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RGSS3 Scripting Halp D:
I could use a bit of assistance. Diving headlong into RGSS3 for reasons I don't even know why.
Anyway, I'm a bit stymied. I can't figure out how to refresh a window after a cursor change on a command menu. Can't seem to find the answer in the codebase either.
I've got a command window popping up, as well as a secondary window. I'm not sure how to pass into the secondary window that the cursor has changed positions and thus the draw_text in it needs to change.
Here's the code for those who like that sort of thing.
Anyway, I'm a bit stymied. I can't figure out how to refresh a window after a cursor change on a command menu. Can't seem to find the answer in the codebase either.
I've got a command window popping up, as well as a secondary window. I'm not sure how to pass into the secondary window that the cursor has changed positions and thus the draw_text in it needs to change.
Here's the code for those who like that sort of thing.
#Initializes the dialogue choice into a window with appropriate keys
class Window_DialogueExample < Window_Command
def initialize
#window placement location
super(0,0)
self.x = (Graphics.width - width) / 2
self.y = Graphics.height - height
end
def visible_line_number
return 3
end
def window_width
return 400
end
#creates the command keys list for choices
def make_command_list
add_command("One Pill", :option1)
add_command("Two Pill", :option2)
add_command("Red Pill", :option3)
add_command("Blue Pill", :option4)
add_command("Outies", :exit)
end
end
#Secondary window to fully explain choices
class Window_DialogueExampleDesc < Window_Selectable
def initialize
super(0, 0, Graphics.width, fitting_height(1))
refresh
end
def refresh
contents.clear
draw_text(x, y, width, line_height, "Desc Text Goes Here")
end
end
#Sets objects in the window to play them in a new "scene"
class Scene_DialogueTest < Scene_MenuBase
def start
super
create_background
create_choices
create_description
end
#creates the actual command window for choices
def create_choices
@dtest = Window_DialogueExample.new
@dtest.set_handler(:option1, method(:result1))
@dtest.set_handler(:option2, method(:result2))
@dtest.set_handler(:option3, method(:result2))
@dtest.set_handler(:option4, method(:result3))
@dtest.set_handler(:exit, method(:backout))
end
#creates secondary window to explain choices
def create_description
@dtestdesc = Window_DialogueExampleDesc.new
end
#dialogue choice results
def result1
@dtest.active = true
p 'Right on!'
end
def result2
@dtest.active = true
p 'Yo!'
end
def result3
@dtest.active = true
p 'Yaoooooooo!'
end
#exit menu
def backout
SceneManager.return
end
end
Challenge versus Frustration
Here's the thing (and I'm sure this has been asked before).
I've added a series of events in my game that I do not doubt that players will find difficult and probably get inexplicably frustrated. Now, I want this to be challenging. It was designed to be challenging in mind, and right now, it is sufficiently challenging. I really like it the way it is. I've play-tested it the event several times through several different scenarios, and I've been sufficiently pleased. I don't think it's that challenging, but I also know the core game mechanics since I wrote the event, so maybe my judgment is biased.
So the question I posit is this: How do you reconcile difficulty with not frustrating the player?
I've added a series of events in my game that I do not doubt that players will find difficult and probably get inexplicably frustrated. Now, I want this to be challenging. It was designed to be challenging in mind, and right now, it is sufficiently challenging. I really like it the way it is. I've play-tested it the event several times through several different scenarios, and I've been sufficiently pleased. I don't think it's that challenging, but I also know the core game mechanics since I wrote the event, so maybe my judgment is biased.
So the question I posit is this: How do you reconcile difficulty with not frustrating the player?
I wrote you some haikus
And a limerick. It's my new method of reviewing games.
I have that soundtrack
And it lags my computer.
Your game sucks.
I could not play it.
Got the worst type of error.
File not found.
It's not that you use RTP
In fact that fills me with glee
But the writing is poor
And the characters are a bore
That really kills reviewers like me.
I have that soundtrack
And it lags my computer.
Your game sucks.
I could not play it.
Got the worst type of error.
File not found.
It's not that you use RTP
In fact that fills me with glee
But the writing is poor
And the characters are a bore
That really kills reviewers like me.
RMNCast - Now Hiring!
RMN is looking for wonderfully dulcet individuals to partake in it's infrequent podcast.
Prerequisites:
If you're still interested, send a PM to me (McDohl). Be sure to include what games you've worked on, the time zone you're in, days and times you can record (it has taken up to several hours for one podcast) and why you're interested. More articulate individuals will get priority over those who aren't. Nothing personal, but I'm shy and not exactly the most verbose person at times; not to mention that I'll be spearheading this without my co-host, who is usually in charge of these things so there's a bit of anxiety as well.
I can't give a time as to when I'll start getting around to this (possibly soon since I have some free time again), but having everything on file and organized will much more easily motivate me into doing so.
