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Everything posted by kellessdee
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Well Today is actually 420, so happy 420 EVERYONE :D
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banned because you made me LOL and for banning yourself
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banned for checking your PMs
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Finally started getting around to watching this (well so far episode one XD) but despite being rmxp it kinda felt like I was watching an anime; the quality of mic wasn't the greatest but even so, it sent shivers down my spine at the end of the episode :alright: checking out the rest shortly
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http://www.nyan.cat/ How long can you last??? I am at 175 seconds and counting post your high scores! EDIT: Sorry guys I failed you only 600 seconds
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banned because the post that never got posted was gonna be for me not being productive which pol banned me for anyways
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banned because i am still here...DOING NOTHING.
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How to Start/Build a Game
kellessdee replied to Polraudio's topic in Archived RPG Maker XP Tutorials
You think it's funny, but just you wait until I finally get enough done to release something. Your face will be there. I was gonna make it a surprise but it will be like CREDITS: polraudio...for his FACE. and then it will show your face with epic music playing -
banned for taking over this thread with me
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SWEET :D i guess i could've found it out on my own but this is much easier thank you !
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banned because i should be finishing your recipes but instead I ate steak and drank beer
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banned for being better than I at multi-tasking
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is it easy to live stream? I've always wanted to live stream myself playing some cool snes games or something random
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BANNED because it was very frustrating trying to put together a fancy shmancy barbecue with instructions that didn't label the parts correctly so I had to try and figure it out through a little crappy grayscale printing. and also BANNED because the battery for the electric igniter was dead so my mom was getting frustrated and frustrated me more.
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How to Start/Build a Game
kellessdee replied to Polraudio's topic in Archived RPG Maker XP Tutorials
Oh yea, I forgot, I am going to place polraudio's picture in my intro and make the best game evar. Do i need your real life photo or is your avatar just as effective :) -
lmao well at least I am not the only one who did this :P Although, my tutorial wasn't a real one so probably a little more frustrating for you.
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hmmmm I like that idea
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banned because I never want to assemble another freekin bbq in my life
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How to Start/Build a Game
kellessdee replied to Polraudio's topic in Archived RPG Maker XP Tutorials
Very nice, I would focus more on planning, the key to a successful game is successful planning (items, skills, characters, etc.) Good game design is key to a good game. However, one could easily create an entire tutorial in itself on game design. But very good tutorial! Hopefully a lot of people will read this and we will see an influx of rpg maker games :D -
hmm i see what you mean. I dunno if this will help you specifically, but a quick laydown; when you start a fresh, blank project- what you see in the script editor is all the default scripts. generally, Game_something involves game mechanics, Sprite_something deals with sprites, Spriteset_something is for the set of sprites used in a screen (spriteset_map is for sprites displayed on game map, and spriteset_battle is for within a battle) Window_something is any windows used in game and Scene_something is for various scenes, which would be like either in map, menus or battles (or title screen would be a scene, etc) Now there are a few ways one can work with scripts-modifying existing scripts (so going into the script and changing lines of code or adding extra code), overwriting scripts or aliasing scripts. The way ruby is interpreted (like any interpreted language) is from top to bottom, and each specific script is read the same way (so if you look at the order scripts are arranged, they are originally interpreted in that order) and with ruby say you write "class Window_Base", then add another "class Window_Base" when Window_Base is first read, it will also find any other Window_Base classes, and if there are methods within in it with different methods than in the original class, they will be added to window base (as if it is all one class) or if there are 2 with the same name, the second one will always be used (the one that comes after, as like I said it is read from top to bottom) which is how overwriting methods work. Overwriting methods is a more predominant technique found when scripters write scripts for others to use, as it is much easier to tell someone to c&p script x above main (or below whatever classes/methods are being overwritten) then telling the user "oh find this portion, delete it, put this, etc. etc." And then aliasing is where a scripter overwrites a method, however they simply just want to add extra coding to that method, so they alias the original method first (thus essentially creating a carbon copy of that method) then overwrite it and within the method they can actually call the original method (thus invoking the original coding) then putting whatever they want into it. Now the overwriting/aliasing methods is a little bit more advanced of a topic, so if you are just learning ruby it would probably be best to just modify existing scripts or creating your own classes. What you should be more worried about is inheritance (subclasses/superclasses). Basically if you want to write a class that behaves just like another class with extra functionality, you can make it a sub class of the original class. So for example you want to make a simple window that displays some info; it will probably do the same thing as Window_Base (the base window class in rmxp, which actually inherits from the hidden class Window; which simply creates a window out of the windowskin graphics) instead of rewriting all the code from Window_Base and inheriting from the Window class you can just create a sub class of Window_Base, which would "inherit" all the properties and methods existant in Window_Base. In ruby, the syntax for creating a sub class is "class Whatever_Class_Name < Super_Class_Name" for example class Window_Selectable < Window_Base then in the "initialize" or constructor method (invoked by calling Class_Name.new) is the code that is called when creating an instance of the object or class. So when creating a sub class, to first call the parent's class constructor, put "super(parameters)" in the "def initialize". super is the keyword for calling the super class's method of the same name (thus creating an instance of the super class, except now you can add new functionality without overwriting the super class) If you create a subclass, it must be BELOW the super class in the editor, as the original class must be read by the interpreter before the sub class. I would HIGHLY advise against "starting from scratch" in terms of the scripting of a game until you can fully understand how all the classes work. Sorry if those explanations are confusing as I am kinda half in the bag at the moment, but those are the essentials. So really, if you are writing your own classes they can go anywhere unless they are going to be a sub class of an existing class, than they MUST be below the super class. Or if your class creates any instances of an existing class, the script MUST be below the classes it uses.
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It took me a second to figure out what you still needed help with :P so is it just with the book script? And if so, it can definitely be done, however how do you want it to work...first you pick tutorials/glossary, then you pick the book? If so would it look the same or do you want like a separate menu layout to pick which type then it transfers you to pick which book...If you would like a specific layout or style post it up what you are looking for. Either way, so you know, it definitely can be done
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hehehe, glad you figured it out :D Nothing wrong with figuring it out after posting. As long as you let people know. Don't be afraid to ask about any issues you may have; there aren't any elitists here (that I have seen or know about) so just ask if you get stuck.