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Moonpearl

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Everything posted by Moonpearl

  1. Actually, we were tied, but the system just showed ForeverZer0, possibly because his nick comes first in the alphabet.
  2. You crossed to Moghunter's side! Shame on you! :P
  3. Please give me the strength to complete my demo in time.

    1. Moonpearl

      Moonpearl

      Thanks guys. As I explained to Jon Bon, I'm trying to complete the demo before June 30th because it's the deadline for entering a (French) game-making contest. The demo will definitely be up soon, but will it be soon enough, that's the question.

    2. Foxkit

      Foxkit

      bonne chance (I'm sorry if it's not correct. I'm far from fluent in French. English: good luck)

    3. Moonpearl

      Moonpearl

      On the contrary, Foxkit, that's perfect French. Thank you so much.

    4. Show next comments  33 more
  4. Just like kell said. Classes are not worth a coin in a gameplay perspective, that's just convenience for the game designer, who doesn't need to come up with a skill system or whatever which would determine what can be learned/achieved by some character and what cannot. Why try and think of a good learning system when you can have a character's progression completely determined in advance? Moreover, classes are not just stupid, they're also unecological - no one in the real world is an archetype of their job. In my opinion, a MMORPG's strength lies (or at least should lie) in the human factor - all players are people, each with their own views and desires for personal achievement. Undermining the complexity of a person's character, which makes the fullness of a MMO, by forcing them to choose an archetype rather than let them build their own, unique combination of skills/assets/whatever, is almost crime against mankind. In a general manner, that's what I don't like about MMO - instead of giving people lots of freedom, as to let them make a machine world into something far more interesting, they just force people to play like machines. So you get to play with thousands of machine-like players, which essentially brings you back to playing a solo game with basic AI. Sooo definitely drop this stupid, worthless class stuff.
  5. Moonpearl

    a Q about script

    You're welcome, it was not a big deal after all.
  6. Moonpearl

    a Q about script

    I don't know who's the guy who wrote/modified this script, but he really sucks. This should be text_size(c) If I understand correctly.
  7. Moonpearl

    a Q about script

    This is text_size (without the question mark).
  8. Moonpearl

    a Q about script

    Without a copy of said script (or a link to it), it will be hard to say anything about it.
  9. Don't want to sound like a killjoy, but RMXP does already include support for USB game controllers, I already play my own games with one. Weren't you aware of that or is it just that there's a problem on your party with game controllers?
  10. What line? If you wrote it exactly as shown here, then there are 2 problems: You shouldn't break lines unless you know exactly what you're doing. I suspect the syntax error come from either the second or third line being broken improperly Why did you enter your project's folder in the directory path? I would have told you so if it was required. Just input the path assuming you're already in the project's folder like I did in my example. Besides, Desktop being your drive's root folder is Windows bullshit, Ruby won't ever find your project using such syntax. Also, it seems like your pictures are NOT in the Graphics/Pictures folder, that's not a good thing because the RPG::Cache.picture method can't find them. Put your pictures in the Pictures folder, or at least in a subfolder from there, using: RPG::Cache.picture("<your path from Graphics/Pictures>"/#{filename}")
  11. Well if you're not saying much about your story, even if it is to avoid spoilers, then there's not much we can comment about in return. I mean, you don't judge a book after its first page.
  12. Yes there is. Just insert a script before Main and load the graphics you wish using this line: RPG::Cache.picture("<your picture's name>") For each graphic you wish to load (assuming they're all pictures, otherwise you have to change the method name accordingly, i.e. RPG::Cache.character for characters) If you don't want to bother inputting all your pictures' names, you can have the game load all files from the Pictures directory instead. This piece of code should do the trick (untested): valid_ext = ['.bmp', '.png', '.jpg'] for filename in Dir.entries("Graphics/Pictures") if valid_ext.include?(File.extname(filename)) RPG::Cache.picture(filename) end end Also, if you have lots of graphics to load, you might want to add a Graphics.update inside the loop to prevent the "Script is hanging" error.
  13. RPGCreative.net chronicles: I'm in shock. Someone received the same amount of "help points" with a 30-lines script written in 10 minutes, than I had for the first version of ACMS (which was originally a request from someone there).

