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railfan101

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About railfan101

  • Rank
    Loyal Member
  • Birthday 09/24/1990

Profile Information

  • Gender
    Male
  • Location
    New Jersey

Contact Methods

  • Facebook
    http://www.facebook.com/#!/profile.php?id=100000507047819

Engines I Use

  • RPG Maker VX Ace
    Yes

Engines

  • Prefered Engine
    RPG Maker VX Ace
  • Engine Level
    Good
  • Class Title
    Eventer
  • Other Skills
    Level designer, writer
  • Project(s)
    Project Talquin

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  1. http://www.mediafire.com/file/me6oh5ld2lod968/Gybonis%20V.%202.0.pdf
  2. GYBONIS INTRO It has taken me many months of work and a lot of revisions, but I have finally gotten my project far enough in development where I’m ready to show it off. I’ve been working on Gybonis for a very long time. It has undergone many revisions over several years, and at one point, I almost put it down for good. But then I discovered RPG Maker, and realized, I can make this work in this engine. The demo available now, is the result of several months of work and many years of story revisions that have evolved into what I think is the best possible way I can show my game. PLOT The game takes place in the fictional land of Gybonis. Gybonis has always been considered among the bordering countries THE place to go if you needed to relax. It was once considered the most peaceful land around. But then a new face Baxtrob (see character section below) comes onto the scene and ruins all of it. Baxtrob is considered mentally unstable but was thrusted into the position anyway. Baxtrob’s nephew, KoBan, considered the move a bad idea by his father, Pallius. Koban voiced these concerns but was ignored. Koban quickly made plans to try and reinforce his domain, Asphodel as he felt Baxtrob’s mental instability will cause him to declare war. Without a clear motive though, it would make no sense. But Koban wasn’t taking any risks. After several months, Koban’s fears were realized. This war took place over 5 years before suddenly stopping. And no one knew why. You then take on the role of Arcane, a new hire to Baxtrob. Initially you are loyal to Baxtrob, obeying his orders and doing what needs to be done to serve him. But an incident while working, causes Baxtrob to label you a traitor. You must then escape Baxtrob’s domain, and flee the city. From there you must track down an old leader who’s gone into hiding, with the hope that he can help stop whatever Baxtrob’s become. Are you prepared to take on the challenge? FEATURES Lottery System Bank System Unique Boss Battles Several Side missions Interesting Characters Engaging Story CREDITS Futuristic Tiles [Copyright]© 2012 ENTERBRAIN, INC; artist Celianna Sci-fi Sound effects [Copyright]© 2014 DEGICA, LLC Musician: Joel Steudler Frontier Works Hero and BGM Pack [Copyright] © 2014 Frontier Works Distributed and published by DEGICA Co., LTD All other tiles Enterbrain Music Enterbrain © 2014 Frontier Works Cinematic Soundtrack [Copyright]© 2013 Joel Steudler Scripts Enterbrain modern algebra (rmrk.net) DEMO http://www.mediafire.com/file/7tlobcs4t2nv1vc/Gybonis.exe Any feedback is welcome. Thank you for taking the time to look at my game.
  3. Not sure if I'm posting this in the right place or not, but I wanted to share a feat I've been trying to do for years. I finally figured out today how to disable the game over screen whenever you're defeated in a wild encounter that isn't a preset event. It took me a couple hours but after so much work, I finally solved this problem. And I'm posting this here to share with you guys how I did it should you want to do the same thing with your games. Unless someone else here managed to do the same thing, in which case this might be moot. But I'm posting anyway. The first step involves messing with one script first. This is the only script we mess around with, and you only need to change two lines. 1. Go to the script editor, either in the menu, or pressing F11. 2. At the top of the editor you'll see the header Module, and at the bottom, is the script titled, BattleManager. This is what we want. 3. Go to line 11 in the script. That line should read like this: def self.setup(troop_id, can_escape = true, can_lose = false) By default, the last array is read as false. This is telling the game that the player is not allowed to lose the battle. We want to change that so the player is allowed to lose. Simply change false to true. DO NOT delete the parenthesis at the end of the line or you'll break the script. Now you can stop now, as you've achieved the disabling feature already. The player, when defeated will come out of the battle revived and with 1 HP so you can heal the player and keep going in the dungeon, or whatever place the player is in. But, if you want the player to be warped to another map for healing, if they are defeated, well I can show you that too. Keep in mind, what I'm about to show you, I highly recommend you do it in the same order I show you here. The event processing might not work if you try a different order. 1. If you still have the BattleManager script open, scroll to line 240. You should see the following block of code: #-------------------------------------------------------------------------- # * Defeat Processing #-------------------------------------------------------------------------- def self.process_defeat $game_message.add(sprintf(Vocab::Defeat, $game_party.name)) wait_for_message if @can_lose revive_battle_members replay_bgm_and_bgs SceneManager.return else SceneManager.goto(Scene_Gameover) end battle_end(2) return true end We are only interested in the if @can_lose argument. The line, revive battle members is the line that makes the game give the player 1 HP if they lose a battle. We want to get rid of that, so the player maintains the death Status once they leave the battle screen. Delete that line so the script now looks like this: #-------------------------------------------------------------------------- # * Defeat Processing #-------------------------------------------------------------------------- def self.process_defeat $game_message.add(sprintf(Vocab::Defeat, $game_party.name)) wait_for_message if @can_lose replay_bgm_and_bgs SceneManager.return else SceneManager.goto(Scene_Gameover) end battle_end(2) return true end Keep in mind, by deleting the revive_battle_members line, you are having your player defeated and