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JASONFARKAS'S PROFILE

Just arrived on the indie rpg scene about a week ago after being referred here to download the Chrono Alter game. Hated the game but love the site, which introduced me to a game called The Way and inspired me to create an RPG of my own based on a fanfic I was writing. Shameless plugs follow

http://www.fanfiction.net/s/2897019/1/The_Observers_Aftermath

That is the start of a trilogy I have planned, though both it and the second story are half-way finished (I am apparently worse than George Lucas when it comes to releasing things in chronological order lol)

Anyway, I hope to work with community members to make everyone's game better through group effort.

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2nd Help topic.

post=134684
Sorry, i really should've given more information.

Shikai is the first transformation of a sword, which allows the user to have more special skills.

Bankai is the same thing basically, but it allows a transformation of the person itself, or the sword once again, and it greatly enhances abilities.

The mysterious names. Replica of Bleach. Etc. Once again, sorry for the lack of information in my first post, i was in a hurry to go to work. :\

If anymore information is needed let me know.

And to add to this...would it be more necessary to download another gaming engine?


I've seen alot done in RM2k3(Ascendance being a good demo of what it can do) so unless you want to use another gaming engine/rpgmaker I don't see why you would need to. Just don't ask which RPGmaker is better(because then the VX vs XP vs 2k3 argument will pop up again). They each have their own ups and downs and I'll leave it at that.

Scripting Assistance: Forcing Items to go to new Window_scene created

I can see two ways of doing this;

1- create a list of all misc items you would have in the game in the script and then have a window that checks each item the player has against that list and then displays all the misc items that he currently has in his inv.

2- In XP you can modify the stats of an item(not sure about VX though I'd assume something similiar), perhaps there is a stat on the item(like in name or icon) where you can have a common stat/name for all items that will be misc. Say you put "Misc -" in front of each items name so you'd get ,"Misc - Report" and "Misc - Quest Item x". You then have a script that searches the name of your item for the Misc label, and then prints it out in the window without it. Only problem I see with that is if you have other items with "misc" in their name, though it could be any common label you want so it could be as obscure as you want it too.

3. Okay I just though of another one though it is more complicated. Create your own item list that whenever the player gets a quest item it adds that item type to the list. Then when the window pops up you just print out everything in that custom list since you know they are all quest-type-ish items.

Sorry, but I love the idea of making fangames.

I myself support any type of fan-game, sequels, crossovers, or spin-off's with minor characters now playing the main role in their own story. Speaking as someone who is making a fan-sequel I know that sometimes the events from the end just beg to have a game created for it. Or maybe you forsee another adventure/story taking place in that universe and you want to be the one that tells it. However I do not like a story that tries to force the characters from the original game into personalities that they plainly are not, you can't just change a defined personality because you think it would be better another way. It's okay to change a story to fit the universe of a game, after all you are working with characters whose personalities are already defined and whose universe works in a certain way, but do not try to make the game fit the story. It is not cool to change the spunky hero from the original game into a disgruntled hero that is bitter and jaded, unless of course you provide story reasons for such a change. If you've got an awesome story but you would need to drasticaly change the universe of the game that you want to set it in then go make an original game. It would be recieved better and, most likely, would be better. That is just my two cents though.

Your Top 5

1- Chrono Trigger
2 - Shadow of the Colossus
3 - Final Fantasy Tactics
4 - Wild Arms (before the remade the first one in 3d)
5 - Mass Effect 1 and 2 (and then 3 when it comes out!)

Editing chipsets

Graphics Gale is a pretty nice editor as well, especially when it comes to resizing tiles

RPG Maker XP/VX FAQ

Doh, you are using VX so all my advice(or something similar) was for naught!!!

Maybe I can help anyway!! Something I do to help troubleshoot script is to type

print "gets here"

before a section of code to check if it at least gets to the compiler. Probably not the best way to do it but if you get a windows dialog box that pops up and says "gets here" then you know at least your code executes to that point. So put one of those in the set_daynight_default class in the KGC commands module that you posted. If the msg pops up when you run your game then it at least means your script in the event is calling the function in the command module(which is a good thing!!), next look for a function with the same name in the game_screen class. Put the "gets here" thing there and then run your game again to see if a windows command window pops up again. If I am right and that function does exist in the game_screen class(and the window pops up with the "gets here") then post here again and I might be able to help further.

Since I don't have VX I really can't say much more than that as most of what I am suggesting is me grasping at straws. However I hope at least something I've said will help you.


