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[SCRIPTING] [RMVX ACE] Turning Switch on Ambush\Preemptive battles

The common event I want occurs after battle though.


Yes, unfortunately parallel / autorun common events activated by switches only run on the map.
You'll need a troop event, or a script that allows you to use common event(s) as troop events.

A troop event can call a common event with no problems, so worst case you could add an event to every troop that calls common event X - and in common event X check the switches you're interested in and call common events Y,Z...

Mapdaptation

I'd thought you would be merging all the 2k3 maps into a single 2k3 game, all the MV maps into a single MV game, etc.

Mapdaptation

Two questions:

1. Does the single download collection mean only open tilesets (not requiring projects to be encrypted) can be used?
2. Are long narrow maps (like 13x60) allowed? i.e. is the 25x25 a minimum number of tiles, or a requirement for maps to scroll in both directions?

[SCRIPTING] [RMVX ACE] Turning Switch on Ambush\Preemptive battles

Hi Porkate42,

You're on the right track, but you may have mixed up some MV scripting.

First step, we want to call the original on_encounter code to set those random values.
The simple method is to simply copy the code into your redefined function:
module BattleManager
  #--------------------------------------------------------------------------
  # * Processing at Encounter Time
  #--------------------------------------------------------------------------
  def self.on_encounter
    @preemptive = (rand < rate_preemptive)
    @surprise = (rand < rate_surprise && !@preemptive)
    # TODO: add new code
  end
end


But that way leads to compatibility problems if more than one script modifies the same function.

So instead we should alias and monkey patch like this:
module BattleManager
  #--------------------------------------------------------------------------
  # * Processing at Encounter Time
  #--------------------------------------------------------------------------
  class << self
    alias on_encounter_pes on_encounter
  end
  def self.on_encounter
    self.on_encounter_pes
    # TODO: add new code
    print(@preemptive)
  end
end


The alias is a bit more complicated than usual, because we're working with a module. For regular classes not using the "self.method", the aliasing would look like this:

class Game_CharacterBase
alias ccss_move_straight move_straight;
def move_straight(d, turn_ok = true)


Finally, you want to store the @preemptive and @ambush values in switches.
This is where you seem to have mixed in some MV style code.
In VX ace, it's much simpler: $game_switches can be accessed as if it were an array:
$game_switches[431] = true


But, @preemptive is already the right type, so we can store directly in the switch:

module BattleManager
  #--------------------------------------------------------------------------
  # * Processing at Encounter Time
  #--------------------------------------------------------------------------
  class << self
    alias on_encounter_pes on_encounter
  end
  def self.on_encounter
    self.on_encounter_pes
    $game_switches[431] = @preemptive
    $game_switches[432] = @ambush
  end
end


I'm not sure if this is important to note but I'm using on map battles through events.
You could in this case set the switches via event commands...
But you'll probably need to call BattleManager.on_encounter in a script call before battle processing, as it's normally only used for random encounters IIRC.

1.44 Floppy Disc Event

Classic RPGs

Unchained(Decky)

Very nice mapping - classic REFMAP is an S-rank tileset, and it's been used well here.
There are plenty of random encounters, but each fight is a puzzle if trying for the bonus. A possible issue with the bonuses is that they are a "double win" mechanic. If you're doing well, you get more stat up items. But if you're doing badly you only get 1 stat up item and need to grind 4x as much to catch up.
"End the battle on full HP / SP" challenges are a bit obnoxious in the event version, as you can't see enemy hp, and need to win on a turn the enemy is guarding using basic attacks.
Story is entertaining at least.
I used the casual herbs as recommended, so can't comment on balance without them.


Oath(Iddalai)

Fairly original setup for an old school dungeon crawl.
I think like Piano, you're going for an early dragon quest feel.
I liked the royal family's dialogue at the start.
There may be balance issues, as even with the best armour available in shops and the ice ring, I was getting killed in 1-2 rounds on the first floor of the ice dungeon.
I couldn't find anyone to recruit in the castle or town, though there are weapons for different classes. Should the pub be enterable at some point?
I think this could be a decent game with a balance pass.


