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kellessdee

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Everything posted by kellessdee

  1. Hmm that's weird. That means either @data[index].price or $game_party.price_modifier is nil when the shop is being called.... which it shouldn't be. Do you change the price_modification after a shop is finished processing? I will try to recreate this error in like 5-10mins. I have to boot back to windows to try it out. BRB LOL EDIT: I hate to say things like this, but I can't recreate the error... You *MAY* be doing something funny with the $game_party.price_modifier value.......? (or it could be a compatibility issue...but I HIGHLY doubt that...you are using the default shop with this right?) If you could upload some pics of the event editor on the shop events that you tested to get this error; I may be able to figure out what's going on.
  2. NICE. I like it. It works in all my browsers; although in Epiphany (my default browser for linux) there is a line under the hover effect in the nav bar. Although I dunno if it's worth attempting to fix; I doubt there's a large number of Epiphany users... and I think it's only compatible with linux, so I dunno if you could even test it (and I find out of epiphany vs. chrome vs. firefox, epiphany is the worst at rendering css...or at least the hardest to get looking properly, I just love it's speed xD) I'd be willing to bet that the :hover section of the nav bar item just needs the background-color to be transparent...if the hover effect is an image :/. Just a stab in the dark though. OTHERWISE, looking awesome, and I am still psyched :D
  3. You guys may or may not be over-complicating this... (being a scripter gives me an unfair advantage i guess) Use this with the default shop system. Change the price modification through a script call: $game_party.price_modifier = mod mod is a percentage represented as a decimal number. 100% = 1.0 50% = 0.5 so to make all the items in a shop cost 50% price rate $game_party.price_modifier = 0.5 There's the modification, then if you use the default shop, it will display the difference in changing equipment. This only affects buy price, did you need a mod on sale price as well? put above main as per usual class Game_Party attr_accessor :price_modifier alias :new_init_item_price :initialize unless method_defined?(:new_init_item_price) def initialize new_init_item_price @price_modifier = 1.0 end end class Window_ShopBuy < Window_Selectable alias :new_draw_item_price :draw_item unless method_defined?(:new_draw_item_price) def draw_item(index) new_draw_item_price(index) price = (@data[index].price * $game_party.price_modifier).to_i x, y = 4, index * 32 self.contents.fill_rect(x + 240, y, 88, 32, Color.new(0,0,0,0)) self.contents.draw_text(x + 240, y, 88, 32, price.to_s, 2) end def item item = @data[self.index].dup item.price = (item.price * $game_party.price_modifier).to_i return item end end
  4. This is really really odd. Can you post you computer's specs? It may be easier to get to the bottom of this if we know what hardware you are using. Have you checked if the process even starts? Run rpg maker, ctrl-atl-delete > task manager (or right click on task bar > task manager) Then select the processes tab and look for RPGXP.exe or whatever and see if the process is even running. If it is running...I am still not sure what the issue could be...but what I would try next is: end all processes associated with rpg maker, or restart the computer, clear all temporary files (I believe you have to right click the C drive (local disk) and there should be a button which clears temp files (i think it's on the first tab, but it might be in a different tab, I would check but I am not on windows atm). Then retry. Can't say it will work for sure, but you never know. If the process doesn't even run, then it would mean windows isn't even starting the process. If that's the case, the only thing I can think of here is trying to make windows start it... Try running it through "run" from your start menu (like fZer0 was talking about), or even better run it from command prompt. COMMAND PROMPT change to the directory containing RPGXP.exe, by default it is c:\program files\enterbrain\rpgxp (32 bit windows) or c:\program files (x86)\enterbrain\rpgxp (64 bit windows) then run rpgxp.exe from the prompt. cd c:\program files\enterbrain\rpgxp or (if you are running 64 bit windows) cd c:\program files (x86)\enterbrain\rpgxp hit enter, then enter this and hit enter again: rpgxp.exe (windows is not case-sensitive, so you don't need to worry about capital letters, etc.) Can't promise this will help, but It's what I would do if I was in your situation. Maybe, Cnet doesn't have the latest version of rpg maker? It shouldn't be an issue, but you could also try getting rpg maker xp from enterbrain directly: http://www.rpgmakerweb.com/product/rpg-maker-xp
  5. So far this term 3 classes have been cancelled. I also have shown up for all 3 of said classes. D=

    1. Dragon324

      Dragon324

      Lol I have had almost the exact thing happen. 3 of my classes canceled though luckily for me I only showed up for 1 of those :P.

