Leon
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Everything posted by Leon
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Ok, Here is a tutorial for changing hte default menu's options: Please, if you ahve any issues, post them.
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"Do your best. It may not be better than everyone else's, but atleast it is something to be proud of." - Leon
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not for a while, I still have 48(47) to make, but i have already done 62% of the maps, so it should take 3-5 weeks, but when done, i'll pm you a copy.
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Ok, in about 3-5 weeks, I will need at minimum 3 testers. (Sorry, DD and Marked, you cannot test it. This is same for anyone else involved in the project comp at RmXP Ultimate.) These testers need to travel among a great journey. Their task: Explore a vast world without interuptions. This means, all events, scripts, etc. have been blocked out minus the actual maps and teleport events. I just need some opinions about it. Anyway, If you are interested, let me know. I can assure you, it will be worth the walk. Heh heh heh...
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Almost done... Just have to go over it a little and finish it up. It is short, but I haven't been on my pc that much lately. Either that, or I have an urge for mapping. That reminds me... I need to start another topic... look for it if you are interested in testing something... big.
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Piece of cake, chief. (Finally! someone to help! I was going insane!)
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I ask because it can be quite a diverse subject. I dont want to make a tutorial that nobody will need. For example, with your CMS tutorial, do you want it so you can add items to the default menu, or creating a CMS from scratch? If from scratch, do you want it to show how to build all of the different options to your own tastes such as the item screen, skill screen, and so forth. There are quite a number of possibilities, even for a CMS. I have actually made about 2-3 different CMS designs, each different from the other. With many different options, just for the CMS, it would be impossible to write up a tutorial on everything without it being very technical. Now, i could write one that tells the basic functions of everything, and taht could be all you need, but that could also get confusing and very long. However, it could be good.
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I don't mean to discourage, it is just a warning.
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Yeah, i think this game was junk, so I started on my latest project. If this one was impressive, just you wait.
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Greetings from your resident scripter. Hey, just as forewarning, if you do go to sell a game made by RmXP, you have to write all the scripts, do all the graphics, etc. Else, you can easily be sued. (I looked into this, it was my goal with ND.)
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To give it the illusion of expanding, you need to move the window to the left, while expanding it to the right twice as much. By doing both at once, it will lag. Ill try it later, right now, i dont have a power cord.
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Find out the used font, download it, and put it in C:\WINDOWS\fonts Just remember: Only the font FILE. NEVER the folder.
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Oh, I forgot about the font I used.... Here it is:
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I tried something like taht before with a CMS I built somebody else, but they experienced bad lag...
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Fiuxed: #=================================== # Ichabod's Menu, made by Leon. #---------------------------------------------------------------------- # Here you go, and it goes off of the built in scenes. # Just put it under 'Scene_Debug', but above 'Main' #=================================== $defaultfonttype = Font.default_name $defaultfontsize = Font.default_size #=================================== # Game_Party #=================================== class Game_Party attr_accessor :menu_cursor alias leon_ichabodmenu_gameparty_initialize initialize def initialize leon_ichabodmenu_gameparty_initialize @menu_cursor = 0 end end #=================================== # Window_Item_Option #=================================== class Window_Item_Option < Window_Selectable def initialize super(0, 0, 106, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 0 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (106-34), 32, "Item", 1) end end #=================================== # END Window_Item_Option #=================================== #=================================== # Window_Skill_Option #=================================== class Window_Skill_Option < Window_Selectable def initialize super(106, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 1 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Skill", 1) end end #=================================== # END Window_Skill_Option #=================================== #=================================== # Window_Equip_Option #=================================== class Window_Equip_Option < Window_Selectable def initialize super(213, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 2 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Equip", 1) end end #=================================== # END Window_Equip_Option #=================================== #=================================== # Window_Status_Option #=================================== class Window_Status_Option < Window_Selectable def