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THE UPDATE AND PROGRESS TOPIC!

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Hey kids.

I'm going to tell you right now that this is just an old fashioned "What are you working on?" topic. Yes, you all know what they are, you just tell us what's new in your game what progress you've made, and it could be anything from progess on a graphic you're working on, finishing up an arc in your game, updates to a blog, or anything, really! What progress did you make on your game? Talk about it!

This topic encourages and welcomes

1. Information on blogs that you've updated or working on.
2. Showing us firsthand a chipset/charset/anything graphical you finished or working on
3. An excerpt of dialogue or script
4. Music you're working on
5. Absolutely anything!


What are you working on, let's post, discuss, and critique!

...Go!

HOLD UP: Hey, I was talking to WIP, and he brought up a good point; while this topic isn't so bad in terms of well, existing, he made a good point in saying that this shit is meant for your blogs. So while post away here what your updates and progress on your games, by all means update your blogs as well, even if it's copy and pasting what you post here, or vice versa! The site could use more activity as it is, so working on your blogs is something to keep in mind!
Ho ho! Then I'll (hopefulyy) be the first to post something in here! Ku ku ku ku!

Anyway I've been working on Dragon Fantasy II on-andoff for the past little while. I've got a fair size chunk of the World Map completed, but there is still a lot left to go. Also, I've recently integrated a sort of Slime-hunt minigame of sorts. Nothing all too great, but it's key to obtaining the item required to face the hardest boss in the game! There are around 20~ slimes to collect in total, all scattrered across the world in various places. You get a reward for every 5 slimes you get back.

And...that's about it for now.

p_o
Hero's Realm progress report





Thank you. That is all.
Lol. (I owned this topic back on GW)

Hummm...well as of right now I'm working on property cards that pop up when you land on them on the board. Which is good! Because the last part (which involved player's turns and making sure they ARE ON THE CORRECT SPACE was a real pain) :P
Looking back at the topic and my games page (Which I should hold up my hands and say I created way too early, I got a bit "OMG liek I can have my own Page!" carried away) I've made so much progress that most things written don't exist anymore I wish I hadn't created it, but it's done now (and I'm too lazy to update).

I've been messing around trying to make a Guild system in which you choose a guild and then compete with a rival for points. I've got 32 quests so far but in the end they just become glorified fetch quests. I think 32 is a enough anyway.

The automatic day and night system is now storyline integrated in which the game is spilt into days rather than chapters. If a certain thing happens during Day 6 at night, and you missed it, you missed it for good. I was also fiddling with the idea of days jumping back and forward, but that was stupid and confusing. Oh well, live and learn.

Once I have something playable I'll be back, until then, I'll keep things really quiet. I don't want to hype it, even in the smallest fraction or draw any attention when I don't deserve it, because I have nothing completely solid.
I haven't been doing a whole lot lately. Mostly I've been messing around with music, because I think that would be something awesome to be able to make myself.

Also, I have been brainstorming an RPG game. God I want to start one so bad.
I've been away from my computer which has my project on it all summer, so it will be a little bit before I can get back to working on it.

Did somebody say script?



def NextState(nextState, updateWindows = true)
# Add the current state to the stack so it can go back to it
# If the menu isn't in any state, don't add it to the stack
if(@State != nil)
@StateStack.push(@State)
end

# Remember the previous state for later
prevState = @State
# Set the current state to the specified state
@State = nextState

# Turn off any input into the previous state's windows
TurnOffState(prevState)
# Setup the windows associated with the state
TurnOnState(@State)

# Move state windows onscreen and all others offscreen
if(updateWindows == true)
ChangeState(@State)
end

end


In somewhat-more-serious land, I did actually do some work about two weeks ago. I redid the backbone of the menu to using the above code so changes wouldn't be an incredible pain to implement and switch to RGSSv2. No performance difference, but having shadowed text without having to hack it is nice (I guess that is a performance increase when initially loadings windows since now its only calling draw_text once instead of twice, but it really isn't noticable)

I'm also dropping a mess of stupid global variables I've been using and putting them into a container class so it'll be easier to marshall/unmarshall that stuff during a save/load. Plus that'll make future features (if I ever get around to implementing them) easier to code, so yay!

Screenshot. Not much has changed since the last time I posted it so I won't put it in the screenshot topic. It does use the RMVX windowskin though since RGSSv2 doesn't work so well with the RMXP one.
I've been working on some coding over the past few days myself.

