VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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RGSS2 Window Troubles
Hmmmm, I haven't seen anybody else use global variables for temporary windows. Usually, they're instance variables; all the code I've seen has @enemy_1 instead, for example:
Any reason why?
Sorry, I'm not very experienced, but I have fixed odd little bugs like this before by messing around :B It might help to add an "if != nil" conditional.
@enemy_1.dispose if @enemy_1 != nil
if YEM::BATTLE_ENGINE::DEFAULT_VICTORY_MESSAGE @message_window.dispose @message_window = Window_BattleMessage.new @info_viewport.oy = Graphics.height * 8 else
Any reason why?
Sorry, I'm not very experienced, but I have fixed odd little bugs like this before by messing around :B It might help to add an "if != nil" conditional.
@enemy_1.dispose if @enemy_1 != nil
Script Calls and Base Stats in VX/ YEM
Yuki: Thanks! That was super helpful. I modified it a little bit for my needs and I think it will work <3
Disabling A script while in game, [VX]
Oh, clever!
It uses the switch to simply turn everything transparent. derp
@transparent = ($game_switches[Wora::CATERPILLAR_HIDE_SWITCH] or $game_player.in_vehicle? or $game_player.transparent)
It uses the switch to simply turn everything transparent. derp
Disabling A script while in game, [VX]
$game_party.update_followers unless $game_switches{####}
trick_caterpillar_player_update unless $game_switches
^^^ try that. I'm not 100% on this because I've never used this script, and I don't have it installed to experiment. But that will stop the caterpillar script from refreshing without shattering it (I think). However, this might just mean that the player's party appears on the map and then never follows you around (never refreshes/updates). If that's the case, you need to do something with like
trick_caterpillar_party_initialize unless $game_switches
@followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)} unless $game_switches
@move_list = unless $game_switches
trick_caterpillar_player_update unless $game_switches
^^^ try that. I'm not 100% on this because I've never used this script, and I don't have it installed to experiment. But that will stop the caterpillar script from refreshing without shattering it (I think). However, this might just mean that the player's party appears on the map and then never follows you around (never refreshes/updates). If that's the case, you need to do something with like
trick_caterpillar_party_initialize unless $game_switches
@followers = Array.new(MAX_SIZE - 1) {Game_Follower.new(nil)} unless $game_switches
@move_list = unless $game_switches
ragnarok.PNG
Dialogue when recruiting characters
author=Solitayre
I think what Magi means is that a lot of the "debate" around here is centered around fairly mundane things like elemental resistances or how many minutes long an intro should be. These don't have much to do with the greater idea of "game design," they are trivialities in the long run. No one ever remembered or took notice of a game because of how effective fire spells were on enemies. These things are facets that are part of a greater whole, and what Magi wants is for people to look at those "greater wholes" more often rather than obsessing over the nuts and bolts, as it were.
I never commented here (and other threads) because it often happens that anything I would have to say sounds so trite and repetitive - simply because it should all be part of the greater ideas of game design that Magi discusses. None of these points really needs to have much more said about it than:
What will be your conversation style, length, and quality?Style - Dialog appropriate to the character, mood and theme appropriate to your game's setting and seriousness level
Length - Long enough to be interesting and say everything you need to say, short enough to keep players from getting bored
Quality - Not crap
There is really no reason to discuss any of the above points individually. IMO, nobody should disagree with my points above because they are so basic. Nobody should have to repeat them endlessly either.
If the designer wants to discuss whether or not they've hit the right style, length, or quality for THEIR game, I don't think a topic like this is appropriate. There is the "Screenshot thread" that gets a lot of good feedback, or uploading a demo, or your own devblog for this kind of extremely subjective feedback.
author=Magi
Considerations like length and speech style are relative and I think you really should already understand that.
post your picture
GAUGE BATTLE.
Disabling A script while in game, [VX]
author=prexus
That is an awful way of disabling a script lol. Actually, that could cause so many problems.. I don't even..
argh!
Yeah, it can cause a lot of problems. I don't recommend disabling an ENTIRE SCRIPT like this, just individual methods or branches. I use it just fine in several scripts. The light script jumps to hand because I have it open right now:
FIRE == 101
if $game_switches{FIRE}
effect.light.visible = true
else
if switch #101 is on, the lights are on
Maybe telling you to use break was the bad advice here :x
Disabling A script while in game, [VX]
The argument you want is
"if $game_switches{switch number}"
This is assuming that the switch is ON. ("if switch# is ON, then...")
For example, on top of the script you want to disable via switch,
break if $game_switches{100}
will stop the script from going past that line at all if switch #100 is on. Prexus' advice is good, though, for figuring out exactly how to insert this into the script properly without throwing yourself errors.
note: do not hold down shift when using { } brackets.
"if $game_switches{switch number}"
This is assuming that the switch is ON. ("if switch# is ON, then...")
For example, on top of the script you want to disable via switch,
break if $game_switches{100}
will stop the script from going past that line at all if switch #100 is on. Prexus' advice is good, though, for figuring out exactly how to insert this into the script properly without throwing yourself errors.
note: do not hold down shift when using { } brackets.















