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Advanced NPC's
I made a mistake, I don't have a copy of your game. I ran off to my downloaded games folder and I didn't find anything under Illumina. I do remember you posting something about a demo in your thread so that might've been where I got the idea, but I couldn't find it in your thread and you don't have a submission for it on the site.
*somethingIfoundwhenmakingthepost*
I see the game you're talking about: Sacred Shadow (Well, I'm assuming so again, but that one has a character creator, updated to 1.3 yesterday, and has a locked file in it). My bad, I'll take a look to see if I can find any immediate problems sometime soon.
*somethingIfoundwhenmakingthepost*
I see the game you're talking about: Sacred Shadow (Well, I'm assuming so again, but that one has a character creator, updated to 1.3 yesterday, and has a locked file in it). My bad, I'll take a look to see if I can find any immediate problems sometime soon.
Advanced NPC's
author=donline link=topic=643.msg8950#msg8950 date=1202842869
Hmmm Im waiting for the Last Update to be Accepted... have you
tried out my Demo yet? :P
Unfortunately not. I don't have much free time with the current University semester (which involves a mess of group projects) but I do have it downloaded and stashed away with a bunch of other RPG Maker games that I intend to play.
author=donline link=topic=643.msg8950#msg8950 date=1202842869
Added a heck load to the Character Creation part.....
my god the 1st attempt got too out of control so
I had to limit it...
What I did
I made 10 sets of eyes, 10 Noses, 10 mouths, 10 Hairstyles, after doing all that
I realized thats about 60+ combination's... I decided to limit a few parts so I didn't have to make the biggest conditional branch known to man.....
If you could freely choose between each different graphic, you'd have a thousand different combinations, not 60. I'm sure there's a way to have the combinations and have it not literally take forever to implement, but I can't think of it now (and I'd have to play your game to see how it looks anyways)
author=donline link=topic=643.msg8950#msg8950 date=1202842869Working on a game. Currently its programming work (making a menu mostly from scratch, and that also means having a fair bit of the backend done too like player characters which I'm also making from scratch too) and revising the plot+characters.
anyhoot thanks again for this ;D If you ever need anything Graphic related
for your Game plz dont hesitate.... hmmm have you made one?
If I ever need any graphics (which I'm sure I will), I'll keep your offer in mind. :)
(I just need to learn to stop sucking at sketching my characters...)
author=donline link=topic=643.msg8950#msg8950 date=1202842869Alright, I'm fine with that. Means less work for me :P
!Edit!
Do you want it so that when you timeout, whatever the character's name is when you run out of time is set to the player's response?
Answer!
Ummmm I think Ill use the timeouts on important parts like.... were all gonna die if you dont type this in "seconds" so I could use the "Else" part in the conditional branch
author=donline link=topic=643.msg8950#msg8950 date=1202842869This, on the other hand, does.
!Edit!
Aghh I think you will know the answer to this but what does it mean
when the game freezes inbetween tranfering to a map it says "Script Hanging"
I managed to get round this by jumping to that map at start of Game
so when you reach that area later on in game it loads correctly.....
I'll test it out sometime this week (possibly tonight, since I never get any homework done Tuesday nights) and see where I screwed up. I think its in the Scene_Map code (since I pretty much did a cheap hack of the $scene code). I'll get back to you on that though.
*edit*
Alright, I gave it a few tries (opening the name input window and then teleporting to another map) but I never get a failure or anything. Doublecheck that you inputted the script correctly, and see if maybe its another script thats screwing it up (or if its just the map you're teleporting to)
The Legend of Zelda
Ring menus always make me wonder...
Am I the only person ever that pushes 'Right' to select the option to the right of what is current selected, and not to rotate the ring right (and therefore selecting the option to the left)? Every time I open one I play a game of 'figure out where the hell am I going'. This isn't just this menu, but others as well.
As for the ABS, its not bad, but it isn't good either. I can't find a way to fight the bats without taking damage that they deal when we move into each other's range to attack.
Items "work", in that using a potion restores my health, but only when I exit the menu and there's no indication that it actually did anything. I also keep any used items.
