-
Content Count
1,023 -
Joined
-
Last visited
-
Days Won
26
Content Type
Profiles
Forums
Blogs
Downloads
Calendar
Gallery
Everything posted by kellessdee
-
haha yea i was reading then when you mentioned there wouldn't be any compatibility issues unless there was another script that overwrote Spriteset_Map it was like *BAM* I remembered helping tenoukii with how to turn the caterpillar script on and off! So yea, tenoukii to reiterate what descendant is saying, make the light script go AFTER the caterpillar and try that instead
-
Actually I just clued in, it may be the Caterpillar script you are using! It completely overwrites the Spriteset_Map Initialize method. I can't see any issues however (maybe you can see the issue descendant?) CATERPILLAR SPRITESET_MAP SCRIPT Although, in what order do you have your scripts? (specifically the caterpillar scripts/ this light script) There may be an issue there, and the way the scripts are interpreted.
-
Cool stuff man :alright: I had made some mods myself and added the flicker/expansion and what not in an update method within Light class itself. If you would like to see what I did I can post it :) I am assuming you don't mind if I use this script as a base for my game?
-
Cool, I am glad I could teach ya something :) Doesn't make a difference, but it saves guessing what filetype without having to check i guess :P And it's strange you get that error. I copied the script right over, and it worked fine (i made my own Light.png file) and that's the only issue I can think of, but that should give a "File Not Found" error of some kind rather than method not found...
-
Very nice! I just tried it out and its very effective! I know you are at work right now (tsk tsk not working :P haha jk) Although you will need to upload the "Light.png" file, and with the RPG::Cache module you do not need to include file extensions..however it really doesn't make a difference. And if I may make a suggestion, I think you should add flickering and a "glow" effect (with either built in methods within the RPG::Sprite class or by causing the light picture to slowly expand/contract IMO it would look much nicer) and then, I believe you should submit this script for everyone because I think a nice simple lighting system such as this one could be very useful to anyone :) I hope you don't mind me dissecting your code, just some suggestions.
-
LOL @ gang-banging haha But, is this script you guys are working on only with overlays and by mucking around with them? I guess with RMXP there may not be too much better of a way to create lights or dynamic lighting. Although, I haven't looked into the other dynamic lighting scripts so maybe there is.
-
If I get around to it, it is definitely possible that I create it...I just don't want to make any promises as I hate to disappoint. But I'd like to enforce the idea (in maybe anyone thought otherwise) that if anyone feels they would like to make any of the mini-game requests themselves, they can go right ahead. I don't claim any kind of ownership of this project (not like I really do with any of my projects). Maybe we could even make this a more group-oriented kind of project, and anyone who feels that they would like to create some mini-games for people, I encourage them to do so. But also, if you are quite fluent in python and wish to get into Rpg maker, I suggest looking into learning ruby. I started learning python a little while ago, but gave up as I had more experience in rpg maker to begin with and since I am currently in school, I felt the best way to fulfill my passion for game design would be to stick with what I already know. But what I was trying to say before getting side-tracked was the I found python to have very similar syntax to ruby. I am not sure of how similar they are but I think you would probably have an easy time transitioning to ruby, and then you would only need to learn the libraries and how they work; and I could imagine you wouldn't have to hard of a time being more adept of a scripter. Just a suggestion, if you were interested in learning rmxp's scripting side.
-
Sweet! I am glad you like it. I am assuming then the instructions weren't that difficult to follow? Either way I will probably fix them up it isn't as descriptive as I wanted it to be, but at the time my brain wasn't working the way I wanted it to either.
