JOHNLEAGSDURG'S PROFILE

A guy who loves making parodies of everything.
I use RPG Maker VX Ace and 2003, two of my favourite RPG makers.
I don't play games often but listen to vidyagame music.

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Shooting Game Builder.

For those who love SHMUPS (and to those who understands Japanese) there's a free game engine known as Shooting Game Builder (STGBuilder) in which you can make SHMUPS using an unique interface along with its own scripting system. It has become fairly popular to Japanese users and several Doujin SHMUPs were done with it (Infinos, Revolgear, Mecha Ritz, Kaikan, etc.), however, the official author has denied the existence of a official English translation, thus making it really hard to use to those who don't know any Japanese (especially me, i'm a novice to SHMUPS but the problem is i am terrible at learning French so Japanese is not for me).

The site for the program is here: http://blog.livedoor.jp/stgbuilder/, the actual program can be found at the second link in this post.

Few days ago i started working on a possible translation using a Resource hacking tool, but all i did was to translate about 60% of the program (roughly, because i use Google Translate) due to the other strings not being in the RCData and instead being hardcoded inside. I was wondering if i knew the programs used to translate RPG Maker 2003 back these days, but for those who have luck in understanding Japanese, you'll have a good time trying this.

[RMMV] [RMVX ACE] [RMXP] Finding an alternative tactic battle script

After i found out i was going to start using GTBS v2.4, i discovered that the site that hosted the battle system was taken down a while, and i wasn't able to look for a backed up documentation anymore. I was using the VX Ace version, but i do still have the demo i downloaded off from the site, like a year before it was taken down.

The script was long gone to be obscure and i was nearly running out of faith for starting a tactical battle system game in VX Ace, so in the other hands, i have RPG Maker XP and the RPG Maker MV, in which if there's supposed to be any alternate scripts/plugins for a tactical battle system, i will use that instead.

I just want to make a fire emblem / super robot wars esque game. ://

articy:draft

Few days ago i was once again looking for a software that lets me write the story for the games i'm working on, and suddenly i happened to stumble upon articy:draft, a really nifty software that has just got me to try a trial of it, and i really find it so very useful because it has pretty much everything you need to work on:
  • A flow that explains the entire story and the game's contents
  • A database of entities (Characters, Items, etc.)
  • Visual location creation
  • Simulating the flow with the Journey system

and many more.

There's like very few of famous game companies that used this gem of a software, and it's getting me very used that i have literally left Word, Scrivener and other text authoring software i use just to use this amazing software, but due to all this useful stuff, there's two versions, the single-user, which costs 84.99$ whilst the multi-user version is overpricey as hell (999.00!!), probably because of the commercial license that is always included in the bought versions and the multi-user version being manageable by multiple users.

There's a 14 day trial at the website and one day is just enough to fully try it, if you're fast enough. I'm giving it a try and you guys should be interested with this.

[RMVX ACE] Working on a intentional "dizzy effect" script.

So this is the first time i'm ever attempting to get into coding on RGSS3 by just starting on DiamondAndPlatinum3's video tutorials. I haven't bothered checking out the Ruby documentation so since i have a really scarse internet on vacation i just wanted to post here for help. I've reached up to Tutorial 20 since the creation of this post.
I'm working on a script that would emit a LSD-like effect when you have been afflicted by an assigned state, but i'm having severe problems on finding the classes and methods needed to build up the script.
The script would work what i am intending, in which there would be a method that would check for a specific state ID needed for the dizzy effect, and then when said state is owned by one of your actors, the effect would be enabled and would change your current BGM's pitch by pitching it down and up (zig zag), which each pitch value is changed by a timer variable and a variable that chooses if to pitch up or pitch down.
This is the current revision of my script, and i would let anyone judge me if there's atleast a detail i've found. This is the first time and i thought of this idea myself, even if actually i did copy some of vx ace's default script parts.

  Dizzy_State = 26

Dizzy_Pitch_Timer = 15

class Game_System
#--------------------------------------------------------------------------
# * Save BGM
#--------------------------------------------------------------------------
alias sc00p_DizzinessState_savebgm save_bgm
def save_bgm
@saved_bgm = RPG::BGM.last
end
end

class Game_BattlerBase
#--------------------------------------------------------------------------
# * Check State
#--------------------------------------------------------------------------
alias sc00p_DizzinessState_checkstate state?
def state?(state_id)
@dizzystate = sc00p_DizzinessState_checkstate(Dizzy_State)
end
end

class Game_Interpreter
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias sc00p_DizzinessState_initialization initialize
def initialize(depth = 0)
sc00p_DizzinessState_initialization()
@dizzyPitch = 100
p("Dizziness initialized")
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias sc00p_DizzinessState_update update
def update
sc00p_DizzinessState_update()
@dizzy_pitch_timer = 0 unless @dizzy_pitch_timer != nil
@dizzy_pitch_timer -= 1 unless @dizzy_pitch_timer == 0
if @dizzystate == true
save_bgm()
end
end
end

Does anyone know a base for FF4 & FF6 style sprites?

I am pretty interested of the Final Fantasy series and i was finding a base for the snes styled overworld and battle sprites but however i can't seem to find one. I've saw Generica's sprite style and it looks like the ones from FF4/5. Any ideas how to interpretate this sprite style?

Scoopy's amateur art blog

I'm just leaving this here.

http://scoopjohn.tumblr.com/tagged/my+art

Despite i don't really work on games very well i often draw some stuff. Particulary 80% of my art are deeply related to funamusea/okegom (Wadanohara, The Gray Garden, Mogeko Castle) while there are few that don't have anything to do with them.

Yeah, i am indeed a unforgivable thirsty funamusea fan.

Befuddle Quest series walkthroughs?

I'm not happy that i've been stuck in a certain level and it seems there isn't really a walkthrough released for the Befuddle Quest series.
I'm at beating the series by order (and i mean from the first to last) because i really couldn't skipp puzzles that are too hard and i'd would need to read a walkthrough, but this series is so obscure it really can't scream for help.

[RM2K3] Any lastest Action Battle System tutorials?

I've been thinking of doing a semi-horror action battle system game, except there isn't really a new ABS tutorial...

[RM2K3] Move route question

I found out the Move Route function has no "Wait for Completion" feature, how do i implement it?

[RM2K3] Is it okay to use the RPG Maker 2003

Since i am not a great pixel artist in tilesets, would it be okay if i just stick with the default RTP chipsets for my game?
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