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Everything posted by kellessdee
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google drive has been launched, 5gb free storage: https://drive.google.com/start?authuser=0#home
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Thank you. I am glad someone else understands this!!! It's actually ironic, because, if you are trying to hack any kind of account by guessing passwords...well, then, I'm sorry but you are doing it wrong. Anyone hacking is either gonna break into some database and steal a bunch of passwords (in that case, as you said Marked, password "strength" makes no difference), or they are probably gonna run some brute force scripts to try and crack the password. What's ironic, about symbols, capitals, numbers, etc. Is that the computer just sees them all as a string of bits anyways. All a computer really has to do is count, eventually it will get the password. So, password strength is not related to WHAT your password is, it's HOW LONG it is. The difference in time for a computer to try every possible combination of 5 character to 16 characters IS HUGE. Basically, we've all been trained (or now, websites are FORCING us) to choose passwords that are: A) Easy for computers to guess B) Hard for humans to remember I find that VERY very silly, and quite backwards. I am with you 125% mark, shall we start a revolution?
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Oh ho ho, my mistake. I missed the fact you were more specifically referring to YOUR script, rather than THIS script. EDIT: Finally took a look, looks like someone knows how deep the Ruby...er.... rabbit hole goes ;) it's nice to meet someone who has an appreciation for metaprogramming. Let me tell you I finished a 2 year programming diploma recently, and every time I went off on a tangent about metaprogramming my class mates kinda just looked at me like I was crazy. Mind you, I might be.
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First, just so you know, you've aliased Window_Base's update and overrode the method but you aren't making a call to the original update.... That may/may not cause some issues (depending on what you do with windows that inherit from Window_Base) *ahem* But, the reason you are just getting a fade, then the scene changes, is because, you change the scene and return before the Windows have a chance to move if Input.trigger?(Input::B) # Move both the command window and gold window back @command_window.start(-160,0) @gold_window.start(0, 480) @command_window.win_move @gold_window.win_move # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end I find the easiest way to test these things, is work out the call stack in your head: 1. Player presses B button 2. @command_window/@gold_window .start(....) is called (some values get set) 3. @command_window/@gold_window .win_move(...) is called (this sets some flags, to instruct the window to move, when update is called) 4. $game_system.se_play(...) is called (sound effect is played) 5. $scene = Scene_Map.new is called (calls Scene_Map#initialize) 6. return to calling statement (update) # from Scene_Menu#update if @command_window.active update_command return end 7. return to the calling statement # from Scene_Menu#main update # Abort loop if screen is changed if $scene != self break end 8. $scene is now an instance of Scene_Map, therefore, $scene != self is true 9. break from loop # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @gold_window.dispose @status_window.dispose 9. Graphics.freeze is called 10. all windows are disposed 11. self (this instance of Scene_Menu) is now officially out of scope, and may as well be considered garbage collected. (well, assuming you aren't still storing a reference to it somewhere...and, technically, the garbage collector may not have kicked in yet *ahem* but that's another story, and isn't important.) So, as you probably noticed, once the menu is done with, there isn't a single call to any of those windows in question's update methods. Therefore, they are disposed before they can move. So, to fix it, you'll probably want to do something like this: PSEUDO-PSEUDO-CODE due to my laziness while command_window or gold_window is still moving Graphics.update update command_window update gold_window end Graphics.freeze dispose windows That way, when the scene is about to dispose itself (after it breaks out of the main loop), it will continue to update the windows, until they've finished moving THEN dispose them and move to the next scene. Also, some more advice: You should probably make Window_Base#update turn off the move_x/move_y flags (set them to false), when they have finished moving. That way it should be easier for you to test if they ARE still moving. (currently, the flags will be set true, but they never get set false; unless another call to win_move is made) EDIT: haha, yea, basically what Moonpearl was saying. Except, much more verbose. Although, I don't see the need for metaprogramming... Moonpearl, could you share with me what you are speaking of? Unless I misunderstand your usage of "bypassing new"; I don't really see a need to bypass new...
