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What if I told you the game will never be finished!
Glacia
Glacia is the story about a young Prince named Rain Garshon.

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A Wii Rant

First off let me say that I bought a Wii as soon as I could when it first came out. And at certain times it has entertained me. However I was Reading an article on Ign that said. Nintendo told gamestop to make self room for a Triple A Nintendo title.
First off WTF the last original game that nintendo came out with was mario galaxy. That was in 2007. Where were the games in 2008? Oh yea in febuary and march. That is over a year without any Triple A title releases. Not even casual Triple A titles. Now the best nintendo can come up with is a straight Wii-Make of the Original punchout? They did not even devolp it. WTF If that was not enough they delayed Wii Sports Resort until July. What the hell has nintendo been doing this whole time. If that was not bad enough the only other game that will come out in 2009 will be in the Winter?
Also the supposed Triple A title is probly Pikmin 3. I am just having a hard time wondering why I even bought a Wii. If nintendo want to cater to the casual crowd that is fine but they don't even put out any games for them.

What does everyone else think. This SHIT is just pissing me off.

Pirate Bay Copyright Case

author=Yellow Magic link=topic=3173.msg71118#msg71118 date=1240002414
However in a press release the priate bay said that this would not affect the site at all.
I am pretty sure losing $4.5 million would impact the running of Pirate Bay a fair bit. If not, then them Pirates really have a lot of money to burn which would be nuts and seemingly go against everything they stood for?


That fine is divied up between 4 different owners and I'm sure that they have a lot more were that came from. This is like a fine were a proathlete swears at a ref. Not a big fine.

Pirate Bay Copyright Case

What I think is funny is that the verdict was that they are going to have to spend a year in jail and pay 4.5 mil or somthing. However in a press release the priate bay said that this would not affect the site at all. Hell if they cannot or won't shut down the site what the hell is this all about. This seems like a bunch of shit to me.
This ruling will get overturned in another court.
Also I guess I will no longer be worried about piracy because if these guys got a slap on the wrist(1 year) for all the piracy they enable. What could they possibly do to me.

Btw anyone here who has ever downloaded copyrighted music is contributed in piracy.

Did I not stick around?

Nice to meet cha

Indie vs. Amateur - an article everyone should read

First off there is a lot of talent that hangs out at this site. If this community pulled together to make a game. We would make alot of indie games very nervous. There is something to be said for making a game that is born from passion and one that is born to make a buck.

Constructing a Setting

Thanks Decently helpful. I was having trouble with one of my capital cities, because it did not work as a monarcy. I never thought of making it a democracy. Sometimes you need a little reminder that you can do things outside the box.

The Wii...any good?

First off in the states the wii is only 250. I don't know if it is worth 350 although I would have still bought it. The wii needs to put out alot more games (that I will acually want to play.) This year or I won't be using my wii that much this year either.

Wii games I've bought this year.
Rune Factory
Pikmin
Some Vc Titles. (SOM, Ect..)

And that is it boy's and girls.

RMN Snews - Issue #1

This news is a great Idea loved it top to bottom.

Make me a logo

If anyone has some time I could really use a good logo for my game. The name of the game is Glacia. What I would like is "Glacia" Spelled in Icy letters and some snowflakes around it.

Database Script Help

I want to change the Color and add an Icon of all my Submenu's in my Menu. Items, Skills, Ect.
However my Bitmap database script only changes the color or adds Icons to things in the data base. My Beastery Script for example is not in the database, so I would have to change the color in the Script now I have seen these commands before the name that goes in to the menu and if you change it it will change color. Is their any other colors you can change it to.

self.contents.font.color = system_color


self.contents.font.color = normal_color


\IC Replaced by the icon with the index n (n = Index of icon in the Iconset).

Here is the Script.
#==============================================================================
# ** Enhanced Bitmap#draw_text (by ERZENGEL at 27-April-2008 at 19:53)
#------------------------------------------------------------------------------
# Bitmap#draw_text is able to convert control characters.
#==============================================================================
=begin
###############################################################################

Default control characters:

\V Replaced by the value of variable n (n = ID of a variable).
\N Replaced by the name of actor n (n = ID of an actor).
\C Change the color of the following text(n = 0 til 31).
\G Replaced by the current gold amount.
\\ Replaced by the '\' character.

