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Everything posted by kellessdee
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Yay, I just discovered that RMXPU has blogs! And of course I decided to make one :P Anyways, I will mostly be posting development on my current main project--Which is currently untitled. I've been playing around with a few ideas for a name, but the story is still somewhat early in development so I will leave it untitled for now. This project is mostly to get help me learn all the ins & outs of RMXP and Ruby. I actually have a few projects that I am kind of working on at the same time, but this will be my main one for now. I guess this blog is kind of late in terms of how far into development I am, so I should probably get it up to speed. Right now, I am mostly working on scripting/graphics, and once I get all the base systems coded I can move on. I have completed the menu so far; And right now I am working on the battle system. The battle system will mostly be just a reworking of the default system, with animated battlers (probably just the characters, not enemies) and with a few tidbits thrown in. It's a fairly standard RPG, the main changes that may make it different are: Trading Instead of paying for items with money, you collect materials from enemies which are then traded with local traders for items and equipment. Universal Spirit Action System Yea I know, I tried to make a cool sounding name, but it ended up being lame lol :P Anyways, this is the lame name for the skill system, all skills are shared between each character (there are only 3 playable characters in the game) Essentially how it works is that you get a Spirit Board (or grid may make more sense) and at the center are your level 0 actions (attack, guard and focus (which restores FP- focus points(essentially SP or AP or MP)) and these actions increase your parties "Spirit Gauge") Then it works like a graph going out from the center (on x/y axis) level 1, 2, 3. Every other point on the grid represents a certain action, and its level is found by adding its x/y point, so the outside corners would be level 6. Each skill requires FP and the spirit gauge to be at a certain percentage, and it obviously drains the spirit gauge. At the end of each battle you get a little bit of AP which you can spend on skills, and learning a skill unlocks the next level skills from that location. here is a rough diagram: http://img813.imageshack.us/i/spiritboard.png/ Then after learning skills, you can equip them to any player to use in battle; so you get to set up each character how you want to! And without further adieu here is the menu(please note: a lot of data, like names,etc is placeholder): http://img29.imageshack.us/i/maingo.png/ Here is the main menu http://img41.imageshack.us/f/pouch.png/ Items! LOL totally just saw the terrible spelling/grammar in the info bar http://img840.imageshack.us/i/skillsm.png/ Skill equip menu http://img21.imageshack.us/i/spiritboard.png/ Here is the actual spirit board menu http://img4.imageshack.us/i/statusvg.png/ STATUS MENU This is pretty much what I have at the moment. I am early in development for the battle system, and really only have the windows setup and the result screen(which isn't even the barebones yet lol) right now I am working on getting the animated battlers set up, and then will have some screenshots :) If anyone reads this, please feel free to comment/criticize! I know I don't have much to work with just yet, but any feedback would be nice :)
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I think what he wants is the script to be edited to allow 8 directions for the sprites, as well as each step being 8 frames; so the script would have to read 8 x 8 framed character sets...which *should* be very possible, since the rmxp just divides the sprite sets by 4....I have an idea of how it could work -- if i can get it to work I will let you know (I was actually thinking of trying to do something like this once upon a time) EDIT: Did you want just the player to have 8 directions/frames or all characters? EDIT2: cool I got it working, there are a few things you'll have to change: Go to the script Sprite_Character and find the update method replace @cw = bitmap.width / 4 @ch = bitmap.height / 4 with @cw = bitmap.width / 8 @ch = bitmap.height / 8 then go a few lines down and replace sy = (@character.direction - 2) / 2 * @ch with case @character.direction when 1 sy = @ch * 5 when 2 sy = 0 when 3 sy = @ch when 4 sy = @ch * 6 when 6 sy = @ch * 2 when 7 sy = @ch * 7 when 8 sy = @ch * 4 when 9 sy = @ch * 3 end Those lines change the way Character sets are divided and and displayed, I set it up to work EXACTLY the way you asked Then you will have to modify the way the pattern works and directions are decided, so go to Cogwheels Pixel Movement script, and find the method called "anime_update" replace @pattern = (@pattern + 1) % 4 with @pattern = (@pattern + 1) % 8 then, you will have to find the methods move_upper_left_p, move_lower_left_p, move_upper_right_p, move_lower_right_p they all have a line at the beginning that will look somethings like this unless @direction_fix @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction) end (note: the numbers may not be *EXACT* (i kinda just threw in random number) but it will look like that) and all you will have to do is replace each one with the corresponding direction move_upper_left_p: @direction = 7 move_upper_right_p: @direction = 9 move_lower_left_p: @direction = 1 move_lower_right_p: @direction = 3 (note: leave the "unless @direction_fix" there, just replace the @direction = (@direction == 4 ? 2 : @direction..etc), with the corresponding value I put) This should work for player movement, however I do believe you will probably have to go into the "Game_Event" script and do the same thing you did with the pixel movement script so that NPCs etc will be displayed correctly. And keep in mind that these modifications will divide ALL character set display the same way, so if you do this; ALL charactersets will need to follow the same format to display correctly.
