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Old School RPG Maker.
Ascending Dreams
Legend of Zelda style RPG Maker VX Ace Game!

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Been messing with the rtp

[RMMV] What do you guys do about RPG sound effects?

I like to use http://www.bfxr.net/ to make most of my own sounds.
I used Acid to edit, mix, and re-render them.

[RMVX ACE]Sound channel priority

I only make ABS games, so I've never messed with the default battle system much... But I dug into the scripts a little bit to find these things that may help you find an answer. I couldn't find anything that was telling the BGM to wait for the ME to finish, so I'm wondering if that's hard coded into the engine or a hidden class or something.

I did find a "fix"

class BattleManager


#--------------------------------------------------------------------------
# * Victory Processing
#--------------------------------------------------------------------------
def self.process_victory
play_battle_end_me
RPG::BGM.stop
$game_message.add(sprintf(Vocab::Victory, $game_party.name))
display_exp
gain_gold
gain_drop_items
gain_exp
replay_bgm_and_bgs
SceneManager.return
battle_end(0)
return true
end

end


play_battle_end_me #plays ME

RPG::BGM.stop # stops the music from restarting once the ME is done.

replay_bgm_and_bgs # isn't triggered until the player is transfering back to the map.

An issue here may be the silence that happens once the ME is done playing, nothing is asked to fill that space.but you could substitute the ME with fanfair BGM.

(RMVXACE) Transfer from one place to another without player

Scripts Calls:

$game_player.moveto(x,y)
$game_map.events[n].moveto(x,y)

Moves players or events to the specified coordinates (on the same map) without "transferring".

[RMVX ACE] Ascending Dreams (Testers Needed)

[RMVX ACE] Ascending Dreams (Testers Needed)



My action adventure Zelda-clone Ascending Dreams is in need of some good testing and feedback! Please respond if you'd like to play a cool game, and help be a part of its creative process.

Ascending Dreams is my 3rd serious project, my first VX Ace game. I started it in July 2015, it's nearly complete, and needs some fresh eyes to help the final touches.

Its play-style is very much inspired by The Legend of Zelda. Explore the world, solve puzzles, explore dungeons, kill bosses, collect weapons; Ascending Dreams.



Whatchu Workin' On? Tell us!

author=Sated
Based purely on the graphics, I don't think they're using an RGSS engine.

Good point... I assumed something like that would best be handled by a more flexible engine. I think if it's 2k3 or 2k then you may just have to compromise with the "same as hero/player"... Or look for some kind of plugin. or maybe the tops of your tree's can be events with higher id's than pick-up-able objects (or pictures), so they appear higher.

Whatchu Workin' On? Tell us!

author=Gretgor
Working on a system where the character can "pick up" objects and hold them above their head. For technical reasons, I need the held obejct to be either a separate event, or a picture. The problem I'm having is that, if I use a picture to represent the object, it shows up in front of "star" tiles in the tileset. If I use an "above hero" event sprite for the object, the same problem is observed (pictured), and if I use "same as players", then it appears behind the character, which is not what I intend (I tried using "forbid event overlap", but it seems to do nothing for whatever reason). I want it to appear in front of the character but not in front of the trees.



Any ideas?


 class Game_CharacterBase


#--------------------------------------------------------------------------
# * Get Screen Z-Coordinates
#--------------------------------------------------------------------------
def screen_z
@priority_type * 100
end


I added an extra variable I can access with a script call "$game_map.events[n].my_z = x"

(There may be a better way to do this, but this is how I've done it.)

  attr_accessor :my_z


def screen_z
(@priority_type * 100 + my_z + (y * 3.5))
end


Mess around with that to solve your problem.

[RMVX ACE] Show window and picture with script

If you're working with scripts, it may be a good time to learn how to create sprites! Pictures are the user friendly version of the Sprite class. You can add a sprite to the scene with...

@sprite = Sprite.new

@sprite.bitmap = Cache.picture("picture_name_here")
@sprite.x = x_coordinate
@sprite.y = y_coordinate


Be sure to add a dispose method to properly get rid of the sprite or you'll end up with memory leaks.

def dispose

@sprite.bitmap.dispose
@sprite.dispose
end


Try playing with that, and reference the help file to check out all the things you can do with them.

How long should it take for one to finish a game?

So, the questions I have are; how long should it take to finish a game?
As long as it takes for you to make something you like.

How do you calculate the time you will (most likely) spend on working on it?
I don't really think it through like that. I just say "I would like to be done by (date)", but if I'm not, I'm okay with that.

How do you calculate the value of that time, or the value of the project?
How much am I learning. What did I learn from this project that will make future projects better? Am I actually enjoying the project?

How long does it usually take for you to finish your games/projects?
Lasting Dreams was about a year. I can't really say for sure because I started it 10 years ago, then found it in my email and decided to finish it.

Right now I'm looking at my project like a clunker car I'm trying to fix up, just for the learning experience. I could've wrapped it up and put a bow on it a couple months ago, but I'm taking time to learn. I'm glad I didn't rush it, because now it's going to be an even better game.

I started with VX Ace about 6 months ago. Coming from Rm2k3, I built the Ascending Dreams systems the only way I knew how, programming each individual enemy event on every map, then copy-pasting them throughout the project. If I wanted to change their behavior I had to go to each map, and edit each event.

Now I've learned some Ruby scripting that can streamline certain processes by naming the events based on their graphics, then controlling the event's AI based on its name, and I'm going back into things that I thought were "done" to make editing things in the future easier. I'm sure I'll learn some new things along the way, which will make me go back and change more, and more, and more, and add more, and change more, and so on.

But going forward, any new Ace projects I start will have those streamlined processes from the start, which will make completing them faster.