess adding Mousie completely won't hurt much, even though it looked like nothing actually changed, unless there's more than 2 mousie type scripts from the Lycan ABS demo. Though I am trying to figure out how to make the game automatically go full screen without the alt+enter input, so I can make a prompt to ask the player if they want to go full screen instead of the user always pressing alt+enter during the game.


Attached Files
.png   HUD Editing in progress.png (Size: 105.91 KB / Downloads: 55)
.png   Looking at the Lycan ABS help file.png (Size: 208.08 KB / Downloads: 56)
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Most of this video is repeating myself to my viewers at YouTube, as I didn't tell them about this. At 6:07 of the video, I show off that I'm at the point where I had begun learning how to make enemies. And I do want to address some kind of bug, where when the character(s) die, they come back with 1 HP. Don't know why this is happening yet.




And yeah, I will have to either adjust the balance, or make armor. Also I need to learn how to make weapons/skills/items work in game play. Welp, back to reading that guide.
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You know, I set up plenty of safeguards and systems to you can have serious fun with status ailments and effects. But I didn't consider issues with the classic "KNOCKOUT" state... State #1.

What I propose is a temporary fix, considering a minor addition to the 1st config page just to isolate Knockout by itself (or other states similar in nature.

Within the 3a - ABS Engine (General), go down to like line 508 in the update_states_party method. It should read
Code:
for id in actor.states
Right after that line, add the following:
Code:
next if id == 1
This will prevent state #1, or Knockout, from being altered or updated/removed 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...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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(10-19-2020, 03:29 AM)DerVVulfman Wrote: You know, I set up plenty of safeguards and systems to you can have serious fun with status ailments and effects. But I didn't consider issues with the classic "KNOCKOUT" state... State #1.

What I propose is a temporary fix, considering a minor addition to the 1st config page just to isolate Knockout by itself (or other states similar in nature.

Within the 3a - ABS Engine (General), go down to like line 508 in the update_states_party method. It should read
Code:
for id in actor.states
Right after that line, add the following:
Code:
next if id == 1
This will prevent state #1, or Knockout, from being altered or updated/removed by accident.

It worked! Thanks! Those allies, and the character the player plays, won't come back from the dead, instantly after being slain, this time!
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But now you've lost the Sturdy or Resistant state. Laughing + Tongue sticking out Perhaps you might consider adding it again by other means, of course. Winking
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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Laughing Trust me, I have other scripts that can do that.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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A small devlog today... err.... well yesterday, based on my timezone.




It's just a small update, and I encountered either another bug, or it's a visual glitch. Huh...  Thinking

Also, after that devlog, I figured out what those 2 extra HP/MP Icons were, so I made icons to solve that extra HP/MP icon thing that was going on, and changed the icon that warns the player when they are low on HP.
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You almost got the pronouciation of my name right. I mean, Wolf and VVulf are almost the same, just replacing a w with v in sound. Winking

Heroes attacking with no weapons. You could essentially add a little patch to give them a little 'Hit' damage.... Game_Actor's base_atk to add some points if no weapon present, and Game_Actor's animation2_id to add something like animation #4(HIT) if a no-weapon hit was made. I added this capability with Multi-Slots if you were curious enough to use 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...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

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