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It could work as a base, but the main issue with the racing game itself is that it depends on how in-depth the racing game is, with racing, you need to take in account acceleration, different terrain affecting speed, AI for other racers, turning corners, etc... I don't mean to say it couldn't be done; however a racing game that is actually worth making would be involving coding that is a little advanced for me and could get very resource heavy...A drag racing game may be more plausible; then one simply needs to worry about acceleration and a simple AI--but then the question is, how fast would one get bored of playing a simple drag race? Although, perhaps a chrono trigger style race would make more sense (but even then, how fun was the racing game in chrono trigger?)
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Galaga actually sounds like a good idea :P @joman I thought about the racing game, and decided that it would probably a lot easier and a lot more efficient (well for me anyways, I dunno if I am fluent enough with ruby to get an actual racing game moving smoothly...unless it was like a straight away/drag race, that would be easy enough. if you want me to put together an event based one though let me know!)
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A racing game would be possible, albeit a little bit tougher, I will see what I can do.
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Oh cool, for some reason I am not surprised. I will have to check it out (If i can at least make a more improved version; it will still be worth doing) But thanks man :)
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This shouldn't be too hard, but how to go about doing this would depend on a couple of things: - How do you know the player has a pet (Item, Equipment, switch, etc.)? - How many pets can you have/will be able to follow the player at most at any given time?
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@LNER fan: That sounds like a good challenge! but I think it can be done, do you think it would be nicer with a mode 7 style view or a top-down style? @RATED-RKOFRANKLIN: Mario party rmxp? That sounds really cool, I wonder if it's still kicking around somewhere. And about eventing vs. scripting although eventing these mini-games would probably hella easier and could do just as nice of a job, in my opinion scripts can be more efficient as well as it would be MUCH easier for others to plug and play into their games; it would be a matter of copying + pasting the scripts, then use an event to call the script. But since this will be found useful I will start working on this, I was going to start with black jack or something, but since LNER fan wants the driving game specifically I will work on that first Another question for anyone: would you guys rather I release each mini-game as I finish it, then compile them into a pack once they are finished? or should I just get them all finished then post the final pack? EDIT: I have updated my original post to make a list of mini-games to be included, and will update if people post ideas, which I hope to get a lot (enough to release a nice-sized package...lol sounds dirty)
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DRIVING MINI-GAME I finally got around to finishing this! Updated with more descriptive instructions. Instructions Script As usual, if you have any issues or questions or whatever, let me know :) DEMO: http://www.mediafire.com/?srrx21rxbw0bc8n VIDEO: http://www.youtube.com/watch?v=91Pk0Ya4t9M DISCLAIMER: Use however you wish! Use it in your game, learn from it, modify it, make it better, post it elsewhere! I don't really care what you do with it, as long as you give credit where necessary :) Also, if you do improve the script at all, if you don't mind sending me what you did or letting me check it out I would be very interested to see what someone may have done with it; or if you wish post your improved version in this topic! Most importantly, have fun with the script!