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This, is terrible news. I am actually very upset about this. I didn't know kiriashi that well, but I do know he was an amazing member of our community, and was a great staff member. It's sad to see, a good human being lost to another impatient idiot with a vehicle. It's an amazing, selfless act, but I wish it didn't have to happen that way. R.I.P. Kiriashi <3, you will be missed greatly Q_Q
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Hmm, I'd have to see your implementation, but, shouldn't the Scene objects handle the closing and what not themselves? Like, user presses button and then this is called: $scene = Scene_Whatever.new then, the loop in the current scene will say "hey! $scene != self! cleanup time" (according to RMXP design) then, the loop in the new scene will start up. Finally, when the user exits that scene (or however it's set up to leave) it will do the same. But, I dunno. Thought experiments always seem work better than in practice...let's see what you are trying to do.
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oh, don't be sorry, I was just curious. My blur implementation was PAINFULLY slow, even on small bitmaps; yours sounds a little more usable and I was curious on the specific statistics. If you get something usable going, I'm sure the community would find it very useful.
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Sounds cool, when are you going to release it? Is it all programmed in ruby? I do have concerns about the blur/sharpen or any other algorithm that would require pixel-by-pixel manipulation. I'm actually very interested in some profiling stats: how long does it take to blur a full 640x480 bitmap? While it's a good idea, I do believe it to be useless in games if it causes lag. That was the reason I dropped my version of the blur algorithm -> It worked, but lagged too hard. Unfortunately, Ruby was not designed for manipulating graphics. However, if your blur algorithm can blur 640x480 bitmap in less than a frame's worth of time, that would be pretty awesome. And, you'd be my hero if you are actually cracking open the RGSS dll and adding the functions that way.
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I'd probably have to take a look at your battle system script to pinpoint the exact error, but I can already tell you why it's happening: somewhere in the script, a Sprite_Character object is being added to an object that is written to the save file when you save. Sprite_Character, does not have any way to be serialized (Ruby refers to this as Marshalling), therefore you get the "no marshal_dump" issue (marshal_dump is the internal method that Ruby uses to Marshal objects) But to fix it, I'd need to see the offending script
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Topic closed due to necro-spam (offending post has been removed).
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Well, it's because I took the lazy path, and relied on the fact that the only constants defined for Input would be the key values. By bringing in ACE::Help you are probably pulling in extra constants, which will be evaluated in constants.each do |const| # ... etc ... end That's why you are getting the error "string can't be converted into integer", as line 18 (trigger?(key)) expects an integer, not a string (and I'll bet one of the constants pulled in, is a string.) What you can do is, take the proper route: module Input KEYS = [ DOWN, LEFT, RIGHT, UP, A, B, C, X, Y, Z, L, R, SHIFT, CTRL, ALT, F5, F6, F7, F8, F9 ] class << self def triggered_keys? input = [] KEYS.each do |key| if trigger?(key) input << key end end return input end def triggered_key? KEYS.each do |key| if trigger?(key) return key end end return nil end def pressed_keys? input = [] KEYS.each do |key| if press?(key) input << key end end return input end def pressed_key? KEYS.each do |key| if press?(key) return key end end return nil end def repeated_keys? input = [] KEYS.each do |key| if repeat?(key) input << key end end return input end def repeated_key? KEYS.each do |key| if repeat?(key) return key end end return nil end end end There, now it shouldn't matter what constants you bring in, as long as you aren't redefining the existing constants (keys)
