-
Content Count
227 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
Downloads
Calendar
Gallery
Everything posted by Calvinchun
-
You're right. Psychology scares mean... umh, for instance, a TV suddenly turn on? or could you list some examples? Lol.. im still newb in this kind of psychology scare things.. however it sound great!
-
Yeah... maybe i will seek to put some unique horror element. However, i did agree that redoing horror elements is really a hard task to do. Plus, now i know that jumpscare should not be put as The main priority in horror game.. i will maybe post a game screenies after this, to see if it really creep You out... Thanks everyone for replying.
-
Thanks for the replies! Wow, people did have different opinion about this! Keep em' coming! ;-) (BTW, did you mean atmosphere such as dark and limited visibility?) I have decided to take out music loops in ROH. It's definitely creepy, i think...
-
There's probably tons of topics on the net already, all of them regarding about Atmosphere, puzzles and giving the player the feel of uncertainness. There are examples too. However, i did not get the message clearly. Thus, here i am, making a topic asking for everyone perspective on what could make a good horror game xD. I really need answer so that i will fully know the true means of 'horror'. I'll accept any suggestions, but my main question is, should scary music exist in every room ingame or no? Thanks!
-
heheh.. my project right now have atleast 15-30 mins of gameplay xD. Maybe, release would be due next month ;-)
-
Thanks to zahraa for telling me to upload a demo and black mage for the temporary fix XD. I think it is solved, and thanks! Lol, all this error must have come from the mass script and the edits I made. Once again thank you! ;-)
-
Ok thanks, black_mage! Its 11PM in here right now, So, i have to test it tomorrow early in the morning. I get back to you tomorrow once i try it. Cheers and good night to all GDU Folks :-)
-
Hey guys, for years i spent time making horror game, i've never ever laid my hands trying to make Adventure game O.o, How does it feel, actually, to develop adventure game?
-
Oh lol! XD Yeah, you are definitely right! Thanks for telling me. Here is the Demo link : http://www.gdunlimited.net/media/uploads/manager/title-demo-21166.zip Updated main post!
-
Well, censorship is really needed in movie and internet like Pol said above. There is no doubt that the younger generation will eventually found out how to 'swear' as this is part of growing cycle. However, its the older generation duty to delay this knowledge from reaching the younger ones until they're mature to understand which is good and which is bad. Because this world has modernized and technology has advanced, censorship is the only thing that can do this. Long story short, censorship is not dumb (anyway for me) as this will prevent the younger generation from getting early, immoral 'exposure' in their childhood. Though, i can't see the reason why we don't need it as those people who are mature already can just find a simple way to bypass the censorship without disabling it, whilst those who are not +18 are safely protected from unsuitable content for them. So, both sides has a win-win situation. Anyway, that is only my thought, and that's all! Cheers!~~
-
Thanks for your reply. I thought i was the only one who has problems with spoilers O.o. Anyway, the main post is updated. Sorry for any inconvenience caused.
