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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Thank you! The mapping honestly probably took more time than the actual development of the event systems. Not sure if that's a good or bad thing.

[RMVX] Need help disallowing the Player to remove Weapon (Barehanded)

Hmmm... I may have left out an end statement. Or added one. I'm great at reworking my own game, and this snippet worked when I tested it myself, but I'm not so good at creating user-friendly plug-and-play scripts. That's not something I've really had any practice with, so this was an interesting experiment. I wouldn't mind taking on new challenges though, so if you need any more help with scripting in RMVX, please don't hesitate to ask. I'll work on learning more about Ruby (still completely self-taught) so that I can make more efficient scripts.

Swimming Puzzles, I Hate You

Weekly Update!

So I figured out a solution for the lake puzzle. I'm actually very pleased with the result, but you'll have to play the game to see what I did to make it work! With the lake puzzle completed, and a few minor polishes made to a few of the earlier simpler puzzles, the game is almost complete. All that's left to do is fix some minor passability issues, then code the conclusion for the game as well as the different possible endings. This shouldn't take too long though, and I may have it finished this weekend. Still, it looks like One Hour will be ready before the end of April!

[RMVX] Need help disallowing the Player to remove Weapon (Barehanded)

@GreatRedSpirit Hey, if it works, then awesome! This is what I was able to put together. Looks like your code is a bit simpler and more plug-and-play, and possibly actually does what ShinNessTen is looking for more accurately.

What I've got is a slight re-write to the update_item_selection method in Scene_Equip. This doesn't prevent you from highlighting the barehanded option, but if you try to select it, a buzzer will play, basically indicating that you cannot unequip the player. It also works for two weapon fighting. All you'd need to do is replace everything from "def update_item_selection" to the end of the script in "Scene_Equip" with this code. Maybe not the most effective method, but in my own game development, this is basically the method I would use for rewriting the base scripts.

def update_item_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @equip_window.active = true
      @item_window.active = false
      @item_window.index = -1
    elsif Input.trigger?(Input::C)
      if @equip_window.index == 0 and @item_window.item == nil
        Sound.play_buzzer
      elsif @equip_window.index == 1 and @actor.two_swords_style and @item_window.item == nil
        Sound.play_buzzer
      else
        Sound.play_equip
        @actor.change_equip(@equip_window.index, @item_window.item)
        @equip_window.active = true
        @item_window.active = false
        @item_window.index = -1
        @equip_window.refresh
        @element_window.refresh
        for item_window in @item_windows
          item_window.refresh
        end
      end
    end
  end

Well, whatever method you decide to use, hopefully this helps!

EDIT: Well, darn it, look at that. I did add an extra end statement. Fixed the snippet. Hopefully. I guess it doesn't matter now XD

[RMVX] Need help disallowing the Player to remove Weapon (Barehanded)

Give me a couple hours, I'll see if I can figure something out for you. I love working with RMVX's script database, and I like challenging myself to do new things. I'll see if I can make this work.

HOMOCUCUMBER LETS PLAY

Not since Gulpy Gulpy have I seen such a masterpiece.

Bloodstained Hands

Just submitted a minor update. There were a few bugs that I came across in a casual playthrough, and while most of them are not very noteworthy, there was a bug that drastically changed the AI of a particular enemy that I couldn't let go unchanged.

Basically, now Imperial Mages have their AI fixed so that they actually cast their full range of spells, which includes several elemental spells, a healing spell, and a revival spell. Before, they would only ever cast Life and revive fallen enemies.

I also fixed a bug where special death animations could be completely skipped over, as well as several other small bug fixes.

The Menu System Options have been altered for a more consistent UI, and the window color changer has been modified to allow for up to 64 colors, instead of just eight. This also only uses one image file, instead of a new file for each color, so it reduces the file size of the game itself. This SHOULD be compatible with your old saves, but there is a small chance that it could throw an error. Let me know if anyone has challenges updating their game.

Finally, Toxins have been changed. Instead of a (useless) series of damage dealing items, now Toxins apply a special status to allies when used. While this status is active, that ally will have their name displayed with green text, and their physical attacks and physical skills will apply the Poison status ailment to enemies based on their resistances when hit. Higher quality toxins will keep this status longer, and top tier toxins will last for a full 50 turns and you only need one to apply poison to all ally weapons.

As always, this version is (theoretically) compatible with previous save files. If anyone has any difficulty updating their game, please comment below and I'll attempt to fix the problem. Simply download the new version, then move your old save files from the previous game folder into the new one.

Thanks and happy playing!

Why are these forums relatively inactive?

I won't argue with everything here, just cause it's honestly not worth the effort, but I will say this. Technology is evolving. Whether we like it or not, whether it's fair or not, things change. You think record stores are happy that Spotify exists? Is it fair to them that it exists? No, but life isn't fair. Advancements to technology and infrastructure will inevitably push out otherwise successful industries and potentially reduce the economic benefit of creators of intellectual property, but that's life. Here's my perspective. Either we can keep up with evolving technology, including adapting to the immense shift from PC's to mobile devices and the ever increasing number of users that check these websites from mobile devices, or we can be swept away by it. If RMN doesn't keep up with the times, it will ultimately be replaced by other communities that are, such as Itch and Steam, regardless of whether or not those communities offer the same as what we get here. Is that fair? Maybe not, but the point is that technology is changing whether we like it or not. We can either react to it, or adapt to it. That doesn't mean we need to ditch the forums or change any of the features of the site, we could literally accomplish that just with an overhaul of the UI and the mobile responsiveness of the website. That's it.

As for how this can be done, yes, finances are necessary. Which is why I'm happy to have donated. Guess I won't drink Starbucks this week. Oh well. I vote with my spending dollar who I want to see succeed and progress, and I want to see RMN remain strong for years to come. That's more important to me than having a sandwich at McDonald's.

That's just my 2ยข. Make of it what you will.

defeating dev of a full-size game with slow, steady chip damage

I thought this meant you were defeating the developer of a full size game with slow steady chip damage.

I mean, we do tend to have a lot of HP.

If I did stats again would you donate? (donation drive)

Ooh, I like that idea, and a thought occurrs to me. Would it be possible to do a small commercial game drive, where the proceeds of the games go to the RMN server fund? Could that be done? How would that work? I've never done commercial work before, but I would for something like this.