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Item Crafting script[RMXP]
kellessdee replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
:) Thanks guys, I am very glad you find this useful! I'm just trying to brush up on my ruby skills before I REALLY get into my current projects, so I will probably be releasing more scripts (as I come up with more ideas) and hopefully they will be just as useful. I like to heavily document ALL code I write, I find it helpful for me so I can just read a comment and know what's happening where rather than having to search and reread the code closely (very useful for trying to iron out glitches in long scripts) And every programming class I have taken in school, the teachers have drilled commenting/documentation into my brain :/ you lose marks if you don't. Now it's second nature to document everything, which now I see why they do that haha. And that's awesome brewmeister, I totally never even thought about making recipes that require a non-consumable item that like hammer or anvil! It makes a lot of sense now that I think about it. And, I made L/R buttons cycle between windows because it is set up so the user can add as many ingredients to the recipe as they would like, which means (although probably highly unlikely) it is possible to have more ingredients than would fit in the materials window, which in that case the player would have to scroll down to see all necessary materials. It was more a catchall if you will, just in case the user would like recipes that include 10+ materials. Of course, let me know if you run into any issues with script, or if anyone needs help modifying it (say you don't like the layout or wanted it to work slightly differently) definitely let me know! at this point any changes should be simple. -
No problem, If you are using moogles as crafting stations, under def update material and def update recipe you will have to change $scene = Scene_Menu.new to $scene = Scene_Map.new that way after leaving the crafting station you will be on the map and then to call the crafting station you just need to call a script within the moogle event that says $scene = Scene_Crafting.new EDIT: Let me know if you run into any issues or if you would like me change up the layout or anything :)
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Hey everyone I was bored and since I was planning to set up a trading system to replace the standard currency for a game I have in planning, I decided to just sit down and git er done. And so I did, and figured I'd share it as well in case anyone would like something similar as well! It doesn't actually replace the standard currency, you can use it as a secondary shop system or something if you want. Using it is simple, just add the script above main It uses a trade module where at the beginning of the script you define what items the trader carries at the "trading post" format: TRADER[x] = [[y, z], [y, z], [y, z] ...] x is the shop id (set id) y would be item type (0 = item, 1 = weapon, 2 = armor) z is the corresponding item id for the item type ex. [0, 1] would be potion by default (if you left the item database alone) the shops can have as many items as you like TO CALL THE SCRIPT: Just set up the event that you want to activate the trading script, and choose "call script" and type: $scene = Scene_Trading.new(x) x is one of shop id's you defined in the Trade::TRADER module and presto once the even activates the trade shop will open. If you want you can even put in a choice "Would you like to Trade?" [YES]then call script ... [NO] do nothing... etc... CONTROLS: first you select "make offer" where then you will be sent to the Trade Goods section, you can add as many items as you like L/R (Q/W on the keyboard) switches between your items and the traders items while in one of the item menus. LEFT arrow key will send you to either "Your Offer" section (left while on your items) or to "Target" section (left while on trade goods) while in either of these menus you can remove items you've chosen. once you have made up your mind (and when your offered value is >= the target value, the menu will display DEAL! over the values) you simply press cancel button (X or esc) to return to the trade menu and select "Trade" then confirm and voila you now have the new items. SCREENSHOTS CODE Demo: http://www.megaupload.com/?d=TBNKDUAP *NOTE* This should be compatible with any other scripts *as long* as you haven't modified the original windows, game party, etc...scripts too much (well really as long as you haven't REMOVED anything from these scripts, adding things SHOULD not cause any interference)
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Pokemon StarterKit XP
kellessdee replied to Crazyninjaguy's topic in Archived RPG Maker XP Scripts (RGSS1)
No problem, but actually I can no longer reproduce the error either o.O I do know at first i got a couple errors because I failed to read and didn't update the system...and then when I clicked new game while it was smaller and gray (like right off the bat) I got that error...now it doesn't do it anymore, so I don't even know how to explain that but its all groovy I guess you shouldn't look to hard for it :) -
Cancelled? :( I really like the sound of this A drug addicted cat with multiple personality disorders? Yes please :( However for the future, to answer your question about getting rid of the box around the menu (in case you want to know in the future) instead of making multiple windowskins, you know how you have to set @window_name.back_opacity = 0? change it to: @window_name.opacity = 0 with @window_name being the window you object you are using. window.back_opacity only adjust the background opacity, window.opacity adjusts the entire window's opacity. but if you ever continue this game i would love to play it
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Pokemon StarterKit XP
kellessdee replied to Crazyninjaguy's topic in Archived RPG Maker XP Scripts (RGSS1)
This is pretty cool, I'm not a big fan of pokemon, but its definitely an interesting use of RGSS. though I am not sure if I enjoy the Nintendo DS style game screen. I dunno if you know about these glitches, but if you click on the New Game button before clicking the down arrow button to select it (I didn't even see the arrows at first lol) I got this error "Script 'Scene_LoadScreen' line 215: NoMethodError occurred. undefined method 'continue for #<Scene_Map:0x3f7e2e8>" And in the battle, the text in the top screen is REALLY tiny and all scrunched up...if you know what i mean. Unreadable And (although not as big of an issue) if you switch to full screen, then back to windowed the screen returns to the original size but the window changes to the Rmxp Default windowed size. Otherwise its some pretty cool stuff, and runs pretty smoothly! Good job man -
That's strange...files should stay in the RTP folder when you export it, I do it all the time. But what exactly is the issue? None of the files show up when you try to select them? I am not sure I quite understand what is wrong... Did you uninstall the old RTP before reinstalling it? That may have caused issue not too sure. But you shouldn't have to redo any passability, uninstalling shouldn't delete your project and as long as you have your project folder still, it will contain all the database data.
