JPARKER1984'S PROFILE

Hello all, my real name is Jeromy. I'm a video game fan in general, but the way that RPG's make you feel sucked in to an alternate world easily make it my favorite genre (given that the story don't suck.) Aside from that I'm a father and a husband and I work my butt of to take care of my family. I love gaming, but family will always come before anything.

My favorite game... wow, that's a tough one. I'll just list a handful that I really enjoyed in no particular order. Only a handful though, there isn't enough space to list them all.

Disgaea 3 (PS3)
Final Fantasy 5 (SNES, PSX & GBA)
Final Fantasy 7 (PSX)
Dual Orb (SNES)
Breath of Fire 3 (PS & PSP)
Bahamut Lagoon (SNES)
Magic Knight Ray Earth (SNES & SATURN)
Everlong (RM2K3)
Enchanted Arms (PS3 & XBOX 360)
Jade Cocoon (PSX)


Fatal Fantasy "As Fate M...
An epic fantasy RPG

Search

[Poll] The next RMN President?

I know this is going to sound funny, but we should totally do this. We should hold an election for President and Vice President of RMN. Is this a fun idea?

Wow, the official RPG Maker site forum rules are..... wow!

I agree that some form of order of chaos is needed, but damn. I stumbled across the official RPG Maker forum and they have a large set of rules. Some of which I agree with, but man it seems almost like virtual prison (maybe that's a little bit of an exaggeration.) Is it just me, or do some of those rules need toned down or taken off? Here's the link.

http://forums.rpgmakerweb.com/index.php?/topic/90-forum-rules/&%2Ftopic%2F90-forum-rules%2F=

[RMVX ACE] Tell me what you think of these retro style battle backdrops.

FINAL EDIT: Here's the finished design for the battle backgrounds. I brightened the battle field a little bit and added some color to the frame to give some flare based on what terrain you're fighting on.



Frustrating issue with scripting do you agree

When your Gathering scripts for your game at first you're generally going to find issues that arise when you put those scripts in. Then when you fix that problem with a different script in replacement that can cause more problems because of confliction. Then you have to go and find out which scripts are clashing what caused the problem and how to fix it. That's not only frustrating in its own right but it also causes you to not want to work on your game at the time being sometimes. Who else agrees and has had similar problems.

Yanfly visual Battlers help!

Dose anyone know why when adding a character to the party mid-battle the game crashes when using the script?

EDIT: Here's the script that causes the issue. It's a modified version of the original Yanfly Visual Battlers.

#==============================================================================
# ¥ Yanfly Engine Ace - Visual Battlers v1.02(Minor Update)
# -- Last Updated: Friday, January 4, 2013
# -- Level: Easy
# -- Requires: n/a
#
# ¥ Modified by:
# -- Yami
# -- Kread-Ex
# -- Archeia_Nessiah
#
# ¥ Add-Ons by:
# -- Levi Stepp
# Includes:
# - Fallen Actors
# - Actors Stepping Toggle On/Off
# - Error Fix with MOG | Picture CM (Place below this script)
# - Graphical Error Fix - MOG | Battle HUD
#==============================================================================

$imported = {} if $imported.nil?
$imported = true

#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2013.01.04 - Added Fallen Actors, Stepping, Image Fixes
# 2012.12.18 - Added preset views and able to change direction in-game.
# 2012.07.24 - Finished Script.
# 2012.01.05 - Started Script.
#
#==============================================================================
# ¥ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a visual for all actors by default charsets. The actions
# and movements are alike Final Fantasy 1, only move forward and backward when
# start and finish actions.
#
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To change the player direction in-game, use the snippet below in a script
# call:
#
# $game_system.party_direction = n
#
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials but above ¥ Main. Remember to save.
#
#==============================================================================
# ¥ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
module VISUAL_BATTLERS

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Party Location Setting -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings are adjusted for Party Location. Each Actor will have
# coordinates calculated by below formula. There are two samples coordinates
# below, change PARTY_DIRECTION to the base index you want to use.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARTY_DIRECTION = 3 # This direction is opposite from actual direction.

