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Heretic86

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Everything posted by Heretic86

  1. http://www.gdunlimited.net/forums/forum/14-archived-rpg-maker-xp-scripts-rgss1/ Thread counter is STILL at 2298... *bump*
  2. Ok, I gave it a couple days, no increase in view counts, even tho I clicked the link myself in another browser that Im not logged into this site on. Stays at a constant 2298.
  3. I noticed Im not getting any increase in view counts on a thread in this forum: http://www.gdunlimited.net/forums/forum/14-archived-rpg-maker-xp-scripts-rgss1/ Not sure if it is because its archived. Can anyone verify this?
  4. Updated to Version 2.3 - Saturday, August 20th, 2016 Added: - Heretic's Dynamic Lights[XP] - Heretic's Unlimited Event Page Conditions - KK20's Custom Prices (for Shops) Heretic's Dynamic Lights (animated, give it a moment to load)
  5. Aluxes in Doom 3! :tease: Same exact map without Dynamic Lights...
  6. Not from Moonpearls, from one I was working on for XP (hence the default tilesets and characters): http://downloads.chaos-project.com/heretic86/LightingPreRelease.exe Adding lighting effects is only as difficult as the script is to use. For example, pre-rendering everything, then producing a light map of sorts to overlay can be very time consuming, which is why so few games have any sort of Light Effects. I tried to make things a bit easier for everyone. Instructions: Put in a comment that says: @>Comment: \light[] All done! Of course, there about a bazillion more features to it. In comparison to Moonpearls, which does look very nice, it doesnt run very well. This one appears to run fast as crap so it can be used for real time lighting just about anywhere, with a high degree of compatability to boot.
  7. I wasnt trying to show off character sprites or tilesets, just the lighting effects.
  8. I think Lighting adds a whole lot to even basic maps and tilesets... NOTE: These are all animated gifs so give them a moment to load.. Do you guys think that Lighting Systems can make even a simple map look better?
  9. Thank you for the credit! I do hope the script helped to enhance your game!
  10. If you have the graphics, then I have the script for you. Front View Animated Battler, and you can use it for just one guy. The script is in my "Collection", link in the sig.
  11. I like the visual style and Layers of XP over the rest, including MV. If they don't come out with another version of RPG Maker that lets you control what layer you put what tiles on, then Im not using it. And half kaiser sprites suck due to lack of size causing a lack of emotability. Besides, with scripts, XP can look like this: (Animated so give it a sec...)
  12. Interesting! Not using my Vehicles script? Could do a Hoverboard that way too, but the eventing is kind of a pain for most people...
  13. Script is finished. http://forum.chaos-project.com/index.php/topic,15387.0.html
  14. Thank you for checking! I was actually able to find one bug, and some stuff, although I dont like, am going to leave in. Changing Pages was causing a crash, missed one letter "s". Other stuff I have to leave in, but thoroughly explained it. Basically, if youre on a Platform and use "Set Move Route..." on the Platform, it can bump off riders. I chose to not fix this, because a fix would cause more problems than it would fix, especially for people who may be inexperienced with RMXP. Basically, dont set Move Routes on a Platform that is already moving. Waiting is fine, but there are NO checks to restrict when a Platform can have its Move Route changed, and thats what causes some issues. I figure mostly these will be Repeat Move Routes anyway, and there is always the Support Forums. It seems that I find Bugs as I build Demos for scripts. So right now, Im working on a Demo to put into my Collection. I have a feeling I'll leave the current standalone Demo alone, but just replace the strong Legal with an authorized version that fixed the few things I found. One guy did mention on another forum that he had difficulty getting a Jump Script to work. I think that is to be expected, but solvable after seeing some parts of the code. Yup, does work with Diagonal Movement, Stairs, Looping Maps, and yes, even the stinky Caterpillar! Isnt it amazing when you find a ton of scripts that all work together instead of having to pick which script you want when theyre not compatible?
  15. Hey guys, workin on a new script. Something Im sure everyone has tried to do at some point, but were frustrated to find out what they wanted to do did not work. Moving Platforms! Download Here I want to make sure this script is as Bug Free as I can make it! Can you guys help me out by just playing with this script and either telling me it works fine or if you came across a bug?