Karsu tells me PMs don't work necessarily. So, instead, I'll update this message when I come up with a reliable way to contact me. PM at your own risk!
Any questions, post them here.
E-mail rmncast@itadakiproject.com instead of using PMs. Be sure to include your RMN alias too, so I know who you are.
Prerequisites:
- You must have a decent microphone.
- You must have access to Skype.
- You must be an RMN regular - able to know recent events and possibly having partaken in them.
If you're still interested, send a PM to me (McDohl). Be sure to include what games you've worked on, the time zone you're in, days and times you can record (it has taken up to several hours for one podcast) and why you're interested. More articulate individuals will get priority over those who aren't. Nothing personal, but I'm shy and not exactly the most verbose person at times; not to mention that I'll be spearheading this without my co-host, who is usually in charge of these things so there's a bit of anxiety as well.
I can't give a time as to when I'll start getting around to this (possibly soon since I have some free time again), but having everything on file and organized will much more easily motivate me into doing so.
Karsu tells me PMs don't work necessarily. So, instead, I'll update this message when I come up with a reliable way to contact me. PM at your own risk!
Any questions, post them here.
E-mail rmncast@itadakiproject.com instead of using PMs. Be sure to include your RMN alias too, so I know who you are.
Looking for two RMVX chipsets
So there's a really cool chipset in the RMVX RTP for fire-based and earth-based tiles. They look like this, in sets A4, A5, and D:
But there aren't good ones for wind-based or water-based tiles. My humble request is for tilesets (like above) that are wind-based and water-based. The only specific is that it is green for wind and blueish for water. I'll leave it to your imagination what that would consist of. I'm not really looking for RTP-edits/alterations.
I don't have much to offer in return. If you want something specific, feel free to post here or PM me what your request is and we'll see if we can work it out. d('-'
But there aren't good ones for wind-based or water-based tiles. My humble request is for tilesets (like above) that are wind-based and water-based. The only specific is that it is green for wind and blueish for water. I'll leave it to your imagination what that would consist of. I'm not really looking for RTP-edits/alterations.
I don't have much to offer in return. If you want something specific, feel free to post here or PM me what your request is and we'll see if we can work it out. d('-'
What the HELL is THIS shit?!
Barack Obama Day
So, I've studied politics and history.
At seven o'clock this morning, 200,000 people flooded Washington D.C.'s subway stations. They're anticipating anywhere from 1-2 million people for Barack Obama's inauguration. 40,000 public and private workers are employed for security detail today. It's currently 22 degrees F (=5 degrees C).
I have never witnessed anything like this before.
At seven o'clock this morning, 200,000 people flooded Washington D.C.'s subway stations. They're anticipating anywhere from 1-2 million people for Barack Obama's inauguration. 40,000 public and private workers are employed for security detail today. It's currently 22 degrees F (=5 degrees C).
I have never witnessed anything like this before.
Zephyr Dreams VX, full demo
Well, ladies and gents, here you have it. When I first started using rm2k nine years ago, I made a shitty little game with a crappy story called "Zephyr Dreams". It really wasn't that great, but it was my claim to fame. Thankfully, it vanished from the internet. But that didn't stop people (WIP and Brickroad, namely) to get me to either remake or re-release the game. Having no desire to publicly embarrass myself, I opted to shut them up by remaking the game and only embarrass myself slightly less.
I've touched up the story here and there, though the overarching theme and general plot points are the same. The game uses the default VX engine, as well as the default RTP, with some scripts added to make the game a bit more smooth and to add a more personal touch to it. People were complaining that the maps were too big on previous versions. I tried to fix that. I don't think I did. But we'll see, I guess.
Also, I did some eleventh hour revisions to lighten up game difficulty a bit. If it's too hard, then please say as such.
Story
Tack is a sorcerer of the wind from the prestigious Garton Academy. All candidates for graduation must opt for and complete a "demonstration of mastery", an adventure in which a sorcerer's mental, physical, and magical capabilities are thoroughly tested. Opting to research a global phenomenon which has coincided with a royal kidnapping, Tack's final test quickly turns into something much more than anyone had bargained for.
Characters
Tack - Wind Sorcerer
The protagonist of the story. Overworked and overburdened, Tack is highly determined to graduate and become a full-fledged wind sorcerer, to a point where his weaknesses often get the better of him. Can Tack fulfill his desires, or will he turn out to be his own worst enemy?
Jessica - Water Sorcerer
Jessica is one of Tack's colleagues from the academy, and has chosen the same final exam as Tack. The two team up for sake of simplicity, but can the two put aside their conflicts long enough to succeed at their goal?
Kay - Knight Captain
Captain of the Lindonian guard, Kay zealously resigns his post once the king denies him permission to join Tack in his adventure to assist in rescuing the princess. But has Kay been fully upfront about his motivations?
