Leon
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Everything posted by Leon
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Not necissarily. The trick is you must band together with others, or make a game in moderation. Such as, i used to have an animator (back a year ago... i need a new one) and i am a developer. My job is to get things to run fluently. Such ask, back when i made neverending dreams (it needs to be remade, bad.) I had someone do maps, but i'd do the 'between' maps, so it looked like it was all one piece. I guess what i am saying, all and all, is to help eachother using our traits. Such as i can use mapping, scripting, drawing icons, and making a game work. On the flipside, i cant do sprites, battlers, or animations for skills.
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Satiel, you get a brownie point. I am suprised someone else knew Nanaki. I mean... You'd be suprised how many people don't know him. Good ol Red XIII...
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Ok, personally, I am against this for a list of reasons. Topping the list is creativity. I mean, it is like taking maps from the Final fantasies 1-6, along with dragon warrior and a few others, picking out the ones you want, and using them. Sure, it saves time, but many other issues arise. Such as if all the games have alot of hte same maps, you will know the maps inside and out. Further, you are limited on the options for each map, and eventually, all options will be quickly used. Also, what of creativity as a whole? I mean, the biggest part of making a decent game is the maps. You need quite a few (hundreds, in fact.) of maps in a game. My game hasnt even hit a decent sized demo and i am at about 40-50 maps. If you made a giant map archive, you would need up around 75 of each tileset, and of varying sizes. With i believe, 30 default tilesets... you are looking at around 250 maps in an archive. To still, in most games, you will need more of some maps, and fewer of others. To increase the difficulty of this task, everyone has their own style of mapping. Mine differs from yours, Marked, and probably everyone else here is different from everyone elses. The problem with that is you cant have different styles of mapping in the same area of a game. It is unprofessional. If you did do this, you would need to set standards. Overall, it is a grueling task that will slowly take away the creativity involved in mapping.
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I was curious if anyone else here knows who Nanaki is. If you do, go 'head and post. Also, as a question, who here has played FFVII?
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This doesnt seem all taht hard for one skill, but it could seriously lag up the game (not certain though.). As for the time limit part, taht could be a challenge... Time limits with scripting involve frames per second, and due to constant changes within a script, the frames per second could be anywhere between 16-40 (ive seen them get as low as 3-4...) I'm not saying it is impossible, but the lag and time limit would be difficult to balance. As for the images showing up... that I am not sure how to do.
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Welcome, my overly excited comerade. lol. It's always nice to see someone enthusiastic. As for asking questions, that is what it is all about: "You learn more from questions than from answers."
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Welcome to the site, Guru-dude. (my nickname in Creative Writing was guru...) How goes it, man? Welcome to RmXP Unlimited. And yes, here, it is truly unlimited.
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Dude... I havent even seen a preview to your game and I can already say it has a lot of bugs. lol. Anyway... They are a little too cartoonish for my tastes, but they are still VERY nice. atleast an 8.5 on the scale htere.
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All right. Note: I am looking for someone to write a strategy guide for it, (meaning someone who wants to explore every nook and cranny of the game). An animator, and a battler designer. Anyone who assists in these areas and does their best wont go unrewarded in the end. (I do scripts as payment, so to speak.) My only requirement when helping is to do your best. Just bear in mind I prefer RTP Style (because it is closest to SNES style) and that it not be rushed through. I know, kind of odd, but hey, that's me, you know?
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This one is slightly different from teh first. MANY bugs fixed, but a couple new ones arose, and I accidently left high equipment on the actor when compiled. >.> So... yeah. It isnt a completely finished teaser.
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On a scripting level, yes there are differences. In fact, if you take a 'legal' script and use it in PK, you need to add a few lines to show text. In addition, making a script in the illegal version, you need to omit the lines for the legal version. I write mine for teh illegal version simply because it is easier to delete said lines then tell the person to add them.
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Some of this may sound a little cliche, but believe you me, none of this is as it seems. There are many twists I haven't explained, and I definately don't plan to. Story When two twins inherit the throne of the country Pruln, why should they divide the country, when, together, they can have the world? As Will, you watch many tragedies, and meet many friends along the way to exact your revenge against those who have taken away everything you have ever loved. Characters Will: A young man, who, all his life watched tragedy unfold before his eyes. Captain Lyriam: A kind-hearted captain. Gram: An assassin of sorts, who will stop at nothing to get what he wants. Will's Grandfather Georg: A kind man who raised Will since the age of 6. More will be added as the demos are released. I don't want to give away too much. Features Here is a list of scripts featured in my game, in order from who they are from: Advanced Message Script by Dubealex Change Tileset by Ryethe Multislot Equipment by Guillaume777 And the following, are by me (an asterik '*', means it is unreleased): Mission List Equipment Screen Skill Level System Weapon Level System CMS Menu* Beastiary* Skill Menu* Reputation Script* Status Menu* Class Changing Script* Demo http://www.megaupload.com/?d=G4M4HD6M Screenshots
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Happy birthday, man. Also, Here are some lyrics from a very famous crazy guy. My favorite part is about the monkeys in the 5-sided building and WWIII http://www.com-www.com/weirdal/happybirthday.html NOTE: I don't mean for any of this to insult you, I swear.