RPG Maker XP/VX FAQ

Okay, after some tinkering I return with results.

post=133804
class Game_Interpreter
include KGC::Commands
end


Rename Game_Interpreter to just Interpreter

I'm not sure what Enterbrain named all of their classes when it was in Japanese however it seems that Interpreter was named Game_Interpreter. When you rename it, RPGmaker now appends the code included in the renamed class to the existing code found in the event Interpreter. However there seems to also be some other errors with the code, namely it is referring to variables/methods that just don't exist and which it doesn't create. Unless of course you simply only gave me part of the code, however after looking it over I have to assume there is more code simply because what you've given me so far is more of an interface and none of the meat and potatoes that actually does stuff.

Hope that helped :)


Edit:
Also I forgot to ask if you are using XP or VX. I only have XP and so that was what the solution was tested with. If it is VX then it could also work, though it is anybody's guess lol
Edit:

RPG Maker XP/VX FAQ

post=133788
I have a question:

When a script says, "The following commands are available using the "Script" item in events.", and has say, this in the comments:

#_/   * set_daynight_default(duration)
#_/ Forces the tint of the current phase to reset to the initial phase.
How does one go about using that in an event?

What I did was go to an event, went to page 3, selected Script, and typed:
set_daynight_default(1)
...but when I run it I get an error:
"NoMethodError occurred. undefined method 'set_daynight_default' for nil:NilClass"

So I assume I have a syntax error, but what could the correct syntax be? I haven't a clue.

Rpgmaker thinks you are trying to call a method called "set_daynight_default" from a class that does not contain this method(or doesn't exist). Without being able to look at the code I am going to assume that the script you are implementing does something to modify the event processing so that the method, "set_daylight_default", is in the class where all the event commands are broken down into ruby code and then execute. That way it could be called like that without specifying a parent class. To call it outside of the parent class you must be calling it from a variable that is an instance of that class. If that method was in another class you would have to say something like:

class CustomClass
def set_daylight_default(num)
#code goes here
end
end


@example = CustomClass.new()

@example.set_daynight_default(1)

In the above example I first made the variable example an instances of a CustomClass, that means it has access to all the methods and variables available in that class. The second line of code is me calling the daylight function with the @example instance.

That may, or may not, help you fix the problem help but I am also willing to take a look at the script itself if you want.

(in other news is there a command list for the forum code? I figured out a few commands simply because they pretty obvious but a list would really help lol)

RPG Maker XP/VX FAQ

Tips using XP? hmmm.....

Most of this will be related to scripting so if it is general info you are looking for ya best move on. Also, if you have experience in computer programming most of what I am going to say is probably not for you(since you probably already know it), but if you aren't sure what a syntax error or other basics terms are then this may be for you. Also, this should be applicable to both XP and VX, I haven't used VX but if it uses RGSS it can't be too far off.

Scripting FAQ of various information

1) Comment instructions along with any script you add in the script editor because chances are, a week or a month later when you go back to work on your game you've forgotten why you put things where you put them or how your script even works. Comments are added simply by putting a numerical sign, #, before any code on a line, that lets rpgmaker know it can ignore that line(or something similar to that effect)

EX: # this line of code is commented!

2) A good way to prevent annoying mistakes: When you get an error don't immediately freak out, there is a pretty good chance you just mistyped something. Go back to your script editor, review what you've added, but be very aware of how you spell things.

Spelling, caps, and spaces matter when trying to access variables/classes/what-not(also spaces in variables/class/method names are a no-no). A good way to avoid forgetting exactly how you spelled a variable is to set a precedence for how you will name things. I try to make the name of my variables/class/method describe what I will do with it but in only one or two words. Want a variable that keeps track of damage, you could name it @damage_tracker. The more your variables make sense, the easier it will be to remember what does what and how it is spelled.


3) Some common errors you might see:

syntax error: there is something grammatically wrong with your code. When I mean grammar I don't mean the English language, rather ruby(what RGSS is built on/of). Look for missing paranthesis, brakets, or quotation marks that may be enclosing array selections or text. Make sure that your if / loop / case / etc... statements have a corresponding end to them. There's other situations but those are the most general, and generally the most annoyingly hard to spot sometimes!

NoMethodError: This error is just as the name says, you are trying to access a method for a class and that method does not exist. If you are trying to access a variable in the class instead of a method be sure that the variable has the attr_reader/accessor attached to it in class-type that you are trying to access it from. There are also other situations where this could occur, these are just the most common(to me anyway).

NameError : You are trying to access a variable/constant that does not exist, or if it does exist you spelled it wrong. Check your spelling!! (lol, and you thought your English teacher was bad!)

I am going to stop here for now just in case I write about a bunch of stuff that isn't needed. I've been programming off and on for 10 years with various languages so some of the things I may have said here might be bad coding practices or out of date. I don't know if this is the kind of stuff you are looking for GreatRedSprit but I'd be more than happy to write along the same subject line if there is a demand.