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Here's blizz's script with modifications. I was using the method so I could allow custom player key bindings. I left in blizzard's instructions and of course, the license is included. There are a couple of methods in there (Input.key? and Input.keys?) Input.keys? Returns an array of integers (ascii values) of the last keys TRIGGERED Input.key? Slightly optimized version of Input.keys?, only returns the integer (ascii value) of the last key TRIGGERED (it would be similar to saying: Input.key?[0] or Input.key?.first) NOTE: Some keys (such as Shift) will usually return 2 values (Shit and Left Shift or Right Shift) and it may NOT necessarily be the value you intended. Any values that do not exist in the key map WILL not be returned, i.e. removing "Shift" from the map will force only "Left Shift" or "Right Shift" to be returned. So, to use this to do what you are trying to do: 1st Solution: Blizzard uses Arrays to store multiple key bindings for each key, for this next part to work properly, you'll want to use one key per binding (non-array), so the single key values will map to the hash properly Keys_To_Scene = { # Omitted for brevity Input::A => Scene_Map, # Omitted for brevity } # Call scene from key: key = Input.key? scene = Keys_To_Scene[key] if scene $scene = scene.new end 2nd Solution: If you are like me, you'll like the notion of different keys mapping to a single game key, (like Input::B corresponds to x, and escape, etc.) To do this, we'll have to modify the keys? and key? methods, to return something a little more meaningful than ascii values (although, arguably, this is the most meaningful information ABOUT a key) So, my thought might be to add another wrapping list, to then map the ascii values to an actual key constant. KEY_LIST = [ UP, LEFT, DOWN, RIGHT, A, B, C, X, Y, Z, L, R, F5, F6, F7, F8, F9 SHIFT, CTRL, ALT ] Then, just tweak the keys? and key? methods: def self.keys? input = [] keys = Key.invert @triggered.each_index { |i| if @triggered[i] && keys[i] KEY_LIST.each { |k| if k.include?(i) input << k break end } end } return input end def self.key? input = [] keys = Key.invert @triggered.each_index { |i| if @triggered[i] && keys[i] KEY_LIST.each { |k| if k.include?(i) return k end } end } return nil end Now, you can do the same as the first solution, except it will play nicely with arrays (so, multiple key bindings) Unfortunately it adds another loop to it all, and puts some ugly dependencies, and doesn't necessarily follow the DRY principle. Although, I am definitely without a doubt that this entire script could be redesigned to support these concepts, and still be compatible with the standard RMXP input style. Another improvement, might be to create & cache the Key.invert at the start of the game, that way every call to Input.key? doesn't have to do that for you. It should also be easy to extend this to support "pressed" and "released" keys, just replace @triggered with @pressed, @released or @repeated. EDIT: Sorry, those solutions were bugging me. Here's a cleaner solution, and is plug and play. No configurations/workarounds necessary: This provides support for: Input.triggered_keys? Input.triggered_key? Input.pressed_keys? Input.pressed_key? Input.repeated_keys? Input.repeated_key? And, it wraps nicely around the default Input module. Also, this will work "out of the box" Keys_To_Scene = { # Omitted for brevity Input::A => Scene_Map, # Omitted for brevity } # Call scene from key: key = Input.triggered_key? if Keys_To_Scene.has_key?(key) $scene = Keys_To_Scene[key].new end
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Not really, either way you go about it, you're gonna have to map out the commands. However, if what you're worried about is the loop (to tes which key) i can send you an edit i did of blizzard's custom key input script, where it returns the key being pressed, rather than true/false based on an input
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I dunno, if I put Script Manager.rb, and the bundles into the scripts section, it explodes in my face. load ENV['CommonProgramFiles'].gsub('\\'){'/'} + '/Enterbrain/RGSS/Standard/Scripts/Script Manager.rb' Not trying to be a dick, but there's no way that's gonna load Script Manager.rb from the scripts folder (of the project). Then, I dunno, maybe I didn't look hard enough at the actual script, but I was getting errors when the scripts were in the scripts directory (of the project)... Like I said I just kinda slapped something together, to make it work. I didn't really wanna spend much time on it. @heretic: lol really? I'm using the latest version...That's an interesting message.