Control characters from woratanas NMS (v2.52):

\MAP Replaced by the current map name.
\NC Replaced by the class of actor n (n = ID of an actor).
\NP Replaced by the name of actor n in the party (n = integer between 1 and 4).
\NM Replaced by the name of enemy n (n = ID of an enemy).
\NT Replaced by the name of troop n (n = ID of a troop).
\NI Replaced by the name of item n (n = ID of an item).
\NW Replaced by the name of weapon n (n = ID of a weapon).
\NA Replaced by the name of armor n (n = ID of an armor).
\NS Replaced by the name of skill n (n = ID of a skill).
\PRICE Replaced by the price of the item n (n = ID of an item).
\IC Replaced by the icon with the index n (n = Index of icon in the Iconset).
\DW Replaced by the icon and name of weapon n (n = ID of a weapon).
\DI Replaced by the icon and name of item n (n = ID of an item).
\DA Replaced by the icon and name of armor n (n = ID of an armor).
\DS Replaced by the icon and name of skill n (n = ID of a skill).
\FN Following text is in font str (str = name of a font).
\FS Following text is in fontsize n (n = integer. Standard is 20).

Other control characters:

\BO Following text is or isn't bold.
\IT Following text is or isn't italic.
\SH Folling text is or isn't shadowed.
\AL Align text (n = integer between 0 and 2 (0 = left, 1 = center, 2 = right)).

