New account registration is temporarily disabled.

BENTELK'S PROFILE

I make games; sometimes I like them.
Dreams About Squash
Made in under 48 hours for TAGJam7... and with all-original graphics!

Search

Filter

Suikomon

@Marrend ah! what a nostalgic song! :)

reegarding cut-off text on status screen. yeah, I need to fix that. thanks for reminding me.

regarding shift-to-dash! shift-to-dash is a normal feature of RPG Maker MV, which I've completely overridden/customized: a little later in the game, you will receive an item that increases movement speed to a run, and adds shift-to-not-dash :P

the fortune teller choices do have consequence. getting Adventure, Curiosity, and Compassion is a system all of its own, with rewards for getting different amounts.

the wishing lakes are not done; there is no reward for them right now.

the download is a little old, now. I'll get an updated version up later today, which introduces the main plot, has several more characters to collect, more recipes, a couple new mechanics, an incomplete farming system >_> and the beginnings of the open world. save games will probably NOT be compatible between versions, due to the added plugins!

@Frogge Wuppo was so good :P haha. I bought that game without knowing much about it before hand, and was super-pleasantly surprised. what a delight!

Dashy Boots

! I also noticed that rpgmaker.net's "script view" was leaving out an important part of the code (I think maybe some of the square brackets confused it??)

I've replaced the code with a download link: http://benmakesgames.com/rpgmaker/mv/bentelk_DashyBoots.zip this will also "fix" the file name issue, since the script comes with a name :P as long as you don't rename it, it's fine.

Dashy Boots

looking at my plugin code, there are a couple details I forgot to mention in the plugin description:

1. the plugin file must be called "bentelk_DashyBoots.js" for the plugin parameter to work. (I wish MV had a better system for getting plugin parameters, but oh well...)

2. it does require 1.6.1, the way it's written. if you replace

let dashyBootsItemId = ...

with

var dashyBootsItemId = ...

in the plugin, it may work with older versions.

by the way: it's that same line that causes the plugin to require being called "bentelk_DashyBoots.js". if you'd like to keep using your name of "dashingboots.js", then you could change the 'bentelk_DashyBoots' to 'dashingboots' in the code!

sorry for the trouble; hope that helps!

Dashy Boots

no command needs to be added. just make sure to select the item in the plugin config:



the item name is not important; you can call the item anything you want. as long as the party has the selected in their inventory, they will be able to run.

I tested this in a new project with no other plugins; if it's not working for you after setting it up, there may be a plugin conflict.

Character Offset

Added an option for applying offsets to vehicles.

Neko Engine Plugins - Gender

thanks for this!

No-RM Event

question: is using NO engine (or, more accurately, a home-brew framework) acceptable? or do we need to use a "real/established" engine?

About version numbers in games/scripts

for games and simple scripts, it probably doesn't matter much.

for more-advanced scripts where you expect other people to be writing scripts that depend on your script, http://semver.org/

Building RPGMaker Events Challenges!

*edit* oops, we've moved on to minimaps. that's what I get for leaving the window open all night without refreshing >_> below is a solution to the random quote challenge.

hm. the fact that these are so tricky to do in events seems to me like a good indication that they should be done, at least in part, via script.

since point 2 says "you're ENCOURAGED to reach the solution without relying too much on scripts", not required... :P (feel free to declare my solution invalid/disqualified for relying on scripting; I was happy just to tackle a random problem)

EVENT
@> Script: $game_variables[1] = CombatQuotes.get
@> Text: -, -, Normal, Bottom
: : \V[1]

SCRIPT
module CombatQuotes
  def self.get
    quotes = {}
    
    quotes["Eric"] = [
      "You're going down!",
      "First blood is less important than last blood!",
      "Aw yeah!"
    ]
    
    quotes["Natalie"] = [
      "BOOM!",
      "Say hello to my little friend!",
      "In it to win it!"
    ]
    
    quotes["Someone Else"] = [
      "I'm expressing my strength through words!",
      "So determined!",
      "Are you tired of seeing the same three quotes yet?"
    ]
    
    # .sample takes a random item from the array; we use it twice here
    return quotes[$game_party.members.sample.name].sample
  end
end

you'll notice these are dependent on name. it could be made dependent on ID instead with a couple changes, but it gets a touch more involved; will post that if anyone's interested.

Fire Deparment

sorry, I'm bad at life :P download added!
Pages: first 123 next last