Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

kellessdee

Member
  • Content Count

    1,023
  • Joined

  • Last visited

  • Days Won

    26

Everything posted by kellessdee

  1. Thank you! I am assuming that it doesn't seem to be causing any lag issues? Perfect! My finals will all be finished early next week, then I get a week off or so, although I will be starting a new job I think you guys should be able to expect a finished(well, "beta" test i guess, just in case there may be bugs, etc..) galaga script
  2. I find demotivational posters very motivational! They are great
  3. I think I might put together a text version (with screenshots of course) then maybe make video version after to help the people that learn visually / auditory better than reading
  4. kellessdee

    RGSS and RMXP

    OH I totally misunderstood your issue from the beginning! I'm sorry! Well first off (I am sorry I am unsure EXACTLY what each variable holds) but do you have an array that holds the data for every pokemon that fought in battle? If so, just run either a for loop or .each loop # for loop for pokemon in battling_pokemon_array next if pokemon.hp <= 0 # if pokemon has fainted, skip to the next pokemon # Put your code for adding exp + learning moves as normal, except for pokemon (local variable defined in the for loop) end # each loop battling_pokemon_array.each {|pokemon| next if pokemon.hp <= 0 # add exp + moves } Each loops are very useful loops (that essentially work exactly like for loops) except were more designed to apply a block of code to each element of an array, the syntax is Array.each {|local_variable| code... } however you can also apply each loops to a range of numbers like (0..5).each {|i| code } which is like saying for i in 0..5 code end. You can also use Array.each_index {|i| code } which will go through each index of the array, and store the index in i rather than the contents... Hope this helps! EDIT: battling_pokemon_array would be the array that holds the data for each pokemon that fought in battle..if you don't already have one you can make one, and everytime the player brings a pokemon into battle call battling_pokemon_array.push(pokemon) if !battling_pokemon_array.include?(pokemon) # if the pokemon isn't already in the array, add it
  5. I think you are onto something! I think the major issue with tutorials is that there are a lot of very specific ones, but none really bring everything together. Would it be better as a text tutorial or video tutorial? I think I may start working on something like this.
  6. kellessdee

    RGSS and RMXP

    Hmm...so do all the pokemon that fight in battle can learn moves? I may have misunderstood you...I thought it was the last pokemon that fought in battle only learned moves. EDIT: From what I understand, only pokemon that have fought in battle, not fainted and gained a level to where they learn a move? If so, it seems "if atklevel==thispoke.level" checks if the pokemon is the right level, so from here you would just need some kind of array that each time a pokemon is brought into battle, they are added to the array ( array.push(object) will add the pokemon to the list) so something like if atklevel == thispoke.level && battle_pokemon.include?(thispoke) && thispoke.hp > 0 # Array.include?(object) returns true, if any instance of that object is included in the array, # and thispoke.hp > 0 (change hp to whatever represents the pokemon's health) # checks if the pokemon is alive
  7. Well I've been wanting to put together a ruby/rgss tutorial for a while, but I have had difficulty on deciding how I could make it worth making (due to the sheer amount of rgss tutorials) what exactly would you be looking for in the tutorial specifically? Maybe I'll get around to making one after all.
  8. Not much of an update, I have been rethinking my game at the moment, and decided to create a chrono trigger styled battle system (on the map, but not exact replica..no atb, dual techs, etc it will still follow my systems, just on the map instead) and decided to pull this off effectively it would probably work better with a caterpillar script. Now I have never been a huge fan of caterpillar style party movement...except for chrono trigger's, where the players actually appeared to be following the leader rather than dragging off his/her ass, like that snake game. And after a little bit of messing around, I think I have made one that works fairly well http://www.youtube.com/watch?v=fYlKMzXkqaA Although, it would probably look a lot nicer with pixel movement(maybe thats the next step :P) and hopefully will look better when I implement my sprites + running script (which would increase the distance between actors)
  9. the driving game, which essentially is complete. I just need to add in the ability to cause a loss to trigger game over and implement sound effects I will probably just post it in this topic when I am finished so if anyone would like to use it they can :P
  10. it would be sweet to have like actual physical greetings cards like these
  11. sounds like fun! I will have to try it out (once I am finished studying for math exam...i probably shouldn't be online heehhe)
  12. This courage wolf? if so yes that would be awesome. If no, it would probably still be awesome , you should post some of your ideas
  13. perfect, I will code sound effects for healing items, hitting obstacles, losing, winning, and during the countdown. Then if you don't want any sound effects you can just set the sound to ''
  14. cool I will fix that up! Also, do you want sound effects programmed into it as well? I could easily code them in and add configuration settings so you could specify the filename used.
  15. studying for math final =( no more 8am mornings though =)

  16. hahaha oops! lmao well I will be sure to include it :) I am glad there is no lag then, that means I can continue in the same way I've been going. Only 8 more enemy patterns to come up with XD
  17. thanks man! I am hoping it doesn't lag...however I may be able to reduce lag by reducing either the amount of on screen enemies and on screen lasers..and I could theoretically make the background not scroll to reduce lag as well
  18. kellessdee

    Tileset

    your best bet may be to check out the default set up for the original ship tileset and see how they set it up. Although yours is different, it will probably give you an idea how to do it
  19. sorry to go off topic but ^ i second that about ruby...everything that isn't ruby just isn't fun!
  20. kellessdee

    Tileset

    Do you know how priorities and passability works? Sometimes it can be difficult if you don't understand it: O - this you can walk over X - you cannot pass then priority is like the Z coordinate, for example something with *1 will be displayed BELOW *2 and *3 would be above both etc. the dot means it is at the very bottom. then passage 4dir is just which directions you can walk on the tile so if you just make a left arrow, the player can only walk on the tile from the left. Hope this helps!
  21. You are legal everywhere in the world now! Happy Bday dood
  22. Really? Failllllllll godamn imageshack. If you want to see, I have updated the mini-games topic in game development with a more recent video anyways (and i uploaded it to youtube because I don't like imageshack as much and youtube videos can be played right in the topic)
  23. I hate to double post, but I'd like to show you guys my current progress http://www.youtube.com/watch?v=3DK6J3IiFmc I need to fix the points (it seems like you get points if you shoot a dead enemy fast enough, i will fix this) and I realize now, the invincibility time for the player is too long Also, there is sound + music, but it never got picked up :( I guess now camstudio is acting up for me too lol But i have decided to make the game like this: each "round" there is a set of enemies of 1 type. The next round it's a new type and the enemies are stronger, once you beat 10 rounds it resets and enemies get faster. So it will be purely arcade! Is everyone cool with that? EDIT: http://www.mediafire.com/?07hkgej2a1m33e8 here's a little demo. I went and made the mistake of scripting when I should be sleeping...but I am beginning to worry that this mini-game is gonna lag like hell. I have a decent cpu and ram..so if you guys don't mind trying this out and letting me know what the lag levels are like. NOTE: you cannot "die" yet...you will run out of lives but thats it, you still get to play Just if you guys could let me know if you experience any lag, and if you don't mind letting me know what your current specs are...also of course if you find any bugs let me know as well
  24. apparently pre-programming enemy patterns is gonna be more difficult than i originally thought, but pretty fun nonetheless :P

  25. Yay galaga update! Not much but got collision detection working. Check out my blog if you wanna see http://www.rmxpunlimited.net/forums/blog/72/entry-204-collision-detection/ :)

×
×
  • Create New...