  6. that's pretty cool, I have never heard of windows fences before. Yea that's the downside to linux; which is why I am greedy and dual-boot with windows 7 xD Although there are replacements for things like photoshop and illustrator, but adobe just does it better :/ Mind you, I'd love to see what you could do with the gnome 3 shell (the current desktop I am using), the themes and extensions are written in PURE css and javascript. There are some of the deeper innerworkings that are written in C if you know C, but otherwise, the appearance and add-ons are really easy to make/modify. I bet you could make some awesome themes! Or anyone that knows css/javascript for that matter. Even just CSS would suffice! XD
  7. ooo pretty. But what is that crystalline substance? Sand? I am also glad I am not the only one who hates having things on his desktop (well I dunno if you hate it, but I definitely see no icons). my turn! I love the ease of customizing gnome3shell :biggrin_002: officially addicted
  8. Firstly, I really enjoyed your video--it was very entertaining and interesting! :biggrin_002: Nextly--is this a Final Fantasy fangame that actually does what final fantasy tries to do what the original series did? (or used to try when it was a good series once upon a 1990s) (as in ties together similar themes/gameplay, except with different characters and story)? Unfortunately, I have a terribly horrible bias towards things that have final fantasy or any squenix related shtuff in the game :( BUT I will ignore this bias for this comment, because I am sure you have gotten enough of that; and who am I to try and tell you what kind of game you should make. I just wanted to give you a heads up on this flaw of mine... But I promise to respond objectively. I am really digging the tiles you have there! They fit nice with the rtp, while giving a nice fresh look to your game. I also, really like the formation system you have! I was once upon a time planning on making a public CBS with formations, but due to school and various reasons I have put aside all projects to work on my own game; which makes this even more awesome, as I am glad to see someone else who thinks tactical formations in combat is awesome! I also like the way it is designed, a system that gives the player the option to use it basically/shallow or they can take it in depth if they want to. :alright: Seriously, I am really digging your take on formations. I do have a little bit a criticism for you, IMO- right now the interface clashes a bit, and doesn't give a consistent look and feel. By that, I STRICTLY am referring to the font vs. cursor graphic. I would suggest, either changing the font to a less "modern" font OR using a more "modern" final fantasy pointer. I think I have the final fantasy 8/9 cursors kicking around somewhere if you want it! (if not I can find them) personally, I prefer the modern FF cursors to the retro ones. Other than that, I would like to congratulate you on have the motivation for sticking with this project for so long! I can judge by when this topic was added that you've been working on this for approx (if not MORE) 2 years, and I have mad respect for anyone who is willing to put this kind of effort into a single project. Keep it up! (and this is coming from the biggest SQUENIX hater you'll ever meet; I can't say I am the biggest FF hater, because I DID LOVE 6 and 9...and not just because of the result of combining those 2 numbers xD, I loved them when they were still Square Soft, and they were pretty cool as square.......OKAY I SHOULD STOP GETTING OFF TOPIC, i have a bad habit of ranting as soon as I think of Square Enix...sowwie)
  9. Hmmm...Maybe it's from the music being stopped, then started again? Although, I thought I had removed that from your script a while ago...hmmmmm I would put my money on just the way the RGSS library handles sound playback. TBH I haven't really experimented much with the music/sound aspect of rpg maker; but I do know it's not very good. RGSS, iirc, it only supports 2 channels, one for sound (SE + BGS) and one for music (BGM + ME), therefore, it cannot handle any form of cross-fading--meaning music ALWAYS needs to be stopped before a new BGM/ME can be loaded. Thus, the slight pause between songs. In fact, I dunno why I told you to comment out the sound effect, sounds play on a separate channel than music XD. See if you have (in that same method) this line: $game_system.bgm_stop and comment that out. I don't think that will make a difference, but that's the only thing I can think of. Another possibility, is if the BGM you are loading as battle music has a delay before the start; then it actually WOULD be starting instantly, just there's a delay (of silence) in the actual audio file. (if that's the case, either get battle music that has no delay, or get Audacity/some kind of audio editing program and cut out the "silence" from the start of the file) Otherwise, I have no idea why it is doing that--you could always post the entire method here and show us what you have. Maybe there is something causing that in your code....MAYBE (I doubt it) NOTE: If my first thought is correct, then there isn't really a solution or workaround. There is a script floating around that acts as an interface to the FMOD Audio Engine for RPG Maker XP, which is a much better sound engine and it *may* support multiple channels (I don't remember; I am using it for my game, but I have yet to get any sound/music to implement in my game project, thus I have not tested anything like that)
  10. kellessdee

