Leon
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Everything posted by Leon
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Ok, today in school, I was reading my i-Net+ text book, going over the different languages used on the Internet, and they kept talking about scripting. So, in the middle of class, I opened Notepad on the computer and whipped up this little doozy. In a nutshell, if the player the items to make an item defined in the module, it is automatically added to the list. Further, if you want, you can make it so that some items can't be made, and don't appear, until after a certain event (using call script to execute it.) If that isn't enough, you can add the item to the list much like Deke's by saying each item needs to be triggered by an event, and add it using call script instead of based on items being held. Further still, it doesn't tell what the concoction will make UNTIL it is made. The instructions on how to use this are in the script, so please look there for them in the header. Screenshot: Script: Craft_System.txt
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Ok, here is what has shaken loose. I am stepping down and giving the site to Marked (again). I do this because I know nothing of forums. My programming is for stuff other than, because I don't care too much for internet and networking. Anyway, I will stick around, but I dont have the time nor patience to run a site.
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I have an idea, but we all must band together for it!
Leon replied to Leon's topic in General Game Development
Well, the game hasnt been started yet... This is speculation. I am trying to get the ducks in a row before I shoot. As for my absence, I apologize. Internet troubles. Further, I am working on a system that is integrated and takes a LOT of work, but if i can pull it off, It may suprise you all. -
THe demo has been updated. There is a total of around 80+ maps so enjoy. NOTE: There is a hidden Windowskin. Let me know if you find it!
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The storyline is merely a prototype storyline. I wrote it as an example. As for teh idea of splitting the game, that is what I wanted to REALLY get across. It is to show that there are many decisions in life, and it will allow you to play out many scenarios.
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Please vote and tell why. Okay, guys. I came up with a GREAT idea for the game, and a beginning story. The reason I say beginning, is because this story will probably have 2-4 different ways it can be carried on. Since we have the man-power to do it, it would be a fun thing. If you guys would rather keep with one straight storyline, we can do that to. A young man out hunting for his grandfather stumbles upon a group of men, planning to assassinate the lord of this land. He rushes home, telling everyone. The elders call a meeting, disputing the rumor, disreguarding it. The young man reaches home, only to find his grandfather disappointed in him. Three days later... Some 'guards' come and take him and his grandfather away, because of the rumors. It is 'to protect Lord Elric'. The 'guards' take them to a hidden location deep in the woods far from the village, leaving the young man with a choice: Join them in assassinating the Lord or Don't return and leave his grandfather to die. Now, we would have to come up with the common elements for each separate path, but if we took each path and made a 2-hour or so game with it, you are looking at some great fun. Plus, we can always leave it open-ended to continue further. Now, as for what we would need as commonalities, there are: Slang used by the characters. Names of certain NPCs. Features and availible items. As for things that can change depending on the path taken: Allies Chest contents Storyline elements Some things are unavailible Now, if you guys like the splitting idea, we can seperate into teams that may get smaller if we split the game further, or we can eliminate the splitting of the team and keep with one simple story. But, if we do it this way, we could definately use the Good/Evil script. Also, I may create a character generator again, one better than my old one, just for this project. Well, vote. If it passes, we can divvy our talents evenly, select our scripts, and get started. If not, We can select our scripts and get started. Also, if we do divvy our talents, I may set up another sub-forum just for the game and its different paths, availible only to those who are actively working on the projects. NOTE: To let everyone know, before we get started, we will also need to agree on places, locations, map-layout, and scripts. Also, anyone doing events; I will set up a 'manual' of script commands for you guys, so don't worry too much. P.S. This is my longest post other than scripts! :D
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I have an idea, but we all must band together for it!
Leon replied to Leon's topic in General Game Development
Hey, guys. We also need an animator to tackle animations, and 1 person for each section of the database, so to speak. We will all be deciding on items and stuff, be we also need to balance monsters and actors' stats. As for animations, if ryanrulz does them, he can use the animations he is making for my game. -
I have an idea, but we all must band together for it!
Leon replied to Leon's topic in General Game Development
If anything, ;et's carry this on in PM. Also, can someone start a thread about the story for this game? -
I have an idea, but we all must band together for it!
Leon replied to Leon's topic in General Game Development
saved it on my dad's pc and he did some house cleaning -
I have an idea, but we all must band together for it!
Leon replied to Leon's topic in General Game Development
I would.. but i no longer have it. -
I have an idea, but we all must band together for it!
Leon replied to Leon's topic in General Game Development
Well, sooner we get atleast the opening, sooner we get this off the ground. -
Wel.. then fire away, just back up the site first.
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Sounds good to me, so long as it doesnt get flooded. lol
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In essence, nothing that results in a window, use of a window, etc.
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interesting... Hmm... I'll have a look at that. Until then, send it to me via email (it is on the MSN Msger.)
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Hence why i said let us make a list of what isnt allowed, compared to what is.
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Yes: ARK NO STEALING MY MAPPING TECHNIQUES!!!