    1. Jon Bon

      Jon Bon

      In my opinion it's not about where praise should be directed, it's the amount of praise. Not everyone is a winner, we don't all deserve medals for placing. If it wasn't any effort no high praise is needed (10p) just a simple thanks (2p). I don't suck someone @#$% when they get me a glass of drink now do I?

    2. Moonpearl

      Moonpearl

      I agree whith you jon, that's why I suggested there be rules for the amount of help points to be given away. It just feels discouraging to write good quality scripts when one can gain twice what you got working much harder. Kell said the amount of time spent is not relevant to the quality of the script and I see what he means, but I don't completely agree - say two people get to the same result, a script that works, only either of them has spent twice the effort improving his code to...

    3. Moonpearl

      Moonpearl

      ...check for compatibility issues and stuff. To me, what this devaluation of help points makes is that it encourages people to stick with just the bare necessary to fulfill the request, and thus make scripts that work but are poorly written.

    4. Show next comments  33 more
  14. Doesn't look bad, but it looks somewhat disorganized. Are we in a forest or a swamp, like the tombstone/chopped trees suggest? Are we in summer (greenery) or in autumn (reddish trees and dead leaves)? Why are there pillars on the shore of what looks like a perfectly natural stream in a perfectly natural environment? What does a barge do while a bridge is blocking the path? And so on... Your map is good by the looks but unless there's very good justification to such questions (which might be, I don't have any context to put this map into), it seems odd to navigate. It feels more like you wanted to use the highest number of tiles possible, rather than put together a definite environment.
  15. Of course there are more elegant ways to express these, but I thought Mikuri might prefer a simple to understand solution with no complicated Ruby syntax.
  16. You're welcome, it was a matter of five minutes.
  17. What you're looking for is in the RPG::Class#learnings variable (see RMXP's help for more info). Just access it and retrieve skills from it. # Iterate through classes for i in 0...$data_classes.size learnings = $data_classes[i].learnings # Iterate through skills class can learn for learning in learnings # Get level at which skill is learned and do whatever with it learning.level # Get skill from learning's skill id skill = $data_skills[learning.skill_id] end end
  18. Very interesting idea, sounds quite like my Daily Life system for RMXP (adds day/night with dynamic lighting and manages actors' exhaustion) in a programming perspective.
  19. There was a tie between ForeverZer0 and I in March.
  20. Help yourself, that's what they're here for. I'm working on such a game myself and I would appreciate to play some of that kind more often.
  21. Yes. In database > Troops, you can set up events very much like on the map. Set the condition to: Turn 0 (for example, to get speech at the beginning of the battle), and enter Show message commands. Not sure I understand that correctly. If you mean, prevent the player from moving during a cutscene, then just set the event running the cutscene as "Autorun". While "Autorun" events are present, the player can't do anything and must wait for them to disappear. Therefore, don't forget to put an "Erase event" command at the end of your cutscene events, or the game will be stuck.
  22. I'm not letting people I help with scripting issues insult me, better remember that.

    1. Jon Bon

      Jon Bon

      You need to write a clever poem and send it to him

    2. Jon Bon

      Jon Bon

      I only wanted to help.

      I don't know why you felt

      the need to be mean,

      what are you green?

      You miserable little whelp.

    3. forcebreaker

      forcebreaker

      @ Jon Bon - ROFL xD

    4. Show next comments  33 more
  23. Got an indecipherable message, in an awful English, from a guy who apparently wants something with my scripts. Told him I couldn't understand a single word. He replied saying "oh I see you're French, now you gonna understand", with his previous message translated... in Spanish.

    1. Moonpearl

      Moonpearl

      Yeah, there are common roots between the two languages which can help understand the other a bit, but basically, French and Spanish as are different as English and German... And anyways, when he Google translated his message, the guy had to select a target language - you don't mistake French for Spanish in a drop-down list, do you?

    2. Bigace360

      Bigace360

      maybe portuguese and spanish, but not spanish and frensh.

    3. Jon Bon

      Jon Bon

      Maybe because the languages weren't in his language of origin. Like French is Francais in French, know what I mean? If all the language names are written in English it could be hard to tell which one you want.

    4. Show next comments  33 more
  24. Yes, this feels like a very strange problem you've ran into. Also, the point of the cache is to prevent the game from loading the same graphics several times. What size are your graphics and how many of them do you have?
  25. Then check for arrow keys being pressed.
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