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  • Tomo2000

    Legacy - New Heist 29/01/12

    By Tomo2000

    A $15,000 job, during these times, is a job where you don't ask questions, right? $15,000 is a small armoury; a few P90's, a shotgun or two, a dozen handguns, plus all the ammo. That's a lot of money, and all you need to do is find a 17-year-old girl named Rebecca Kim in a small coastal town, right?   Wrong. There are far too many questions bouncing around left right and centre it's starting to get a little bit scary... Matt was able to snag some information from an online computer at the base
    • 3 comments
    • 1,193 views
 

I'm so Bored!

I'm thinking to myself "I should go and lock the chickens up coz its dark" I will soon. My arm still hurts from my needles. My games are coming along very slowly. My work on Dark Times has been haulted because I dont have the sprites I need. I'm going 2 go and lock up the chickens. Bye. :bye:

leerox4eva1

leerox4eva1

 

Apocolyptica Developement Blog, Entry 3

Well, I've added a few new shotguns but the majority of the newest work is focuses around the Special Infected. Currently, there are 10 Special Infected but I was more striving for around 15. So I set up a contest for you guys to input and vote for Special Infected. The prize is the infected being in Apocolyptica and the characterset I make for it given to you and you can use it in whatever project you may need. Here is the link:   Apocolyptica Special Infected Contest   I did, also, promise

Tomo2000

Tomo2000

 

Apocolyptica Developement Blog, Entry 2

Well, it's pretty close to my other blog and not much has happened developement-wise, but I'd like to post a lot about concepts, too.   Developement-wise; the MK system started crumbling benief my feet. I had to make some pretty significant changes, but now it should be fool-proof. Instead of merging weapon with Token, it's Token with Token and you get the new weapon.   I've also added the best shotgun to the game, just for testing purposes. It loads with special shells that have 4 rounds

Tomo2000

Tomo2000

 

Apocolyptica Developement Blog, Entry 1

About 2 weeks ago I was hit with a quick dose of Writer's Block. It wasn't as bad as before, I could still think of ideas but it was just much harder. It passed over the next week, but during it's time of being here, I began work on a new project; Apocolyptica.   Apocolyptica has little-to-no storyline whatsoever, and your main goal is to escape a huge ammount of areas and rooms. Each area will cost a certain ammount of $ to enter. $ is a rather large new feature. In Hope Afloat, the $ system

Tomo2000

Tomo2000

 

Just so you know...

This isn't going too well at the moment. I've sunk over 10 hours into this monstrosity already, and I'm still working on the first (and biggest) map. It's taken a LOT more work than I anticipated, even with careful planning.   Fortunately, I'm over the worst part now - defining the locations for everything - and I can get on to the serious business of decorating. My plans for this are simple: render large chunks of the map inaccessible using Undulation, then decorate everything the characte

AbnormalHairGrowth

AbnormalHairGrowth

 

The canyon is really taking shape.

It's a bit slower than I expected, but then it's also a bit bigger than I expected... not necessarily a bad thing, since it is going to comprise most of the world. Still, I ended up having to prune the map down, so fortunately it's not going to be the 200x400 monstrosity I'd originally thought it would end up. Its current height is 181x300, which is just about right for all the features I wanted to stick into it.   I did discover a trick that makes the mapping much easier: I open Paint.NET (

AbnormalHairGrowth

AbnormalHairGrowth

 

DUM-DADDA-BUM!

And we're checking in on day 3 of the Make A Game In A Week (Actually 40 Hours Over Two Weeks) challenge. To recap what's already happened:   I came up with a plot, setting, a full cast of characters, and needed maps for the game, including concept art and plenty of notes. It's a Western romance story, and that's all I'm saying for the moment.   I started to work on the main map, having a lot of hiccups because I had to stop and edit the RTP material to get it to look just right.   I rea

AbnormalHairGrowth

AbnormalHairGrowth

 

Development on a new theme

Hey guys,   Today I'm going to post a screenshot of the forum skin I have been working on. It's based off of the new site skin, which I did not make.   Features of the forum skin: -uses sprites and the same images from the site(which means faster loading) -uses a menu derived from the database, and is the same for both site and forum -breadcrumbs system is integrated(not shown on the site screenshot)   So I'm going to post the forum screenshot first, followed by the site screenshot f

Marked

Marked

 

A new theme

Hey guys,   As I have stated recently, I am planning on creating an new skin for the site.   Here's what it should look like within the near future:   This shows only the website, but I plan for this to be forums skin as well.   What do you guys think?

Marked

Marked

 

Coming updates

Hey guys,   It's been a while since the last major update, and nothing much has really been happening, so I'll try to write a little insider on what's to come.   First of all is a new, global skin. As I said in my last blog entry, it should be difficult to distinguish the website from the forum. It will also be a completely new look, but this will take some time to develope. I don't necessarily design skins myself, because if someone can do it better, then why do it yourself? Instead I lik

Marked

Marked

 

Multi-threading in RGSS

Here are a few thoughts on multi-threading in RGSS. They may very well be applicable to RGSS2, but on the other hand there might be differences. I am assuming that you have knowledge on the multi-threading in general.   Single Core It doesn't matter how many threads you make, only a single core on a single cpu can be utilized in RGSS. I believe this is a short-coming of the Ruby interpreter itself although I am not completely sure. It does seem like the Audio runs in a thread outside the R