  16. What you see in the Animated Title Screen is all Evented, not hard coded into the script, so you don't have to show a Map if you don't want to. ANIMATED TITLE SCREENS DON'T REQUIRE MAPS That was what I was trying to communicate visually, not verbally. If you don't want to show a Map, you dont have to. You can still do other stuff like show Pictures that change size and shape also, and pretty much anything you can do to a Picture with Events, or any other scripts that create Effects for you. What most people miss is that the Company Logo of "Crapcom" is SKIPPABLE, and that is also done by Eventing. The default Title Screen only shows a Picture. The ability to Event Animations allows you to manipulate that Picture as you see fit. If you have a Picture on top of a Picture, you can use your Title Picture, and still have your Game Title "fly in" or "fade in" or whatever effects you want. I know my scripts go overboard a lot, but the purpose wasn't for me to take away control from you, but to give you the ability to have as much control over what displays on your Title Screen as I can give you. I felt the best way to do that was to give you access to a way you can Animate stuff that you're already familiar with, which is Eventing. ANIMATED TITLE SCREENS OFFERS AN ATTRACT MODE Something else most people miss with Animated Title Screens is the Gameplay Demonstration. With Eventing, you can show your title for a limited period of time, then use Events to show off specific features of your game that you think may encourage people to play further into your game. In Coin Op Arcade Games, this is known as an "Attract Mode". Think of Street Fighter 2. It shows a Title, then after a period of time, it shows what the game is all about. I guarantee that if Street Fighter 2 only showed a Title with no "Attract Mode", a lot less people would have played it. In Arcades, by displaying a Gameplay Demonstration during "Attract Mode", potential customers can quickly understand visually what gameplay is like without dropping quarters in. What is "Outrun"? Is it a Side Scroller? Is it a Shoot Em Up? Is it a Beat Em Up? With an "Attract Mode", the potential customers are told that "Outrun" is a driving game. This feature was very common during the cartridge based era of home gaming, and that has become less common over the years. During an Attract Mode in your game, you can do literally ANYTHING that you can dream up. If you want to show a Prologue for your story, you can do that with Events and some Script Calls from Timed User Inputs, which was designed to simulate User Inputs without actual Input from the Player. If you want to show off a Battle System, you can do that too. Anything that is in your game, you can display during "Attract Mode" with Eventing. Once "Attract Mode" kicks in, if the Player presses a button, the script will jump the player back to your Title Screen so they can begin the game, they aren't forced to watch sequences before they can start. If you want to see an example of "Attract Mode" in either the Collection or the Demo for Animated Title Screens, run the game but just let it sit there on the Title. After about 20 seconds of just sitting on the Title Screen, "Attract Mode" will start. Hopefully that clears some things up for you and anyone else that reads this post.
  17. Im interested in supporting the RPG Maker community, not Google or the NSA, but since I cant post in that part of the site, feel free to post any of my scripts in the scripts sections. The Legal that I wrote in for all the scripts allows for retransmission anywhere, and this is explicit permission being granted as well. There is a TON of new stuff I was able to put up over at chaos-project.com in their RMXP scripts database, and you can put any / all of those up here. The "Collection" also got a major update and covers all the new scripts, but people probably dont quite know what the new scripts are about. Basically, all sorts of Effects, and absolutely TOTAL control over where every Event and Character can move, down to the Tile being customized for each Event. You can make this NPC move only on road tiles, butterflies only on flower tiles, and fish only on water tiles, all on the same map. Thats what enabled Vehicles to begin with. But alas, the Scripts section works not for me. That doesnt mean the community should suffer tho.
  18. Im terribly sorry about dropping your jaw! Okay, no Im not, Im quite impressed that it did. After you release this game, you can always look at features to incorporate into your next game! What got cancelled, incorporation of the feature, or the game itself? Im confusitated...
  19. You'd probably get a little irritated too after trying to post the same post six times. The Google Im referring to is Google APIs. Im no fan of Google due to their Privacy Invasive policies and wont use sites that rely so heavily on Google, which is probably the biggest reason I have not been active here in a very long time. Due to this, I'll provide support over at chaos-project.com, but cant do so here due to Google APIs, which I doubt will change. Enjoy the demo.
