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The Update and Progress Topic!
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.
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.
Forum Member Trivia
Wishmoo has got to be around 47 by now.
Let's say she was 22 when she has QHeretic, and QHeretic was 17 at the start of the Rm2k scene. That'd make her 39 then. I don't remember when Exile came out, so I'll just say 2000, or eight years ago. That would make her around 47 by now.
Let's say she was 22 when she has QHeretic, and QHeretic was 17 at the start of the Rm2k scene. That'd make her 39 then. I don't remember when Exile came out, so I'll just say 2000, or eight years ago. That would make her around 47 by now.
The Update and Progress Topic!
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.

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.
DEMO LINK FIXED "Fatal Fantasy"
Sonic and the Black Knight
Forum D&D Game (UPDATED: Finalized Details) JOIN NOW!
Everybody freaking DIED because someone decided that attacking the Elder Wyrm was a good idea. You know who you are.
Yeah, none of that happened.
Gaunt (Gaunt), Alian-something (Quiversee), and Wayne (me) met up outside the town of Solice. The backstory was that five of us (Gaunt, Quiversee, GRS, NoblemanNick, and Piper, the DM PC) went looking for the true gods and had decided to meet up in Solice after a few years. The three PCs met up outside of town and bumped into some Goblins looking for a mysterious Blue Crystal and they were searching people to see if anyone had it. They decided to 'search' us. Enter Fight #1.
The fight ends with the Goblins running away thanks to Gaunt's bluff that there are a lot of hidden archers ready to shoot them (I didn't even get a turn). With the Goblins out of the way we headed to the inn where we met up with Piper, the DM Cleric PC. She tells us that she found a Blue Staff (which looks like a regular short quarterstaff) that gives our wizard (Quiverse) the shivers. We also hear that some church guys (the Seekers?) are looking for it, so the party decided to ask them about the staff (while acting that we don't have it, we say we're looking for treasure or something) so we plot a path to Haven which is a long walk away.
To cut down on travel time, we plan to go through the DARKEN FOREST instead of the long road. We approach a hill or something outside the forest and we get stopped by cloaked "Holy Men". They say that they need the Blue Staff to heal their dying friend, we stick with the cover that we don't know anything about it (although Piper was getting close to blowing it), everybody starts getting aggrivated as they don't believe us and Wayne (me) tells them to shut the hell up at some point. Combat starts.
During the fight the cloak blows off the 'Holy Men' and they are revealed to be your average freak of nature. Killing them turns them to stone, except in one case where one blew up. After a tough fight (everybody but Gaunt, who never got targetted, got bloodied up and Alian got as low as 2HP), we won, their dead statues turned to dust, and we got ready to loot their cart.
Yeah, none of that happened.
Gaunt (Gaunt), Alian-something (Quiversee), and Wayne (me) met up outside the town of Solice. The backstory was that five of us (Gaunt, Quiversee, GRS, NoblemanNick, and Piper, the DM PC) went looking for the true gods and had decided to meet up in Solice after a few years. The three PCs met up outside of town and bumped into some Goblins looking for a mysterious Blue Crystal and they were searching people to see if anyone had it. They decided to 'search' us. Enter Fight #1.
The fight ends with the Goblins running away thanks to Gaunt's bluff that there are a lot of hidden archers ready to shoot them (I didn't even get a turn). With the Goblins out of the way we headed to the inn where we met up with Piper, the DM Cleric PC. She tells us that she found a Blue Staff (which looks like a regular short quarterstaff) that gives our wizard (Quiverse) the shivers. We also hear that some church guys (the Seekers?) are looking for it, so the party decided to ask them about the staff (while acting that we don't have it, we say we're looking for treasure or something) so we plot a path to Haven which is a long walk away.
To cut down on travel time, we plan to go through the DARKEN FOREST instead of the long road. We approach a hill or something outside the forest and we get stopped by cloaked "Holy Men". They say that they need the Blue Staff to heal their dying friend, we stick with the cover that we don't know anything about it (although Piper was getting close to blowing it), everybody starts getting aggrivated as they don't believe us and Wayne (me) tells them to shut the hell up at some point. Combat starts.
During the fight the cloak blows off the 'Holy Men' and they are revealed to be your average freak of nature. Killing them turns them to stone, except in one case where one blew up. After a tough fight (everybody but Gaunt, who never got targetted, got bloodied up and Alian got as low as 2HP), we won, their dead statues turned to dust, and we got ready to loot their cart.
Forum D&D Game (UPDATED: Finalized Details) JOIN NOW!
Is anyone else able to connect? I keep getting timeout errors. (Port 51234 forwarded, not on firewall blocked list)
Forum D&D Game (UPDATED: Finalized Details) JOIN NOW!
Alright, here's Wayne Kane's character sheet. Fixed a mistake or two, gave a name + personality and whatnot.
Remaking old parts of your project!
author=kentona link=topic=1462.msg24302#msg24302 date=1216354728
What happens is that developers get into an endless loop of remaking, and the game never gets finished...
I have the same problem. I've resorted to calling something "finished" and never touching it again no matter how much I want to (except to fix bugs). Otherwise I'd probably be redoing major features and stuck in an eternal cycle of making the game 'better'.
Maybe redo it after the whole thing is finished as part of polishing it up. I don't have the motivation/dedication to keep redoing things and keep the actual new content development going.














