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Moonpearl

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Everything posted by Moonpearl

  1. Thanks rgangsta. :) I have a feeling I'm going to develop a lot of extensions for this one.
  2. Ah ah, thanks kellessdee. You're the first to actually praise the design, it means a lot to me. All graphics are supposed to be replaced and are a mere, simplistic example of what can be done with the script. As for the font-face, I just wanted to give the demo some kind of an exotic look in comparison with classical RMXP, as well as include the code for easier font replacement in the future. As you said, I chose it essentially because of its readability, I have no special affinity for the type itself. As for the menus, as I believe I explained in the instructions, if you'd rather have a plain, instant fade, you just have to delete the entirity of the Graphics/Transitions folder, since the script automatically looks for files which match the scenes' name. Moreover, if you wish to keep the various transitions, but want them faster, just edit the MP Common entry, look for Scene_Base and change the 40 in Graphics.transition calls to a lower number (e.g. 20), and you're all set. Bet this had some potential to get you off.
  3. Thanks kellessdee. Actually it's only the first part of a broader project which makes the gameplay even more point&click-like. I'm currently writing a nice demo kit for it, so stay tuned!
  4. Welcome. i'd say that VX is essentially easier to use, while XP allows for more customization. For a scripter like me, VX is just a pain in the ass. Plus; I find its graphics ugly, but that's just my taste.
  5. This is quite simple, actually. Edit the Scene_Title script, Search for @sprite = Sprite.new, and right before that line, add the following: @panorama = Plane.new @panorama.bitmap = Cache.panorama(filename) Replace filename with the name of the panorama you'd like to display. If you want it to scroll, add the following to Scene_Title's update method: @panorama.ox += 1 # Horizontal scroll @panorama.oy += 1 # Vertical scroll Change the values according to the desired effect. Finally, don't forget to remove the panorama once the scene changes. To do this, search for @sprite.dispose, and right after, add the following: @panorama.dipose This should do the trick.
  6. Next is the first oddity of mine. It's kinda tricky to introduce since there's so much that can be done with it, but I'll try my best. How do you make up a puzzle in a standard RPG? Since there's so little interaction (only a single button and choice between 3 options, 4 at best), it usually goes this way: get stucked and be given an obvious hint that you must find a way through find a random NPC who gives you an obvious clue you've never asked for go back to the place you were stucked at and get an obvious choice between use the obvious clue or do nothing flatter your own intelligence, while you've actually done nothing but run around randomly What's wrong in there? It's that you get things incidentally; without actually being required to investigate, that's what I call a "self-unfolding game" - it's just a matter of clicking around until it works, even a dumb computer could do it. Now what if you could give virtually any answer to a given riddle, rather than choose between X options you had not even imagined yourself? What if NPCs would wait for you to prompt them with a topic, and give you clues only in response to the appropriate one? Well, my Keywords System does exactly that. Purpose To be able to interact with events using keywords. Common usages include: asking people about a specific topic, answering riddles, looking for a name in a registry... Main features Programming responses to keywords with the eventing system is as easy as: if selected keyword is LIBRARY, then say "This is where I work" Define your own keywords list, as well as those which appear by default - all the others require the player to input them manually at least once Used as a basis for further scripts of mine to come Known issues Overrides some of the Window_Message class, so it might be incompatible with scripts such as Advanced Message System (not tested). Screenshots Download See my blog entry.
  7. I'm not sure what you mean, but the lower right widgets are for skills' targets - for example, if you use Heal, it alloows you to choose whom to heal. Well then, what I don't understand about your screenshot is that you picked a combat skill which cannot apply to party members, so it's only natural that you cannot cycle through targets. This looks like something I've been told before, though. Maybe people expect to get the stats of the character whose skills are selected, but I didn't think of it, and quite frankly, I don't see what good it would do.
  8. Thanks Polraudio. I gave it everything I had. And learnt about Lagrange polynomial interpolation in the process.
  9. Animated Custom Menu System Version: 2.00 Author: Moonpearl Date: March 12th, 2012 Version History Version 2.00 - 2012.03.12 Version 1.11 Version 1.10 Version 1.00 - Original release to RMXPUnlimited.net Description You know custom menu systems are not always easy to customize. Or they aren't really visually appealing. Or they can't include new custom menus you need for your project. Your ideal CMS would feature all that at the same time. And, to your greatest fortune, it's right here. Video Features & Screenshots Compose your own background with any number of layers, each of which can exhibit one or several special effects Show Animations (as defined in the project's database) upons various events (selecting item, making decision, cancelling...) Windows and buttons are moved in/out when switching scenes, and scenes overlap (elements from the next scene are brought in while elements from the previous scene are being swept away) Special menus Several themes to choose from as starters Highly & easily customizable Change pictures at will Each window type can have its own particular windowskin Customize party max size, main menu options, transition speed between scenes, and much more Minimal to no script edits required - only adjust a few constants, everything else is managed automatically [*]Easily expandable ACMS only features code that modifies scenes' appearance, they still work using the base code Thus, external custom scenes should be fairly compatible with ACMS - if you're in luck, they'll fit perfectly as is, if not, just minimal tweaking should do the trick Scripters will find ACMS's architecture extremely powerful and reliable to write their own scenes Known Compatibility Issues May clash with scripts which deal with menu scenes, even though every metaprogramming skills I possess were gathered in order to avoid such a dramatic event Download Download links and all other information (including terms of use, instructions and FAQ) can be found on my blog. Author's Notes I put a great deal of effort into this project. Please provide feedback if you like what you see! Also, I'm interested into seeing ACMS at work in your own project. With your permission, I might want to display screenshots of it on my blog as an illustration of how extensively it can be customized. Also, if you wish to share your own theme for ACMS, I'd be more than happy to provide a link to it in my gallery.
  10. You're welcome. After all, if I am to compose some music for it, it better had some spirit.
  11. I've got mixed feelings about this. It's fun, which is a good point, for it's the first thing we want in a game. However, there's nothing that really sets it apart. The way I see your project now, it's just a RPG among other RPGs (even though a good one). The fact that you don't really know what to say as a description gives me the impression that you have yet to think of a concept, and that you're merely experimenting for now. I'm saying this because the few things you put in a demo are supposed to be representative of what's to come - well then, games in which you explore mines and fight ghosts to get a treasure, with a few funny cinematics, I have seen dozens. So, what I really would like to see about this project is something that makes it unique, be it an ingenious system, an original universe or storyline, anything. So far The Legendary Swordsman is a regular, fun RPG. Make it The Legendary Swordsman.
  12. @kellessdee: Thanks for the warm welcome. I will consider sharing a few scripts of mine (which are quite unique but not necessarily useful to the everyday maker, like I stated above) as soon as I find time and motivation to do so. I can post a thread for RubyGD as well if you'd like but I fear it's a bit too soon, I have barely come at the stage where the library can display graphics on the screen, which is not quite incredible (though at a much better rate than the lame RGSS's 40 FPS). Besides I have very few time to allocate to programming, so it might take months, if not years, for RubyGD to come at an acceptable stage. Anyways, I would still be glad to talk about it in private.
  13. Errrr I'm not used to think of my compositions in terms of "kinds". In terms of video game music, I'm very fond of Motoi Sakuraba's works (Valkyrie Profile, Star Ocean, Baten Kaitos...), though I don't have that sort of talent. I'd say I like to compose expressive pieces, which match a place, an atmosphere, a character... I usually use the same musical theme across different pieces, in a different fashion each time. I have a preference for acoustic instruments, though I can also use electronic sounds from time to time, but I won't make some cheap, repetitive tune just to fill in the sound space. For each piece you need, just describe me the place/character/situation/mood as thoroughly as you can and I'll make something that moves my heart in that direction. If you want the "central theme" feature, a central element of the universe/scenario/main character is usually a good start. For example, in a former project of mine I wrote the evil mastermind's theme and then "concealed" it inside various pieces related to events or characters that had something to do with her. If you knew that theme and had a good ear you could find it at some point of the main character's theme, for instance, which of course had a meaning. I'll search my old hard drive for those few MIDI files for you to hear, if you'd like.
  14. @RageMage: Don't make me feel too important, it might backfire one day. I believe I actually have quite some stuff to tell about Ruby, so I'll be glad to share some insight with you. I can't stand C++ though, which is the main reason why I chose to stick to Ruby. I agree with the fact that having fun keeps things interesting, which is why I have trouble getting things done I guess - people aren't usually thrilled by my stuff, so I get discouraged a lot. @Polraudio: Glad to finally come across a fan of mine (see, I'm already getting serious about being a star). Give me a link to your project so that I can see if it inspires me, but I might very well be interested, after all, your color is Blue so you're obviously a good person.
  15. Moonpearl