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So more like Mario or something, where you press left for example and then you are moved the next location? except (if I understand correctly) you use a cursor to select a different position on the map? Well I might be able to whip up a script like this (its definitely possible) however if not it can also still be easily done with events. I'll see what I can do.
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I know there is already a few item crafting scripts out there, but I wrote this one for Bob423 and figured I'd share it with the rest of you. To use it, simply add the Script above "Main" The way the script works is that it contains a module (at the very top of the script) in which you declare each recipe, and create an Item in the database for the recipe. The format for each recipe is as follows: RECIPE[index] = [recipe_id, [product_type, product_id], [material_1_type, material_1_id, material_1_qty], ...] recipe_id - this is the ID number in "items" tab of database product_type - this is the "type" of item that will be created; 0 = item; 1 = weapon; 2 = armor product_id - this is the ID number in corresponding "type" tab of database for finished product material_1_type - first required material "type"; 0 = item; 1 = weapon; 2 = armor material_1_id - this is the ID number in corresponding "type" tab of database for first material material_1_qty - the quantity required of first material to create product This script supports as many ingredients (or materials required) as you would like, all you have to do is add them to the end of the array following the same format EX. RECIPE[4] = [37, [2, 32], [2, 26, 1], [2, 30, 1], [2, 29, 1], [0, 14, 1]] the first element being the corresponding database item_id, the second element being the finished product data and each following element corresponds with the materials required to create such recipe. I also included a RESIZE_MENU option in the module, when true the crafting menus will resize themselves according to fit the number of items and draw the map behind them (this would work good if you are already using a menu that displays the map as the background) SCREENSHOTS SCRIPT WITH BUG FIX + BREWMEISTER's MODIFICATION ADDED: DOWNLOAD DEMO: https://rapidshare.com/#!download|2l33|454000410|Crafting_System.rar|182 The demo includes the main menu with the "Craft" option added to it. This system SHOULD work with any menu, however there will probably need to be some modifying necessary to get it to work. If you need help getting it to work with a Custom Menu system, let me know and I will help you get it set up. EDIT: Well apparently I forgot how to use the forums and nearly, COMPLETELY destroyed my own topic xD, FIXED IT :D REAL EDIT: SCRIPT WITH BUG FIX + BREWMEISTER's MODIFICATION ADDED
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This would be easy (I think) I am pretty sure either chrono trigger or chrono cross (or both) did something similar So..let me clarify you are making a world map with locations (like dungeons or mountain paths, caves, whatever different maps) the player has to pass through? And if they have already passed the location (or "beat the level" if you will) they will be able to just walk quickly passed the location? Will they be able to still enter the location? But would depend if you were making the world map as a large picture, or through a Tile set..If it was just a map + tileset, you would just have to set up map locations (as events, that activate on touch so the player must enter), and create a switch for each location and when the player finishes that location, set the switch on, and on the location events make a new page (with that switch ON as the condition) and on the new page make it only activated by the action key, so they can enter if they'd like to, but can also walk over the location. Is that what you were looking for?