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You could make a hash or something, that maps keys to Scenes: Keys_To_Scene = { Input::B => Scene_Map } Keys_To_Scene.each_key do |key| if Input.trigger?(key) $scene = Keys_To_Scene[key].new break end end Or something similar. Unfortunately, since there isn't an easy way to figure out which key is being pressed you're probably going to have to loop through each key in some way. A hash should be a simple way to Map the values anyways.
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Shalom! Long time no see! I haven't really been around that often myself (just recently, since school has slowed down a bit); but I'm glad to hear you're still kicking around and everything is well :) I'll have to get in the chat and find you sometime (it's been a while since I've been there) I'm sorry to hear that your children were diagnosed, however I am sure you will be more than capable of taking care of them :) Take care, I am sure we will speak again in the future :)
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Well, let me help you since I already had to go through this: First get Moonpearl's Script Manager: http://moonpearl-gm.blogspot.fr/2012/05/script-manager.html For that, you'll need RPG Maker XP Base engine: http://www.mediafire.com/?vro2cvczhkw3bgx Moonpearl's Scene_Base: http://www.mediafire.com/?2cbbkfh4ildfw1h Moonpearl's common: http://www.mediafire.com/?d7nfwb7pf71xn41 Then, if those are all set up properly, then it should work. They should have instructions, I don't really remember, I think I just put them in the places where the errors told me they should be lol, I hate reading instructions, just to try a demo. Or, just use this: http://dl.dropbox.com/u/30100812/Party%20Follow%20Demo.zip That will work out of the box, no configuring necessary. NOTE: I had to modify the Script Manager.rb and the "Call MP Script Manager" script. The Call MP Script manager ONLY looks in the default install folder for Enterbrain's common files, which forces you to put stuff there, and is hoping thats where your default folder is anyways. I just added the scripts working directory to the load_path, and what not # Load the Script Manager from RGSS shared folder and let it load the rest $LOAD_PATH << "#{Dir.pwd}/Scripts/" $LOAD_PATH << ENV['CommonProgramFiles'].gsub('\\'){'/'} + '/Enterbrain/RGSS/Standard/Scripts/' load 'Script Manager.rb' So it should load the script manager.rb that I added to the project's scripts directory. Then, the Script Manager.rb only looks in that same folder to load script bundles, so I had to modify that file as well DEFAULT_PATH = LOCAL_PATH Note: this is a mere work around to get the demo to work right away, and not necessarily the best solution. It seems to look in the Projects Scripts folder for individual scripts, but not bundles. Which does not ensure they are loaded in the right order, so I just made it look for the bundles in the Scripts folder instead of the install folder.
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Internet Website Builder/Admin Needed (Paid Job)
kellessdee replied to Jon Bon's topic in Computers, Internet and Tech Talk
For the server idea, I'm gonna have to go with Pol on this one. The main thing that concerns me about your hardware is the processor. The RAM is a little low, but it might suffice; however, with a single-core Pentium 4 processor, you're not gonna be able to handle multiple-connections so well. Processes can't run in parallel on a single-core, and this can get out of hand fast (if you plan on getting traffic). The next concern, is uptime/security. You're only one person, and I'm sure you don't have the time to watch that box 24/7. While it is possible to have others help maintain remotely, something simple as a simple power surge, loss of connection or something, could mean the server may be down until you next look at it (while you are sleeping, out, etc.). It's probably an edge case, but if the server doesn't come back on properly, it could mean people cannot access your site until it is fixed or even worse, this could expose some security holes. That's the next thing, while it is possible to keep a server secure (without having to necessarily implement it yourself, just careful/proper configuration of different