PAPASAN96'S PROFILE

Battle Royale
42 students start, only 1 can win...who will survive?

Search

Filter

Lunar Wish: Orbs of Fate Review

Exactly. I'm sick of seeing this at the top of the games list simply because people disagree with this review. I haven't played this but Sated seems to have justified his score. He hated the characters, it put him off continuing, hence 1.5 stars.

If you agree with him you don't need to post, it's just giving the game further coverage. If you disagree, write your own review like Corfaisus or just, you know, ignore it. Just because someone hated a game you liked doesn't mean it's a personal attack on you and your taste. This thread is just getting nasty and personal now.

XP - making script message duration last longer

I'm using this script that makes consumable ammo for ranged weapons. It works fine, except that the message that appears when you don't have any more ammo blinks up very quickly and then disappears. Anyone know how to make it last for a couple of seconds first? Thanks!

#============================================================================
# Syn's Ammo Requirements
#----------------------------------------------------------------------------
# Written by Synthesize
# Version 1.00
# August 15, 2007
# Tested with SDK 2.1
#============================================================================
#----------------------------------------------------------------------------
# Customization Section
#----------------------------------------------------------------------------
module Ammo
# Format = {weapon_id => Ammo_cost}
Range_weapons_id = {4 => 1,7 => 1,11 => 1,13 => 1,18 => 1,24 => 1,25 => 1,27 => 1,28 => 1,38 => 2,40 => 1,51 => 1,49 => 5,14 => 5,23 => 5,50 => 5,29 => 1,17 => 1,1 => 1,48 => 1}
# Format = {weapon_id => Item_id
Range_ammo_id = {4 => 5,7 => 6,11 => 7,13 => 5,18 => 5,24 => 5,25 => 6,27 => 7,28 => 5,38 => 6,40 => 5,51 => 7,49 => 7,14 => 7,23 => 7,50 => 8,29 => 5,17 => 7,1 => 9,48 => 10}
# Format = {skill_id => Ammo_cost}
Skill_ammo = {73 => 3}
# Note on Skills: When using Skills the Current Ammo for the equipped
# weapon will be used. So if Skill 73 is used and Weapon 17 is equipped
# then Ammo #33 will be used.
end
#----------------------------------------------------------------------------
# Begin Scene_Battle
#----------------------------------------------------------------------------
class Scene_Battle
# Alias Methods
alias syn_scene_battle_range make_basic_action_result
alias syn_scene_battle_skill make_skill_action_result
#----------------------------------------------------
# Alias the Attacking method
#----------------------------------------------------
def make_basic_action_result
# Gather the current Ammo Cost
gather_ammo_cost = Ammo::Range_weapons_id
# Gather the Current Ammo
gather_ammo = Ammo::Range_ammo_id
# Check if the Active Battler is attacking and if they are using a ranged weapon
if @active_battler.current_action.basic == 0 and Ammo::Range_weapons_id.has_key?(@active_battler.weapon_id)
# Check the Ammo Count
if $game_party.item_number(gather_ammo) >= gather_ammo_cost
# Sufficient Ammo, remove item
$game_party.lose_item(gather_ammo,gather_ammo_cost)
syn_scene_battle_range
else
# Insufficient Ammo
@help_window.set_text("#{@active_battler.name} is out of ammo!", 1)
end
# Call Default Code
else
syn_scene_battle_range
end
end
#----------------------------------------------------
# Alias the Skill method
#----------------------------------------------------
def make_skill_action_result
# Gather the current Ammo Cost
gather_ammo_cost = Ammo::Skill_ammo
# Gather Ammo
gather_ammo = Ammo::Range_ammo_id
# Check if the Actor is using a defiend skill
if Ammo::Skill_ammo.has_key?(@active_battler.current_action.skill_id)
# Check if Ammo is present
if $game_party.item_number(gather_ammo) >= gather_ammo_cost
# Sufficient Ammo, remove item
$game_party.lose_item(gather_ammo,gather_ammo_cost)
# Call Default Code
syn_scene_battle_skill
else
# Set Window; Do Nothing
@help_window.set_text("#{@active_battler.name} is out of ammo!", 1)
end
# Otherwise SKip the check and call default code
else
syn_scene_battle_skill
end
end
end
#============================================================================
# Written by Synthesize
# Special Thanks: ~Emo~ for the request
#----------------------------------------------------------------------------
# Ammo Requirements
#============================================================================

The Screenshot Topic Returns

This is from a section in Battle Royale where you can hack into the enemy computers. You have to avoid the security programs and traps to get parts of a password which unlocks those coloured doors, enabling you to deactivate the bomb collars, read student profiles etc. I've gone with the standard hacking=green and black screen template. How does it look? Stupid? OK?

Moving from rpg xp to vx for next project...yes or no?

Thanks for such a long and comprehensive answer, Liberty! I think I downloaded the trial ages ago so it would have expired by now, but I'll take a look at the Lite version. I had heard about the one less layer for mapping, but I'm not sure how much of a pain that will be until I try it out.
Having said that, it sounds like most of the improvements are combat(or character) related. As anyone who played Heiwaboke crisis can probably attest, I don't like the combat side of creating much and I doubt if it'd be a massive part of my next game either.
Anyway I'll check out vx lite and maybe take a look at what people have made with vx on this site.

Moving from rpg xp to vx for next project...yes or no?

It's going to be a long way off as I still have a lot of
work to do on Battle Royale, but I already know what I'm going to do as my next project when it's finished. Both games I've worked on so far have used rpg xp, which I've been perfectly happy with and find easy to use. However, it seems vx ace is now more popular and there are numerous scripts and tutorials for it. So I'm wondering if I should use that for my next game?

There are 2 things in particular I'd like to know. At the moment I'm really put off by the chibi graphic style which I can't stand. How easy or difficult is it to use more xp-looking sprites and tiles? Can you just import them or do you need to change sprite size settings?

The second question is what are the main advantages vx ace has over do? In other words, what can I do in vx I can't do in Xp?

I don't want this to devolve into a "rpg (insert version) is the best if you use anything else u sux lol" thread, but it'd be great to hear the opinion of someone who uses/ has used both. Thanks

RM2K3 Help with ending events

That's a little simpler. As I said, I don't use 2k3, just I'm aware there are no self switches (which is the easiest way of all)

RM2K3 Help with ending events

I don't use 2k3 but I imagine this will work. Have a switch that activates when the guy joins you (guy joins)then delete the event. Then have another parallel process event on the same map which is a conditional branch: if (guy joins)=on delete event (whatever that event number is). This will mean when you return to the room the event automatically deletes itself.

And by the way, in future this kind of thread should probably go into the Help topics board.
Hope that helps!

Mitsuko unlockable costume suggestions!

author=Cocassu
The pink one is from Queen's Blade but I don't remember her name.


That's right! Her name is Melona.

author=orochii
I know Bayonetta and Ethna. I kind of know the cat-girl with the swimsuit (Lum from Urusei Yatsura). And the last one seems familiar too, but can't remember it either.
The other one seems too new for my memory, one of those popular killer loli characters.

EDIT: Ayane from DOA. I hate DOA, I knew I had seen it somewhere xD.


Well done ^_^ The first one is maybe not so well known. I've also added one more.



I think that's enough procrastinating, I ought to get back to making the game properly now...

Mitsuko unlockable costume suggestions!

These are the ones I've made so far. I haven't decided which I will use yet. A prize for anyone who can identify them all ^_^

HP won't drain all the way to zero.

What about a conditional , if player hp=1 Call Game over
1 is close enough to 0 that surely no one could complain.