PARTY_LOCATION_BASE_COORDINATES ={
# Index => ,
2 => , #UP
4 => , #LEFT
3 => , #RIGHT
6 => , #DEFAULT RIGHT
8 => , #DOWN
} # Do not remove this.

PARTY_LOCATION_FORMULA_X = "base_x + index * mod_x"
PARTY_LOCATION_FORMULA_Y = "base_y + index * mod_y"

# BATTLE STEPPING ANIM
# Setting this to true, will set your sprites in battle
# like the event "Stepping Anim".
# Set this to false to have no walking animation.
BATTLE_STEPPING_ANIM = true #DEFAULT true

end # VISUAL_BATTLERS
end # YEA

#==============================================================================
# ¥ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ? ¥ Direction
#==============================================================================

module Direction

#--------------------------------------------------------------------------
# self.correct
#--------------------------------------------------------------------------
def self.correct(direction)
case direction
when 1; return 4
when 3; return 6
when 7; return 4
when 9; return 6
else; return direction
end
end

#--------------------------------------------------------------------------
# self.opposite
#--------------------------------------------------------------------------
def self.opposite(direction)
case direction
when 1; return 6
when 2; return 8
when 3; return 4
when 4; return 6
when 6; return 4
when 7; return 6
when 8; return 2
when 9; return 4
else; return direction
end
end

end # Direction

#==============================================================================
# ? ¥ Game_System
#==============================================================================

class Game_System; attr_accessor :party_direction; end

#==============================================================================
# ? ¥ Game_BattleCharacter
#==============================================================================

class Game_BattleCharacter < Game_Character

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(actor)
super()
setup_actor(actor)
@move_x_rate = 0
@move_y_rate = 0
end

#--------------------------------------------------------------------------
# setup_actor
#--------------------------------------------------------------------------
def setup_actor(actor)
@actor = actor
@step_anime = true
set_graphic(@actor.character_name, @actor.character_index)
setup_coordinates
dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
direction = Direction.opposite(dr)
set_direction(Direction.correct(direction))
end

#--------------------------------------------------------------------------
# step_anime=
#--------------------------------------------------------------------------
def step_anime=(step_anime)
@step_anime = step_anime
end

#--------------------------------------------------------------------------
# sprite=
#--------------------------------------------------------------------------
def sprite=(sprite)
@sprite = sprite
end

#--------------------------------------------------------------------------
# setup_coordinates
#--------------------------------------------------------------------------
def setup_coordinates
location = ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
base_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES
base_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES
mod_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES
mod_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES
@actor.screen_x = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_X)
@actor.screen_y = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_Y)
@actor.origin_x = @actor.screen_x
@actor.origin_y = @actor.screen_y
@actor.create_move_to(screen_x, screen_y, 1)
end

#--------------------------------------------------------------------------
# index
#--------------------------------------------------------------------------
def index
return @actor.index
end

#--------------------------------------------------------------------------
# screen_x
#--------------------------------------------------------------------------
def screen_x
return @actor.screen_x
end

#--------------------------------------------------------------------------
# screen_y
#--------------------------------------------------------------------------
def screen_y
return @actor.screen_y
end

#--------------------------------------------------------------------------
# screen_z
#--------------------------------------------------------------------------
def screen_z
return @actor.screen_z
end

end # Game_BattleCharacter

#==============================================================================
# ? ¥ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :moved_back
attr_accessor :origin_x
attr_accessor :origin_y
attr_accessor :screen_x
attr_accessor :screen_y
attr_accessor :started_turn

#--------------------------------------------------------------------------
# alias method: execute_damage
#--------------------------------------------------------------------------
alias game_battler_execute_damage_vb execute_damage
def execute_damage(user)
game_battler_execute_damage_vb(user)
if @result.hp_damage > 0
move_backward(24, 6) unless @moved_back
@moved_back = true
end
end

#--------------------------------------------------------------------------
# face_opposing_party
#--------------------------------------------------------------------------
def face_opposing_party
direction = ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
character.set_direction(Direction.correct(direction)) rescue 0
end

