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Everything posted by Maph
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Well the Dev Project is off to a roaring restart, and by roaring I mean sitting in the corner, quietly reassuring itself that it has friends. So things are slow, or practically halted. I have no doubt in my mind that it'll pick up. It's up to all of us to persevere through the hard times. It'll take a little bit for all of the original team to get back on it, and so long as none of them leave I'm sure we can continue to attract more attention. I'm personally on a quest to get more support for this project. We'll see how that goes. In other news I'm finding myself maybe a little too ready to get on this project. I'm waiting for feedback, and general brainstorming to get going so that we can get the best ideas out of everyone, but at the same time I just want to dive in and say "To hell with all of you people. I'll design the game mechanics myself!", but that would probably hurt more than help. So tell your friends about this blog, tell them about RMXP Unlimited, about our Dev Project, about RPG MXP if they don't know what it is. Please people, we need as much support as we can get, and it doesn't take a lot. Just spread the word, or leave some feedback/opinions/ideas. You can help out so much without doing any actual "work", and I'll do my best to make sure you make it into the credits (I'm not in charge of that, so I'll do what I can. I don't expect much opposition). That's all for now. (Leave comments please!) The one and only
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I didn't actually read the thing (it's huge), but I assure you, there isn't anything the least big magical about the isles of British Columbia. I live on one.
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If you think so. I was avoiding it so as not to tread on Leon's territory, but if you think it will help over all then I can certainly do that. I think I'll write a pseudo-code and a RGSS version for each of the codes. All right, first major edit is up. Sorry guys I accidentally referred to methods as mods. I'm pretty sure I caught all of the mistakes.
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Well, welcome you lonely few who have stumbled upon this vault of untold secrets! I'll try not to break your sanity too hard. Today the Dev team officially started working on our game again. Why is it official you ask. Well I don't have the authority to just say so. I took it a step further and made it so, by starting up work on the game. Genius! (please disregard all derogatory and self congratulatory comments, they are the direct result of sleep deprivation). Right now I'm not doing anything too interesting. Most of my effort has been in trying to stir up the team, get them brain juices flowing. As far as actual work, I've named a few weapons. Yee haw, let's whip out the streamers and party hats! If you're curious as to what I'm talking about, I suggest you stop here http://rmxpunlimitedev.game-host.org/index.php? I think that's all for now. It is sleepy time. Until we meet again! The one and only
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All right! Apparently not everyone can fully understand Leon's tutorials about scripting in RGSS, and remain lost on the subject, probably abandoning scripting all together. This tutorial is for people to understand the basics of scripting and programming in general. I hope that this will allow the users of the board to properly use the resources that Leon has so kindly provided. First I must warn you that I'm no good at this kind of thing, but here it goes. Now I'm going to try and ignore the stuff you don't need, the difference between a high level/low level programming language etc, and get straight into what you'd need for actually writing something useful. I'll start with the most basic tool of any program, the algorithm. Now, I'm sure a lot of people out there don't really know what it means, but don't let this scare you away.Allow me to explain as best as I can. An algorithm is a set of exact instructions to be carried out that must end in a finite amount of time. Something that loops on forever is not an algorithm. The same goes for something that has vague instructions. Most recipes would be considered algorithms because they usually have exact measurements of quantity and time, and don't go on forever. Algorithms are basically the heart and soul of a program/script. A computer needs exact instructions because it can not think on it's own. Next I'll talk about pseudo-code. Now pseudo-code isn't really important unless you're trying to quickly convey what you're trying to do with a program, or you're trying to communicate your code to people who may not have much programming/scripting experience (my target audience). Pseudo-code isn't a real language, it's just a quick sloppy way of making something that looks like a language, but without worrying about all of the specifics and notation. The examples I give will be in pseudo-code so that it will be easier to convey my points. I've decided to also put up an actual code version of the code. They will be encased in a pair of []'s. If you don't understand exactly what's going on with the real code, try and have a look at Leon's stuff, if you're still stuck PM me. Let's start with something simple. We want something that will make the words "Good morning" pop up on screen. The algorithm for that would simply be print "Good morning" [class Printtest def initialize print "Good