services, etc), it definitely is an on-going process and very time consuming. Also, you have to be wary of things like dynamic ip addressing (you need to make sure your server's ip can be found through some DNS), and whether your server will be running on the same ip as your home network. That may be a concern for your own security, with your server being publicly known, if it's on the same ip as your home network, that means your home network is publicly known as well. With web hosting, we're assuming (if you're paying, hopefully) that these companies have many people maintaining the servers, as well as keeping it secure. Also, the web hosting service would NOT be linked to your home IP, freeing you from worry. Also, web hosting would probably be reasonably cheaper, with better performance. The only downside with web hosting is you have to TRUST that the service is being maintained properly. Also, of course, you have a LOT more restrictions with web hosting. In the end, it's your decision, but I figured I'd give some advice. As for web hosting services (if I recall you live in Canada right?) http://www.hosting-r...om/canada.shtml you may want to find something that's under your jurisdiction. Dunno, if that's a good thing or not; it just seems like it would be easier to get retribution if they try to screw you over. Anyways, I would definitely be able to help where I can. I already know/have experience with most of the things I mentioned. HTML, CSS, JavaScript, XML, SQL, a bit of JQuery (which is just a convenient/open source javascript library), AJAX (Asynchronous JavaScript and XML) I have experience with JSP (Java Server Pages) and ASP.net (Active Server Pages, M$ Technology) and a little bit of knowledge of PHP. Luckily, Web Technologies are all conceptually similar; so getting up to speed with the technology chosen in the end, would be mostly a matter of syntax/library functions/classes. I'd be more than willingly to discuss this further. Seeing that you seem to be looking at feasibility, I'm not sure if you had a specific deadline/time frame; but out of curiosity, did you have a time frame in mind? EDIT: Oops, I was too slow. (distractions xD) Basically, what marked said. The only thing I'd add on top of that is while getting it running/looking pretty could be quick, don't skimp out on planning. Once you understand exactly what your site should provide (for visitors/staff), as well as what you may want it to do in the future (this is important. Not planning for the future can make maintenance cascade in difficulty down the line, and you could end up with a website that doesn't scale well), then you will be better prepared to make choices as to your approach. Also, don't skimp out on testing. You'll want to test across multiple browsers/resolutions, etc. While CMS/themes and such will ease testing (hopefully, such systems/themes have been tested thoroughly), you still want to make sure everything is working well (well, if you want it to anyways). Otherwise, Marked has some pretty sound advice and has more real-world experience than me. EDIT2: Also, when using other products (CMS/Themes/Hosting/Etc.) be wary of terms of use/licensing. While I know (or am sure) you'd definitely be one to look into those things, I figured I'd note that anyways. It shouldn't be too much of an issue, but it's always good to be safe and paranoid -
Finally, some one who is tired of caterpillar party following (other than me) I remember implementing Chrono Trigger-style party follow system ages ago (for a game that has been since swept under the carpet, mostly) I personally prefer the Chrono Trigger-style (the hero's looked like they were mostly wandering aimlessly towards the player), but I believe that is due to the limitation of RPG Maker's native tile-based movement. It would look better with pixel based movement, and I think it would possibly look better if each party member followed the next member, rather than them all following the leader (with the same kind of following-style, so they aren't piggy-backing each other). But that's my preference, and just a thought (Don't change the script to appease me, that's not what I was getting at; just my thoughts). Either way, I am glad someone is diverging from the traditional piggy-back parties.
