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Metaclaw

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Everything posted by Metaclaw

  1. I meant to ask what languages can be used to write the code in DLL files. anyway, I asked around, and heard that you can write DLLs in c# language. though only c# programs can run them, and they require .Net framework to run. which makes me wonder if Ruby is similar, and can only run Ruby DLLs / require Ruby to be installed. that would be bad, as installing Ruby is not a task for your ordinary computer user. I don't want my game to reuire ruby. (RMXP doesn't actually install Ruby, I'm not sure how it runs Ruby code) so... my game still needs a script to get data from a server. my options are either to use c# .exe file, and ask players to install the .Net framework (most people have it installed so it's not big deal) or write a DLL in C (so there's no need to install extra stuff) I haven't touched C in years, but I remember it being very low level. connecting to a server in such a language is too much trouble. but it sounds useful for adding simple functions to RMXP. there are probably C code snippets available online for comon tasks.
  2. so, I saw people use DLL files with RMXP, to add functions like online features. I want to learn how to make / use DLLs. can someone give the basics? like : how do I create a DLL? can RMXP run any DLL, or are there limits? what language is the code inside a DLL? what is Win32Api, and how is it related to using DLLS?
  3. I want to erase older versions of my script, in the resources/scripts section. the 'garbage can' icon does nothing. what do?
  4. I think you have to edit draw_item and update_cursor_rect. You have to change where the menu commands are (x,y). Your y will always be the same, and x will be index* something. Look how Window_ShopCommand does this.
  5. I've seen people do amazing things & systems with eventing. so I'll take your word for it, though I don't see how it's possible. this is exactly why I made this script- to help create complex event systems. check out my script, and see what I mean.
  6. wel.. imagine you're making a zombie apocalypse game. and you want a new zombie event to be created every 30 seconds.
  7. thnak you all, it's good to be back ^^ I just uploaded my script, I said this week, didn't I? the script description is kinda rushed, I'll add FAQ/ more info later. Ryan, I'm not sure what you mean?
  8. I feel so loved ;-; zahraa, you're the reason I had skype. I'll have to re install it XD
  9. dunno if anyone remembers me.. so I took a break from developing my game, but now I'm back. armed with new programming knowledge of for making online applications. will probably post & ask to help / advices soon. I think I promised to post a script, too. my Event Methods script lets you create event-specific variables, spawn new events during game-play, and more. it has a projectile shooting script too, but it has bugs. I'll post it later this week.
  10. so you're using version 1.04 now, on windows 8? last I tried 1.04 wouldn't even open for me, but I'll try again
  11. this little script will make it impossible to use items on your character. replace the 5 below with your charcater's number in the database. class Game_Actor def item_effect(item) if self.id == 5 $game_system.se_play($data_system.buzzer_se) return false end return super(item) end end
  12. no, cause other people got the same problem in windows 7, and the original poster said he tried running rmxp as admin. I tried cleaning the registery, installing stuff like Flash and javascript, and even formatting my D drive which wasn't formatted yet, in case it's somehow related. that didn't help, so I made a new project & tested everything I could think of. I haven't found any other bugs, thankfully. so.. it's time to go back to work on my game. I'll just keep backups of it. btw, my game did glitch once and couldn't be opened. I know I fixed it, but I don't remember how. I think I copied the scripts file, map files, and the graphics folder into a new project.
  13. my drivers are up to date. I tried version 1.04 and it doesn't work at all. as soon as I opened RMXP it crashed. the next one, version 1.05 is the new one with the red background. I just re-installed it, and the problem isn't fixed. it's weird, I had RMXP installed on windows 8 on a different PC, and it worked just fine. the red background isn't so bad, but since RMXP doesn't work properly, I'm afraid to open my game project.. won't it get glitched? I couldn't find any info on this bug, except that one forum post that said it can't be fixed. I hope there aren't more related bugs waiting to be discovered x.x
