QUASI'S PROFILE

College student and pretty hard core anime addict ( some call me an otaku ). I've been writing scenarios for a manga/comic I'd like to make once I'm satisfied with my art, till then I'll be making short games that take place in the world that manga will take place in.
I'm mainly a scripter, but I can do little spriting and drawing but my shading isn't all that good. My weak point is my writing, I can't describe scenes as well as I imagine them.

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Whatchu Workin' On? Tell us!

Trying to make a state that ticks dmg after ever action ( from all players ) with an atb system.
Ex: enemy 1 poisons player 1
player one atks enemy 2, player 1 hurt by poison
enemy 1 atks player 1, player 1 hurt by poison
enemy 2 atks player 1, player 1 hurt by poison
ect.

Almost got it working, except I can't get it to work correctly with monsters, especially if they're the same monster. If I use poison on bat 1 and then i use poison on bat 2, bat 1 gets hit by poison twice and bat 2 uneffected. And for some reason it wont do any dmg if I try to dmg them using the variable 'battler' so i have to go through $game_party.members or $game_troops.members, which is why i cant dmg the different enemies that r the same since they have the same id.

But I will figure this out! eventually!

Edit: After 3 days of trying to figure it out, at last I did it! Battle system is almost complete now, then I can make some content and submit the project some time this month!

Can You help me Make a menu Or Script For this

edit the refresh method in the class Window_Variables

#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
var = Quasi::VARIABLE
var = $game_variables[var].to_s

tot = Quasi::TOTAL.to_s
self.draw_text(0,0,200,24, Quasi::MENU_TITLE)
self.draw_text(0,24,224,24, var + " Out of " + tot + " Points")
end

Looks like line 88-99

to put in text it's
self.draw_text(x,y,width,height, -text-, align)
-align can be left blank but its 0, 1, or 2 if you want to set an align
for text if you want to write your own make sure it's in like "example" or 'example2' if they don't have " it'll give an error. If the text is from a variable you can just name the variable like I did. I'm bad at explaining, so you may want to look up rgss3 tutorials.
Again you want to pay attention to the Y's, you have to change them your self
example:
draw_text(0,0,200,24, "Line 1")
draw_text(0,32,200,24, "Line 2")

would put out 2 "lines" if the y were the same they would be ontop of eachother.

Can You help me Make a menu Or Script For this

This should show the exact value that the variable is equal too, if that's what you mean. Oh I forgot to delete the super. Go to line 39, and it should say "super", just delete that out, and it should work if I understood the problem correct.

Can You help me Make a menu Or Script For this

http://pastebin.com/TPNuyRUX
Don't replace Scene_Menu with this. This just updates/changes a few def, paste this above Main, below Materials.
I over complicated it at first and make it a window that displayed a list of variables. But then I came back here and saw the pic and just recreated it instead, not sure if that's exactly what you want.
As for text size you can jump down to lines 91-99 and edit that around if you have some scripting knowledge.

Few ways to change font:
make_font_bigger # makes it bigger by 8

make_font_smaller $ smaller by 8
contents.font.size = #any number you want


Make sure you reset the font settings after the text lines.
Can do so by putting
reset_font_settings


If you do change those, you may need to change the x, y, width and heights for the draw_text
draw_text(x, y, width, height, text, align)
align = 0, 1 or 2 (0 is left, 1 is center, 2 is right)

Not sure how well you know rgss so I gave some examples on how to edit it. If you still can't figure it out I can edit it for you.

A bug with this map name display script.

add this def into it.

def dispose
@map_name_back.dispose if @map_name_back != nil
super
end

This should work. If it doesn't let me know.

A bug with this map name display script.

Not sure what part is the bug. Is it that "Location" picture behind the help window?

The Screenshot Topic Returns

@Mr_Detective you could add some rocks in the sand, or maybe the cliffs/mountain shape more unique instead of rectangle'd

Working on a battle result screen for GTBS. Feels a little empty atm. Might change the text into images and add in a Rank system. Maybe amount of time the battle took, if I can figure that out.

Almost done with all the systems! Then I go to work on actual content + sprites. Also for game submission, little confused on what screenshots are needed to get accepted. Considering my game will mainly be menus + dialog + tactical battle.

The Screenshot Topic Returns

@LordBlueRouge - That was pretty good, but I see what you mean about the editing, a bunch of sliding and zooms. But I liked how you place the msgs into it.

I finished putting my menus together tonight.

Lots of place holding images ( The portrait for Eric is from Gungnir, it's just a placeholder, since my portraits will take about the same amount of size. )
Also, I probably won't use that first main menu after reading some of the comments on the trpg exploration thread. Or I'll change it to something different.

[Poll] What type of explore system for a trpg?

I like GreatRedSpirit's suggestion. And I agree, that's why I didn't like the map version since it was the same map through out the game, felt kind of pointless.
@LockeZ that could work as well. Not sure if I'd have the patience for all that mapping though.
Good thing I asked before I went ahead and just did a menu based. Getting some better ideas now, thanks!

[Poll] What type of explore system for a trpg?

So I've been working on a trpg for awhile. I can't decide what type of exploration system I want to use. Not really sure if that is even the right term. Anyways here's 3 examples of what I mean.

World Map:
Player moves around on a world map, with a "Home" town where he can pick up quests/missions/next story line.
Ex: Final Fantasy Tactics

Menu System:
Kind of a regular menu, except you have you have access to shop and story. When you click on story, it takes you to the next story line where you have a cutscene of whats going on, then a battle. After the battle you have another cutscene of the outcome, then it takes you back to the menu.
Ex: Gungnir

A small map with NPCs:
Just a regular map of the characters "Home". In this map you can talk to npcs that take you to the shops or a recruiting menu to add new players. There's also a "Teleport" npc that takes you to the next story line.
Ex: Disgaea

There more example games. But I feel those 3 are strong examples of the categories.

I'm thinking of going with the menu based one, because I never really like the small map versions and the world map would be nice but then I'd have to draw out a map lol. Anyways I'd like to hear your thoughts on this.
Also for the menu/small map. For the Story npc/menu, would it be better to just go straight to the next story line, or have the option of replaying passed story lines? Most of the small map games have the option of replaying so I guess this was directed more for the menu based.

I also put an Other choice. If you have an idea or seen another type let me know!