The HUD is nice, but it gets in the way at times by covering Aluxes. Either make the HUD move when its covering him or make the maps such that you can never walk under the HUD (get into the upper-left corner of the map).
Also, don't put obstacles in front of teleport destinations. Ever.
Am I the only person ever that pushes 'Right' to select the option to the right of what is current selected, and not to rotate the ring right (and therefore selecting the option to the left)? Every time I open one I play a game of 'figure out where the hell am I going'. This isn't just this menu, but others as well.
As for the ABS, its not bad, but it isn't good either. I can't find a way to fight the bats without taking damage that they deal when we move into each other's range to attack.
Items "work", in that using a potion restores my health, but only when I exit the menu and there's no indication that it actually did anything. I also keep any used items.
The HUD is nice, but it gets in the way at times by covering Aluxes. Either make the HUD move when its covering him or make the maps such that you can never walk under the HUD (get into the upper-left corner of the map).
Also, don't put obstacles in front of teleport destinations. Ever.
How do you earn AP?
I agree with Kentona. A custom encounter system isn't too hard to make (I've got one in one of my projects. I made it because I really, really, really, really, hate any random encounter system that supports one-step encounters and I added more to it later), but if you're going to try and use it to support end-battle event running, you'll just make more work for yourself. Its possible with the right design it won't become a pain to make changes, but at the end of the day you'll still have a mess.
The common event method of running post-battle scripts that Kentona and I described is really the best way to do it. I'd do it that way even in the case of using a custom encounter system like I am. Its just so easy to make universal changes, find bugs, and the like.
The common event method of running post-battle scripts that Kentona and I described is really the best way to do it. I'd do it that way even in the case of using a custom encounter system like I am. Its just so easy to make universal changes, find bugs, and the like.
Web Layout Mockup - Feedback?
The last one is definetly the best, both functional and aesthetics wise. The larger navigation bar makes it stand out more when trying to find how to get around the site. I can't see any immediate problems with that format.
Advanced NPC's
Alright, I figured out what it was; its the way RMXP handles "scenes" (I've always ignored it for my systems)
Here's the quick and dirty way:
In the Scene_Map script, on line 205 there should be:
$scene = Scene_Name.new
Change that to:
scene = Scene_Name.new
scene.main()
This needs some changes to the Scene_Name script too. The loop needs a new break condition (it breaks when the scene changes from Scene_Name, but scene is never set to Scene_Name), so I use a simple boolean that the loop executes when true, and when false it breaks. So the boolean is set to false when the time limit expires, or when a name is inputted. Here's the code for it (changes from above code in bold):
def main
@RunFlag = true
# Get actor
@actor = $game_actors
# Prepare for the transition
Graphics.freeze
# Make windows
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new
# Set the opacity of the name input windows
@edit_window.back_opacity = WINDOW_OPACITY
@input_window.back_opacity = WINDOW_OPACITY
# Execute transition
Graphics.transition
# Main loop
# Set the number of frames to wait before closing the window
@FrameCountdown = ($game_temp.name_actor_id - PCS) * Graphics.frame_rate * SECONDS_PER_ID
# to a function.
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# If the frame countdown has ran out and the ActorID is a timeout ActorID (>PCS)
if @FrameCountdown == 0 and $game_temp.name_actor_id > PCS
@RunFlag = false
# Otherwise, decrement the countdown by one
else
@FrameCountdown -= 1
end
# Abort loop if screen is changed
if @RunFlag == false
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
# Do the transition
Graphics.transition
end
There's a small change in the update function too. Look for the following snippet of code in def update, it should be near the middle:
# Change actor name
@actor.name = @edit_window.name
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to map screen
$scene = Scene_Map.new
Replace $scene = Scene_Map.new to @RunFlag = false
That should do the trick.
*edit*
Oh, wait, hold on. Something doesn't work. Gimme a sec
*reedit*
Oops, I forgot to accomodate the graphics transitions since I wasn't changing "scenes". The code should work now with the extra Graphics.freeze/transition calls in the def main for Scene_Name.
