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Everything posted by Metaclaw
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so I downloaded this to check it out, thinking I'll enjoy a game and help out. but I'm afraid it wasn't fun to play through.. I'll start by pointing out the problems: I've played for over an hour, and I still have no clue WHO the main character is, where to go, what's going on, or who are all the people in my party. from the moment the game starts, the player can go ANYWHERE on the world-map. so the player is forced to randomly enter maps. each map is full with millions of random battles, floors and puzzles. and when you finally get to the end of the map, you realize you achieved nothing. the plot doesn't move on, there's no new hint about what to do next.. sometimes you'll get an item but that's all. the characters never talk during the whole thing. even your party levels barely change. also, why would you place a 'save-game' crystal anywhere BUT before the first mini-boss (in the mines)? every floor in that mine had a crystal, except the one floor where you needed it. it had good things too. I didn't encounter any bugs. it had nice systems like the point-system, auto save on Inns, the reputation system and crafting system. but overall, those good points were not enough to keep me playing- for me it was a frustrating experience. I went everywhere on the world-map, talked to everyone, killed every monster in every floor.. and didn't find a single clue about what I'm supposed to do. I think I simply missed some 'important' door/ladder in some cave, but it wasn't because I wasn't searching! the cave maps are too dark and the 'doors'/ladders just blend into the walls. one cave-map is completely dark and the 'lamp' you're carrying casts a light circle that blurs the few tiles you CAN see. if the doors/ladders there are as dark as in the other cave, it's no wonder I couldn't find them.
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I have a script that can do that (create events during the game, and handle 'projectiles') but it's not ready yet. check it here it requires a pre-made 'fireball' event, but you can fire multiple fireballs at a time, and check whether ANY of them hits a certain event (ie: an enemy on the map). they automatically disappear when they hit another event or an obstacle / reach the map border / get out of screen . there's a demo, but it has a bug, so you better wait for the next version.
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in the meantime, you can use this line in a script command: $game_variables[10] = @event_id the variable will now hold the id of the event who called that script. * change 10 into the variable number you want to use.
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selfVariables and eventLabel for a conditions
Metaclaw replied to higgle2piggle's question in Support
I hope I understood what you're asking.. how about this: suppose you have 3 pushObject events: 1,2, and 3. they're almost the same event, where you keep checking if the event is on the same x,y as the floorButton. when the event IS on top of the floorButton, make it set a certain variable: if it's the 1st pushObject, set it to 1, if it's the 2nd set it to 2, etc. then, add a page to the pushObject events, where if the 'puzzle solved' switch is ON, you automatically move the right event to be on the floorButton- if the variable is 1, the 1st pushObject will move but the others won't, etc. that way when the player re-enters the map, the pushObject is exactly where it was when he left. -
just saying this project isn't canceled. it was on delay, but now I'm back to work, and ~90% done. added features: - faster/more efficient collision detection* - detecting transparent pixels. the empty/mostly-empty tiles inside a sprite won't trigger a collision - map object's "height" is incorporated. so a projectile can fly from one side of the lake to the other, but it cannot go through a tree/building. - copy-to-clipboard (the scrips generates a code, which users can paste into their event to do certain tasks): I made a new .exe file, which doesn't make your antivirus go nuts ( Avast & AVG.. what do u have against c++, darnit ) - events can now have their own variables: HP, height, etc. you can freely copy-paste such events, and each will behave differently. for example, if the event disappears when their HP is 0, only that event will disappear. there's no need to waste game-variables, either. note these events can be cloned, or generated DURING game play -- by other events! - fixed a bug with enemy projectiles (projectiles shot at the player, by other events) * note collision is checked tile-by-tile, not pixel-by-pixel. I have no plans to fix that, as it's very likely to cause serious lag. left to do: - improve collision-check for the player - work around the need to copy-paste a projectile's base-event to every map. - clean up the code - test for bugs - fix said bugs
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I'd love to have the game set in pre-historic times. the hero/ enemies can be from an ancient humanoid race (reptilian?) rather than humans. they can be as advanced as we want, but I think it'll make sense if they use 'ancient' technology: stone-head spears, weapons made of bones. dinosaurs can be used for battles: either as 'summons' or as the 'mount' of a certain characater/class. ie, having a 'Dinosaur rider' as a class, where each 'level' gives access to different dinosaurs. there could be magic too- maybe the 'magician' class can be a witch-doctor sort-of-thing, using skulls etc. I'm thinking of having 'tribes' of these humanoids, where each has slightly different 'race'. some can be pterodactyl-like and be capable of attacking from the air, som can be more muscular/bulky and be 'warriors' etc. the main hero can go around and recruit help from other tribes, to build a party/army. as for battle style, if possible, a Red Alert sort-of-game can be nice, where you control multiple units and tell them where to stand /which units to attack. rather than having to drag your units around huge maps until they get to the enemy, I suggest this: the player collects an army by talking to NPCs, then tell them where to gather (at a certain map, where the opposing army is sitting). when you enter the map, the player can arrange them, and then start the battle. we can combine that with the 'race' thing, and have 'flying' units, ground units, fast units, heavy-hitting-slow units, etc. imagine gathering a group of 100 units to attack a huge demon/dinosaur. or a whole team of demons. on a volcanic background *-* it'll take a script for mouse control, the battle itself can be done using events. I have a couple scripts I've made that I can help (from my event paradise script, which isn't released yet. including: giving events data, like attack, hp, etc. auto-generating events on a map, and a projectile-shooting system) we can base the story around ancient myths. ie: the Leviathan can be a gigantic 'demon' trying to destroy the world. the wild enemies around maps can be predator dinosaurs, where as the Leviathan's troops can be demons/ghosts/giant bugs, etc. regarding resources for the game- we can use 'tropical' tilesets, forest tilesets, and volcano tilesets. we can give the player a sense of scale (being relatively small), by using 'tree house' tilesets with huge trees, as well as huge dinosaurs like sauropods being the "ground" in some maps, where the player is walking on their back. as for the plot/characters, I'll leave that to other people. note we don't have to stick to dinosaurs for the mounts, any 'primitive' beast can work with the theme, including made-up ones.