initialize super(320, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 3 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Status", 1)<br /> end end #=================================== # END Window_Status_Option #=================================== #=================================== # Window_Save_Option #=================================== class Window_Save_Option < Window_Selectable def initialize super(427, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 4 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Save", 1) end end #=================================== # END Window_Save_Option #=================================== #=================================== # Window_Endgame_Option #=================================== class Window_Endgame_Option < Window_Selectable def initialize super(534, 0, 106, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 5 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.font.size = 18 self.contents.draw_text(0, 0, (106-32), 32, "End Game", 1) end end #=================================== # END Window_Endgame_Option #=================================== #=================================== # Window_Actor_Select #=================================== class Window_Actor_Select < Window_Selectable def initialize super(160, 64, 480, 416) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.active = false self.index = -1 refresh end def refresh self.contents.clear self.contents.font.size = 18 @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 95 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 28) draw_actor_state(actor, x + 90, y + 28) draw_actor_exp(actor, x, y + 54) draw_actor_hp(actor, x + 236, y + 28) draw_actor_sp(actor, x + 236, y + 54) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 95, self.width - 32, 96) end end end #=================================== # END Window_Actor_Select #=================================== #=================================== # Scene_Menu #=================================== class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224-160 @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320-160 @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416-160 @item_window = Window_Item_Option.new @skill_window = Window_Skill_Option.new @equip_window = Window_Equip_Option.new @status_window = Window_Status_Option.new @save_window = Window_Save_Option.new @endgame_window = Window_Endgame_Option.new @actor_window = Window_Actor_Select.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @item_window.dispose @skill_window.dispose @equip_window.dispose @status_window.dispose @save_window.dispose @endgame_window.dispose @gold_window.dispose @steps_window.dispose @playtime_window.dispose @actor_window.dispose end def update @item_window.update @skill_window.update @equip_window.update @status_window.update @save_window.update @endgame_window.update @gold_window.update @steps_window.update @playtime_window.update @actor_window.update case $game_party.menu_cursor when 0 @item_window.active = true @item_window.index = 0 when 1 @skill_window.active = true @skill_window.index = 0 when 2 @equip_window.active = true @equip_window.index = 0 when 3 @status_window.active = true @status_window.index = 0 when 4 @save_window.active = true @save_window.index = 0 when 5 @endgame_window.active = true @endgame_window.index = 0 end if @actor_window.active update_actor return end if @item_window.active update_item return end if @skill_window.active update_skill return end if @equip_window.active update_equip return end if @status_window.active update_status return end if @save_window.active update_save return end if @endgame_window.active update_endgame return end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 5 @item_window.index = -1 @item_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 1 @item_window.index = -1 @item_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 0 $scene = Scene_Item.new end end def update_skill if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 0 @skill_window.index = -1 @skill_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 2 @skill_window.index = -1 @skill_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 1 @skill_window.active = false @actor_window.active = true @actor_window.index = 0 #$scene = Scene_Skill.new end end def update_equip if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 1 @equip_window.index = -1 @equip_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 3 @equip_window.index = -1 @equip_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 2 @equip_window.active = false @actor_window.active = true @actor_window.index = 0 #$scene = Scene_Equip.new end end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 2 @status_window.index = -1 @status_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 4 @status_window.index = -1 @status_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 3 @status_window.active = false @actor_window.active = true @actor_window.index = 0 #$scene = Scene_Status.new end end def update_save if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 3 @save_window.index = -1 @save_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 5 @save_window.index = -1 @save_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 4 $scene = Scene_Save.new end end def update_endgame if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 4 @endgame_window.index = -1 @endgame_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 0 @endgame_window.index = -1 @endgame_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 5 $scene = Scene_End.new end end def update_actor if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) case $game_party.menu_cursor when 1 @skill_window.active = true @actor_window.active = false @actor_window.index = -1 when 2 @equip_window.active = true @actor_window.active = false @actor_window.index = -1 when 3 @status_window.active = true @actor_window.active = false @actor_window.index = -1 end end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case $game_party.menu_cursor when 1 $scene = Scene_Skill.new(@actor_window.index) when 2 $scene = Scene_Equip.new(@actor_window.index) when 3 $scene = Scene_Status.new(@actor_window.index) end end end end