morning" end end] "print" is a common command among languages which just tells the computer to put whatever's after it on screen. I am not entirely familiar with the semantics (the meaning of commands and symbols) of RGSS, so I highly recommend that you don't try using any of the commands that I'll be showing you in RGSS, as they may not exist in the language, or may do something else entirely. As you can see there isn't anything ambiguous about the above algorithm. It's just one simple instruction. Basically, a program or script is just a ton of simple instructions, all working together (or if you're a bad code writer against each other). Now I'll explain a powerful tool, the variable. When you think variable try to remember back to math, and algebra. You have X's and Y's, and Z's etc etc. In class you'd have to toy around with the equation to find out what the variable's value is. In scripting languages you can assign variables and use them as you like with a simple "=" sign. For exampe. Tofu=6 Now whenever you use your newly defined variable "Tofu" it will substitute in the value 6. So if we were to put in print Tofu it would print out a 6. The whole code would be Tofu=6 print Tofu [class Tofu def initialize @tofu=6 print @tofu end end] Also I'd like to point out that in the first example there were " " around Good morning. This is because "Good morning" wasn't defined as a variable. If you left out the " " the computer would look for what Good morning was supposed to mean, then give you an error. For my second example to work both lines would have to be in the same program/script in order to work, otherwise it wouldn't find Tofu. To learn about the specifics of variables in RGSS I suggest you look at Leon's tutorials. http://www.rmxpunlimited.net/forums/index.php?showforum=96 You should notice that the way his stuff is written out is different than mine. He's giving examples in actual RGSS. So if you're confused about which to actually use, use his. I'm just here to try and explain the basic concepts so that you can better understand his stuff. I'll just re-iterate what Leon said on commenting In RGSS you use the "#" symbol to indicate that whatever follows it on that line is a comment. Comments are there to help you, and others, organize and understand your code. If you want large chuncks of comment you can use "=begin" to start the comment section, and "=end" to end the comment section. Anything found in between those two will not have any effect on the code. I cannot stress enough the importance of commenting and good format. Without them it's very easy to get lost in your own code. On to the basic format. If you're unfamiliar with scripting and you look at one, it may seem like they have indiscriminant symbols, and indentation flung around. This isn't the case. As I explained earlier a programming language has to be very exact, so there are many little rules that help the computer figure out what you're trying to tell it to do. Let's go back to our little tofu code. class Tofu def initialize @tofu=6 print tofu #You can use "p" in place of "print" to save time. end end If you notice I added a little comment there. Anyway, first we have our "class" (see Leon's tut) Next is a common piece in programming languages the "def" function "def" basically just says "The thing that comes after me on the same line is the name of our new function, and everything below (up until the "end" tag) is what the function actually does." The next part "initialize" I must say I'm not sure why you need it, but apparently the first function (referred to as a "mod" in RGSS) in a script needs to be called "initialize" in order to get the whole thing to start. I don't think this is the case if the method, or class is called from another method. Which brings me to my next topic Calling a function/class/method In a class, or one of your defined methods you can actually execute another mod (I'm not sure about other classes, ask Leon). This is done simply by typing out the method's name. Let's rename "initialize" class Tofu def tofu2 @tofu=6 p @tofu end end So now we have a method named tofu2, but there's nothing telling it how, or when to start. To fix this we'll write another method in the same class. We'll put it above tofu2 class Tofu def initialize tofu2 end def tofu2 @tofu=6 p @tofu end end So basically this does the same thing as our first one, but now we've called "tofu2" using another method instead of having to call it initialize. In the event manager you can call a class by typing "Class name".new when you select the "Script" option on page 3. Anyway that's all for now. Don't worry there's more where that came from, and I'll be updating this sucker, probably daily. Leave feedback, let me know if this is helping a little, and if you'd like me to continue. Credits to Deryk Barker.
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I must say, your voice is quite charming. It's easy to listen to, and you speak quite clearly. Most people overlook these things in video tutorials. Bravo.
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Wow, I didn't think it would be that easy. Thanks for coming back. I'm sure I'm not the only one who appreciates it!
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Can any member start their own blog, and if so how?
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Well I can wait. I've got my own project to work on. I consider the battling, leveling up, and equipment of RPG's to be very important. They help define the genre. Otherwise it's just an adventure game.