leaving the battle screen with 0 HP on every map you have encounters in your game. The next step I'm going to show you will allow some flexibility so you are not restricted to one event. Go into your editor now, and choose any map that has encounters. You will need to repeat this for every map you have encounters on, but if your not warping the player after defeat, you can just copy and paste once the event is set up. Once your in any encounter map, double click any empty box to open a new event window for that box. This order is required. You must trigger either a recover all command or warp immediately otherwise the game over screen will trigger as soon as the player exits the battle screen. I wanted my player to warp, so here's what I did. In the event window, I went to conditional branch, and selected Tab 2. That gave me the actor’s page. So I selected my actor’s name, and at the bottom of the window, selected State Death is Inflicted. My game will always have the same actor in the party, so I don’t need to worry about what if the player doesn’t have this specific person in the party. If however, you have a situation where you can’t predict which party member your player’s will have, you may need to do a conditional branch for every member in the same event window. That could become tedious. Now that the player’s branch is started, we need to tell the game what to do with it. We want the player healed otherwise the game over screen will trigger and our efforts will be for naught. How do we prevent that? Simple, in the first line, right below the start of the conditional branch line, put in Recover all: Entire Party. Now, when the game is run just like this. The player will be fully healed, but no indication of such healing will be relayed to the player. You can now put a message underneath or warp the player to another map. Congratulations, you have prevented the game over screen from triggering after the player is defeated in battle. Well done.
  4. I had thought about this for my game, but ultimately decided not to try it. I have enough engines to worry about, and I'll never get my project done if I keep switching engines everytime something comes that looks better than what I'm using. Which btw, if anyone had an interest anymore. I am still working on it, just very slowly.
  5. http://www.gdunlimited.net/games/project-talquin/blog/12772/gybonis-update-12-14-2017 I'm still around, just not as active as I'd like to be.
  6. I appreciate the support. It would be nice if more than one person showed interest though. I have a new build I want to ask some of you to try out. For this one, I'm only interested in the enemy balancing of the first dungeon and first boss.
  7. I hope I'm not violating any rules by posting in this year old thread. I am simply announcing here this project of mine is not dead, I just haven't been very inspired lately to complete the game, and it's been over a year since I've done any progress on it, so I don't have any progress to show. But for anyone who was still interested (assuming I haven't been forgotten), I am developing determination to finish the game I started. I have had this story in my head for so long and I want it to come out. I have decided the game engine is the best way to do it. If I violated any rules by posting here after over a year I'm sorry.
  8. That's what i was trying to figure out how to do.
  9. I wasn't expecting this thread to still be active after this time. Considering the last post was in October, I had thought it was going to end up lost in the forum. But if this is still active, I would like to post a few updated maps i have made in my game. I'm trying not to show off most of the game, since I still want people to be surprised by what is seen within the game. I will say first off, nearly all maps in the intro of my game have been redone since I last posted here. I had about 7 maps I redid, and added 3 new ones. And I did fix and improve Luna village a bit. So far this is coming along nicely, and as such it is my first game(the first one I'm taking a serious crack at getting complete), I'm hesitant on trying to add too much at once. I feel I just want to tell my story and try to get the game done, instead of worrying about so many little things like lighting scripts. I am hoping to finish the game by Christmas this year, but at my current rate, I don't think that's going to happen.
  10. That's kinda what I figured when I was looking at my options. Thank you.
  11. I have made the decision to attempt to include a hardcore mode in my game. As such, I have also chosen to make almost all enemy encounters events. This is probably a stupid choice, but I couldn't find a way to make random encounters via, and event, so this will do. As such I'm using events to make enemy encounters, I am using a self switch to turn off the encounter once the player has defeated the enemy. I am also including a clause in the event where if the player loses, instead of going back to the last point in which the player saved at, instead the player goes to a designated map where they heal, and can go back to the area and try again. My question is, when the player goes back to the area, is there a way to shut off the self switches on the events so the player can fight the enemies again, or would I be better off using multiple control switches?
  12. I appreciate the help. Thank you. I will be finishing my game in Ace before I work to MV, so it will be awhile before I can put this to use. Thank you for your help though.
  13. I'm sorry. I'm a complete moron when it comes to programming languages. I don't know the difference between any of them, as you've plainly pointed out.
  14. If that title is confusing, and I'm sure it is, I'll explain here. First off, when I finish my Gybonis project in Ace, my next project will be in MV (Thank you steam for that huge memorial day sale). But I'm experiencing a couple of problems. First, I am very interested in learning Java and having the new game engine MV that writes in Java makes that possible now. I would like to know though, what would be a good program to write scripts in? I can view and edit scripts in notepad right now, but is there a better way to do it? Also I noticed when i splurged on the memorial day sale for all the MV resources, I noticed some assets were turned for 8 directional movement. How are you supposed to do 8 directions in MV? Has anyone been able to figure that out yet?
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