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Nice Job. Alot of what you do in scripting can be done in events, with a few exceptions. (A friend of mine made a CMS with events...) But, this looks like a good job.
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Weapon tempering is one I have gotten alot of requests on, AND I have an idea how to do it so you can even have 10 short swords, and each one has a different temperance level. With this idea in mind, It SHOULD work. (Rule of thumb, should usually never pans out the way you want.). For your magic system... They way you wrote it sounds confusing, and would be quite a challenge to pull off, but if the limit breaks are set under skills, it can be pulled off. Not sure how long that one will take. Complex skill systems can take weeks to develop. And the journal system, can you PM me with the exact details of how you would like that done?
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Dark Dragon, you need not worry about me dumping a site; simply because if I jump ship on one, I have left all of them, and it is usually because of something serious...
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Ok, can you define your weapon tempering and magic system? as for a journal, that is pretty easy, so long as it is written right. If not, you will get lag. But, I can do a few scripts... not too many, and not if they are really long. (got alot going on, including 2 other requests) but I will help.
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Thanks for the warm welcome. I hope to make great friends while honing my skills in mapping, scripting, and graphics. My goal is to help, so dont hesitate to as for help, everyone! If i have the time, i'll help.
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This is a Leon original, a good/evil script. You can use it to your advantage in many ways. Using $game_party.actors[x].alignment += y (x being the actor's position in the party: 0 being 1st, 1 being 2nd, etc) you can add y to the actor's alignment number (100 being good.) and use - instead of + to subtract from the alignment number (-100 being full evil) Using a conditional branch, and the command: $game_party.actors[x].alignment > x you can set x to 0 (or higher) for the actor to be that much good and have the event execute, or do the opposite for evil (using a negative number) It may seem complex, but it is quite a nice addition ot the game. Please, give me credit for this script. Further, here are screenshots of the bars: #=================================== # Leon's Good and Evil script #---------------------------------------------------------------------- # Features: # Gives an actor the "good", "Neutral" or "evil" alignment, based # upon their actions. # # Instructions: # Place above main, and below other scripts. # Use: draw_alignment_bar(actor, x, y) in a script to draw the alignment bar. # Use: $game_party.actors[0].alignment to update it immediately, if needed, in call_script # x and y being the position of the bar, and actor being the syntax for the actor's information. # # Extra Information: # This script edits the original Window_Status script to add the good/evil. #=================================== #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Game_Actor #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Game_Actor < Game_Battler attr_accessor :alignment attr_accessor :alignment_name alias leon_alignment_bars_ga_setup setup def setup(actor_id) @alignment = 0 @alignment_name = "Neutral" leon_alignment_bars_ga_setup(actor_id) end def alignment if @alignment > 0 if @alignment > 100 @alignment = 100 end @alignment_name = "Good" return @alignment end if @alignment < 0 if @alignment < -100 @alignment = -100 end @alignment_name = "Evil" return @alignment end @alignment_name = "Neutral" return @alignment end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Window_Base #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Window_Base def draw_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(0, 75, 0, 255), end_color = Color.new(0, 255, 0, 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..(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 def draw_backward_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(75, 0, 0, 255), end_color = Color.new(255, 0, 0, 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..(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 def draw_alignment_bar(actor, x, y) #x = 320 y = 147 draw_bar(x, y, 0, 200, 200, 6) if actor.alignment > 0 draw_bar(x + 100, y, actor.alignment, 100, 100, 6) actor.alignment_name = "Good" elsif actor.alignment < 0 draw_backward_bar(x + 100, y, -1 * actor.alignment, 100, 100, 6) actor.alignment_name = "Evil" elsif actor.alignment == 0 draw_bar(x + 100, y, actor.alignment, 100, 100, 6) actor.alignment_name = "Neutral" end draw_bar(x + 97, y - 2, 2, 2, 2, 10, Color.new(255, 255, 255, 255), Color.new(255, 255, 255,255)) self.contents.font.color = normal_color self.contents.draw_text(x + 5, y - 13, 120, 32, "E") self.contents.draw_text(x + 190, y - 13, 120, 32, "G") end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Window_Status #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Window_Status < Window_Base alias leon_alignment_bars_ws_refresh refresh def refresh leon_alignment_bars_ws_refresh if @actor.alignment > 100 @actor.alignment = 100 elsif @actor.alignment < -100 @actor.alignment = -100 end self.contents.font.color = system_color self.contents.draw_text(320, 112, 120, 32, "Alignment") draw_alignment_bar(@actor, 320, 147) self.contents.font.color = normal_color self.contents.draw_text(420, 112, 120, 32, @actor.alignment_name) end end
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Hey everyone, I am Leon. Before anyone asks, yes, the same Leon from RmXP Ultimate, Creation Asylum, RmXP.org (havent done much at all there...), Eternal Storm, and Creation Station (a new site that really needs help). I am a Moderate Level scripter. In other words, I can do most things with scripts... and alot if it rather quickly. But, some things do take some time. I also have a project in the works, Dark Tidings: Tale of Terra'alik. I have been told it shows promise. I will post a demo in roughly 2 months, give or take. I am looking for help in a couple areas (animations for skills and battlers.). If you would like to help, just PM to let me know. Anyway, Hello to everyone, and that is the bit about me.