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Everything posted by diagostimo
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@bob, did you find out which script was conflicting with mine, it might be a really easy fix and save you the trouble of eventing it, @marked, ill go through all my script snippets iv posted and add those worthy within the next few days
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you can never have TOO many scripts, its whether the scripts are structured to support each other, what script conflicts? it could be a simple case of that the author of said script/s are not aliasing methods i am using, and a simple fix to that would be to place my script below theres, anyway yes Ill add that feature now, it does look a bit wierd the character walking :P edit: alright I added it so the animation is of, right now it just freezes at the frame from when the player stepped onto the surface, I think it looks pretty cool like that, but depends what you think, if you need it to I can make the frame reset to the default class Game_Character SLIDE_TAG = 5 alias init_ice initialize def initialize init_ice @sliding = false @old_walk_anime = true end end class Game_Player < Game_Character alias update_ice update def update if @sliding unless moving? || $game_system.map_interpreter.running? || @move_route_forcing || $game_temp.message_window_showing case @direction when 2 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x, @y + 1, 8) @walk_anime = false if @walk_anime move_down else @sliding = false @walk_anime = @old_walk_anime end when 4 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x - 1, @y, 6) @walk_anime = false if @walk_anime move_left else @sliding = false @walk_anime = @old_walk_anime end when 6 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x + 1, @y, 4) @walk_anime = false if @walk_anime move_right else @sliding = false @walk_anime = @old_walk_anime end when 8 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x, @y - 1, 2) @walk_anime = false if @walk_anime move_up else @sliding = false @walk_anime = @old_walk_anime end end end else case Input.dir4 when 2 if $game_map.terrain_tag(@x, @y + 1) == SLIDE_TAG @sliding = true @old_walk_anime = @walk_anime end when 4 if $game_map.terrain_tag(@x - 1, @y) == SLIDE_TAG @sliding = true @old_walk_anime = @walk_anime end when 6 if $game_map.terrain_tag(@x + 1, @y) == SLIDE_TAG @sliding = true @old_walk_anime = @walk_anime end when 8 if $game_map.terrain_tag(@x, @y - 1) == SLIDE_TAG @sliding = true @old_walk_anime = @walk_anime end end end update_ice end end
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its definitely working for me, just put it in a fresh project to make sure it had no other dependacies, I know that you use blizz abs and other scripts so maybe one of them are messing it up somehow, make sure you have got your terrain tags right, if thats not the case pm me a demo and ill see whats up
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hey bob, I actually wrote a small script that does this a while back when I was messing around with the pokemon starter kit, its pretty simple: class Game_Character SLIDE_TAG = 5 alias init_ice initialize def initialize init_ice @sliding = false end end class Game_Player < Game_Character alias update_ice update def update if @sliding unless moving? || $game_system.map_interpreter.running? || @move_route_forcing || $game_temp.message_window_showing case @direction when 2 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x, @y + 1, 8) move_down else @sliding = false end when 4 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x - 1, @y, 6) move_left else @sliding = false end when 6 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x + 1, @y, 4) move_right else @sliding = false end when 8 if $game_map.terrain_tag(@x, @y) == SLIDE_TAG && $game_map.passable?(@x, @y - 1, 2) move_up else @sliding = false end end end else case Input.dir4 when 2 if $game_map.terrain_tag(@x, @y + 1) == SLIDE_TAG @sliding = true end when 4 if $game_map.terrain_tag(@x - 1, @y) == SLIDE_TAG @sliding = true end when 6 if $game_map.terrain_tag(@x + 1, @y) == SLIDE_TAG @sliding = true end when 8 if $game_map.terrain_tag(@x, @y - 1) == SLIDE_TAG @sliding = true end end end update_ice end end this only manages sliding for the player, it would probably be pretty easy to implement for events too, just let me know if you need events to slide around and ill look into adding that to it :)
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Map Script feedback
diagostimo replied to diagostimo's topic in Archived RPG Maker XP Scripts (RGSS1)