    Event Issues

    Just to add some insight about the "erase event" problem, you have to understand that as far as your computer's memory's concerned, there only exists one map at a time - meaning, when you leave a map, the game simply forgets it's even loaded it, so when you go back, it's just like it was loading it for the very first time. That's the reason why the "erase event" command does not erase event forever. Selfswitches, on the other hand, remain in your computer's memory regardless of the map you're currently navigating. So if you want something to be remembered about an event, in a general manner, switches and selfswitches are the thing you're looking for.
  16. Hello folks, I was contacted by Kiriashi some time ago regarding the CMS script I wrote. Then I thought to myself: it's been a while that you haven't been around a RMXP community, why not give a go at RMXP Unlimited? And since I usually like myself's ideas, I agreed to it. So, here I am. Soooo I'm sort of a veteran scripter to RMXP who likes to develop tons of fancy systems that nobody cares about, but I guess that's the kind of stuff I enjoy. Actually, I haven't been playing around with RPG Maker for a while, but when I do I also enjoy giving a hand to scripting rookies all over the net. I'm currently designing a game development framework in Ruby which is intended to work very similar to RGSS, but with dramatically better performances. In the end it might very well replace Enterbrain's crippled loader, but don't get too excited about it, 'cause it won't happen before long - if it actually makes it. As for my other skills, I'm an amateur musician and once in a while I sit a my keyboard and compose some piece of music. I have never written music for a video game project yet but this is an option I might consider. I can also deal with graphic design pretty well, but I suck at pixel art. I like writing scenarios a lot but I hate making them classical, so if you want to ask me to make one, be prepared for the unexpected. Another big interest of mine in the area of video games is artificial intelligence, which I happened to study a few years ago. Developing agents able to learn and take decisions by themselves is a prime goal to me. In a general manner, I'm an artistic person and I like to make everything I do - even a mere CMS - something, rather than some thing. I guess that's the main point to remember about me. That's pretty much about it for now. Hope we can have some fun together, and that you don't find me too much of a blimp.
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