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I knew I forgot something... *slaps forehead* easily fixed. My apologies. (I had to rewrite some of the code, and forgot a snippet.) Ok, fixed:
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Actually, i have your drawing completed, the scene is actually done. Let me load it up. #=================================== # Ichabod's Menu, made by Leon. #---------------------------------------------------------------------- # Here you go, and it goes off of the built in scenes. # Just put it under 'Scene_Debug', but above 'Main' #=================================== $defaultfonttype = Font.default_name $defaultfontsize = Font.default_size #=================================== # Game_Party #=================================== class Game_Party attr_accessor :menu_cursor alias leon_ichabodmenu_gameparty_initialize initialize def initialize leon_ichabodmenu_gameparty_initialize @menu_cursor = 0 end end #=================================== # Window_Item_Option #=================================== class Window_Item_Option < Window_Selectable def initialize super(0, 0, 106, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 0 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (106-34), 32, "Item", 1) end end #=================================== # END Window_Item_Option #=================================== #=================================== # Window_Skill_Option #=================================== class Window_Skill_Option < Window_Selectable def initialize super(106, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 1 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Skill", 1) end end #=================================== # END Window_Skill_Option #=================================== #=================================== # Window_Equip_Option #=================================== class Window_Equip_Option < Window_Selectable def initialize super(213, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 2 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Equip", 1) end end #=================================== # END Window_Equip_Option #=================================== #=================================== # Window_Status_Option #=================================== class Window_Status_Option < Window_Selectable def initialize super(320, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 3 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Status", 1) end end #=================================== # END Window_Status_Option #=================================== #=================================== # Window_Save_Option #=================================== class Window_Save_Option < Window_Selectable def initialize super(427, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 4 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Save", 1) end end #=================================== # END Window_Save_Option #=================================== #=================================== # Window_Endgame_Option #=================================== class Window_Endgame_Option < Window_Selectable def initialize super(534, 0, 106, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 5 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.font.size = 18 self.contents.draw_text(0, 0, (106-32), 32, "End Game", 1) end end #=================================== # END Window_Endgame_Option #=================================== #=================================== # Window_Actor_Select #=================================== class Window_Actor_Select < Window_Selectable def initialize super(160, 64, 480, 416) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.active = false self.index = -1 refresh end def refresh self.contents.clear self.contents.font.size = 18 @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 95 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 28) draw_actor_state(actor, x + 90, y + 28) draw_actor_exp(actor, x, y + 54) draw_actor_hp(actor, x + 236, y + 28) draw_actor_sp(actor, x + 236, y + 54) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 95, self.width - 32, 96) end end end #=================================== # END Window_Actor_Select #=================================== #=================================== # Scene_Menu #=================================== class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224-160 @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320-160 @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416-160 @item_window = Window_Item_Option.new @skill_window = Window_Skill_Option.new @equip_window = Window_Equip_Option.new @status_window = Window_Status_Option.new @save_window = Window_Save_Option.new @endgame_window = Window_Endgame_Option.new @actor_window = Window_Actor_Select.