I also botched some of my math, I needed brackets when it calculates how many frames to wait otherwise it would always wait indefinetly for every character.
*thirdedit: See? Testing is important!*
Do you want it so that when you timeout, whatever the character's name is when you run out of time is set to the player's response?
Here's the quick and dirty way:
In the Scene_Map script, on line 205 there should be:
$scene = Scene_Name.new
Change that to:
scene = Scene_Name.new
scene.main()
This needs some changes to the Scene_Name script too. The loop needs a new break condition (it breaks when the scene changes from Scene_Name, but scene is never set to Scene_Name), so I use a simple boolean that the loop executes when true, and when false it breaks. So the boolean is set to false when the time limit expires, or when a name is inputted. Here's the code for it (changes from above code in bold):
def main
@RunFlag = true
# Get actor
@actor = $game_actors
# Prepare for the transition
Graphics.freeze
# Make windows
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new
# Set the opacity of the name input windows
@edit_window.back_opacity = WINDOW_OPACITY
@input_window.back_opacity = WINDOW_OPACITY
# Execute transition
Graphics.transition
# Main loop
# Set the number of frames to wait before closing the window
@FrameCountdown = ($game_temp.name_actor_id - PCS) * Graphics.frame_rate * SECONDS_PER_ID
# to a function.
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# If the frame countdown has ran out and the ActorID is a timeout ActorID (>PCS)
if @FrameCountdown == 0 and $game_temp.name_actor_id > PCS
@RunFlag = false
# Otherwise, decrement the countdown by one
else
@FrameCountdown -= 1
end
# Abort loop if screen is changed
if @RunFlag == false
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
# Do the transition
Graphics.transition
end
There's a small change in the update function too. Look for the following snippet of code in def update, it should be near the middle:
# Change actor name
@actor.name = @edit_window.name
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to map screen
$scene = Scene_Map.new
Replace $scene = Scene_Map.new to @RunFlag = false
That should do the trick.
*edit*
*reedit*
Oops, I forgot to accomodate the graphics transitions since I wasn't changing "scenes". The code should work now with the extra Graphics.freeze/transition calls in the def main for Scene_Name.
I also botched some of my math, I needed brackets when it calculates how many frames to wait otherwise it would always wait indefinetly for every character.
*thirdedit: See? Testing is important!*
Do you want it so that when you timeout, whatever the character's name is when you run out of time is set to the player's response?
What we did horribly on our first games.
I don't even remember my first RPG Maker game, it was way back in the day of RPG Maker 2 with Kanjihack and the most I ever did with it was make these 10-minute things, possibly with cutscenes, but probably not.
The first game I remember was "Lost Fantasy" for RPG Maker 95 that I released a demo of back in the RMGurus days, which should give a hint of how terrible it was. The general plot was that you were... Scott(?) who had just graduated from 'Fighter School' or something like that, and his dragon buddy 'Draco' (feel the originality!) left for absolutely no given reason. The first boss was a fellow graduate from Fighter School who joined up after being defeated. and the next town was taken over by 'Goblins' and, again for no reason, you had to sneak into the palace via a 'hidden' passage in a mountain cave which involved teleporter puzzles.
It was the "epick" journey across five moons or something planned, but the whole thing was from the top of my head. I'd love to have a copy of it now, even just for the facepalm value though.
The horrible part is that for RPG Maker 2000, I basically recreated the damn thing with "Fighter Scool" and the dragon buddy "Draco". It was executed better so it didn't make Baby Jesus cry though, it just made him whimper instead.
The first game I remember was "Lost Fantasy" for RPG Maker 95 that I released a demo of back in the RMGurus days, which should give a hint of how terrible it was. The general plot was that you were... Scott(?) who had just graduated from 'Fighter School' or something like that, and his dragon buddy 'Draco' (feel the originality!) left for absolutely no given reason. The first boss was a fellow graduate from Fighter School who joined up after being defeated. and the next town was taken over by 'Goblins' and, again for no reason, you had to sneak into the palace via a 'hidden' passage in a mountain cave which involved teleporter puzzles.
