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STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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It lives... AGAIN!

I'm not crying. You're crying.

RPG Maker and depression.

Genuinely, I feel like RPG Maker cured my depression. So to speak.
When I found myself stuck in a job I hated on shifts that took me away from everything I loved to do, I found that being creative gave me life and energy again. Any time I felt depressed, I would work on my game, and the boost that gave me got me through some of the darkest points in my life.

But it wasn't actually RPG Maker that cured it. It was being creative.

hello

Hello new here and old here, I'm dad.

What's your favorite Hades build?

I've never played Dead Cells, but it looks so good! I definitely want to give it a chance when I can.

And yeah, I think it took me around 25-30 attempts to escape for the first time. It's definitely a challenging game, but there's just so many builds you can try that it never gets boring for me. I've sunk more hours than I'd like to admit into this game.

would be nice to know if i knew which one of the images in my locker are used and not taking dust like a forgotten rm2k3 game

Would be nice to know if I knew...

So if you don't know, then you know you don't know. So you know. You know?

What's your favorite Hades build?

I freaking love this game. There's so much creativity and flexibility behind it. It's definitely been a huge inspiration for creating better skill synergies in my own games.

Anyway, just got off a ridiculous run with the bow. Wanted to share. And I'm curious, what are some of your favorite builds, for those who have played?

Here's the build I just went with.

Ch-ch-ch-changes - Progess Report 11

Oh yeah, I have plans for a save point after every ten floors, where there's at least three floors following the point. As for larger rooms with more interconnectivity, I could do that now if I just came up with more room and cell rules, with some additional configurations, but it would create significantly more work and I may be able to make a workaround without it.

Ch-ch-ch-changes - Progess Report 11

Great questions! I'll try to answer them as best I can.

So for the first question, the game doesn't actually save any of the parallaxes. The game uses the BLT method to temporarily overwrite the parallax for that map ID by taking samples from each of the individual rooms, then splicing them onto the main parallax as a cached graphic. Nothing actually gets saved. This does mean that if you close and reload the game, the map will be blank, but since this game doesn't allow saving in dungeons, it works perfectly for this game. Usually if you save and load in a dungeon, you'll be warped back to the home base.

I'll get to the second question last, since it's a bit of a longer answer.

As for the entrance and boss rooms, or places such as the home base, yes those will be created individually. There isn't really much reason to have them be randomized. This system is just for the purpose of dungeon crawling.

Now, advantages and disadvantages. For advantages, this means that I have less than 1/6th the amount of work I had previously in order to release this game. It's very likely that I can have this finished in the next two years now. From a gameplay perspective, this also means that dungeons are much more random, with far less repetition as to where chests, exits, monsters, item bags, and player spawn points are placed. Before, you could pretty easily figure out where all the potential spawn points are for each map if you'd played them enough. As the main test player/developer, I can attest to this myself. With this system, even I will have no idea where anything is on any given dungeon floor, encouraging more detailed exploration and immersion. In addition, the potential dungeon layouts can get VERY interesting and winding, far more so than they were before.

However, there are disadvantages. Mainly, there is quite a bit more limitation in exactly how dungeon "rooms" can connect to each other. In order for a more seamless transition between sections of the map, the room borders do need to be a bit more generic and standard. This means no more diversity between what constitutes a "wall" in a dungeon. For example, in the mine, you used to have cave walls OR vast underground ponds that dictated the border of the room. With this system, I can still have tiny ponds within the rooms themselves, but the border of each room will be essentially the same.

Now, there are ways around this. I'm currently working on an "overlap" feature for map generation, which will allow me to create borders that blend together a bit more, making for a more natural layout. I should also be able to create a system where instead of generating the "room," I can instead generate the "walls," allowing for more control over the things I just mentioned. This system is still in development, so the potential is still untapped, but as it currently stands the main disadvantage is that maps will be SLIGHTLY less detailed and deliberate than the originals, but will ultimately be far less repetitive and far more random than before.

[RMVX] Edit a Registry Key from a Script Call

Yo!

So I'm working on a way to configure controls from a menu in the game, as opposed to forcing the player to open the Game Properties window with F1. I've essentially figured out everything from the UI side of things, including displaying the correct button and keyboard prompts based on the binary data from the ButtonAssign file in the registry. But there's one thing I haven't managed to do, and it's kind of a crucial component.

Namely, I have no idea how to actually change the Registry file itself, or write to the registry, so to speak. Does anyone know how to do this with RGSS2?

I have a few scripts that have helped me to get started, I'll link them below. Just having a hard time actually understanding them.

I used this script as a base to figure out what the settings are in the ButtonAssign file, but ended up trimming down quite a bit of code and simplifying it for the purposes of my own game. It looks like this is at least capable of READING files from the registry. I just have no idea how do the same trick in reverse.

And I've used this script to figure out how to write to .ini files, and even create them from scratch if they don't exist. I feel like this is pretty close to doing what I need to do, I'm just not sure how to potentially alter this to write a .reg file in the registry, instead of a .ini file to the games root folder.

I could also be dumb, and this might not be possible in RMVX. So far, everything I've attempted to do has been possible with enough effort and ingenuity, so I think it's more my own limitations, rather than the limitations of the engine, but at this point I'm stumped. Any ideas?

EDIT: I found something else that seems to be helpful, and I've been working with this, but again I'm having a hard time understanding it. Maybe it can help someone else though? Here's what I found.

EDIT EDIT: Okay, I think I'm close. I think I need to use RegSetKeyValueA to actually change the binary data in the registry, but for some reason it doesn't seem to be working. My code has stopped crashing the game, which is nice, but it doesn't really seem to be doing anything either. I think the data format that I'm trying to pass through isn't quite right, but I'm not sure. This is what I've been trying to make use of so far.