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @item_window.dispose @skill_window.dispose @equip_window.dispose @status_window.dispose @save_window.dispose @endgame_window.dispose @gold_window.dispose @steps_window.dispose @playtime_window.dispose @actor_window.dispose end def update @item_window.update @skill_window.update @equip_window.update @status_window.update @save_window.update @endgame_window.update @gold_window.update @steps_window.update @playtime_window.update @actor_window.update case $game_party.menu_cursor when 0 @item_window.active = true @item_window.index = 0 when 1 @skill_window.active = true @skill_window.index = 0 when 2 @equip_window.active = true @equip_window.index = 0 when 3 @status_window.active = true @status_window.index = 0 when 4 @save_window.active = true @save_window.index = 0 when 5 @endgame_window.active = true @endgame_window.index = 0 end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if @item_window.active update_item return end if @skill_window.active update_skill return end if @equip_window.active update_equip return end if @status_window.active update_status return end if @save_window.active update_save return end if @endgame_window.active update_endgame return end end def update_item if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 5 @item_window.index = -1 @item_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 1 @item_window.index = -1 @item_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 0 $scene = Scene_Item.new end end def update_skill if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 0 @skill_window.index = -1 @skill_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 2 @skill_window.index = -1 @skill_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 1 $scene = Scene_Skill.new end end def update_equip if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 1 @equip_window.index = -1 @equip_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 3 @equip_window.index = -1 @equip_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 2 $scene = Scene_Equip.new end end def update_status if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 2 @status_window.index = -1 @status_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 4 @status_window.index = -1 @status_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 3 $scene = Scene_Status.new end end def update_save if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 3 @save_window.index = -1 @save_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 5 @save_window.index = -1 @save_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 4 $scene = Scene_Save.new end end def update_endgame if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 4 @endgame_window.index = -1 @endgame_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 0 @endgame_window.index = -1 @endgame_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 5 $scene = Scene_End.new end end end
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All I have to do is make a window for each command, set it so when you press left/right, that window is deactivated, and the next is, and have it so when you hit enter, it goes to the next scene, saving the cursor's position in $game_party, or cancel, save the cursor's position. VERY easyfor an experienced scripter. Give me... oh... 4-6 hours, if that. I can only assume you are using teh default Menu, with chanes to the scene's windows.
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This script will be very easy to do, and I have been looking for an easy script or two to help me relax. Give me a couple days, because this is easier than you'd think...
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I find that it gets more credit than it deserves. The moral of the movie is good, but the interpretation that people get from it is ridiculous. I recommend renting it first.
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Ok, so I never did get to finish it, but I thought I would show you guys the game that actually started me getting into this thing. I must credit others, but They are all listed in the 'credits' option. Anyway, Here is the gist: Plot: (very cliched, but was supposed to get better when complete.) Your name is Leon (This was a group game, and they made me the leader, telling me to use my name. Ask Ark, he remembers xD) and the Duke of the land has taken your fiance to wed. As you are off to train in the skill of fighting to win her back, your brother betrays you. With no home, no family, and no love, you must turn to a new place to live, and earn back all that you lost. Characters: Leon: A man who fights for his love, and his land. Aklath: A weapon master who is only brave in the absence of women. Kiki: A sensual woman who is always flirting. Sealamin Loyalar: A mage who fights, but hopes to avoid his rival. Theo: A mysterious stranger who happens to appear one night... Jimzzor: Second in command of the guild. Willix: The owner of the Pyton Guild. Features: (Back before I scripted.) --Equipment Skills. (SephirothSpawn) --Enemy Levels (SephirothSpawn) --Tiberius' Bank System (Tiberius_XXVII... my first teacher) --Text Scroll System (Dube) --Ring Menu (Unknown) --HP Bars (Slipknot) --Multi-Slot Equipment (Guillaume777) --Actor Stat Bonuses (SephirothSpawn) --Evented Crafting System (very small.) --Clone Wars minigame (This one gets raves.) --Evented HUD to show equipped weapons. Screenshots, although they are pathetic. Notes: This is my first game, and the maps were 50% done by me, 50% by my old pal devilz. Anyway, it wasn't the best game (in fact, far from.) But just remember it was my first game. Also, the clones are very funny, try and locate them... I dare you! Demo: http://www.megaupload.com/?d=NKSUBH23 (approx: 11.5MB)
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How about just set up your own reference section and ask Marked to give you a section for tutorials?
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I'd appreciate a copy of what you send to Grandor, if at all possible. I am in school for this (reading ahead, so to speak.) and I must say, it is extremely different from Ruby.
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I used to know... I do have VB, but it has been quite a while since I used it. I would ask to see your code, but I know how protective people can be of that. Even if I did view it, I wouldn't use it, just help you make it so you can add scripts. You can have creds, man, I just need a way to sort my crap.