okay, I have implemented teleporting into the map now, you can now use script calls to open the map in a specific mode and disable the pre menu, modes are as follows: 0 = explore 1 = mark #nothing implemented for this feature yet 2 = teleport so the script call: $scene = World_Map.new(2, false) would open the map up in teleport mode with the pre menu disabled, I also added an option to disable the teleport selection from the pre menu for those that dont want it there, you can still open the map up without any parameters, also actually setting the pre menu paramater enabed to true will actually just give the same affect as opening it without any parameters, i.e: $scene = World_Map.new(2, true) is just the same as: $scene = World_Map.new so I might just get it to check if a parameter is entered for the mode. the teleport locations have animated images so you know which you can teleport to, you can also enable and disable them via script call, ive made the demo abit more advanced so you will see, also on another note I added an image for your current location, the location is stored via a variable now so when you open the map your cursor will automatically go to that location, and an image will be displayed there representing you the player, let me know what you think :) oh btw did you test out the last update? how did you find the scrolling? edit: a link would be nice wouldnt it, lol: http://www.gdunlimited.net/media/uploads/manager/b6dnew-map-19396.zip im going to add an option to have a sprite animation for the player before he teleports just to spruce it up and also add a sound effect etc. -
Map Script feedback
diagostimo replied to diagostimo's topic in Archived RPG Maker XP Scripts (RGSS1)
hmm I see why that would be an advantage, as it would require less switching around, but the main reason I wanted to add a pre-Menu was because it would be easyer to intigrate into using skills and items to teleport, for example if you use the skill teleport it opens up the map straight in teleport mode, also it would be easier to enable/disable teleporting from the menu selection of it, because some people would not want the feature of being able to open a map up and teleport freely, where others might as it would be like fast traveling in an open world rpg. -
Map Script feedback
diagostimo replied to diagostimo's topic in Archived RPG Maker XP Scripts (RGSS1)
Ok, here is an updated version: http://www.gdunlimited.net/media/uploads/manager/182new-map-19396.zip in this one I have changed the way the windows are displayed, iv got a sliding effect going on that i am pretty happy with so iv decided to ditch making transitions for them, the buttons to activate them are still the same so test them out and let me know what you think, also I added arrows that prompt you that you can scroll the map in that direction, i am just using the arrows from the windowskin, I haven't implemented teleporting yet, progress has been a little slow as iv had a lot of work on, but I have been thinking things other and I think I am going to make a pre menu, to which you can choose to enter the map in teleport mode, or exploration mode, both modes will still enable you to use the legend for convenience but the difference will be the enter command, if its in exploration mode then it will let you look up the details of that location, but if its in teleport mode then you can teleport to the selected location(if that location is enabled of course), I also haven't yet implemented notification that a location is selectable, but I will sort that after teleporting. I have also had another idea that will probably come at a later stage, as I mentioned I am going to make a pre menu, I also though it would be pretty cool to add a pin board sort of system, where you can pin(mark) locations and add notes on them, I thought this would be a pretty cool feature to implement and would save people forgetting where stuff is, but it would be pretty complex so it probably wont come till later. :) -
Map Script feedback
diagostimo replied to diagostimo's topic in Archived RPG Maker XP Scripts (RGSS1)
yes I was planning on an image to the left of the location text for like a zoomed map of that area, but I will probably make that optional, I was thinking maybe putting an image of a magnifying glass over a map(just for example) that is selectable, and when selected via the cursor it shows a zoomed image of that location, also I was thinking of adding effects to the image like growing out(scaling) from the centre of the screen etc, right now I have edited the windows to only be visible when active, I am currently deciding on how to notify that a location is selectable, my current thought are: making the cursor blink drawing a red explanation mark at the corner of the cursor making the cursor a sprite sheet and having it animate I think a sprite sheet would probably be best, then it can be customized to the developers liking edit: also what do you think about drawing a grid over the map? so you can see the division of the areas, or do you think that would be something that should be part of the image itself? edit2: a quick screenshot of what I meant by the magnifying glass: obviously I would make that selectable and then show the zoomed image, ill probably only show it if A, it is enabled, and B if that location has an image to show, if neither of the cases are true then ill let the description field fill the whole window. actually you wont even need to enable it, if you didn't want to use it then all you need to do is not add images to show. also I am going to look into adding transitional effects on the windows appearing, a few I have in mind: sliding onto the screen fading onto the screen transitions like the evented ones with the images, i.e blinds etc. ill probably just allow a type to be set, then it will use that transition type -