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Are you using that exact script? If so, did it give you an error? I looked at the script, and it looks like it should work with other scripts easily, except I noticed the scripter wrote his own cache call functions to grab the pictures...though it shouldn't have any issues with existing scripts I am not familiar with Blizzard's CMS but I *should* be able to write you a crafting script that would work with any menu (except it would be with Windows rather than pictures...and wouldn't be animated) If you still need this, did you have a certain layout in mind? Or any other specific requests? EDIT: I finished the core mechanics of the system... (and I have gotten it working with Blizzard's StormtronicsCMS) I just need to "pretty" it up, before I do so I was wondering if you had a specific layout/design in mind? Unfortunately I am not very good at deciding layouts EDIT 2: Well i finished it, here's the script: to get it to work with Blizzards CMS all you have to do is first make an Icon for the "Crafting Option" name it commandmenuX (replace x with whatever command option it is minus 1 ex. if its the second option name it commandmenu1) put that icon in the graphics/icons/cms/ folder, and as a note: if you want the crafting option BEFORE the quit game option, YOU MUST RENAME THE OTHER ICONS TO MATCH THEIR INDEXES (so rename the following option icons in ascending order) next, you will have to open the script editor, go to Blizzards menu script, find (ctrl + f) class Window_CMSCommand, and find the line of code that looks like this: commands = [$data_system.words.item, 'Equipment', $data_system.words.equip, $data_system.words.skill, 'Status', 'Options', 'Save', 'Load', 'Exit'] this is where you add the crafting menu option, you can add it anywhere, just be sure to separate it with commas and add single quotes around it ex. 'Crafting', *in my opinion the easiest way would be to replace 'Load' with crafting, then you would be able to just replace the commandmenu7 icon, and you wouldn't have to resize anything etc. then search (ctrl-f again) for def update_command under if Input.trigger?(Input::C) look for case @command_window.index and whatever the index for your crafting command (option number - 1) (so for if you put it after item, it would be 1) and add when x # x would be the index number of your command $game_system.se_play($data_system.decision_se) @scene = Scene_Crafting.new Graphics.transition(0) but if you added in crafting in between the existing options, you would have to rearrange the methods to match their index, make sure the "when x" matches each option. if you go the route of just replacing 'Load' then just change this: when 7 if @command_window.continue $game_system.se_play($data_system.decision_se) @scene = Scene_CMSLoad.new Graphics.transition(0) else $game_system.se_play($data_system.buzzer_se) end with when 7 $game_system.se_play($data_system.decision_se) @scene = Scene_Crafting.new Graphics.transition(0) for instructions on how to use the script exactly check this topic: http://www.rmxpunlimited.net/forums/topic/6729-item-crafting-scriptrmxp/ (if you need any further help with this let me know)
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This looks like it could have some great potential! Downloading trial version as we speak. I am not sure if I understand correctly, so sorry if the original post answers this question, but are you able to modify the built-in battle/menu systems or write your own from scratch? I assume you can, but just would like to be sure.
