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One Piece Role-Play

hahaha you think they wouldn't ignore that and just find something else to complain about

[ACE] Disabling certain default functions

Hey there, space cats!

So here's the thing: I'm trying to get rid of a couple of things that come in default with Ace's scripts. I'm not picky about how these get solved -- I've just been trying to find where they are in the default scripts so I can comment them out, myself. If you don't want to write something to fix it, just show me roughly where it is so I can get rid of it.


both of the things I want to get rid of are included in this screenshot! tiles c/o the wonderful DE.

First off! SOLVED! TDS and Trihan are bros. MakoInfused too!

In the default scripts, the key item selection menu displays the quantity of key items next to their name; in the above screenshot, it's that little flixel-looking thing because the font I was using. I've fixed that bit, don't worry about it. I don't know who this made sense to, but I don't need my player to know how many of a single key item they have -- after all, no two items are really alike! So I'd like to know how I can stop the game from writing an item's quantity next to its name in the key item selection dialogue. I've already tried tooling around in Window_ItemList a bit, and commented out this section that looked particularly promising:

  def draw_item_number(rect, item)
draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2)
end

... But it didn't seem to work. Obviously the key item choice menu does things a little differently, but damned if I can find the specifics. Any clues are very much appreciated!

Aaand second! This too!

You know how the selection cursor fades in and out in menus? Yeah, that's crap. I'm making something that pretends it's a game boy game, so I can't have things fading in and out as if they have an alpha channel. So I'd like to know how I can make the selection cursor simply solid. Full opacity. Etc. I've done some poking around in places like Window_Selectable, but so far I can't find anything that even looks like it involves opacity. This is far from necessary, but I'd also like to know where little "waiting for player input" arrow on dialogue windows is handled -- that fades in too rather than just appearing, and it bugs me a little. That's more of a bonus, though.

I'm being really vague here and I apologize, but I'm not a programmer by any stretch -- I can make a Haxe script that prints the words "im dr butt", but that's literally it. If there's anything I can add to make this clearer for anyone who's interested, just lemme know.

Thanks for your time! Kiss kiss.

Ready, Set, Donate!

Yeah, that's the other thing... Your response to criticism vis a vis the ripped sprites is that they'll be phased out depending on how the funding goes, and this is fair. A lot of projects use placeholders while they wait for the graphics to be completed.

My question, though, is whether you've looked into what people charge for commissioned sprite work yet. Five thousand dollars might sound like a lot, but you're going to have to spread it pretty thin if you want it to pay for both comprehensive programming and a complete graphical overhaul. I'm interested in hearing about your price assessments so far -- and if you haven't done any yet, you should really get on that! In fact, you should go back in time and do that before you set something like a Kickstarter goal!

e: Also, in response to your latest Kickstarter comment: Maybe avoid blowing your top at people who are raising legitimate concerns with very real legal ramifications? This is far too shady for me to even pledge the $1 that would let me weigh in over there, but I don't think you understand that Bishop's comments are measured, helpful, and completely true. It reflects poorly on you as a developer when you take that and accuse the poster of having some kind of personal grudge.

Ready, Set, Donate!

So when you said "I'll meet you guys back here in 54 days", were you being literal? Because I"m seeing a lot of new advice emerging in this thread that you should really take note of. Even if your project is technically non-commercial, introducing money to the equation always complicates things and adds to the liabilities you risk exposing yourself to. Deriving your legal knowledge 100% from what other people seem to be getting away with (as your response on Kickstarter suggests) is the sort of thing that can turn ugly for you very, very quickly.

(Apropos of nothing, I also think ignoring this thread definitively gives the lie to your stated enthusiasm for the community. If all you can manage is a boilerplate response on another website, and can't even admit that this is made in RPG Maker to your backers, this project hardly "lives and dies" by us at all.)

My intro to the RMN Scene

oh, come on now. let's make a scene!

Will I eating up rmn's bandwidth?

they're not paying their server guys for nothing. just don't ddos the place and you're good.

Why does great looking indie games get cancelled?

author=bulmabriefs144
The one that's all like heavy emphasis on deciding what to cut?


confirmed for not having read the article at all

question about finding a certain rpg maker game

wow, japanese let's play is adorable

Ready, Set, Donate!

I feel like I should tell you something about your kana subtitle...


ファイナルファンタジ - FAINARU FANTAJI (Final Fantasy, with a very short and clipped Y sound)


ファイナルファンタジー - FAINARU FANTAJĪ (Final Fantasy), usually followed by a number.

Who did your logo, exactly? You might want to speak with them.

Ready, Set, Donate!

It's generally considered bad form to have such a high minimum reward tier when your goal is only like five thou. Your reward tiers in general are pretty sparse -- I know you're working within fairly limited means, but it's strange to me that your big wonderful $200 tier is a vague "we'll put your name somewhere". I'm sure you can think of more interesting ways to get your audience involved with your project.

In the end, even if this isn't your intention, the state of the Kickstarter makes your stated enthusiasm for the community seem like low-scale corporate doublespeak. "I'd like to compensate the people who've been with me since day one" doesn't make a whole lot of sense to me; Will they be getting special backer rewards? Because if this is just an opportunity for them to give you money again you're not treating them any differently from the newcomers.

I'm not against crowdfunding in the least, but it's very true that you reap what you sow in these cases. If you do care about your supporters, then demonstrate that. If you'd rather not invest that much time and effort, then don't say you do.

(And making a kickstarter to fund your jrpg is hardly "bucking the trend" -- the last time I looked around for amateur RPG projects seeking crowdfunding, this is how it felt.)