Magic Quest(pianotm)

Nice original tileset, which evokes the feel of old games like Ultima (and presumably early dragon quests, which I haven't played).
Cursed belt is a nasty surprise, but you don't really lose progress on death so no need to save scum this game.
Progression is well balanced for the most part - the minotaur is brutal when first encountered.
For some reason the area around the dwarf town has only starter tier monsters, making it troublesome to grind the gold for the upgrades here.


Floppy Disk Mainland(ulevo)

I like what you were trying to do with the windows 95 styled window skins. But a lot of the text in the game is nearly white on a white background and therefore hard to read.
Perhaps you can change the text colours, or use a \c code in all the messages to make them more easily readable.
You've got a decent quest structure, but some of the directions were hard to follow.
If you continue with this, try to fix the colours and line wrapping in the message windows or go back to a darker coloured window background.


Category Pick: Unchained

Play in browser

I didn't notice the arrow keys doing that (normally use the numpad, and put the QWE ASD ZXC square in for laptops. But I did notice the space bar scrolling the page, so if I can fix that it should fix the arrows the same way.

Thanks for the report.

Edit: Should be fixed now

[RMVX ACE] Opening An External .txt File In Game

If that's the case, you might need to use the ruby Win32API binding to call a windows function to launch another program.

[RMVX ACE] Opening An External .txt File In Game

If you check the help file, under the ruby standard library, there are functions to deal with files.

You're probably looking for this:
open(path, mode) do |f|
   f.each_line do |line|
      # do something with the line here
   end
end

1.44 Floppy Disc Event

author=Fflo
author=coelocanth
The red dot and maze did not line up in my browser (firefox), making the game difficult to play.
Gah! I knew I would get some visual problems. Otherwise, it works well with Chrome and a screen width of 1,366px like me.

There are some battles which are impossible to win if you don't have the sword or the shield equipped. There's a little factor of die-and-retry.


OK - it works better in edge after adjusting the window size until the dot and maze line up. Just a bug you can probably fix easily enough now you know about it. I managed to find the potions on one try (but got in a fight where the baddies hit harder than potions could keep up with healing), and sword + shield + victory on a second try.

As for encounter balance, all I could suggest with it being a single level maze is to adjust the random encounter rolls by the number of steps taken so you would usually meet the weaker enemies earlier on and stronger ones after wandering around for a while.

1.44 Floppy Disc Event

gameboy roms
I think these were all made with GB studio, and have the same common issues with the platforming. Between inertial movement and bumping heads on the top of the level, it is too easy to fall into pits or otherwise miss jumps.

I don't have a gameboy color, so played all of these on the emulator chosen by the respective devs to include with their downloads.

ExGf (CrazyBabi & Marmalade)
I liked the mario parody and level design. Got as far as the third zone before the platforming became too difficult.


Lily's Birthday + Picross (Soul)
The included emulator seems to have a little input lag so I had to anticipate the jumps to be able to pass the platforming. I like the variety of cute graphics. Would recommend doubling the frequency of checkpoints as some parts can be frustrating without save state scumming.

Picross seemed to keep repeating puzzle #1 after completing it - so this bonus game is more of a tech demo for now.


Detective Waka (Mirak & Avee)
A humorous take on various RMN members, but also has solid RPG, Action RPG and platforming minigames. The platforming section has several "levels" with only 5 lives to make it to the end or have to redo the who;e thing. This was too frustrating to complete without using save states for me. Otherwise I enjoyed the rest of the game.


Category Pick: Detective Waka

Interactive fiction

Spaghetti Vase (Lav)
A return of Thoren and June, with some new friends for a dimension hopping romp. Despite feeling at times as though the primary audience is the RP group it originates from and that I'm missing in jokes, I enjoyed the humour and story here and it's well produced. Nice star gate sequences.


Romance in Shaly (Delsin)
A lesson in knowing when and why you should Dennis. I've played a few Twine games before, but they all used clicky links rather than the drop down menu to choose actions. I'm not sure about that interface choice, but I appreciated the "undo" button for the many bad ends. Lots of Delsin brand wtfery to enjoy here.


The Fisherman lived happily ever after (Kory)
This one in Inform7, a command parser adventure game. It's a long time since I played one of these, so ended up playing "guess the verb" quite a bit when knowing what action I wanted to do. The story itself is nice and has time travel which is always good.