  14. re-install & reboot. works 99% of time :p I heard it can't be fixed in other forums, where other people had this problem and asked for help. it seems like windows can't correctly read the custom 'transparent' background color, and I'm pretty sure the old version didn't have a custom bg color feature. so it should work normally. thanks pol, I'll try the old version first, then try to re-install the new. worst case, I'll have to get used to the red color..
  15. hi GDU, it's been a while ^^ I'm here because I need help. does anyone still have an old install file for RMXP? I recently had to re-install my RPG Maker XP, and sadly, there's a bug with the new version in windows 8, which makes the 'transparent' color always red. it's hard to see tiles/ charcaters with such dark background color, and I was told this can't be fixed. so I'm hoping someone kept the old version. I can't be the only one who downloads install files, and forgets to erase them.. right?
  16. that battle script seems very flexible and costumizable, which is great. just throwing some more ideas for a large party: 1. party-members can be 'squads', rather than a single person. so every 4-5 people you recruit are one battler during battle (with a graphic of several people standing in a group.) there can be several 'classes', like archers, wizards, etc, each having their own 'squad' battler. 2. we can do something similar to bravely default, where you have a large party, but only some of them fight actively. you can swap them around during battle, to let them rest/charge a strong attack. 3. we can let the player pick who is in the party, say 4-6 charactres out of all the 'recruits'. the rest will follow you on the map, and also fight enemies, or at least pretend to, using some eventing shenanigans. if the party is really big, perhaps a squad sprite can be used, so instead of 10+ sprites following you around, there will be one big sprite that looks like a squad of people. or alternatively, one character can be a 'commander' that leads some recruits while the player leads the other one. so there will only be the player sprite, and the 'comander' sprite following him. btw, the word "alternative" sounds like: 'make a path' in Hebrew. I cant help but wonder if that's the source of the word..
  17. hi~ just saying I downloaded the demo. I'll try it out later. do you want me to search for bugs, or tell you my opinion on the game ?
  18. comm'on guys. read the dates before replying -_-; the last post here was half a year ago. this topic is dead. in other forums you'll get a warning for "necro posting". the idea is good, though. why won't one of you start a new topic, offering help/asking for help.
  19. I agree about battles with lots of enemies/party members. choosing commands for 5,6,7 or even 20 battlers every turn can get boring. so whatever battle system we use, I'd suggest adding an "auto-battle" function, where a certain battler will automatically do a certain action, that the player defines before the battle. also, you can only fit so many battlers into the battle screen, so a map battle may be better for a larger pary. like I said earlier, the script I'm currently working on allows creating & erasing events on the map during the game, and I'll hapily edit it to fit our needs. it includes a simple on-map battle, where you can 'link' a certain event with a certain enemy or a party-member, and have them use the right skills, and the right atk/hp etc straight from the database, to calculate damage. it doesn't include battle animations, or exp gain, but those can be added easily using event-commands. and.. Can you guys remind me what 'Action' and 'Tactical' battle means ? isn't Action-battle a code for on-map battle, while Tactical-battle is the one where you move 1 square at a time?
  20. weird, it worked before, but now it doesn't work for me either. sorry. I think both Bitmap.new(filename) and RPG::Cache.picture(filename) will make RMXP crash if the file doesn't exist, and there's no way to do a 'try' block in RMXP. there's also no way to check how RMXP searches files inside the encrypted game.rgssad file, as that's inside a hidden class, as everything related to encryption. if you say FileTest works for files in the main-folder, then moving the picture into that folder may be your best option.
  21. got side-tracked from my current script, to do a path-finding script. the experience taught me a lot.

  22. you're welcome :) about the path, I'll fix my post. I saw RMXP uses that code to search for save-files, which are in the game's main folder, so I asssumed you'll need a path for inner-folders.. I forgot encrypted games have no inner folders.
  23. you can use FileTest.exist. it's what RMXP uses to search for save-files, and it works in encrypted games too. if FileTest.exist?("picture.png") @picture.bitmap = RPG::Cache.pictures("picture") else @picture.bitmap = RPG::Cache.pictures("otherpicture") end
  24. welcome to the forums~ feel free to post any questions you have that isn't answered in tutorials. good luck with your huge project :)
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