It was the "epick" journey across five moons or something planned, but the whole thing was from the top of my head. I'd love to have a copy of it now, even just for the facepalm value though.
The horrible part is that for RPG Maker 2000, I basically recreated the damn thing with "Fighter Scool" and the dragon buddy "Draco". It was executed better so it didn't make Baby Jesus cry though, it just made him whimper instead.
Top Ten Topic: Playstation 2 Games
Here's the rest of my list, now that I can look at my games and remember the favorites.
3) Dynasty Warriors 3
My personal favorite of the DW franchise. DW4 ruined the game with Kingdom-Musou Mode and DW5 was always YouVs.HugeFuckingEnemyMobs (why the hell is Cao Cao outnumbered at Chibi?). DW3 never really felt like it was just you vs. the enemy army.
4) Wild ARMs 4
The advent of the HEX battle system, which is a lot of fun. There were other things that made playing the game a blast which overcame the painful 'KIDS VS ADULTS' theme of the plot. Plus, it had a chainsaw boss, which is instantly awesome.
5) Suikoden 3
This was actually my first Suikoden game. My first playthrough ended horribly due to an initial speedbump and being underleveled, but after clearing that the game took off and I loved it.
I've been meaning to get to playing Suikoden 5, but I keep forgetting about it :(
6) Wild ARMs 5
I'd consider the HEX in this game a step back compared to WA4, some of the things I liked about WA4 were changed. Not that it stopped the game from being fun though! The frequency of bosses is different, and its fun and painful at the same time. I've gotten stuck at 'rinky-dink' mid-dungeon bosses in this game which is a downer due to their aforementioned frequency. The writing varies in quality, some parts are painful while others are great. Also, absolutely kick ass music.
7) God Hand
The greatest game I never finished. Again, silly plot but the characters and gameplay make up for it. Hard as god damn hell though, and I'm probably going to restart the game on Easy because I just can't beat the game on normal.
8) Arc the Lad: Twilight of the Spirits
A tactical battle system done right, every time I play a Nippon Ichi game, I wish they stepped up their battle system to something more like this game. Regular battles were a lot of fun and the two-perspective approach to the plot was interesting (although I'd say Suikoden 3 did better with its three/four-perspectives)
Fuck the final dungeon though. And the entire plot around it.
9) Valkyrie Profile - Silmaria (aka 2)
A step up from the Valkyrie Profile battle system. That and how you explore dungeons makes this game a lot of fun. There's still a lot of problems though: characters aren't as unique as they were in Valkyrie Profile 1, and killing items trying to get that one item so you can learn some skills or make items can be simply horrible at times.
10) None of my other games are really jumping at me for 10th spot, so I'll just end it here with my Top Nine PS2 games.
3) Dynasty Warriors 3
My personal favorite of the DW franchise. DW4 ruined the game with Kingdom-Musou Mode and DW5 was always YouVs.HugeFuckingEnemyMobs (why the hell is Cao Cao outnumbered at Chibi?). DW3 never really felt like it was just you vs. the enemy army.
4) Wild ARMs 4
The advent of the HEX battle system, which is a lot of fun. There were other things that made playing the game a blast which overcame the painful 'KIDS VS ADULTS' theme of the plot. Plus, it had a chainsaw boss, which is instantly awesome.
5) Suikoden 3
This was actually my first Suikoden game. My first playthrough ended horribly due to an initial speedbump and being underleveled, but after clearing that the game took off and I loved it.
I've been meaning to get to playing Suikoden 5, but I keep forgetting about it :(
6) Wild ARMs 5
I'd consider the HEX in this game a step back compared to WA4, some of the things I liked about WA4 were changed. Not that it stopped the game from being fun though! The frequency of bosses is different, and its fun and painful at the same time. I've gotten stuck at 'rinky-dink' mid-dungeon bosses in this game which is a downer due to their aforementioned frequency. The writing varies in quality, some parts are painful while others are great. Also, absolutely kick ass music.
7) God Hand
The greatest game I never finished. Again, silly plot but the characters and gameplay make up for it. Hard as god damn hell though, and I'm probably going to restart the game on Easy because I just can't beat the game on normal.