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I vote RMXP. because mapping and scripting, like everyone else says. a more powerful engine may be nice too, but it should have a serious advantage over RPG makers to justify itself. it also can't be too complicated, cause we'll have to learn how to use it, before we can even start contributing to the project.
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I tested it out, looking good ^^ will this be free to use? and how do you view other people's games?
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happy belated birthday :)
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pretty sure it's normal. that's how it always worked for me. and wow, I've never noticed the batch-text thing until now. btw, when you have a long script-line, another solutions is to do it in 'steps'. for example: str = $game_actors[2].str $game_variables[5] = str
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hi raana, so you're Zahraa's friend, huh? please share your stories with us sometime ^^ and wow, breathing oil gases doesn't sound healthy. the world is moving towards 'clean energy', hopefully a change will come soon, for all of us living in polluted cities.
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welcome blue, good luck with your game :)
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/stares at green arrow. now I know what you're for
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I love the fairy forest trees! now I'll have to find an excuse to use them in my game ;)
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Minuum - Crazy new mobile keyboard
Metaclaw replied to Marked's topic in Computers, Internet and Tech Talk
that was amazing to watch :D -
[SOLVED!] Removing specific commands in battle
Metaclaw replied to enigmaopoeia's question in Support
search the method update_phase3_basic_command, and you'll see that RMXP decides what to do based on the command_window's index. skill/defend are set to happen when the index is a certain number. when the player select the first item on the menu, index is 0, and for defend, index is 1. so i moved the lines that executed the 'skill' and placed them under 'when 0', and the lines that execute 'Defend' to be under 'when 1'. here's the fixed method. class Scene_Battle def update_phase3_basic_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Go to command input for previous actor phase3_prior_actor return end # If C button was pressed if Input.trigger?(Input::C) # Branch by actor command window cursor position case @actor_command_window.index when 0 # attack >> changed to 'Skill' # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.kind = 1 # Start skill selection start_skill_select when 1 # skill >> changed to 'Defend' # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 1 # Go to command input for next actor phase3_next_actor end return end end endit's a good habit not to change RMXP default scripts direcly, instead, make a new page above 'Main' and paste this in it. -
Is Incest Wrong During a Zombie Apocalypse?
Metaclaw replied to FranklinX's topic in Debate and Mature Discussion
I don't care about genetics. this is plain wrong anyway, I don't see any zombies around, and even if there were there might be other solutions. like trying to heal the zombies, or use sperm donations. or call doctor Who. -
the problem isn't necessarily the call ( window_charselect.new(@actor) ) if that window doesn't need an actor in order to work, just erased '(@actor)' from the call. but if your window does need an actor, for example, if it displays their equipment etc, then you need to fix the initialize method. make it take an actor as argument: class Window_Charselect < Window_Selectable def initialize(actor) # do whatever with actor end endand, if you do that, you have to add (@actor) wherever Window_Charselect is called.note you cannot use 'actor' outside of initialize, it's a temporary/local data. if other methods need an actor too, use: @actor = actor , in initialize. that makes it a 'class variable', and any method in window_charselect can use it. (you'll use @actor.name, etc rather than actor.name) sorry if you already knew that, your post made it sound like you're new to scripting. I prefer to explain too much than to not explain properly ^^
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@charselect_window = Window_Charselect.new(@actor) your window_charselect takes no arguments. look at its initialize method.
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I don't think you were supposed to delete the default script. normally you just add the script as a new page, above main unless the scripter who made this said to do it.
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1)it's as simple as adding this line in Scene_Battle4 line 218 (right after # if guard) @active_battler.animation_id = x replace x with the animation you want (its number in the database) should work for enemies too, 2) yes they can. just add a new action for the enemy, and choose basic , then defend. 3)um, what's a Cover ability ?
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I like them too, good luck and let us know when there's a demo!
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don't you just use Show Battle Animation ? oh.. but I don't think you can change the actor's graphic like you wanted. there's no event-command to change the graphic of the 1st/2nd/3rd/4th party member. maybe you should post a script request for this. once again, the script I'm working on will allow you to do all this using comments.
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[poll]Reset points for everyone?
Metaclaw replied to Marked's topic in Feedback, Bug Report and Forum Help
/hoards her points I finally had a good amount dang it. -
hi Valsh~ I'm curious to hear more about your game. but what on earth is that in your avatar XD