Map Script feedback
diagostimo replied to diagostimo's topic in Archived RPG Maker XP Scripts (RGSS1)
@marked, what the one you just quoted or the other download one? the first is a separate site from this one so that would be weird, I have no problem with both using chrome, if its the chaos-project one you could probably get to it from copy and pasting it straight to the url. @ dolarmak, thanks for the feedback, by any chance did you try out making location info text with the separate program? if so what do you think to it, i know that if you make a really long description, then it will lag when loading that text, as the script cuts the string up into an array of characters, and loops through it changing colour etc at the correct moment i.e it finds a colour tag, so the bigger the string more loop, but I don't think that is to much of an issue as it supports a fairly good size before its noticeable, also I plan to add more formatting tags, heres a list of tags I have in mind: bold italic text alignment(left, right, center) underline?(not to sure on this as rgss does not have it by default) font getting teleporting implemented is going to be one of my first priorities right now, also I am not to sure on the windows being constantly visible, I was thinking maybe making them fade in when the appropriately button is pressed to switch to it, i.e you press the R button and the legend becomes active and visible, you press enter on a location and the info box becomes active and visible(but only if it has information to show about that location) also that would make the visible area of the map much larger, but again not to sure its trial and error at the moment -
hey guys, I have decided to finish a script I have been making, this is a world may system, I did make a basic version(which was my first proper script) that inspired this, the idea of this was to pack it with a lot more features and make it look better, also as the other was my first script it was pretty basic, any way here is a link to my old one if anyone wants to compare the two: http://forum.chaos-project.com/index.php/topic,11443.0.html if you compare the old one to the new one you will see the difference, I am just going to list the features of the new system here as its not got much documentation yet, currently implemented features are: scrollable screen so you can have larger maps custom cursor(uses a separate image) customizable amount of rows and columns note that each location block size is 32x32px, increasing the maximum amount of rows/columns will allow you to scroll further, but it will need a larger image to scroll with it) the map image is a set image location legend(possibly add the ability to disable it) if the amount of legend icons exceeds its windows height you can use the L&R buttons to scroll between the map and legend, then scroll the legend with the arrow keys can add icons to the map(i.e that refer to the legend) there is an info box that can show information on a location, i.e its name and a text field with info relating to it. if the text field exceeds the window height you can press enter to enable scrolling it text fields are created externally by text files and compiled into a data folder so they cant be edited and the game has access to them all at once, also formatting of text can be done similar to how you format in html, also with the ability to add colour tags to change the colour of text at any time so that an overview of what is included in it at the moment, I think I got most things, inside the demo there is a sub directory called "file creation", this is where you compile all you location info text files, there is a separate documentation to this as it is a little tricky to set up, and also documents how to format all your text, anyway id love to know what people think so far and I want to know what you would like to see from it, some features I plan to incorporate are: ability to teleport, might make it like pokemon where you have an item/skill that enables you to open the map in teleporting mode customizable tile(location block) size multiple maps allowed, i.e like in pokemon gold/silver where you have different regions here is the link: http://www.gdunlimited.net/media/uploads/manager/new-map-19396.zip I await your feedback! :D
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if you think she is the one go for it, as you get older you will regret not taking the chance, even if in the long run or the short it fails, at least you gave it your best, and you can never regret that, I have to say though, when people say change, change can be a big thing, and turn us in to something that we are not, I can only say give her 100% of you, if she loves you for being you then that's enough, no one can ever love you and request for you to be someone different.