-
Ugh, university...With all the horror stories I've heard I am quite glad I decided on college. But thanks, I still have a lot to learn; but since I have been working with rpg maker most of my life, and now that I have properly learned programming, it was simply a matter of learning the ruby syntax and rgss libraries; I already had the rest of rpg maker knowledge so applying it all and working it together was fairly easy. Although Rpg Maker is a fairly simple engine and can easily make rpgs...I can see how it can be very overwhelming to the user who has never used it prior. That sounds great! As for references, perhaps there could be a reference page per aspect of rpg maker? For example, the scripting section could have a syntax reference, the eventing section could have a reference that explains all the different commands and then mapping (which would probably be the most difficult to create references for, since really mapping is the most artistic, and ambiguous aspect of rpg maker) could have like different tips and tricks or techniques or something...just to give people a little extra help when creating maps. Also, though to add in the application of said tutorials, perhaps we could also create an "exercise" section (for each aspect) which gives the reader something to do with the knowledge they've gained, so like a script to create or an event or map or something...and then that would reinforce all the knowledge. There could also be several exercises categorized by how difficult or advanced of a concept. I think this is what made Leon's scripting class so useful and some of the better tutorials on the web, because the reader could then take the tutorial and apply it to something. We would just *hopefully* have a much broader array of tutorials, that covers more ground, and there could also be perhaps solutions to the exercises for anyone who gets stuck. And maybe even (if people are willing to of course) there could also be names of users who could act as a support group for specific categories that readers can contact for extra help or clarification? Or we could just get them to post their woes in the game support forums. Either way, although I don't think it was the cause of rmxp's drop in popularity, but what definitely helped was the lack of support. Because it lost popularity, a lot of the support disappeared and thus it may be harder for new users to get into rmxp unless they are good at self-teaching. I mean I see tons of scripts people wrote and a lot of the original scripters have left the scene and no longer provide support. So you've got a plethora of nifty scripts people can use, but if they end up with any kind of error, unless they can find someone who can or already does understand the script...they cannot use it anymore and may give up. Just some suggestions, but I think you are right, and this scale of tutorial system is definitely much needed.
-
If you cannot find a dedicated scripter, I would be willing to help out with scripts. I cannot promise (it would depend on my schedule and what not) specific time frames, however I can possibly help out here and there. Of course, if you are still looking for people. I just figure I should mention I probably wouldn't be able to be a dedicated scripter...but if time-frame wasn't too much of an issue, then this may not be too much of an issue.
-
Need skilled ppl for Roman style game (paid)
kellessdee replied to Lato's topic in Project Recruitment
Depending on what kind of scripts you were looking for, I could definitely help with that portion. However, I would be willing to do it free of charge, as I cannot promise (it would depend on my schedule and how complex the script is) any time frame. But if you're not too picky about how fast they get done I may be able to help. I am currently working on a few things atm, so perhaps you may require a more dedicated scripter...however if you can't find any help, let me know. -
SORRY for double post, BUT I edited my first post the Driving game has been completed! (I am pretty sure this should be final) I need to fix it up though to include better instructions, but I am tired as hell, so I will do so tomorrow.
-
Yes that definitely is the portion that handles move learning, and pbLearnMove is actually learning the move... I have a question though, did you write this code? If not could you contact the person who wrote it? I wish i could help more, but because I can only see this small portion I am not really sure what each variable ACTUALLY holds... And a few snippets I am not sure about: for j in @battlers[i].participants @participants[j]=true # Add participant to global list end @participants is only referred to here...so i don't see the point of this (maybe there is another portion of the script that does something?) and for j in 0..@party1.length-1 thispoke=@party1[j] next if !@party1[j] || !pbIsOwner?(0,j) ispartic=0 level=@battlers[i].level haveexpshare=(isConst?(thispoke.item,PBItems,:EXPSHARE)) ? 1 : 0 for k in @battlers[i].participants ispartic=1 if k==j end Just a snippet, but basically what I see happening, is "for j in 0..@party1.length-1" cycles j through 0, 1, 2, ... etc, until @party.length, then "for k in @battlers.participants" will cycle through each object held in @battlers.participants, if @battlers.participants does not hold numeric values, then "ispartic=1 if k==j" will never do anything... cause an object (that is non-numeric) != a numeric object... but I could be wrong about what @battlers.participants holds... I really wish I could help you more than I have...but I can only make guesses and say what I think should be done, however unless I had the scripts I can only do so much...you could send me the scripts if you'd like (I can't make you) and I can take a look at all of them, maybe figure it out. But you are right the part of code you put there, is where the moves are learned, so what you need to find is the loop that goes through each pokemon, because I am assuming that's where the issue is.
-
I don't know why I never thought of this, but have you checked out Leon's scripting classes? http://www.rmxpunlimited.net/forums/forum/91-leons-scripting-class/ It's kinda old, and not many classes, but not only does it go over the basics but he has exercises/assignments to apply the knowledge. I still would like to put together this kind of tutorial but unfortunately it won't be ready any time soon. But in the mean time, if you have any specific questions about anything, don't be afraid to ask (if you feel it isn't big enough of an issue to post in the Game Support forum, you can always PM me, I really don't mind answering any questions you may have)
-
I tried downloading the trial, and got this error: Have you had any reports of this kind of error? I tried cleaning my registry and re-installing it, but no luck. It looks pretty nice though.