#--------------------------------------------------------------------------
# new method: face_coordinate
#--------------------------------------------------------------------------
def face_coordinate(destination_x, destination_y)
x1 = Integer(@screen_x)
x2 = Integer(destination_x)
y1 = Graphics.height - Integer(@screen_y)
y2 = Graphics.height - Integer(destination_y)
return if x1 == x2 and y1 == y2
#---
angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI)
if (0..225) === angle or (-225..0) === angle
direction = 6
elsif (226..675) === angle
direction = 9
elsif (676..1125) === angle
direction = 8
elsif (1126..1575) === angle
direction = 7
elsif (1576..1800) === angle or (-1800..-1576) === angle
direction = 4
elsif (-1575..-1126) === angle
direction = 1
elsif (-1125..-676) === angle
direction = 2
elsif (-675..-226) === angle
direction = 3
end
#---
character.set_direction(Direction.correct(direction)) rescue 0
end

#--------------------------------------------------------------------------
# create_move_to
#--------------------------------------------------------------------------
def create_move_to(destination_x, destination_y, frames = 6)
@destination_x = destination_x
@destination_y = destination_y
frames = .max
@move_x_rate = .max
@move_y_rate = .max
end

#--------------------------------------------------------------------------
# update_move_to
#--------------------------------------------------------------------------
def update_move_to
@move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
@move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
value = .min
@screen_x += (@destination_x > @screen_x) ? value : -value
value = .min
@screen_y += (@destination_y > @screen_y) ? value : -value
end

#--------------------------------------------------------------------------
# move_forward
#--------------------------------------------------------------------------
def move_forward(distance = 24, frames = 6)
direction = forward_direction
move_direction(direction, distance, frames)
end

#--------------------------------------------------------------------------
# move_backward
#--------------------------------------------------------------------------
def move_backward(distance = 24, frames = 6)
direction = Direction.opposite(forward_direction)
move_direction(direction, distance, frames)
end

#--------------------------------------------------------------------------
# move_direction
#--------------------------------------------------------------------------
def move_direction(direction, distance = 24, frames = 6)
case direction
when 1; move_x = distance / -2; move_y = distance / 2
when 2; move_x = distance * 0; move_y = distance * 1
when 3; move_x = distance / -2; move_y = distance / 2
when 4; move_x = distance * -1; move_y = distance * 0
when 6; move_x = distance * 1; move_y = distance * 0
when 7; move_x = distance / -2; move_y = distance / -2
when 8; move_x = distance * 0; move_y = distance * -1
when 9; move_x = distance / 2; move_y = distance / -2
else; return
end
destination_x = @screen_x + move_x
destination_y = @screen_y + move_y
create_move_to(destination_x, destination_y, frames)
end

#--------------------------------------------------------------------------
# forward_direction
#--------------------------------------------------------------------------
def forward_direction
return ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
end

#--------------------------------------------------------------------------
# move_origin
#--------------------------------------------------------------------------
def move_origin
create_move_to(@origin_x, @origin_y)
face_coordinate(@origin_x, @origin_y)
@moved_back = false
end

#--------------------------------------------------------------------------
# moving?
#--------------------------------------------------------------------------
def moving?
return false if dead? || !exist?
return @move_x_rate != 0 || @move_y_rate != 0
end

end # Game_Battler

#==============================================================================
# ? ¥ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# overwrite method: use_sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end

#--------------------------------------------------------------------------
# new method: screen_x
#--------------------------------------------------------------------------
def screen_x
return @screen_x rescue 0
end

#--------------------------------------------------------------------------
# new method: screen_y
#--------------------------------------------------------------------------
def screen_y
return @screen_y rescue 0
end

#--------------------------------------------------------------------------
# new method: screen_z
#--------------------------------------------------------------------------
def screen_z
return 100
end

#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
index = $game_party.battle_members.index(self)
return SceneManager.scene.spriteset.actor_sprites
end

#--------------------------------------------------------------------------
# new method: character
#--------------------------------------------------------------------------
def character
return sprite.character_base
end

#--------------------------------------------------------------------------
# face_opposing_party
#--------------------------------------------------------------------------
def face_opposing_party
dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
direction = Direction.opposite(dr)
character.set_direction(Direction.correct(direction)) rescue 0
end