Darius - Swordsman
Expelled pupil from Garton Academy, he is a sight for sore eyes for Tack, his best friend. Tack urges Darius to join at his behest, to which Darius complies. Darius serves as the narrator of the story, and paints a very different picture from the one we're seeing. Is he to be trusted?
There are more characters, but they currently do not appear in the demo.
Screenshots
Download
Right here
Enjoy. Comments and criticisms always welcomed.
I've touched up the story here and there, though the overarching theme and general plot points are the same. The game uses the default VX engine, as well as the default RTP, with some scripts added to make the game a bit more smooth and to add a more personal touch to it. People were complaining that the maps were too big on previous versions. I tried to fix that. I don't think I did. But we'll see, I guess.
Also, I did some eleventh hour revisions to lighten up game difficulty a bit. If it's too hard, then please say as such.
Story
Tack is a sorcerer of the wind from the prestigious Garton Academy. All candidates for graduation must opt for and complete a "demonstration of mastery", an adventure in which a sorcerer's mental, physical, and magical capabilities are thoroughly tested. Opting to research a global phenomenon which has coincided with a royal kidnapping, Tack's final test quickly turns into something much more than anyone had bargained for.
Characters
Tack - Wind Sorcerer
The protagonist of the story. Overworked and overburdened, Tack is highly determined to graduate and become a full-fledged wind sorcerer, to a point where his weaknesses often get the better of him. Can Tack fulfill his desires, or will he turn out to be his own worst enemy?
Jessica - Water Sorcerer
Jessica is one of Tack's colleagues from the academy, and has chosen the same final exam as Tack. The two team up for sake of simplicity, but can the two put aside their conflicts long enough to succeed at their goal?
Kay - Knight Captain
Captain of the Lindonian guard, Kay zealously resigns his post once the king denies him permission to join Tack in his adventure to assist in rescuing the princess. But has Kay been fully upfront about his motivations?
Darius - Swordsman
Expelled pupil from Garton Academy, he is a sight for sore eyes for Tack, his best friend. Tack urges Darius to join at his behest, to which Darius complies. Darius serves as the narrator of the story, and paints a very different picture from the one we're seeing. Is he to be trusted?
There are more characters, but they currently do not appear in the demo.
Screenshots
Download
Right here
Enjoy. Comments and criticisms always welcomed.
Challenging the Standards
I hate that monsters drop world currency. I do. I think it's irresponsible for socialized, intelligent people and governments to depend on financial solvency on magical, quasi-random cash from terrors that are trying to ruin civilization. More reasonably, it doesn't make any sense; why does the blue slime have 5G anyway? Why do bosses usually have significantly larger wallets?
There are ways around this. The latest version of my game has implemented an "sell item drops for cash" system instead of the magical G dropping system. This, however, has led me to ask myself, "well, why exactly do these guys in shops want to buy Blue Slime Goo? They've assigned a value to it after all." So then I added an alchemy/synthesis store, created the idea of pawn shops, and tied it all to a story point of a mercantile union that works with the governments to provide necessary standards for both themselves and the people they provide their service.
I have obsessive-compulsive disorder when it comes to these things. A capital city, for example, is not going to have a giant mountain range, a massive ocean, or some other kind of progress-impeding obstacle in the way of its port town - there should be direct access. Even if you're the mighty hero off to save the world, people are going to be very reluctant about letting you into their house, let alone ransack it for potions and swords. What billionaire maniac is two steps ahead of you and leaving conveniently placed treasure chests with gradually progressing equipment in them as you adventure?
A lot of what I criticize, however, is expected with your standard RPG. You go to the next area, get better loot, get better gear, level up, rob homes, talk to kings, and it's all matter of fact. It's what happens.
So, my question to you, denizens of RMN: At what point do, or should, you let go of a game and let the fantasy aspect take over?
There are ways around this. The latest version of my game has implemented an "sell item drops for cash" system instead of the magical G dropping system. This, however, has led me to ask myself, "well, why exactly do these guys in shops want to buy Blue Slime Goo? They've assigned a value to it after all." So then I added an alchemy/synthesis store, created the idea of pawn shops, and tied it all to a story point of a mercantile union that works with the governments to provide necessary standards for both themselves and the people they provide their service.
I have obsessive-compulsive disorder when it comes to these things. A capital city, for example, is not going to have a giant mountain range, a massive ocean, or some other kind of progress-impeding obstacle in the way of its port town - there should be direct access. Even if you're the mighty hero off to save the world, people are going to be very reluctant about letting you into their house, let alone ransack it for potions and swords. What billionaire maniac is two steps ahead of you and leaving conveniently placed treasure chests with gradually progressing equipment in them as you adventure?
A lot of what I criticize, however, is expected with your standard RPG. You go to the next area, get better loot, get better gear, level up, rob homes, talk to kings, and it's all matter of fact. It's what happens.
So, my question to you, denizens of RMN: At what point do, or should, you let go of a game and let the fantasy aspect take over?
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