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in an auto-run event you need to create a new event page with the condition of a self switch(lets say self switch A) then at the end of your first page turn self switch A on, that will make the second event page be the active one and not the first
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I agree with big ace, I think the scripting section could do with more organization, like a database to organize and categorize scripts, I know I am a less active person around this forum, but I like to pop in and chip in where I can, if you where to put the effort in to create a great scripting section I would definitely contribute to it, I could also set up a request thread and make scripts on request, anyway I definitely think there has to be some categorization of scripts so people can find what they want, and things don't get lost in the past, if you make a database system, you could make it where people submit there scripts in a certain format to a certain section, i.e script submissions, then a moderator can put it in the database, stopping people being able to directly post into the script database reducing requests going to the wrong place ect, I think an overall structure like this would be nice: RGSS1rpg maker xp script database requests submissions troubleshooting RGSS2ect
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you missed the end part, I will kill all the people that deny such logic! maybe it would be best to look into the history books before hand so I know who is the main threat and who to assassinate ahead of time :P
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I would also go back to the era of jesus, I would take with me a gun, a book containing all the scientific knowledge to date, and body armour, I would teach science the world so we would evolve much faster, I would use my gun and armour purely for self defence, wouldn't want to get nailed to the cross, also I would kill anyone that tried to deny my logic :P
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oh wow thats cool, now you can have it flying and standing :)
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yes thats exactly what im saying, i mean, on the option of a new game you dont even need it to load you only have to set it equal to an empty array, the major part is adding the data to each save so its saved and loaded accordingly, to do that you will just need to tweek Scene_Save and Scene_Load
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well thats a bit hard to say really, as i can see a problem arising from this, the problem that i see is that if a player creates multiple saves, all the data is stored in one place, although there is an easy way around this, you just need to look into how the data is loaded normally, in scene_title on the choice of new game, make it create a global variable, like $my_data_weapons, and just make that an empty array: $my_data_weapons = [], then every time you make a new weapon just add the classes to the array, now as for saving the data, i would attach the data to the end of the save file, then in scene_title, where it loads the data, make it also load your data, so there will be three things you must do: edit the new game command to initialize your data edit the save command to save your data edit the load command to load your data if you do it this way it will be apart of each save rather than a global file all the saves use
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oh wow my last edit screwed up my post, I posted at the end there how rpgmaker stores the weapon data, what you should do is create a dummy file with an empty array, so for example just run this code to make your dummy file: weapons = [] File.open("Data/Data_b_weapons.rxdata", "wb") {|file| Marshal.dump(weapons) } and when you come around to storing information to it just create each weapon as a class, just like rpgmaker does, note getting the ruby interpreter wont remove to gobbledygook you see when you print the weapons array, thats because they are classes, here is an example of the class that each weapon is based of in rpg maker xp: module RPG class Weapon def initialize @id = 0 @name = "" @icon_name = "" @description = "" @animation1_id = 0 @animation2_id = 0 @price = 0 @atk = 0 @pdef = 0 @mdef = 0 @str_plus = 0 @dex_plus = 0 @agi_plus = 0 @int_plus = 0 @element_set = [] @plus_state_set = [] @minus_state_set = [] end attr_accessor :id attr_accessor :name attr_accessor :icon_name attr_accessor :description attr_accessor :animation1_id attr_accessor :animation2_id attr_accessor :price attr_accessor :atk attr_accessor :pdef attr_accessor :mdef attr_accessor :str_plus attr_accessor :dex_plus attr_accessor :agi_plus attr_accessor :int_plus attr_accessor :element_set attr_accessor :plus_state_set attr_accessor :minus_state_set end end all the data structures can be found in the help manual, so when you create a weapon you could do this: weapon = RPG.Weapon.new weapon.id = #some id, probably the size of your array + 1, or the weapon id it will replace weapon.name = "new name" #ect #then add it to your array of weapons $my_data_weapons[weapon.id] = weapon #then we save the weapons to the file File.open(filename, "wb") {|file| Marshal.dump($my_data_weapons) } one question, what is this intended to do in the long run? is this some sort of weapon creation system? just note it is not practice to save the data after every small edit, rpgmakers database only saves the data once apply or ok is pressed, so say you did this inside a custom window or something, you would have an apply and a cancel button, once the apply button is pressed, save the updated weapons to the file, if cancel is pressed reload the data as you have edited information on the currently loaded data but dont want to apply it
