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Everything posted by kellessdee
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Zenith Tactical Battle System problem (resolved. Sorta.)
kellessdee replied to CursedBlackWolf's question in Support
Hmmm. This is indeed an interesting problem, I cannot find any compatibility issues within your scripts. What originally caught my attention was another script that aliased Game_System, but the way it was all written it shouldn't cause any issues. The hashes are created upon starting the game, which could only mean somehow they are being set to nil. Is there any script calls you make when starting a battle? (like through events) as I cannot see any part of the script changing that attribute to nil. I wish I could help more, but I can't find any other issues. I will keep looking and let you know if I find anything -
I feel sorry for their neighbors, but it's good that you guys have good luck; and it's good the house is fine! Any more serious tornadoes or is the worst over? (I don't follow events around the world as much as I should)
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That's insane! Was their house okay or did that tornado damage it? D:
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Unfortunately I don't get a summer break...my program goes straight through the summer as a fast tracking kinda thing, In fact I start again monday D: but nonetheless I am sure I will still have a great summer, I still have lots of fun while in school :D EDIT: I don't really have any plans though, I never make plans as they tend to fail, so I just play everything by ear
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From what I understand, the first thing you need is the fmodex.dll file (which is in the folder of the download I posted) You simply have to put that in your game folder. It's some kind of library that probably has some low-level classes designed for audio play back. Nextly you will need a script that utilizes that DLL file. If you open the game project (download I posted) in rpg maker xp, and open the script editor, the very first script is what you need. It probably doesn't matter too much where you place that script in our project, but at the top is the best idea to ensure it works properly. Then if you scroll down to the bottom, there are a couple other scripts in the same project's script editor. The Game_System overwrites part of the game_system class to properly play audio (as game_system controls audio as well in rpg maker) The other classes script overwrites certain other classes to take proper advantage of the new audio class, such as battles (to resume the last song at the correct part), etc. Which will help you UNLESS you are using another battle script, the 2 could conflict with each other. If you are using another battle system script, it shouldn't be too hard to get it setup in the same way, and I could probably help you out with that. I hope that clarifies it better...I am not too sure of a better way to explain it. If you need further clarification let me know
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Zenith Tactical Battle System problem (resolved. Sorta.)
kellessdee replied to CursedBlackWolf's question in Support
Hmm are you using any other scripts that overwrite the Game_System class? In the script you posted Game_System's initialization method is aliased, then overwritten creating a blank hash class "tactics_actors." In rpg maker the Game_System class is created when you start the game, so unless the tactics_actors hash isn't being created you should not get a nil class error. The only thing I can think of is if you have another script that overwrites the game_system class then there could be some compatibility issues, however it shouldn't be too hard to fix... If you don't mind uploading the game demo I could definitely take a look for you. At what point does the error pop-up for you? -
fixed the layout! Lemme know if you need any changes. I will PM you about the junction script for specifications
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Np! Calculus must be intense D: my math isn't that good. and this is a bit late but: may the fourth be with you.
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Wait I take that back! well, actually I don't take what I said back, it's still true...but I did find someone who has created an external DLL to overwrite Rpg maker's audio play back system, allowing better audio support and thus being able to memorize bgm positions! http://excalistia.com/firas/rmxp/music.zip that's the Demo, it come with the fmodex.dll, you will need it in your game project and there are a few scripts you need from the project...you will need FmodEx script (at the top) and the Game_System/Other Classes scripts (at the bottom) however their may be compatibility issues with the "other classes" script and battle system scripts... (because this script modifies the default battle script to resume the bgm at the right position...however with this dll it should be simple enough to add functionality to any battle system, lemme know if you have an issue) NOTE: i found the script here: http://www.pokecommunity.com/showthread.php?t=234385 which credits Kevin Gadd as the creator, so that's who you should credit if you use this.
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I dunno if what you want with the audio is necessarily possible...When you stop the bgm playing, there isn't any way to know exactly where the file stopped playing and there is no way of starting the song part way through it either. There may be a way, but it would have to be through some other means than strictly the RGSS.
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:o 200 tornados! I have never even seen one in my life. Glad you okay and will still be around though! Be safe!
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Oh my I can't imagine forgetting my own bday! You must be busy. Well Good luck with your exams, and have a happy birthday!