What I did with RMXP was print out several default classes involved with battles, such as the scene_battle, game_battler, and more so that I could find where I wanted to implement new code. I had finally gotten a nice AGI-based ATB system going when VX came out, so now I'm repeating the process.

VX's battle code is far simpler than XP, but there are some strange issues. I'm currently trying to figure out how enemy troops are indexed and called for so that the game can load the correct enemy date for battles. In XP, they were simply indexed by the number that corresponds with the editor (for example, troop slot 001 in the editor would be Slime x 2, they would be indexed as 1). In VX, they appear to be assigned a random number, seems more like some kinda memory address than a simple numerical index (the aforementioned 001 Slime x 2 troop in the editor is not identified as 1, it's like 10368430, maybe octal). This makes it much more difficult to do what I want to do.

Instead of trying to figure that out, I was thinking of going about this a different way (and maybe write a little tutorial to people who want to add some basic functionality to battles). What I want to do is to assign attributes to enemy troops that the editor doesn't accomodate for by default (for example, the editor can dictate how much experience or gold enemies drop, but not ability points or other things involved in custom systems). The attribute I want to add, for example, is a "level" for the enemy group, so that I can apply my formula for determining how much faster a character with higher AGI gets to act (based on AGI and level of all battlers). I need to define this number before the fight starts, so the battle events will not work here...UNLESS: change the battle code to make a run of the battle event interpreter before the action even starts.

I will write code that will scan the battle events interpreter (which you can enter from the editor). If a very specific condition is met (such as, the "attributes" you want to set must be on the first page of battle events, with scope set to Battle, turn set to 0 * 0), then it will run any code you want before the action starts. I will probably code in some flags so that it will not interfere with any normal battle events you may have wanted to occur before the first turn begins, but that shouldn't be too hard. I also have plans for dynamic enemy positioning and probably other attributes that can't be set by default, so this code will allow these items to simply be entered from the battle event pages in the editor.

Lemme know what you think =)
If you want to attach values to enemies via the database, maybe the enemy name could be used. Put some numbers in it, for example:
Slime,032014
Then when the enemy is loaded, the script parses the enemy name. The comma is used as an escape character, everything before it is the enemy name and everything else is data. You cut out the data and set the name with something like:


commaIndex = @name.find(',')
@data = name
@name =


That should be a simple way of putting data in the name and stripping it so that the player never knew what was hidden in the monster name. Then you just parse the data string. Using the example value of 032014, the first three digits could be something like Ability Points and the next three could be Cool Points. Parse accordingly.
Finished working on the DBS for The Last Bible as well as completed the Script for the End of the Third Episode. Working for a DBS Alchemy System which is busting my balls however when it is done it will look good. Lastly Moving Enemies 90% Completed. I will do the last 10% after I release a Demo, simply to see what people have to say about it. Screenshot Time!....In 2 Hours

@GreatRedSpirit: I like the look of the menu man, digging the style and the Font. Did you draw the portraits?
Hey, I was talking to WIP, and he brought up a good point; while this topic isn't so bad in terms of well, existing, he made a good point in saying that this shit is meant for your blogs. So while post away here what your updates and progress on your games, by all means update your blogs as well, even if it's copy and pasting what you post here, or vice versa! The site could use more activity as it is, so working on your blogs is something to keep in mind!
author=Ashramaru link=topic=1580.msg25063#msg25063 date=1216881670
@GreatRedSpirit: I like the look of the menu man, digging the style and the Font. Did you draw the portraits?

I wish. They're from Sanguo Qunying 2, and most likely temporary (there's a grand total of three female portraits in the set, two of which look very similar). Thanks for the compliments though.


And I don't have a blog. I don't have three completed screenshots that I can use :(
author=GreatRedSpirit link=topic=1580.msg25046#msg25046 date=1216872027
If you want to attach values to enemies via the database, maybe the enemy name could be used.

That's a great idea, GRS! I know that I currently lack the coding knowledge to do as much, but the example you gave should point me in the right direction.
Erynden
Gamers don't die, they respawn.
1702
Thinking about implenting a BlackJack Mini game, but this is gonna take a lot of coding. xD
I would post most of the stuff in my blog, or even upload a video or two! But...that section of the website seems to hate my computer for some reason. I get an error whenever I try to do anything saying "Error, we probably know about this, sorry!" or something along those lines. =\
And IE doesn't work either! Every time I sign in and go to edit my game, I end up being signed out! T_T

And huzzah! I did some more work on Dragon Fantasy II again today. I made a small new town, and added a good ammount of land to the World Map. I'm startin' to get into the snowy region now!
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