#--------------------------------------------------------------------------
# forward_direction
#--------------------------------------------------------------------------
def forward_direction
return Direction.opposite(($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION))
end

end # Game_Actor

#==============================================================================
# ? ¥ Game_Enemy
#==============================================================================

class Game_Enemy < Game_Battler

#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
return SceneManager.scene.spriteset.enemy_sprites.reverse
end

#--------------------------------------------------------------------------
# new method: character
#--------------------------------------------------------------------------
def character
return sprite
end

end # Game_Enemy

#==============================================================================
# ? ¥ Game_Troop
#==============================================================================

class Game_Troop < Game_Unit

#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_troop_setup_vb setup
def setup(troop_id)
game_troop_setup_vb(troop_id)
set_coordinates
end

#--------------------------------------------------------------------------
# new method: set_coordinates
#--------------------------------------------------------------------------
def set_coordinates
for member in members
member.origin_x = member.screen_x
member.origin_y = member.screen_y
member.create_move_to(member.screen_x, member.screen_y, 1)
end
end

end # Game_Troop

#==============================================================================
# ? ¥ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base

#--------------------------------------------------------------------------
# public instance_variable
#--------------------------------------------------------------------------
attr_accessor :character_base
attr_accessor :character_sprite

#--------------------------------------------------------------------------
# alias method: dispose
#--------------------------------------------------------------------------
alias sprite_battler_dispose_vb dispose
def dispose
dispose_character_sprite
sprite_battler_dispose_vb
end

#--------------------------------------------------------------------------
# new method: dispose_character_sprite
#--------------------------------------------------------------------------
def dispose_character_sprite
@character_sprite.dispose unless @character_sprite.nil?
end

#--------------------------------------------------------------------------
# alias method: update
#--------------------------------------------------------------------------
alias sprite_battler_update_vb update
def update
sprite_battler_update_vb
return if @battler.nil?
update_move_to
update_character_base
update_character_sprite
end

#--------------------------------------------------------------------------
# new method: update_character_base
#--------------------------------------------------------------------------
def update_character_base
return if @character_base.nil?
@character_base.update
end

#--------------------------------------------------------------------------
# new method: update_character_sprite
#--------------------------------------------------------------------------
def update_character_sprite
return if @character_sprite.nil?
@character_sprite.update
end

#--------------------------------------------------------------------------
# new method: update_move_to
#--------------------------------------------------------------------------
def update_move_to
@battler.update_move_to
end

#--------------------------------------------------------------------------
# new method: moving?
#--------------------------------------------------------------------------
def moving?
return false if @battler.nil?
return @battler.moving?
end

end # Sprite_Battler

#==============================================================================
# ? ¥ Sprite_BattleCharacter
#==============================================================================

class Sprite_BattleCharacter < Sprite_Character

#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport, character)
character.sprite = self
end

end # Sprite_BattleCharacter

#==============================================================================
# ? ¥ Spriteset_Battle
#==============================================================================

class Spriteset_Battle

#--------------------------------------------------------------------------
# public instance_variable
#--------------------------------------------------------------------------
attr_accessor :actor_sprites
attr_accessor :enemy_sprites

#--------------------------------------------------------------------------
# overwrite method: create_actors
#--------------------------------------------------------------------------
def create_actors
total = $game_party.max_battle_members
@current_party = $game_party.battle_members.clone
@actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
for actor in $game_party.battle_members
@actor_sprites.battler = actor
create_actor_sprite(actor)
end
end

#--------------------------------------------------------------------------
# new method: create_actor_sprite
#--------------------------------------------------------------------------
def create_actor_sprite(actor)
character = Game_BattleCharacter.new(actor)
character_sprite = Sprite_BattleCharacter.new(@viewport1, character)
@actor_sprites.character_base = character
@actor_sprites.character_sprite = character_sprite
actor.face_opposing_party
end