###############################################################################
=end
#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap
#--------------------------------------------------------------------------
# * Draw text
#--------------------------------------------------------------------------
alias :erzvx_draw_text :draw_text unless $@
def draw_text(*args)
# Falls erstes Argument ein Rectobjekt ist
if args.is_a?(Rect)
if args.size > 3 then raise(ArgumentError) end
x, y, width, height = args.x, args.y, args.width, args.height
str = args
align = args
else
if args.size > 6 then raise(ArgumentError) end
x, y, width, height, str, align = args
end
# Links ausrichten, falls Wert von align nil oder größer als 2 ist
align = 0 if align.nil? || align > 2
# Standardeigenschaften in Variablen speichern
name, size, color = self.font.name, self.font.size, self.font.color
bold, italic, shadow = self.font.bold, self.font.italic, self.font.shadow
# Temporäre Variablen erstellen
tstr = (str.is_a?(String) ? str : str.to_s) + "\n"; tc = ''; tx = 0
begin
lasttstr = tstr.clone
tstr = convert_special_characters(tstr)
end until tstr == lasttstr
while (!(c = tstr.slice!(/./m)).nil?)
case c
when "\x01" # \C
tstr.sub!(/\[(+)\]/, "")
tcolor = $1.to_i
self.font.color = text_color(tcolor) if tcolor >= 0 && tcolor <= 31
when "\x02" # \C
tstr.sub!(/\[(+)\]/, "")
align = $1.to_i
when "\x83" # \IC
tstr.sub!(/\[(+)\]/, "")
icon_index = $1.to_i
draw_icon(icon_index, x, y)
tx += 24
when "\x84" # \FN
tstr.sub!(/\/, "")
self.font.name = $1.to_s
when "\x85" # \FS
tstr.sub!(/\[(+)\]/, "")
self.font.size = $1.to_i
when "\x88" # \BO
self.font.bold = !self.font.bold
when "\x89" # \IT
self.font.italic = !self.font.italic
when "\x93" # \SH
self.font.shadow = !self.font.shadow
when "\n" # Neue Zeile
if align == 1 # Zentriert
tx = width - tx
tx = tx / 2
erzvx_draw_text((x + tx), y, (width - tx), height, tc)
elsif align == 2 # Rechts
tx = width - tx
erzvx_draw_text((x + tx), y, (width - tx), height, tc)
end
# Temporäre Variablen zurücksetzen
tc = tstr = ''; tx = 0
else # Normal text character
# Ausrichtungsabfrage (Links)
if align == 0
erzvx_draw_text((x + tx), y, width, height, c, align)
tx += text_size(c).width
else
tc += c
tx += text_size(c).width
end
end
end
# Standardeigenschaften wiederherstellen
self.font.name, self.font.size, self.font.color = name, size, color
self.font.bold, self.font.italic, self.font.shadow = bold, italic, shadow
end
#--------------------------------------------------------------------------
# * Convert Special Characters
#--------------------------------------------------------------------------
def convert_special_characters(str)
# Mit Wert einer Variable ersetzen
str.gsub!(/\\V\[(+)\]/i) { $game_variables }
# Mit Namen eines Heldens ersetzen
str.gsub!(/\\N\[(+)\]/i) { $game_actors.name }
# Nachfolgenden Text in anderer Farbe anzeigen
str.gsub!(/\\C\[(+)\]/i) { "\x01" }
# Mit dem aktuellen Goldbetrag ersetzen
str.gsub!(/\\G/) { $game_party.gold.to_s }
# Backslash anzeigen
str.gsub!(/\\\\/) { "\\" }
# Ausrichtung ändern
str.gsub!(/\\AL\[(+)\]/i) { "\x02" }
# Woratana's :: Map Name
str.gsub!(/\\MAP/i) { get_map_name }
# Woratana's :: Actor Class Name
str.gsub!(/\\NC\[(+)\]/i) {
$data_classes[$data_actors.class_id].name }
# Woratana's :: Party Actor Name
str.gsub!(/\\NP\[(+)\]/i) { $game_party.members.name }
# Woratana's :: Monster Name
str.gsub!(/\\NM\[(+)\]/i) { $data_enemies.name }
# Woratana's :: Troop Name
str.gsub!(/\\NT\[(+)\]/i) { $data_troops.name }
# Woratana's :: Item Name
str.gsub!(/\\NI\[(+)\]/i) { $data_items.name }
# Woratana's :: Weapon Name
str.gsub!(/\\NW\[(+)\]/i) { $data_weapons.name }
# Woratana's :: Armor Name
str.gsub!(/\\NA\[(+)\]/i) { $data_armors.name }
# Woratana's :: Skill Name
str.gsub!(/\\NS\[(+)\]/i) { $data_skills.name }
# Woratana's :: Item Price
str.gsub!(/\\PRICE\[(+)\]/i) { $data_items.price.to_s }
# Woratana's :: Draw Icon
str.gsub!(/\\IC\[(+)\]/i) { "\x83" }
# Woratana's :: Draw Weapon Name + Icon
str.gsub!(/\\DW\[(+)\]/i) {
"\x83[#{$data_weapons.icon_index}]\\NW" }
# Woratana's :: Draw Item Name + Icon
str.gsub!(/\\DI\[(+)\]/i) {
"\x83[#{$data_items.icon_index}]\\NI" }
# Woratana's :: Draw Armor Name + Icon
str.gsub!(/\\DA\[(+)\]/i) {
"\x83[#{$data_armors.icon_index}]\\NA" }
# Woratana's :: Draw Skill Name + Icon
str.gsub!(/\\DS\[(+)\]/i) {
"\x83[#{$data_skills.icon_index}]\\ns" }
# Woratana's :: Font Name Change
str.gsub!(/\\FN\/i) { "\x84" }
# Woratana's :: Font Size Change
str.gsub!(/\\FS\[(+)\]/i) { "\x85" }
# Woratana's :: BOLD Text
str.gsub!(/\\BO/i) { "\x88" }
# Woratana's :: ITALIC Text
str.gsub!(/\\IT/i) { "\x89" }
# Woratana's :: SHADOW Text
str.gsub!(/\\SH/i) { "\x93" }
return str
end
#--------------------------------------------------------------------------
# * Get Text Color
#--------------------------------------------------------------------------
def text_color(n)
x = 64 + (n % 8) * 8
y = 96 + (n / 8) * 8
windowskin = Cache.system('Window')
return windowskin.get_pixel(x, y)
end
#--------------------------------------------------------------------------
# * Get Map Name
#--------------------------------------------------------------------------
def get_map_name
$data_mapinfos = load_data('Data/MapInfos.rvdata') if $data_mapinfos.nil?
map_id = $game_map.map_id
return $data_mapinfos.name
end
#--------------------------------------------------------------------------
# * Draw Icon
#--------------------------------------------------------------------------
def draw_icon(icon_index, x, y)
bitmap = Cache.system('Iconset')
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
self.blt(x, y, bitmap, rect)
end
end