-
Hi all, I figure i start a new topic, because if i post in my thread, i fear that it will be considedred as an out of topic question. So, here i go! Before that, Screenies of my current project! It's going nicely! XD However, i have mass update-ed the title screen script, (Of course i also used the Horizontal command script.) Here is my "Scene_Title" Script : #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs title screen processing. #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # If battle test if $BTEST battle_test return end # Load database $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # Make system object $game_system = Game_System.new # Make title graphic @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) @modpic = Sprite.new @newg = Sprite.new @newg.x = 13 @newg.y = 423 @loadg = Sprite.new @loadg.x = 246 @loadg.y = 423 @quitg = Sprite.new @quitg.x = 477 @quitg.y = 423 # Make command window commands = ["New Game", "Load Game", "Quit Game"] commands2 = ["Normal", "Professional", " "] @command_window = Window_HCommand.new(commands) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 1000 @mode_window = Window_H2Command.new(commands2) @mode_window.back_opacity = 160 @mode_window.active = false @mode_window.visible = false @mode_window.x = 320 - @command_window.width / 2 @mode_window.y = 1000 # Continue enabled determinant # Check if at least one save file exists # If enabled, make @continue_enabled true; if disabled, make it false @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end # If continue is enabled, move cursor to "Continue" # If disabled, display "Continue" text in gray if @continue_enabled @command_window.index = 1 @loadg.bitmap = RPG::Cache.title("1") @newg.bitmap = RPG::Cache.title("0d") @quitg.bitmap = RPG::Cache.title("2d") else @command_window.disable_item(1) @loadg.bitmap = RPG::Cache.title("1d") @newg.bitmap = RPG::Cache.title("0") @quitg.bitmap = RPG::Cache.title("2d") end # Play title BGM $game_system.bgm_play($data_system.title_bgm) # Stop playing ME and BGS Audio.me_stop Audio.bgs_stop # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of command window @command_window.dispose @mode_window.dispose # Dispose of title graphic @modpic.dispose @sprite.bitmap.dispose @sprite.dispose @newg.dispose @loadg.dispose @quitg.dispose end #-------------------------------------------------------------------------- # - Frame renewal #-------------------------------------------------------------------------- def update # Renewing the command window @command_window.update @mode_window.update # When the command window is active,: Update_command is called if @mode_window.active update_mode return end # When the command window is active,: Update_command is called if @command_window.active update_command return end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update_command # Update command window @command_window.update # Graphics case @command_window.index when 0 @loadg.bitmap = RPG::Cache.title("1d") @newg.bitmap = RPG::Cache.title("0") @quitg.bitmap = RPG::Cache.title("2d") when 1 @loadg.bitmap = RPG::Cache.title("1") @newg.bitmap = RPG::Cache.title("0d") @quitg.bitmap = RPG::Cache.title("2d") when 2 @loadg.bitmap = RPG::Cache.title("1d") @newg.bitmap = RPG::Cache.title("0d") @quitg.bitmap = RPG::Cache.title("2") end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # New game $game_system.se_play($data_system.decision_se) @command_window.active = false @mode_window.active = true @command_window.visible = false @mode_window.visible = true when 1 # Continue $scene = Scene_Load.new when 2 # Shutdown # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end end end #-------------------------------------------------------------------------- # - Frame renewal (mode window is active) #-------------------------------------------------------------------------- def update_mode # Renew Choice # The B when button is pushed case @mode_window.index when 0 # New game @modpic.bitmap = RPG::Cache.title("Normal") when 1 # Continue @modpic.bitmap = RPG::Cache.title("Professional") end if Input.trigger?(Input::B) # Performing cancellation SE $game_system.se_play($data_system.cancel_se) # Change to command screen @command_window.active = true @command_window.visible = true @mode_window.active = false @mode_window.visible = false @modpic.bitmap = RPG::Cache.title("Blank") return end # CWhen C button is pushed if Input.trigger?(Input::C) command_new_game end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game # Play decision SE $game_system.se_play($data_system.decision_se) # Stop BGM Audio.bgm_stop # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each type of game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up initial party $game_party.setup_starting_members # Set up initial map position $game_map.setup($data_system.start_map_id) # Move player to initial position $game_player.moveto($data_system.start_x, $data_system.start_y) case @mode_window.index when 0 #Normal $game_switches[129] = true when 1 #Pro $game_switches[128] = true end # Refresh player $game_player.refresh # Run automatic change for BGM and BGS set with map $game_map.autoplay # Update map (run parallel process event) $game_map.update # Switch to map screen $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue # If continue is disabled unless @continue_enabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Switch to load screen $scene = Scene_Load.new end #-------------------------------------------------------------------------- # * Command: Shutdown #-------------------------------------------------------------------------- def command_shutdown # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test # Load database (for battle test) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # Reset frame count for measuring play time Graphics.frame_count = 0 # Make each game object $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # Set