#--------------------------------------------------------------------------
# alias method: update_actors
#--------------------------------------------------------------------------
alias spriteset_battle_update_actors_vb update_actors
def update_actors
for actor in $game_party.battle_members
if $game_party.battle_members.death_state?
@actor_sprites.character_sprite.angle = 90
@actor_sprites.character_base.step_anime = false
#
elsif @actor_sprites.battler.moving?
@actor_sprites.character_sprite.angle = 0
@actor_sprites.character_base.step_anime = true
else
@actor_sprites.character_sprite.angle = 0
@actor_sprites.character_base.step_anime = YEA::VISUAL_BATTLERS::BATTLE_STEPPING_ANIM
end
end
if @current_party != $game_party.battle_members
dispose_actors
create_actors
end
spriteset_battle_update_actors_vb
end

#--------------------------------------------------------------------------
# new method: moving?
#--------------------------------------------------------------------------
def moving?
return battler_sprites.any? {|sprite| sprite.moving? }
end

end # Spriteset_Battle

#==============================================================================
# ? ¥ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base

#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :spriteset

#--------------------------------------------------------------------------
# alias method: process_action_end
#--------------------------------------------------------------------------
alias scene_battle_process_action_end_vb process_action_end
def process_action_end
start_battler_move_origin
scene_battle_process_action_end_vb
end

#--------------------------------------------------------------------------
# alias method: execute_action
#--------------------------------------------------------------------------
alias scene_battle_execute_action_vb execute_action
def execute_action
start_battler_move_forward
scene_battle_execute_action_vb
end

#--------------------------------------------------------------------------
# new method: start_battler_move_forward
#--------------------------------------------------------------------------
def start_battler_move_forward
return if @subject.started_turn
@subject.started_turn = true
@subject.move_forward
wait_for_moving
end

#--------------------------------------------------------------------------
# new method: start_battler_move_origin
#--------------------------------------------------------------------------
def start_battler_move_origin
@subject.started_turn = nil
move_battlers_origin
wait_for_moving
@subject.face_opposing_party rescue 0
end

#--------------------------------------------------------------------------
# new method: move_battlers_origin
#--------------------------------------------------------------------------
def move_battlers_origin
for member in all_battle_members
next unless member.exist?
next if member.dead?
member.move_origin
end
end

#--------------------------------------------------------------------------
# new method: wait_for_moving
#--------------------------------------------------------------------------
def wait_for_moving
update_for_wait
update_for_wait while @spriteset.moving?
end

end # Scene_Battle

#==============================================================================
#
# ¥ End of File
#
#==============================================================================

[Poll] Old hip-hop songs... ah the classics.

So, you all remember 90's hip-hop. The corny yet catch lyrics. Well, hows this for a poll question. Of the following three songs, which one is better? This is about these three songs only, if you don't like any of them that's fine, just pick which of the three is less sucky. Have fun and poll away.

EDIT: In terms of corny lyrics, Ice Ice Baby in my oppinion is the clear winner and my favorite of the three. Though I do enjoy all of them.

People that continue to work on projects that probably are a lost cause.

I came to notice recently that my game has been in the works for around 8 years now, yet not very close to completion. Yet from time to time I'll sit down an hash some stuff out. Like graphical upgrades, some new game play and maybe more story. Though I'm almost sure the game will never get finished. Despite that, I still enjoy tinkering with it even though it's most likely self satisfaction. Some can even say it serves no purpose to continue creation to just tinker with things, insinuating it's a waste of time. Maybe it is, but it's still enjoyable.

So I guess the question is, why do I and people like me do this, is it really such a waste of time? Maybe you all can share some stories similar in nature to this.

[RMVX ACE] Can you make a skill call a script in RPG Maker VX Ace?

I was just curious if theres a way to make a skill call a script?

How do you find the RPG Maker MV RTP?

So how would I go about finding the RTP for RPG Maker MV? I remember in the past you could just download the RTP, but I can't seem to find the MV RTP anywhere. Can someone please explain?

Can someone review my game?

I'd like to ask someone from this wonderful community to review my game. I need to see if people feel I've improved from when korytombs did a review of the early demo quite a while ago. If anyone wishes to help let me know an I'll send a special demo to you. Since its not ready to be uploaded to the site just yet.