    Non-turn-based battles

    Most definitely, there are MANY non-turn based battle system scripts available for RPG Maker XP. But it would depend on what you mean by non-turn based... as in Real-time/action battle systems? (ala zelda, secret of mana; like the script bigace linked to) or as in ATB (active time battles...i think thats what it stands for...) which would be like final fantasy or chrono trigger (each player has a time bar that when full they can act)? or as in real-time, but more like Star Ocean/Tales of <insert random word ending in 'ia'> (which would be like a combination of the two, side view battles; but real-time action)? Either which way, scripts exist for ALL of these styles.
  11. I finally booted into windows for the first time in weeks (only because I had to lol) SO here's a possible solution to the SE sound playing: Head to the Scene_Map Script and find this method (yours will probably look different) #-------------------------------------------------------------------------- # * Battle Call #-------------------------------------------------------------------------- def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end then find this line: $game_system.se_play($data_system.battle_start_se) and comment it out so it looks like this: #$game_system.se_play($data_system.battle_start_se)
  12. This is what I had assumed when I first noticed it. In my case, it's really a non-issue; but I guess it's something to look into :)
  13. Haha, I wasn't implying you HAD to do it, it just seemed like you were cutting yourself short :) Although, if you are looking into expanding on your scripting abilities this would be great practice for you.
  14. LOL, you shouldn't doubt your own ability ;) I am sure you could do this. Anyways, I WILL take a look into these scripts bob, I just have A REALLY tight/busy schedule at the moment, and I have no idea WHEN I will have the time to check these out. my schedule: Mon-thurs: School most of the day Fri-sun: work most of the day I have a 7 day schedule, every week. School also generates a lot of group work/other homework which that in combination with sleep (which I do not get near enough of, because of Linux XD, I don't remember the last time i booted to windows) takes up most of my free time. Sorry, that was a bit off-topic, but I am trying to say either A ) Do not rely on me or B ) Have A LOT of patience.
  15. Ah true, its just the array/hash combo you posted "Enemy_Steal[1] = {"Â¥100" => 50, "i1" => 15}" had the messed up characters.. It's not like I can do anything about it LOL but I was curious if that was generated from using special characters or if it messed up standard text :/ (So I can know whether I should double check for any mixups) I doubt you would use special characters in your hash declarations, etc (anything other than displayed strings), just wanted to check. If those weren't special characters, were you getting scripts from microsoft word files? Depending on how word renders/encodes the document, copying and pasting from word files can cause issues.
  16. Yea it has more to do with rendering styles, etc. Do they even have full css3 support? Last I checked it still didn't render text shadows or border-radius correctly (or at all) >.> It is getting better (finally fixed A LOT of security issues) but it's still behind. @chief: Keep up the good work! I'll be signing up as soon as it's available teehee :3
  17. BOOM this is awesome! I love the design, and I love the idea. Keep us posted, I will be definitely following this one!
  18. Ah, yes, I forgot, I got this too. Except it was only where I was using a "circle" character for a certain text display. So I forgot cuz it didn't mess with anything. I just figured it had something to do with the encoding on either the scripts.rxdata side or the gemini IDE side... Are you using special characters in hash keys?
  19. Which one is it? Do you want it EXACTLY like this skill? Running back and forth? Do you want it to be just a battle animation or is there a sprite used with the battle animation? What other scripts are you using in your game that affect battles (most important detail)? Does each attack count as a separate attack or is it just one attack that hits multiple times? Describe everything that happens from the moment the player presses the confirm button, to the moment the attack finished. Explain how you want to be able to control the script. There are a lot of things that need to be taken into account when writing a script, and no one wants to spend their free time writing a script only to find out the person who wanted it in the first place needs it completely rewritten. Also, have you tried google to see if something like this already exists? As for the battle start se thing, have you tried setting the battle start SE in the database to none?
  20. OHAI fedora

    1. kellessdee

      kellessdee

      ZOMG I just realized the themes are mostly written in CSS/XML WHOA SICK I CAN REWRITE MY THEME SO EASY AHHHHH SO HAPPY :D

    2. Bob423

      Bob423

      theres not enough detail? can YOU be more specific? i dont get it lol

       

    3. kellessdee

      kellessdee

      The requests are very vague, you need to be more specific. Check out the link I provided and read the post. I can't get anymore specific than that.

    4. Show next comments  45 more
  21. Hey poopy head...i mean joko...err NVM Sorry, OP, that this took me so long to reply. I am sure you guessed by my absence from the chat that I TOTALLY destroyed my ubuntu hahaha xD ANYWAYS: PRETTY MUCH WHAT MARKED SAID. Also, this is a great idea...I was gonna suggest some more video ideas but you pretty much covered it all. I think you should definitely add reviews in there (which would also tie in PERFECTLY with the fact that we are starting to feature official reviews ;D) and, this would be a good chance to brush up on my presentation and speaking skills (I was actually contemplating earlier today on making video scripting tutorials...although I still need to finish writing my current tutorial haha), that is if you accept the quality of my submissions :shifty: All in all, you deserve this ==> :alright:
  22. hmm it should work. Does pressing X do anything in the current script?
  23. Oh some minds will be blown. I voted real.
  24. Iight, bob forced me to do this. My name has a short long story, so here goes: WARNING: EXPLICIT ILLICIT DRUG REFERENCES (I bet you know how I got my name now D:)
  25. Oooh I like this game, count me in. Are we just voting then waiting for the answer? I am not sure how this works but seems like it could be a great idea.
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