up party for battle test $game_party.setup_battle_test_members # Set troop ID, can escape flag, and battleback $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Switch to battle screen $scene = Scene_Battle.new end end end The first Window_ Horizontal Command for @command_window : #============================================================================== # ** Window_HCommand #------------------------------------------------------------------------------ # This window deals with general command choices. #============================================================================== class Window_HCommand < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # commands : command text string array #-------------------------------------------------------------------------- def initialize(commands) super(0, 0, 640, 64) @item_max = commands.size @commands = commands @column_max = @item_max self.contents = Bitmap.new(width - 32, 32) refresh self.index = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i, system_color) end end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color rect = Rect.new(608 / @item_max * index, 0, 608 / @item_max, 32) self.contents.draw_text(rect, @commands[index], 1) end #-------------------------------------------------------------------------- # * Disable Item #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect self.cursor_rect.set(608 / @item_max * index, 0, 608 / @item_max, 32) end end The second Window_Horizontal Command script for @mode_window (The exact script as above. contains only small edit.) : #============================================================================== # ** Window_HCommand #------------------------------------------------------------------------------ # This window deals with general command choices. #============================================================================== class Window_H2Command < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # commands : command text string array #-------------------------------------------------------------------------- def initialize(commands2) super(0, 0, 640, 64) @item_max = commands2.size @commands = commands2 @column_max = @item_max self.contents = Bitmap.new(width - 32, 32) refresh self.index = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i, system_color) end end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color rect = Rect.new(608 / @item_max * index, 0, 608 / @item_max, 32) self.contents.draw_text(rect, @commands[index], 1) end #-------------------------------------------------------------------------- # * Disable Item #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end #-------------------------------------------------------------------------- # * Update Cursor Rectangle #-------------------------------------------------------------------------- def update_cursor_rect self.cursor_rect.set(608 / @item_max * index, 0, 608 / @item_max, 32) end end And the problem is :I cannot select 'Load Game' when pressing left or right direction key. Demo Download : http://www.gdunlimited.net/media/uploads/manager/title-demo-21166.zip I really need help of an experienced Scripters!
-
Well, i continue next! My full name is Calvin Lim Mun Chun, and i took my first and last name to form my username, calvinchun. I dont know why i just form it like that, but i guess it's what my heart wants XD.
-
Eternal Dreams ~ The tale of Fiona Edwin
Calvinchun replied to Yggdrasil's topic in Early in Development
Nice art! :-) I am definitely going to follow updates on this! Good luck in your project! BTW, welcome to the forum! And i hope you enjoy your stay here ;-) -
Worked like a charm! Thanks black_mage! Edit : sorry for double posting..
-
I think i try it when i got back from school, thanks for the reply!
-
Hi everyone! So, how are the forum folks doing? I hope you are all fine! XD So, exactly, i spend years to learn how to use RMXP efficiently and effectively, and my research bears a fruit! I learned that events are versatile, and that we should not depend on 100% on scripts, so i started eventing my game (Almost all of the events used events) and even try doing parallaxing and converting it to tileset! Sadly, i never get the time to follow and catch up this forums update, even though i check it once in a while, i was afraid that i was going to be eaten (Assuming i been away for so long, than making random appearance. I apologized) However, i hope that i still can be accepted here xD. Nevertheless, let me go through the point. So basically i wanted a panic sequence. Here is it : The player walks down the dark and narrow staircases when suddenly a boulder started to fall from top of the stair. When the sequence ended, i got the problem of unable to move. This is where i need the expert eventers, i spend 2 nights trying to figure it out. But then, it still occur. Sorry i wasn't able to post screenies, (Internet's problem.) Here's the demo : http://www.mediafire.com/download/r2qny9ch6bck84l/Trap_Mechanism.rar Thanks!
-
[RMXP] Resident Evil : Remake Disc 1 (Completed)
Calvinchun replied to Calvinchun's topic in Established Games
Update! Fixed link! Download! -
The designs look very cool, Marked! Did you make that on your own?! :huh2:
-
Are you still working on this? The mouse support look awesome! xD
-
Well! Another Yume Nikki and Harvest Moon! 2 In 1. I look forward to the full game! >Downloading now<
-
Now i can continue my project without no extreme worry! Thanks, Dolarmak!
-
hehe.. That's really unique. Nice to have you here! Cheers!
-
Kauai? Where's that? :huh2: BTW, welcome to the forum! :thumbsup: I hope you enjoy your time here! Also, what engine will the game use? Cheers!
-
Hi guys! I just want to ask. I really unsure about this one. If i used RE : retribution movie OST for a non-commercial project would it be copyright because i seen the music flew around the internet.. I really need help on this.. Thanks in advance!