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Internet Website Builder/Admin Needed (Paid Job)
kellessdee replied to Jon Bon's topic in Computers, Internet and Tech Talk
I understand the basics of web development however, I have never hosted a website myself, so a lot of the cost details and deployment are kind of fuzzy for me. I'll do my best to (hopefully) give you an idea. Your "public space" sounds fairly static, so I am assuming here that visitors are there for information? The "private space" I'm not so sure about -- what will staff be doing? Are the staff logged in for information as well, or would they be directly editing content in the "public space" as well? 1. Depends on the approach, mainly. First off, as you probably know, a proper website needs 2 things: a domain name and web hosting. Since a domain name does not affect implementation, I will ignore this for now. So there are 2 approaches to web hosting (that I know of): -> Host it yourself -> Host it remotely (so, pay online) Now, I am going to assume you plan on hosting it remotely. Well, I would highly advise hosting remotely (unless you are okay for higher upkeep costs -- hardware, maintenance, bandwidth, security, etc.) (if you want more info on hosting a website yourself however, I can explain some basics for that as well) Remote Web Hosting Services vary in cost (usually a monthly fee) and vary in features (keep this in mind especially). So what you really get is a certain amount of storage, that's on a server configured to be able to talk to client machines, and send html pages, etc. through http. (and hopefully, if you are paying, you also get some kind of service/quality/security assurance. This could vary). So with this account, you have total access/control of that storage unit. Depending on the service, you will usually get some number of email accounts, and there may be restrictions on what software can be installed on the server or what applications can be used, some services come with certain popular software/application support by default. Software #1: You'll need someway of accessing this storage unit, as well as a way of uploading (and possibly downloading) files. To access the server (to set up software, remove files, etc.) you'll probably want to use some kind of secure shell (ssh) client. This will give you full access to the storage unit (then you can execute shell commands against the server, to delete/move files, etc.) (most services provide the option of renting linux-based servers or windows-based servers) Personally, I use putty: http://www.chiark.gr...sgtatham/putty/ It works well, easy to use, cross-platform, lightweight and 100% free. But to be fair, I haven't used any other clients. There could be something better. To upload/download files, you'll need some kind of ftp client. I use psftp, from the same family as the putty ssh client. The only con is that psftp is command line, which when uploading/transferring many different files from different directories; this can get very tedious. It would probably be better to get some kind of GUI based ftp client or even a text editor (geared towards development) that has a built-in (or plugin) ftp client. WinSCP: http://winscp.net/eng/index.php is one free GUI client I know of (Windows only) Notepad++: http://notepad-plus-plus.org/ free general text editor (geared towards programming) with a plug-in for an FTP client (Windows only) Aptana Studio 3: http://www.aptana.com/ fully featured cross-platform IDE (mainly geared towards ruby/dynamic languages/web development), based on the eclipse IDE which has a built-in ftp client, and is completely free. For Putty and PSFTP downloads: http://www.chiark.gr...y/download.html **NOTE: A lot of web hosting services will have web based applications that provide a lot of this functionality and more (through the website) Software #2: Some kind of database software. SQL databases are pretty much standard (as far as I know) although others do exist. SQL database implementations have widest support. Some free implementations: PostgreSQL http://www.postgresql.org/ MySQL http://www.mysql.com/ You may/may not need to install the database on the remote server, but it would be a good idea to have it installed in order to develop the website offline before deploying it. Whether you need a database or not is very dependent on what you need/your approach, and may depend on the Remote Web Hosting Service you choose. For your public space, simply hosting static html pages may suffice (however, you could have the static pages retrieve their data from a database, and then use the database to maintain/store information pertaining to your website). For your private space, if you need to provide controlled access to your staff this could possibly require a database (username/passwords for one), and the information/interface provided could retrieve and/or manipulate data in the database. Before you decide to use a database of some kind, you should think carefully and research if whether you need it. By research, I mean looking into the full features your choice of web hosting provides: 1. The database you want to use needs to be allowed on your account 2. A lot of web hosting services, like I mentioned early, means to interface with your storage unit (uploading, etc.); and many are through some kind of Content Management System or CMS (not to be confused with RMXP Custom Menu Systems). CMS usually