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I was wondering if I was the only one who felt like there wasn't a Class Title to best represent their strengths, and if so what they feel should be added. My area of expertise is working with the battle and level up system. This includes properly tweaking stat progressions and formulae; adjusting stats of monsters, weapons, armour, etc, and working on battle animations. In a nutshell, I'm good at keeping a party's over all power in line with their progress, as well as the monsters they're currently fighting. Nobody likes it when it takes to much, or too little time to level up, or if monsters are too tough for a given area, or the armour they just bought doesn't really cut it like it should. I also do the reverse; making sure that the next weapon doesn't overpower all of the monsters in the area etc. So I was thinking, assuming there are others in my position, of adding a title like Battle Planner, or Balancer, or something along those lines. Thanks for your time!
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That's a terrible bummer. I have a feeling I could add something to this project. I haven't noticed anyone claiming to be particularly good, or interested in, game balancing. I'm talking stat progressions, level up speed, equipment stats, monster stats etc. All of the battle crunch so to speak. This happens to be my area of expertise, and it goes back well before I knew about RPG Maker. If this project ever gets started up again I'd LOVE to help out in this area which seems to be lacking.
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Ah thanks. I have experience in programming with python, and I've found that RGSS isn't so different. I just needed to know how to actually run the thing. By the way, right on for promoting good structure and commenting. I didn't comment in a little test like that, but I can vouch for how much time it can save you.
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Well damn, the board's offline.
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Certainly! class Class_test.new def initialize taco=5 @snickers=3 @cheese=4 p taco mod2 end def mod2 p @snickers p @ cheese end end
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All right, but how do I put that into my post?
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As am I. I've always been a fast learner, and I'm picking up every facet of RPG Maker XP pretty fast. I can help with mapping, testing, writing, and eventing, and probably scripting a bit too. EDIT: So are the forums down, or what?
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Where's the love for Ranma 1/2 and Slayers? Don't tell me nobody here has seen Slayers.
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Why thank you. If you'd like to hear about my current (first) project look for Ever & Beyond on the forums.
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Oi! I've written out the code for your first assignment, but I can't figure out how to actually run it to see if it works.
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Ever & Beyond. At least that's it's name so far. I'm not currently looking for recruits or testers, but chances are it won't be too far off. Here's a few screenshots, I know it's not much to look at yet, but I'm getting better. I've also noticed that for most of the projects listed they have a plot summary, and often a description of each of the characters. Well I kind of work as I go, and fill in the blanks, so I'll give as much info as I actually have. I made this mostly to run some ideas by you guys and see what you think. Also, these aren't the final character names. Most of them are thinly disguised versions of other video game character names at this point. Rowdy Nov: Rowdy will be your main character throughout most of the game. I decided not to let the player name their characters, nor is there much character customization to begin with. Anyway, Rowdy lives in the quaint little forest town of Melshk. He starts off training with master Markus, as well as going around town fixing things and doing odd jobs to help his mother pay the bills. Rowdy's been doing this for a few years ever since his dad disappeared. Rowdy's dad is a traveling merchant, so he has to leave town, usually for months at a time. Since he's been gone a very long time Rowdy has had to take up odd jobs to supplement his mother's income (she runs a laundromat). Rowdy learned a lot from his dad, and can be a rather shrewd businessman. He also has a very special talent. Rowdy is, quite possibly, the world's fastest runner. He uses this to deliver letters and parcels between Melshk, and the neighboring village Mabe. Rowdy's best friend is a girl named Sybel. She is the daughter of a carpenter, and usually asks Rowdy to help her father as he is starting to show his age. Sybel Cincher: Sybel is the daughter of a carpenter, and pretty fine at the craft herself. She lost her mother in a bandit attack 12 years ago. Although she isn't necessarily as exciting a person as the other party members she is always willing to lend a gentle hand. Xoanna Navritilova: Xoanna is the daughter of the Mayor of Mabe village. She has been tutored most of her life in sorcery by her uncle, Jerome. There are some extra bits about her that I'll leave out for now as it could spoil it for those who eventually test my game. Let's just say she has a dark past, and a darker future. Selyuun Tesla: Selyuun lives in the forest surrounding Mabe and Melshk. She and her dog Poumpy live on their own. They enjoy the quite life. Selyuun is fiercely protective of her forest home, and I haven't decided exactly how she'll figure into the plot