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Ofblowman telefagus pentaculus benterpinize farntormian criscodophin nectoglabbit frontonian smectarufus foninax trickendance trinnoctor pontalifanarian trudinox nolicanisis.
Silver Heart
A short game with a simple ontological story.

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The Screenshot Topic Returns

Do you mean the skills stopping the battle?

The Screenshot Topic Returns


I know the story is not very good, so skip to around 1:20 for the action.

not that i believe in it, but...

Another apocalypse and I can finally fill my "Survive the Apocalypse five times in a row and get a free sandwich" card.

Yanfly Engine Ace - Ace Core Engine

Not to nitpick your work apart, but when naming methods that are used for conversion, a common standard is use the "to_" prefix, such as .to_s or .to_i.

Also the "value" variable is not needed since you are already within the object that you are converting.

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric  
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  def to_group
    return self unless YEA::CORE::GROUP_DIGITS
    self.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')
  end
end # Numeric

I could keep going with other parts of the script, but I don't want to seem like I'm picking your work apart. Feel free to ignore it seems too annoying.

Yanfly Engine Ace - Ace Core Engine

I did not give it a thorough look, but why such a large method to add commas to numbers?

Wouldn't something like this be faster?

(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')

value = 999999999
value.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')

RMVX Ace Features and Discussion

Yes, a lot of the music sounds pretty good, and the ability to resume it after battle means you will actually be able to listen to it all.

Can't submit scripts for other engines

Yeah, pretty much people being horrible. I have to update a lot of old demos because people report them to get them taken down. Happens a lot for some reason and not only to me. Someone once said that it was because of something called adfly or something and that people made money from links and reported others.

As for the locker, that's the only reason I post scripts. I love the extra space and I use it for many things and wasting it on demos would detract from the benefits of gaining more space. And since points are given just as a single script you are not gaining more points for bigger things such as battle systems or full menu systems which are often more than one script or system working together and would require bigger demos.

I know it might sound greedy not to want to use my space to host demos, but that space is one of the greatest incentives to make scripts I've ever seen, but since it treats everything as single script no matter how big or small it forces you to consider whether to post a big script in parts to gain enough space to put a demo and still get enough points to cover and demo and have some space left over or just bite the bullet and take your 1mb.

Can't submit scripts for other engines

Game maker has scripts, though if you are planning on adding scripts for other engines you might want to consider allowing demos to be put up with certain works.

Some scripts are really big and often require demos to fully show off the features, this also applies to RPG Maker. I say offering an option for demos because nearly all of the battle systems I've made end up getting reported so much that they get taken down, this also has happened to a few scripter friends as well.

RMVX Ace Features and Discussion

Anyone else beat the trial demo story? I liked that the boss had a unique death animation.

RMVX Ace Features and Discussion

If YEM uses custom classes that are not dependent on VX then odds are pretty high that it works with VX Ace, although it would probably require a few edits for the new modules, and of course it might not be taking advantage of the newest methods offered.

So far I've been able to port all the battle systems I've made to VX Ace with minor editing.