provide a large set of features, including click and point website design, content management (in the form of uploading pictures, files, directly editing HTML elements, etc.), and may even provide a way for you to have other people being able to access this system. I'm not sure how far it goes, but you may even be able to give those other people (presumably your staff) certain restrictions, and provide you all the functionality of your private space. This would save many headaches, and possibly be more secure/efficient. Also, another thing about using some kind of Database Management System: Software #3: If you need to use a Database Management System (DBMS) you will not be able to access/manipulate its contents with HTML (nor Javascript). You will need to use a language that has some sort of Web Framework Technology/Library, and some means (library/drivers) to access a DBMS (assuming you don't plan on implementing your own) (Most modern languages meet both these requirements) Also, you will need a server that can run these technologies, and that server will also need to be configured TO run these technologies. That would depend on the language/technology used however: Apache httpd is a good one: http://httpd.apache.org/ general purpose, supports several technologies if I recall correctly Apache tomcat: http://tomcat.apache.org/ geared towards java servlets/java server pages You probably will only need the server installed on your local machine for development purposes, but of course you will need to look into what your web hosting service supports. Software #4 As for web frameworks: Java Server Pages (Java, of course): http://www.oracle.com/technetwork/java/javaee/jsp/index.html ASP.NET (C#/Visual Basic/maybe more?): http://www.asp.net/get-started * Django (Python): https://www.djangoproject.com/ PHP (well, uh, PHP?): http://www.php.net/ Ruby On Rails (Ruby): http://rubyonrails.org/ * ASP.NET is very Microsoft-specific technology. However, I have heard it can run on Mono (cross platform). And I am sure there are countless others as well. Although configuration/development/deployment can be a little bit more work, if your website requires these such things, use of a web framework and DBMS can allow you to create a very dynamic, rich web application. Java Script can be used to create some dynamic elements on a web page, but it is strictly client-side, and can only communicate with the server through HTTP-GET and HTTP-POST. Although still very important, other languages can do a lot more things. However this can cause some overhead (with careful/proper design, this can be mostly unnoticeable) as now the server needs to be able to request the technology to execute the application, render the page in html, send html to client, etc. This heavily depends on your requirements, and what your web hosting service provides/supports. Figured I'd let you know just in case. Software #5: Of course, if you will need to be writing any code by hand, I would highly advise getting a text editor that supports syntax highlighting for these languages: -> HTML -> CSS -> JavaScript If you need to build a web application: -> SQL -> Language that can interact with a web server and sql Notepad++ and Aptana Studio 3 offer all this Note that Aptana Studio 3 has many more features than Notepad++ such as autocomplete, projects, testing/debugging facilities, etc. 2 & 3. This, I have little experience with. I have never purchased a domain name (I'm not sure if you can even permanently purchase a domain name, I thought they work strictly on a subscription basis--so people can't buy up domain names and disappear, then never have that domain name released...just my theory though, don't quote me. Could just be for more money.) You can try this site: http://www.domain.com Can't say how it compares with other websites. I have only really worked with some free web hosting services. The things I mention about web hosting services/domain names are merely based off of my minimal experience with free web hosting, and some assumptions/expectations I have for what paid hosting should/could have... However, these assumptions may not be very accurate (hence why I continuously mention that you should research...doing your homework is always good) and if anyone feels I have made any errors, please correct me. So, hopefully that helps answer some questions you had, or at least put you in the right direction. If you had any more questions, need me to clarify, etc. Lemme know. I'll do my best. Also, I may be able to help implement/develop the website/web application (probably even deploy it)...however, the business side of things are not my forte. Either way, I could always help you learn these things, if you are willing to learn/interested. -