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there is a very important thing that you have to do when getting information from files, take this for example: filename = "data_files/weapon_data.rxdata" if FileTest.exist?(filename) File.open(filename, "rb") {|file| line1 = Marshal.load(file) line2 = Marshal.load(file) line3 = Marshal.load(file) #ect } else print "#{filename} not found: exit end so basically what that is doing checking if the file exists, if it does it opens it with ";file: as its key, the you notice how I named the variables to "line1" ect. that is because every time you set a variable to the value of the file it progresses itself, if you try to set a variable to the value of the file once it has gone through all the lines, you will get your said error, so the best way to make sure you don't get any errors is to make sure your file has all the data your trying to access, also note with my example you don't have to add the code to close the file, it does that itself, an example of having to manually close the file: file = File.open(filename, "rb") line1 = file line2 = file file.close now ill show you an example of writing to a file, on a side note I would advise creating a GUI program for making your data files, it will just make it so much easier, a good one in ruby, if that is the only language you are familiar with, is WXruby or "iron ruby" I think is also one, but bear in mind you will also need to install the ruby interpreter to your system to use these. note you can save any sort of data to a line in a file, whether it be a class, array, hash, string or integer, you can set any line to these types, but note when reading them you have to know which one is which obviously, so in this example ill show all these in use: #if the file does not exist then it will be created #note for writing files I use 'wb' instead of 'rb' class = Weapon.new hash = { 1 => 1 2 => class 3 => [1, 2, 3] } array = [class, hash, 1, "string"] string = "string" integer = 1 File.open(filename, "wb") {|file| #line 1 Marshal.dump(class) #line 2 Marshal.dump(hash) #line 3 Marshal.dump(array) #line 4 Marshal.dump(string) #line 5 Marshal.dump(integer) } so that is basically how you would create your files, note that it is five lines long, and I know what line is what so I could load that file like this: File.open(filename, "rb") {|file| class = Marshal.load(file) hash = Marshal.load(file) array = Marshal.load(file) string = Marshal.load(file) integer = Marshal.load(file) #error would occur if you continued loading from it error = Marshal.load(file) } and there we have it, I loaded the file exactly how I created it, also note for text files you could load them like this, as there size is constantly adjustable: IO.readlines(filename) what that sexy piece of code does if you don't know, is it will load the whole file and store it into an array, so say our text file is 10 lines long, we end up with an array with 10 strings stored inside it, I haven't actually ever tried using this with other files, it might give the same result but I am not sure. hope these examples are of some use to you, if you need anymore help just ask! :D edit: also note that the rpgmaker stores each item in an array, where is item is a class, that is why we can use the following to get an items name: name = $data_items[ID].name so an example of how you could do this sort of thing: class Weapon attr_accessor :name def initialize(name) @name = name end end #then inside whatever method saves the data weapons = [] #just a quick way of me creating dummy data for i in 0..5 weapons.push(Weapon.new("name #{i}")) end File.open(filename, "wb") {|file| Marshal.dump(weapons) } #then we would load and read information like this: File.open(filename, "rb") {|file| weapons = file end for i in 0..5 print weapons[i].name end
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I don't think there is anything really wrong with redistributing old games, as long as there is definitely a positive enhancement, also these are just warmers before they release there new title, as its going to be a while of, they want to show off what the wiiU is capable off. I also see re-releases of games very positive, just think of it this way, there are plenty more people that have grown up now from being a child when these titles where released, so this gives these people a chance to understand the origin, also old consoles and games are becoming pretty scarce now to get a hold of, as they are no longer developed, so this stops the games from dying completely, I would definitely swap my old console and game out for a re-vamped version, as the graphics are more up to date and it saves the hassle of having to keep and use an old console(that has the potential of dying out any day), now don't get me wrong i am not saying it all about the new graphics, as its good to play older games for the retrospective, but it does add to the enjoyment of the game, as long as its not like your watching a video(cough couch, FF13).
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WindWaker was by far one of my favourites so im happy :) i just loved how more open the world was and it seemed like there was loads more to do, i never finished that god dam picto gallery thing, perhaps i will prevail next time round :D
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OMG i need a wiiu, all my favourite zelda titles being re-made!
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[HELP.. HELP..] RMVX Ace Error RGSS3 Player Has Stopped Working
diagostimo replied to johnny's question in Support
try getting the official version is what i can say, if you are using an unofficial version so you can use the software for free, there's no need, enterbrains "new" protection other there software stores the information inside your computers registry, which is really easy to change if you know where to go, and i say whatever is apart of my computer is my right to change it :P