  20. Heretic's Vehicles XP Authors: Heretic Version: 1.0 Type: Custom Movement System Introduction This script allows you to use full XP RTP Style Vehicles in your game! You have FULL CONTROL over where these Vehicles can move, their Size, Embark and Disembark, everything! This script also contains two cubic craptons of features specifically designed for Vehicle Animations, such as Float, Sprite Offsets, Sprite Clipping, etc. It is strongly recommended to fully examine the detailed Demo for more information. (Recommended for Advanced Users ONLY!!!) Features RPG Maker XP Style Vehicles Boat and Magic Carpet Vehicle related Effects Vehicles can be Oversized so they collide from several tiles away Who am I kidding? Just grab the Demo already! Screenshots Boat at Sea Caterpillar Boarding the Boat Docking the Boat (uses Multiple Message Windows) Magic Carpet Demo http://forum.chaos-project.com/index.php/topic,14998.0.html This version of the Demo does not contain any Eventing to allow a Caterpillar to board a Vehicle, but the version contained within Heretic's Collection 2.0 does contain Eventing for Caterpillars. Script Available in the Demo. Instructions Place below Modular Passable (Required) Place below Collision Optimizer (Optional) Place below Loop Maps (Optional) Place below Heretic's Caterpillar 2.0+ (Optional) Required: Heretic's Restrict Tile Passages 1.0+ Recommended: Restrict Bush Passages 1.0+ (For Bush Effects simulating Water) Compatibility Not compatible with Titanic or the SS Minnow. May capsize in heavy weather.... This script is fully compatible with all other Modular Passable scripts written by Heretic. Credits and Thanks I'd like to thank Primus for Sailing the Seas of Cheese! Thanks to Wecoc for the Vehicle Graphics Author's Notes This script requires Modular Passable and Restrict Tile Passages. Restrict Tile Passages is the core of Vehicle Movement on normally Impassable Terrain such as water. This script is strongly recommended for Advanced Users Only. --- I'd love to have some Feedback on this script, or at least the Demo for it! So what do you think? Is this a good Vehicle System? How does it stack up against other Vehicle Scripts out there for RPG Maker XP? I tried a couple of other types of vehicles and was very disappointed. Do you think this one does it better? What could be improved?
  21. Bump. Major Update. Total scripts now weighs in at 65 different fully compatible scripts. Added 15 new scripts allowing TOTAL control over everywhere every Character can move. and, um... VEHICLES!
  22. http://www.ruby-doc.org/core-2.1.2/Time.html time = Time.new print time.inspect Its a start. Save files in the default game also give Timestamps. So you can compare the current time with Time.new to when the file was saved and get the difference in seconds that way. Next thing to look at is the scripts for Scene_Save and Scene_Load. Most time functionality in the languages I've used start off very very greek, but eventually start to make sense.
  23. Another way to fix this issue is to edit the Game.ini file with notepad and change the line that reads "Library=RGSS104E.dll" to "Library=RGSS102E.dll". Versions 101 and 103 are for Japanese releases, 102 and 104 are English releases. I built everything in 102 and it all works just fine. I did an update after 95% of the stuff was built, hence, current version that is available is in 104, but it is still backward compatible. PS, Im still plugging away at this on and off. The next script I think I will work on will allow using Fogs in battle. Now just using Fogs by themselves does not sound all that interesting by itself until you understand what you can do with Fogs. Fogs will be able to scroll, just like on maps. And with some creative thinking, you could use a Fog to create a moving battle, like one that takes place on a boat or a moving train. With more stuff moving in the background since you'll be able to use multiple fogs. There is an animation bug in the battle system that I simply can not find. When the bug occurs, battler animations no longer take place. The bug is very intermittent and exceptionally rare. Ive encountered it about 5 times while doing major work (for months) and have been unable to reproduce it. If anyone finds this battle system bug and a way to reproduce it, please let me know so I can fix it. Other than that, Im glad you think so highly of the collection. It is not all my stuff and every content creator deserves their credit where its due.
  24. Picture solution for displaying face pictures, or Picture solution for displaying text with that "Pic to Text" script in my collection? Note: Pic to Text script usually requires another type of SDK called the MACL, and the MACL causes as many problems as the SDK does. The version of Pic to Text in my collection, as far as I know, is the only version of the script that does not require the MACL Lib to work.
  25. If you decrease the Back Opacity any more, consider finding a script that offers Text Shadows to allow for readability. White text on an image that has solid white in it is impossible for Players to see. Shadows help that, or keep Back Opacity a bit higher to maintain contrast. I think it needs a touch more Opacity, but dont sacrifice Readability.
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