Basically, what justabox and moonpearl said. This is probably one of my biggest issues with most modern (commercial) games--they are too busy making them look pretty, that they forget they are making a game. IMO, designing a game is about finding the right balance between story telling, gameplay, audio and visual art. However, depending on the target audience the importance of these aspects varies. The general rule of thumb (as moonpearl and justabox pointed out), a game should be fun before anything else. I play games to have fun, not get annoyed or be bored; and I think most gamers can look past "lacking" aspects of a game if it is fun. Look at that helicopter game (I may be alone on this one, but): all it is, is a cheesy bitmap of a helicopter flying through a tunnel of randomly assorted blocks; no music, just a low hum of a helicopter flying; no story (or at least, I HOPE there is no story), however I've probably put more hours into helicopter than most modern games I've played (I have a habit of trying a game, getting bored or annoyed within the first hour or so, then getting rid of it). Why? Because IMO, it's fun (and challenging). A brain-numbing kind of fun maybe, but I think it's fun. That's another good aspect, I can't speak for everyone, but as a gamer I like to be challenged. Making a "challenging" game is probably the hardest part to pull off, as it in itself is an art of balancing difficulty (so it's challenging, but fair), and making the player want to overcome that challenge (it's easy to annoy players, like silly mini-games that NEED to be completed, and every time you lose you have to start over...) So, if you can get something that fits a similar description, then I don't think you need to worry about the RTP. Of course, remember that this is all VERY VERY subjective. Some people like turn-based battle systems and think they are fun. Others, think they are boring. Some people like RTS, where as others need the twitch action FPS gameplay. And so on. If you aren't trying to make money off of your game, I would suggest go about making a game that is fun for you to play. Then, it will be more enjoyable for you to develop the game (motivation), and it will be easier for you to pull it off (for example, if I tried to make an RTS game, I would most likely fail. I find the RTS genre too overwhelming, and have not really ever enjoyed an RTS. Therefore, I have no idea HOW a good RTS should play) More specifically about the RTP: There is unfortunately a downside with using the RTP. A lot of people overlook or don't give RTP games a chance. I believe, this not necessarily to be that "OH RTPZ IS BAD GRAPHIX," because, tbh, I'm not a big fan of the style; but the graphics aren't poorly sprited, and some of the FX/audio is decent. I think the reason (I am guilty often) that people overlook RTP games, is that they LOOK and FEEL exactly like every other RTP game (from the outside). So, it's harder to prove to people that you offer something "more" than the other RTP games. It's hard to take a game seriously, when the main character looks like Arshes in three other different games, with different names and different personalities and it looks like they are from the same hometown. If you catch my drift. (This also applies to games that use rips...If the main character uses game x's character sprite, and if I've played game x, it's hard to take it seriously) Of course, I've also played many RM games that had custom graphics, and I was even more bored/uninterested. If you are making a game because you want it to be the next big thing, and everyone wants to play: RTP may not be the best choice, but as I said, just because you aren't using RTP doesn't automatically mean the game is a great game. It needs to fill other criteria. If you are making a game because you like making games, and you just want to share your creations, then just make it. Release it. Who cares what people think? It's how you wanted to express yourself, and the fact that you did it, is much more important/rewarding than people playing your game. And, if you end up making a fun game, eventually people will start playing. I'm sure AT LEAST one person will play your game; and if they enjoy it they'll tell everyone and all their friends; and maybe everyone else will start playing and enjoying your game. Bonus! Also, I'd like to throw it out there, if you want to learn how to sprite, I think you should try. Spriting is tough, but like everything, if you are motivated enough to learn it, and practice often, eventually you'll be able to do it well. You don't even need to necessarily learn to make large, fancy highly detailed pixel art--often, it's more about the style. If you can develop a unique style, that fits your game well, then the graphics can be extremely simple, while still having the beauty of custom graphics. Here's another example: Cave Story Very simplistic, 8-bit-esque graphics; however, IMO, the style is just beautiful. (not to mention, the game is fun, challenging, has a very interesting story and also has a very nice matching soundtrack) Just a suggestion, but if you don't want to learn to sprite then don't. There is nothing wrong with making a fun game using the RTP. Besides, if you can make something fun/interesting, you may catch the interest of an artist....y'never know. Also, if you are having fun making your game; who cares what the final result is? If you had fun, and learned lessons along the way; then it was worth it. Even if no one plays the game--you had fun, and you learned something. The final result is more important if you are trying to sell the game, or trying to get internet famous. If you don't care about these things, then the journey should be all that matters.
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Bypass Item Targeting in Menu: Bypass Skill Targeting in Menu: Bypass Menu Targeting (i.e. Select character's skills to use): Add Character Status to Item menu (to see item usage changes):
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oops, did you want the battle, the menu or both? Lemme get the menu done too