-
Thanks! The only downside with this version was that if you took one step in a different direction, the followers would like do a circle and line up directly behind the leader...which kinda looked weird. But I fixed that :)
-
Well, actually; it isn't specifically a bug...I had to script a check for if the follower is too far behind (as that would only mean their stuck on an impassable) and if they are then I turn their "through" attribute on so they can walk to the leader. Right now the distance is set to 4 tiles, I may need to tweak this a little, as 4 tiles is probably a little soon (considering while running the follower keeps 3 tiles between them and the leader) But thats the main reason I scribbled a bunch of water tiles around (to test the follower's getting stuck) I probably could've done path finding, but this way was much easier (just comparing x and y coordinates and moving accordingly) and I kind this kind of following is a little more realistic (rather than following the exact steps) But thanks :) If you've seen my original caterpillar video then you probably noticed I fixed it up quite a bit. It's simple, and doesn't provide really any functionality, but I dunno I really like it for some reason :)
-
I know this isn't really an update or anything new, however I *think* I have finished my party follow system, bug-free :) http://www.youtube.com/watch?v=RtqQF1N5CQw It took a while to get the character refreshing to work properly, as I use 3 different character sets for each character (walk, run and standing) Although I could probably make the character sets have all the graphics compiled then just change the script around to read the character sets that way...hmm..... Anywho, now its time to get back to galaga. if I do something (that doesn't work properly) for some reason its hard to stop until i get it working :/ NOTE: I don't plan to release this system, however if any one likes it, and would like me to get it release-worthy, I will release it. Just comment here or PM me.
-
Wow I am really flattered :D i think you made me blush I wish I could add to this topic, however I do not know if I have quite an accurate idea on who to nominate, everyone here is extremely friendly (this is probably one of the best rpg maker communities I have ever been apart of) and really helpful. I hope this place lasts for a long time!
-
@trinity I feel bad sometimes because I don't check out very much of the projects page...only because I don't usually don't have much time to test demos (although technically I could easily make time and should) but I will check yours out since I know whatchyou are sayin @joman this finally actually registered in my brain...if you wanted to know for future reference I am a boy, however I can be feminine at times so I won't be upset if you call me a girl @descendant Sweet! that will be very helpful, I want to make a few kits, which I am *hoping* may re-instill some interest in rpg maker xp. I think a lot of the problems with rpgmaker is because people require scripting knowledge to really change around the default systems, and because of the compatibility issues with a lot of different scripts, people get turned off easily. I think if we could release a few complete kits that would give people the option of easily putting together different styled games, it could boost popularity and perhaps we would see more games produced. Thats what I think, but I will definitely let you know when I get started on these. My first idea is going for the good ol final fantasy style. I want to incorporate different aspects from multiple final fantasies probably with ff9 as a basis. I have already started working on writing new window classes (so that I can create windows in the same style they do, with out having to make a separate picture each time. And I have already changed the way it reads windowskins, but it will be a while until I actually continue working on it, galaga is my primary focus atm although I haven't been working on it as much as I should be)
-
All i can say is....wow... This is so stylistic it is incredible. Would it be wrong to say I may have just creamed myself? Beautiful, but to be more constructive, I like the second archway better, I liked the first one too, because it stands out, but i think the second one, something about it makes it more inviting to walk underneath..or something. I hope you get this finished!
-
Sorry dude, I have no life really, so I am literally, every second in the day on this website haha :( I appreciate your words of kindness though :) And yes, like joman said, you may work on any other titles in the mini-games or if you would like to help that would be cool :) And also, what I do when I am bored, is write scripts that I think would be cool for people. Although, I am sure offering your scripting services (as you are know) will eventually catch someone's eye, and I am sure they will ask for something! In my eyes, using scripts written specifically to one's specs always work nicer than trying to plug and play public scripts lying around (especially due to incompatibility issues that easily arrive) But as a question, I am thinking at some point (not any time soon, as I have enough to finish already) of putting together some starter kits, almost like putting together a set of default scripts except with a specific style gameplay in mind, so people if they don't wish to use the default systems can easily open a project in one of these kits and put together that style game...would you be willing to give me a hand putting it together? they are going to end up being larger projects, and probably require rewriting a lot of the default stuff. when the time comes I probably wouldn't mind a little extra help :)
-
GUILLAUME777's Multi-Slot Script, need help
kellessdee replied to njiua's topic in General Game Development
I am not familiar with this script..do you have a link to it? I can take a look at it for yea. Also, is what you need the script edited to include those things you mentioned? or is it supposed to do this for you?