8) Arc the Lad: Twilight of the Spirits
A tactical battle system done right, every time I play a Nippon Ichi game, I wish they stepped up their battle system to something more like this game. Regular battles were a lot of fun and the two-perspective approach to the plot was interesting (although I'd say Suikoden 3 did better with its three/four-perspectives)
Fuck the final dungeon though. And the entire plot around it.
9) Valkyrie Profile - Silmaria (aka 2)
A step up from the Valkyrie Profile battle system. That and how you explore dungeons makes this game a lot of fun. There's still a lot of problems though: characters aren't as unique as they were in Valkyrie Profile 1, and killing items trying to get that one item so you can learn some skills or make items can be simply horrible at times.
10) None of my other games are really jumping at me for 10th spot, so I'll just end it here with my Top Nine PS2 games.
Top Ten Topic: Playstation 2 Games
1) Okami
- Simply fantastic. I saw the trailer and knew I had to get that game. I loved nearly every part of the game, the graphics, music, the game, almost everything. The plot was too wordy at times and the end-game 'dungeon' was disappointing, but everything else outweighs those problems and then some. Simply fantastic.
(I suppose it helps that I liked the 'voiceovers'/grunts used instead of getting annoyed by them)
2) Wild ARMs 3
- A love or hate game, and I fell into the "Love" category. The plot is as stupid as shit (especially in the last chapter), but the characters and gameplay were more than enough to make me love it. I never did finish it though, what with the 100 floor dungeon that you can save in, but its hardly necessary to enjoy the game.
3-10) Uh, I'll get back to you on that. The next eight are kinda up in the air for who gets in at what positions.
- Simply fantastic. I saw the trailer and knew I had to get that game. I loved nearly every part of the game, the graphics, music, the game, almost everything. The plot was too wordy at times and the end-game 'dungeon' was disappointing, but everything else outweighs those problems and then some. Simply fantastic.
(I suppose it helps that I liked the 'voiceovers'/grunts used instead of getting annoyed by them)
2) Wild ARMs 3
- A love or hate game, and I fell into the "Love" category. The plot is as stupid as shit (especially in the last chapter), but the characters and gameplay were more than enough to make me love it. I never did finish it though, what with the 100 floor dungeon that you can save in, but its hardly necessary to enjoy the game.
3-10) Uh, I'll get back to you on that. The next eight are kinda up in the air for who gets in at what positions.
[GAMEDEV REDUX] Share your brainstorming
Kentona: I wouldn't expect the same platformer as EVO, but as you said a pokemon-ish style game. I think it'd be interesting having a creature's moveset determined by how its evolved. Taking Pokemon moves as an example, getting bigger jaws gives you the Bite or Crunch move along with an increase in attack, a larger body size gives you Body Slam along with more HP/Defence, and evolving special organs also changes what a creature can do (ie. The Angler Horn from EVO could attract those runaway fish guys from the volcano area, or evolving flame lungs/hydrogen sack can give you a firebreathing attack.)
Spazzgamer: That was pretty much the first thing that came to mind when I read your premise. It may not have been what you were looking for, but thats what brainstorming is for, throwing around ideas! Feel free to adapt or discard it at your leisure. Besides, there wasn't too much to go off on anyways (although I do hope that your good/evil isn't like the horrible "You are either Baby Jesus or a Psychotic Baby Eating Maniac" mentality where something that isn't an extreme isn't available. Or at least some sort of 'neutral' area where you aren't the paragon of virtue or baby-eating-ness.
Spazzgamer: That was pretty much the first thing that came to mind when I read your premise. It may not have been what you were looking for, but thats what brainstorming is for, throwing around ideas! Feel free to adapt or discard it at your leisure. Besides, there wasn't too much to go off on anyways (although I do hope that your good/evil isn't like the horrible "You are either Baby Jesus or a Psychotic Baby Eating Maniac" mentality where something that isn't an extreme isn't available. Or at least some sort of 'neutral' area where you aren't the paragon of virtue or baby-eating-ness.














