GUITARGODD97'S PROFILE

I am a co-owner and lead programmer of the indie game company Day Ja Voo Games. We are a company with the aim to make the games that we wanted to play when we were younger, not games that will necessarily sell well. We will make games on as many platforms as we can and we will continue so much as we love doing it. It's all about fun.

Games in progress:
Jungle Madness (Unity3D)
---Planned Beta Release Date: 8/31/13
Boney (Google Play App)
Toxicity (RPG Maker VX Ace)


Games Completed:
Escape! Lemography (RPG Maker VX Ace Lite)
Escape! Lemography
You've awoken in a strange place. You have 30 minutes to escape.

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Item Substance Script

I am currently writing a script that allows for a game maker to create an item with an alcohol like effect. As they drink more, their player will become drunk, the screen will become fuzzy and if they drink way too much, they die. It also allows for a player to use this script as a toxin script, making it so if certain tiles are stepped on a player become more and more poisoned.

However, I am currently running into a problem. My problem is I want the player to be able to type things in the note tags and have the item work. But RPG Maker VX Ace wont allow the item to be consumed by the player at this point. The item is marked as consumable, it can only be used from the menu, it's a normal item but because it doesn't have an actual effect on the user, other than what I am reading from the note tags, it refuses to let me give the item to a character, thus rendering my script unable to apply the effect. I've added common events to the items that don't do anything, and then the script works perfectly, but I don't want my script's users to have to do that. I want it to be controlled 100% by note tags and the user to not have to worry about anything else.

Does anyone know where in the code I can bypass this check and just have the item be used? Or a cheat way to get around this? Or is it something that is part of the engine that I will just have to deal with?

Alright, well thanks to all who have read and to anyone who can offer a solution :)

[VXA] Help With Conditional Branch Button Input for Defending

So I am trying to make a game where enemies roam around and when they touch you, you battle them. I figure that will cut down on the annoyance caused by random encounters and allow for the player to know where the enemies are and either choose to sneak around them or go after them at their leisure.

However, I also want to implement a defense skill that at the press of the A button (the z key), the play will defend themselves. I want to have it that if the player touches the enemy while defending the enemy cries out and backs up, and I have that functional. My problem is, the way I have this set up is it is a toggle that if I press the key, it turns it on and if I press it again it turns it off... Only... it is not consistent. It is more likely to turn on and is next to impossible to turn it back off, leaving the enemy to constantly be crying out and running backwards whenever it touches the enemy.

So, what can I do? I want the enemy to touch the player, back up and then have the defending switch to turn off.

Here are images of the various eventing I am using:
This is the common event I am using:

This is the actual enemy:

This is the event I am using to call the common event:


Any help would be greatly appreciated! Thank you! :)

Pixel Art VS Hand Drawn Characters and Tiles?

Recently I got a hold of Adobe Illustrator and I've really been enjoying creating vector images out of thing and turning them into enemies in RPG Maker games I've been making. I had the idea though, that what if I hand drew the characters and tiles and then resized them to fit RPG Maker, how would that look and would it be possible?

Has anybody done that before? Hand drew stuff and then scanned it into their computer for RPG Maker? Or is it better to sort of stick to just drawing that kind of thing with pixel art?

Good Ruby Scripting Tutorials?

I've recently decided to dive back into RPG Maker now that I have more experience in programming (learned Java, javascript, basic C++, C# in the Unity3D engine) and game making in general, but I've run into a wall.

I've started using the tutorial from codecademy.com to learn the basics of Ruby, and I'm about 45% of the way through their tutorials. I wanted to take what I've learned from there so far and take it to RPG Maker VX Ace but I've hit a wall, because the things I try don't seem to be working. It may be that I just need to learn more before I attempt anything, but that's why I need some more tutorials.

I followed the tutorial made by a user on this site (this one), but it's all very basic and easy to understand and doesn't go to the depth I'm ready to learn. I'm going to take a look at this one next and then check this guys series but at the same time, I want to collect as many recommended resources for learning as possible. If anyone knows a set of videos or a website that could point me in the right direction, I would be extremely happy.

Rpg Maker VX Ace Animated Battler script

So, I'm trying to put together this game that involves moving battlers, such as this


This battler is not all the way done(this is a roughdraft), but I want to know if there is a VX Ace script that can use battlers that are .gif? Or if there is another script I can use that will allow me create moving battlers for both the enemy and player side. And if they can't use .gif what file I need to use to make the image move.

RPG App?

So, I am about to learn how to make apps using Java (and in the future I'm gonna learn other programming languages like C+) and it will probably take me a year or two to get to this point, but what do you people think if I made a mini RPG app. Where there were four free apps that each had RPG like gameplay that tied together at the end of each. There would be a sequel that would cost $1-$5 depending on how hard it was to make. So, what do you think, is an RPG app a good idea or a bad one?

Where does video game music stand?

Back a little ways video game music was all 8-bit, but nowadays you don't see that as much (or really at all). So does that mean the 8-bit type music is dead? Or does it just take the right kind of game?

Reset Entire Variables

I am using RPG Maker VX Ace and I was wondering if there was a way you could reset all your variables with one event. Basically what I am trying to do is make it so after you beat the game you can choose to be sent back to the very beginning and play again following an entirely different story line.
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