Zeriab

Zeriab

 

__END__

Here's a little mention about an interesting special term, __END__. The rest of the section after that will not be run. In fact I believe the parser will stop at __END__ and therefore won't even build the abstract syntax tree for what comes afterwards. (An effect is the lack of syntax checking) This can be used for preventing the inclusion of test code except when you want to use it.   I am sure you can see how it can be helpful in providing test data for scripters while being ignored normal

Zeriab

Zeriab

 

Waiting for movement's completion

To show one use of my Interpreter command_355 fix I'll show how you can make events wait for movement of a single event or the player to finish rather than all movements which the Wait For Move's Completion command does. Let's add this little snippet for checking whether Game_Character is moving or not. (Both Game_Player and Game_Event inherits from that class: (Add anywhere above main)   http://paste-bin.com/view/6af9b1c2   It returns :wait when called. You can now put $game_player.wait_fo

Zeriab

Zeriab

 

Interpreter command_355

This command has given people headaches and many don't really understand it. In the default scripts if the script call is evaluated to false then the event waits and tries evaluating the script again. Naturally if you don't think or accidentally cause false to be the result of the script call all the time, the event practically freezes. An example could be $game_switches[42] = false which will evaluate to false every time. I really think that is not the purpose. Of course you could have $game

Zeriab

Zeriab

 

What does this script do? :3

Hey all! I stumbled upon project which contained a script I made who knows how long ago. I admit I had completely forgotten about it.   So who can guess what it does? It's obviously for XP since it does something with terrain tags, but what? I may update this post with the answer some time later :3   *hugs*   class Game_Character attr_accessor :terrain_tag alias_method(:zeriab_terrain_tag_passable, :passable?) def passable?(x, y, d) new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)

Zeriab

Zeriab

 

Extracting the dialogue of a project

Here is a small script I cooked up some time ago.   It extracts all the text messages and choices of all the events in the game. One file for the map events, another for the common events and a third text file for the battle events.   It can be useful for reviewing purposes and also for simple-minded word spell-checking. Note that since there is loss of information to the format presented you should consider it infeasible to be able to inject your modifications back into the project by auto

Zeriab

Zeriab

 

My blog

I already have my site which is kinda bloggish: http://sites.google.com/site/zeriabsjunk Commenting for visitors is tedious at best, so I will be crossrefering to this blog in case anybody wanted to comment on anything.   I'll start by reposting the RGSS related entries from my site here should people want to comment on them.   Note that scripts for RPG Maker XP are filed under RGSS and scripts for RPG Maker VX are filed under RGSS2. Entries about scripts that works in both are filed under

Zeriab

Zeriab

 

Getting closer!

First up, huge Thank You to Marked. I was at a dry point in programming Pool when he gave me some motivation to get my spirits up and going. Thanks again man.   Next, I've finally figured out how to do the GUI for the Basic Theme, and funnily enough, it shrank! I originally had to do a separate form for each different type of item that Pool could download, which was a HUGE waste of resources. Now, one there is one form for browsing items. It's looking great. It almost completely works, just mi

formlesstree4

formlesstree4

 

Completeing Integration?

Hi all,   I haven't made a Dev Blog entry in a while, but trust me there are many things being developed.   I'll try to keep this one short. This is about completing website-forum integration, visually. At the moment the integration is very efficient, we can share database information back and forth between the website and the forum as if they were one software. It could be better, but it works. But it does at times look weak mainly due to the fact that the two look completely different.

Marked

Marked

 

Menu Integration

Hey Everyone,   Yesterday I just completed something I've been working on bit by bit over the past week. It is an IPB(forum) hook which completely rebuilds the menu system from the website, one of the most complicated things I have attempted so far.   Here is little preview for those who don't understand. This preview is from my test board on which is an offline server, and I use default installations of each software, so it doesn't look anything like RMXPUnlimited:   The menu works ve

Marked

Marked

 

RMXP Pool's Download Manager

Yesterday, I told you I was fussing over the program's Queue System. Well, I finally got my act together and hammered out the rest of it. :king:     The new queue system! Woo! Eventually, it'll get more advanced, but right now it works perfectly. Just the way I like it and so will you. It can be manipulated, stuff added & removed dynamically with a clean interface! Downloading has never been easier. The forms will have an Add To Queue button where the file will be added to the Queue wh

formlesstree4

formlesstree4

 

New concept of Elviar - Offers ideas and opportunities

My computer once again intact, and I thanks to the support of the great admin RMXPU Marked decided to get back to my old design: a project based on RMXP called Elviar, exposing the complete processing of the old foundation. The main idea behind the project I outlined in the next week in the subject projects. But I would like to know in advance what you would like to see in my project, if there was such an opportunity. I find it interesting to look at the idea of head lice, and perhaps they w

Agckuu_Coceg

Agckuu_Coceg

 

My my my, how time flys

Before I knew it, February has come and is nearly gone. Yet here I sit, staring at RMXP Pool v2 thinking "What the ****..."   RMXP Pool has come quite a ways in terms of how advanced it is. Unfortunately, with that advancement comes how messy and complex the source code can get. :62: The Queue system isn't the problem anymore, it's the GUI actually...the fact that I need to get handlers to adjust and change is the problem, and it's not <_<   Well, enough about my rantings...I'll g

formlesstree4

formlesstree4

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