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you have to go into the data folder of the project itself. you will find Animations.rxdata
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in my opinion, We should specify which events ARENT allowed in the contest, rather than what is. I sat and did a small map using events taht werent allowed, and made the map atleast 10 times better...
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And VERY useful for a game I was working on forever ago, but ran into this problem.
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Ok, do you ever wish you can just change what monsters appear on a map, rather than make a copy of the map and everything? Well, this script addresses taht particular problem, and is VERY easy to use! Ok, so first you put the script below all other scripts, but above Main. Next, you set the troop lists up in the script itself. See the script for a more accurate meaning. #=================================== # Leon's Change Map Troop Script #---------------------------------------------------------------------- # 02/27/2007 # v. 1.0 #---------------------------------------------------------------------- # # Feature: Allows you to make additional encounter lists and change them # for each map. # # Instructions: # 1. Put above main, but other scripts # 2. Set the Identifier and troops within that identifier there is. # There is an example in the module, where you set them. # 3. Use 'Change_Monster.new(x) in a call script, where x is the new # list's ID number. Simple, no? # # NOTE: Make sure you use the TROOP NUMBER in Monster Groups. NOT # the monster's ID number... the TROOPs. #=================================== module Monster_Change #================================== # Change_Monster = { ID => [troop_id, etc...] #================================== Change_Monster = { #This example means by calling Change_Monster.new(1), the encounters #will be numbers 34, 35, and 36, erasing the old set. 1 => [34, 35, 36] } end #=================================== # Change_Monster #=================================== class Change_Monster def initialize(new_list) $game_map.encounter_list.clear for i in 0...Monster_Change::Change_Monster[new_list].size $game_map.encounter_list.push(Monster_Change::Change_Monster[new_list][i]) end end end Don;t you love my quick little scripts?
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All right, you ask, I deliver. Here be the list, matey. Cure All 2 Fire All Ice All Earth Earth All Thunder Thunder All Wind Wind All Dark Death Omega Beast Bane Wyrm Killer Heavy Blow Goblin's Blight Speedslice Icestrike Fireblast Earthblast Steal Steal Gold Also, for Omega, it is just a non-elemental attack, ut I'll PM you with a secret one when done...
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Ok, basically, you can change the x, y, ox, oy of the window to your leasure, so you can get it where you want, along with the contents of the window. I must credit SephirothSpawn here for his tutorial on bars. If you use this, please credit BOTH of us. Now that credits are over, here is the instructions: Place this script anywhere below Game_Party, but above Main, then to add to the percentage, do: $game_party.completion_add(x) Where 'x' is 0.1 percent. To add 1 percent, you would have to make 'x' 10. Code: #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Game_Party #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Game_Party alias leon_gp_completion_initialize initialize attr_accessor :completion attr_accessor :completion1 def initialize leon_gp_completion_initialize @completion = 0 @completion1 = 0 end def completion_add(x) @completion += (x) if @completion >= 10 @completion1 += 1 @completion -= 10 return end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Window_Base #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Window_Base < Window def draw_completion_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(60, 130, 60, 255), end_color = Color.new(180, 250, 180, 255)) for i in 0..height self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255)) end for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end for i in 1..( (min.to_f / max.to_f) * width - 1) for j in 1.. 40;height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_color.blue * i / width a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a)) end end end end #---------------------------------------------------------------------- # Window_GameCompletion #---------------------------------------------------------------------- class Window_GameCompletion < Window_Base def initialize super(346, 420, 294, 60) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end def update self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 440, 32, "% Complete:") self.contents.font.color = normal_color percent = $game_party.completion1 + ($game_party.completion * 0.1) draw_completion_bar(108, 24, percent, 100, 140, 6, Color.new(60, 60, 60, 255), Color.new(200, 200, 200, 255)) self.contents.draw_text(148, 0, 102, 32, $game_party.completion1.to_s + "." + $game_party.completion.to_s + "%", 2) end end
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I have an idea, but we all must band together for it!
Leon replied to Leon's topic in General Game Development
No worries. Don't apologize for faulty hardware. As for the game, looks like I change storywriter to Grandor, and I'll take Grandor's job as 'advisor'. So everything we need to have is: A story outline, with a detailed opening. A few tilesets, either cropped from RTP, or RTP styled (cause it is impossible to find enough of any other style.) Musical pieces that aren't noticable right away. (Nothing like One Winged Angel and such, and I have a package I can post from my first forum) 2 custom sprites with battlers; 1 male and 1 female. If we can get them without weapons, or with a very good looking face graphic instead, All the better. And based upon the features, we may also need: More face graphics, if we want to do that when talking. Some custom monsters with sprites and battlers. If anyone can think of anything else, Let me know. Further, we need to decide on gameplay features, like class-changing, the STaR system, and so forth. Also, eventers, once we decide on these features, I will write up a small 'reference' manual on commands for the scripts. I will handle the 'behind the scenes' -
Aye, we shall miss ye. And we really hope that problem gets fixed. As for the game, We'll be thinkin of you while makin it.