yet. Probably something bad happening to the forest. Knick Rastle: Knick is an elite member of [so far unnamed], a group of knights who serve under [not yet named] the king of [the kingdom doesn't have a name yet either]. Knick was chosen to join the group because of his unwavering dedication to justice, and peace. He comes from a line of knights, starting with his grandfather, [also has no name yet]. Gloria Nels Rada: Gloria hails from [the capital of said unnamed kingdom]. She works as a shrine maiden at the temple of [the main holy god/ess isn't named yet] Because of her position at the temple she can sometimes be a bit arrogant, believing her faith to be superior to others's. She refuses to tolerate those who worship [i think by now you should be expecting me not to have named a lot of things], the demon lord. Sancho Inigo: Sancho is a traveler from [some other kingdom, haven't decided if it's a far off one or not]. He is searching for [something, possibly an ancient scroll, or some kind of demon blade, who knows at this point] so that he may [also a variable at this point. He could be avenging the murder of his daughter/master, maybe the item he is searching for was stolen from his village, and maybe he was it's protector etc.]. I also haven't figured out exactly how he joins the party, but it won't be hard. Oh, and Sancho loves word puzzles. Gau Fezt: Selyuun's brother, a powerful shaman, and shapeshifter. Gau and Selyuun are, plot wise, pretty much identical, but you only get to have one of them through the game. Selyuun is an archer, while Gau is a Druid. I may actually give him a personality and make both playable on the same play through, I haven't decided (big surprise). Karst Agatio: I so want to have his final name to be Saturos Menardi, but that probably won't happen. Karst is (was) a member of an order of knights who no longer exist. I haven't decided why yet. He is a fine warrior, probably the best physical attacker in the game. Early on I was just going to copy past a bunch of abilities from FF, and make him a Dragoon for all intents and purposes, but I've recently decided to try and be a little more original. Anyway, he's quite, collected, and serious. He knows who/what destroyed/corrupted/other reason his order of knights, and I plan on giving him a chance for revenge. Edgar Sabini: Can you guess where I got his name? Edgar is so far the character who exists solely as a name. I remember I used to have a profile and purpose for him, but I can't seem to remember what it was. I'm pretty sure he's supposed to be a traveling performer. Felix Rothfellow: Was a gunner, but that's subject to change. He's witty, charming, and a bit of a ladies man. He enjoys taunting his enemies with witty comments much the same way as you would expect Spider-Man to. I don't have a connection to the party for him yet either. Alexis Hama: Alexis is an extravagant, and energetic young woman. She never knew her real parents, and was raised by a number of people. She is very well learned, and has seen much of the world. She is probably the most adventurous of the bunch. She has little real purpose to be in the party other than to enjoy another adventure. I'm not sure how she meets the party yet, but I know it's going to be comical. Finally, Clyde Margrace: This is the only character I'm considering scrapping. He's basically just a carbon copy of Shadow from FF VI. I would like to keep him around, maybe change him a bit. After all what's an RPG without any Ninja? That's it for the playable characters. At least the ones that can become permanent party members. I'm probably going to have some special NPC's help out in certain events. Now for some of my yet to be implemented ideas. If I use this one without changing any of the sprites or character names (which I don't want to) I won't be able to sell the game due to copyright infringement. I was thinking of making Calcobrena (I'm giving her a different sprite. I don't want her to be a robot doll), and Gogo (FF VI, not FF V) evil minion concubines to Kefka. Kefka will have some beef with the party, and throughout parts of the early game they will get attacked, and slowed down by Calcobrena, while Gogo will be helping them, but she will have them work towards Kefka's goals without them realizing it (much like Xellos from Slayers). In the end they'll defeat Calcobrena only to find out that Gogo has lead them into a trap of some sort. I mainly want this just because they are all kind of clown thing people, and they each have awesome theme songs. The only other one I can remember right now is my manly man test. Basically at some point in the game Rowdy is going to have to be tested, for one reason or another, on his level of manlyness. Based on his manlyness he might get a certain party member, or better equipment depending on how manly he is. I'd make a formula based on his current level, how many monsters he's beaten, how many/what kind of drinks he's had at the bar, as well as some of the conversation options the player has chosen up to that point throughout the game. So I hope to get some feedback from you guys. Thanks in advance!
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Hello community! I have just registered my new account here, and have been told that it would be a good idea to introduce myself. My first experience with RPG Maker was with the XP edition, and is currently my only experience with RPG Maker. I only got it mid December, but I've picked it up very fast. This would be because of my familiarity with programming languages (which, for those who don't know, are very similar in structure to the events of RPGMXP ). Anyway I hope that I'll be able to become a helpful member of the community. Cheers!