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RMXP Unlimited Member Factfile
kellessdee replied to Arkbennett's topic in Introductions and Farewells
Name: Kellen Aliases: kellessdee Race: caucasian Birth date: November 28, 1989 Nationality: Canadian! Height: uhhh 5'9-11ish??? i think lol maybe more Weight: no fucking clue, but I usually fluctuate between like 140-160 lbs, although probably more now that I am in school and don't get as much exercise Eye Color: Hazel Hair Color: Brown Favorite Color: Pretty much any colour but if I had to pick one, it would be green Dating/Marital Status: Single, I don't have much capacity for relationships. Although cuddles are nice Religion: Non-religious. Favorite Book: A tie between Fear and Loathing in las Vegas and A Brave New World i think. Favorite Other Members: Don't really know enough yet :P Preferred RPG Maker: RPG Maker XP Preferred Web Browser: Google Chrome! Preferred Email Service: GMAIL Website?: Well, I don't really have a favourite, but out of my usage I am probably on google the most (yes I am a google whore) Pets: no pets, but I want one :( Occupation: college? soon to be working at A&W *shudders* Favorite Video Game: of all time? Chrono Trigger Favorite Beverage: Coffeeeeee Favourite Cartoon: The Twisted Tales of Felix the Cat Vegetarian?: Meatitarian? Dislikes: I don't really think about these that often... Likes: Waaaaaay too many lol Do you drink? Yes (and other substances....) Do you smoke? Yes, and yes I smoke weed. Did you ever skip class? I try not to now, but pretty much my (failed attempt) grade 12 year was skip everyday XD Do you obtain a good amount of sleep daily? nope Have you ever been on an airplane? yessir have you ever broken a bone? thankfully no. Do you wear jewelry? Sometimes How many keys are on your keyring? 2...I actually have more key chain thingys than keys What time do you go to bed? hmm usually like 2-3 am sometimes later (or earlier depending how you look at it) How many hours a day do you spend in the computer? ugh, well between school and the fact that I never really have much better to do...WAY too many What are your goals/dreams in life? Nothing spectacular...however I do hope to get a job in my field once done college, otherwise it would be a waste lol! What got you involved in RMXP? Well my bro introduced me to rpg maker 95...then later I found rpg maker 2000, then I found 2003, then I found xp, and just recently got back into it once I got back into computers and programming (when i started going to college) Who do you admire? hmmm never really thought about it Are you into sports? not at all. Unless raving + partying is a sport. What is your dream job? Be an owner of a huge programming/software company, and hire goons to do the hard stuff while I act as a figure head muahahaha (yea right lol) What was your first screenname? that I remember? i think it was Evil_Lavos. The funny thing was that I had a display pic of Barubary from BOF II. go figure. Are you a lefty/righty or ambidextrous? Lefty Do you have any tattoos? I want one, but still figuring it out and I am broke so that won't be for a while Do you play computer games? Yea sometimes Do you play video game consoles? Sometimes -
Did you know Jesus most likely never actually existed and the new testament is most likely just an amalgamation of mythical stories handed down and transcribed through the creation of christianity? (did I go to far? I just felt like continuing the did you know <insert something about jesus>) Also from what I read about the whole 2012 conspiracy that december 21/23 2012(depending on how you convert their calendar or something) is the end of a certain "main"(forget proper name mayan name) cycle in the mayan calendar, and not actually the last date on the calendar...the whole end of the world bull stems from that within mayan mythology (or something) at the end of each of these "main cycles" there was a fall of some kingdom (or civilization i should say) and so a bunch of people decided that it means we're fucked. Mind you this is just a recall from my (terrible) memory which means it may not be THAT accurate/it would also depend on my original source. And I also read (about the 5-10% brain usage) that it isn't really known exactly "how much" of the brain is used, and most of the speculation on the small percentages is that apparently approx. 10% of our brain is neurons, the other 90% is glial cells (or something) and because of scientific understanding of the brain at the time, much research was placed on the neurons rather than the glial cells...and I believe that is where the misconception of only using "5-10%" of our brain came from....But that would depend on my sources as well... I do not claim this to be Fact, but its my speculation....(although mind you I think there are some people in this world that don't even use 1% of their brain if you know what I mean) and just to add to this topic: did you know that a dream is just as real (to our sense) as reality, until we wake up? (or I guess become aware that we are dreaming, and begin to lucid dream) (although technically, it is still very real in terms of our senses)
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no problem man *blushes* but thank you, I like to help where I can (it also helps me learn in the process)
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What you need to do is go to class Map_Mini < Map_Base (line 247 I think) then go to def Draw_Map (line 273 i think) and change for level in 0...3 to for level in 0...2 and that will only draw the first 2 layers on the mini map... it also seems you have another class, "class Map_Full", which I am assuming is for a larger, full-screen map? If you want that map to only draw the first 2 layers, find the Draw_Map method within that class (around line 506), and change for level in 0...3 to for level in 0...2 EDIT: I believe the reason brewmeister's solution may not have worked is because there are 2 draw_map methods, 1 for class Map_Mini and 1 for class Map_Full, and you may have changed the wrong one...However with my solution, it should only grab the data for the first 2 layers; rather than grabbing the data for all 3 and only drawing 2...which should save some processing/memory (not sure which one would specifically apply in this case, maybe both)