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I believe what gergoth said is right on the nose. The only other tips i may offer: I find myself lose interest because I sometimes will come up with new "better" ideas. I find working on a couple things at once helps to keep interest, jumping back and forth between them as I lose interest in one. This can possible become overwhelming, so be careful if you try it. Otherwise, I think you should definitely take gergoth's advice to try to break the cancelling cycle. Either way, cancelled projects aren't entirely for loss; they are a learning experience. I have been using rpg maker since 95 and haven't really released a game before, only because of coming up with new ideas WAY too often, and I thus scrap the old project. Right now I am actually working on 2 actual games...I haven't gotten very far in development (for various reasons) however I still come up with ideas for them every now and again and I write them down every time. I haven't lost interest and don't plan on cancelling. You also have to remember that it takes a LONG time to make a quality game, especially since you are one developer. I remember first seeing videos for zelda: twilight princess before I even heard of the wii...and It was a launch title for the wii. I think it had over 6 years in development...and they have a full development team. So you must also be willing to dedicate a lot of time to create a good game. good luck!
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Zenith Tactical Battle System problem (resolved. Sorta.)
kellessdee replied to CursedBlackWolf's question in Support
Hmmm. I can't really tell... I do know that there is some issue with either the $game_system.tactics_actors or the $game_system.tactics_enemies...the error says there is no "keys" method defined for nil class. Thus it appears either tactics_actors or tactics_enemies has not been initialized at that time. I would be able to help you more if I could see the full scripts or at least which line exactly is 302? Also, are you using any other scripts outside that battle system script? There could be a conflict. -
Whoops, my bad I forgot to change the actual code that makes you select your commands You will probably want to change the labels back however, so it will be skill/guard/item as for escape, it should be in the party commands at the beginning of combat...are you using a different battle script?
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I can modify it easily! It's a simple fix. I was just playin with a layout lol. And about the junctioning script; I am REALLY sorry, I actually forgot about that :sweatdrop: I'll message you once I get that done
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goddamn situations. grr.
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Welcome :) I think you will enjoy your stay here. Don't be afraid to ask questions everyone is friendly and helpful :)
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from my understanding it is simply a stat modifier...so for example if the base stat is 10 and the bonus is 5 and say level 1 is 10, level 2 is 15 it will be 15 for level 1 and 20 for level 2. i could be wrong though
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No problem; I'll send you a PM once I can start on your script. and LOL I went to look for the command and it took me a little while to find it XD its on the first page, right hand side about half way down (end of first "group") its called "Change Party Member" you can add or remove, and the "initialize" check mark will cause that actor to start off with the beginning level + stats (which is more for actors that you have removed and are re-adding...you can keep their old stats or start with new stats)
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That would be the ideal way, that way you can easily set the stats and what not. For selecting characters you could either do a choice, which may not look so nice. Or you could use a script. There may be some bag systems around...I'm not 100% if there is something you are looking for. If you need these made for you, you could always request them. *hint* *hint* In fact, I could probably whip something up for you...I am currently working on a script for some one else so you may have to wait a bit. But in the meantime maybe if you request it someone else could help ya out; if not once I get around to it I can help.
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Are you only making one character that can have different races? The easiest way would to be to make a duplicate of the character for each race the player can choose. That way you can set the individual stats for each race...as well as graphic and skills if you'd like. Then just have the player choose their race and add the corresponding character.
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No problem! I like eventing tutorials :D it's such a step by step process that it was almost meant for being made into tutorials. And thanks, but looking back at the tutorial...it was kinda mean, I had it set up to put it through an infinite loop of popup boxes...then I tell the person to test out their game hehehehe
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So you don't want the attack option, that should be easy and you don't want the sp number value showing? just the bar? And the enemy troop is always determined by the variable number? I will take a look into this for you, it should be easy EDIT : Do you want the sp number value removed from the menu as well? or just the battle screen? EDIT2: Done, lemme know if it doesn't work or if you need anything changed Put this script in materials section; it removes the attack option in battle; and cause encounters to call the troop_id stored in variable 19. Next, depending if you want the SP number removed from JUST battles, put this in materials Otherwise, if you want the mp value removed from ALL MP bars; use this one Those bars will display the word 'mp' (or whatever it is set to) if you do not want that to show, just comment out this line: # self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a) in whichever of those last two scripts you chose.
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Hello and welcome! I hope you enjoy your time here (and stay long) Everyone's really awesome here.