We Live to Serve This Ship (Corfaisus)
A slice of life aboard a pirate ship. The tileset is used well, and the story is a bit of world building revealing an implied setting.


Spider Trek (MacShift)
You're a spider, get out of the house without getting squished, eaten, put in a jar or a multitude of other bad ends. I liked the way the bad ends were explained with spider facts where not obvious. My only criticism would be there's no obvious way to quit the game from full screen without killing the process.


Swamp Game (Racheal & MakioKuta)
A small text adventure with graphic backdrops across a handful of locations. Failures send you back to just before the last decision rather than needing to start over. I liked that when failing due to not having built stats enough before taking an escape route. The monochrome backdrops remind me of early adventure game graphics, didn't encounter any bugs - well done.


A Vacation in Nebula (Frogge)
I like the CGA-esque palette and screen overlay. It's a visually cohesive dreamscape to explore and look around. Music choice is relaxing and fits the mood.


Category Pick: A Vacation in Nebula

Action / Arcade

Keep on Smiling (Garage)
Pac Man but with Emoji. Plays very much like Pac Man itself. Ghosts AI is challenging but possible to deal with. I had trouble with the spreading fires on the later levels. You're branching out from renpy, hope you learned new things making this kind of game.


Ultra Smug (Avee)
Pac Man but with Ultros and a Moogle. The tentacles seem to move randomly which makes the game an excercise in patiently waiting for the tentacle to move out of the way so you can grab the dots. The kupo nuts are helpful to collect the last few where a tentacle is stubbornly sticking in ones spot. Graphics / animations are good, particularly poor moogle being squished by a tentacle.


Rome Defender(Irog)
Seems to be a test bed for an action RPG with a horde of enemies spawning around the map edges and coming to the player. The animations are smooth, though I noticed sometimes enemy path finding gets stuck on an object and several enemies pile up there until the player moves to the other side. It's good to see people try out custom engines even when not getting as far as you would with something pre made.


Villain(NotADev)
An action RPG with pixel movement in RM 2k3. At least the player has pixel movement, the enemies are more tile based. I liked the smooth movement and the well choreographed boss fight. I guess you're playing on the original meaning of "villain" (one who lives in a village) vs (untrustworthy / evil). Challenging enough to be interesting without being frustrating. Good Work.


Category Pick: Villain

Other/Experimental
2033 Project(Backwards Cowboy)
You've made a nice tileset, but there doesn't seem to be anything to do yet.


Dread the Rabbit(Momeka)

You're the other person in this event to have made a turn based roguelike. This one with randomized artifacts and your very nice pixel art. At one point I got stuck with no key to progress forward - perhaps the bomb artifact destroyed it? The weapons only being usable a few times before breaking makes the game a lot more difficult.


Hyper Digger(Orochii)
I like the cyberspace flavour of this, and it's very stylish as far as it goes. Probably the only game where you can do a side quest for a domestic appliance.


Fflo's Quest inside Naughty Lord's Dungeon(Fflo)
The red dot and maze did not line up in my browser (firefox), making the game difficult to play. I stumbled into some random encounters and a "you win" without ever finding the sword or potions. It's good to see people try out custom engines even though you'd get more done using something pre made. Hopefully you learned some neat tricks to use in future games.


Unbit(Kazesui)
Enjoyed this a lot, reminded me a little of portal 1 and antichamber. Like the use of logic gates in puzzles in the second part. The 3D section is a little rough, but it's 3D in 2k3 so an achievement in itself. Would like to see it fleshed out with some more puzzles and an ending that's more than just the game closing.


Ruby Wolf(WolfCoder)
While this is mostly a tech demo at the moment, I liked the battle system giving the player choices during the enemy turn. But with the limited enemies available at the moment, it always makes sense to spend energy to dodge or block rather than save it for an extra attack.


Temple Guardian(Dune)
A kind of tower defence thing where you mix spells to try and survive. At the very start, there are no enemies on the screen, and mixing up a spell gets stuck at the "choose a target" step. Otherwise it's a neat (if tricky) little game. I found I needed to keep the readme open to track who is immune to what.


Category Pick: Unbit

Classic RPGs

These are all a bit longer so will follow up in another post after giving them a proper play.

Unchained(Decky)
Oath(Iddalai)
Magic Quest(pianotm)
Floppy Disk Mainland(ulevo)