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Leon

Tutorial Request

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Hey, anybody need any tutorials on anyting?

 

NOTE: If you ask for one on scripting, PLEASE be specific, and don't say 'everything'. There is no way to write a single tutorial to encompass it all.

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I don't know much about scripting so why not make a Tutorial on CMS. Such things as adding your own menu choices (like Monster data Base)..or something. Why ask us any way...why not just create?

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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 have a Script for a Monster data Base (made with a script of course). And I want it the word: "Bestary" (ya I spelled it wrong) to be on the main menu. So by selecting it it will call the script.

 

In Short: A Tutorila That Tells me

 

1) How to add a menu item/choice to the default one.

 

2) How to delete a menu choice in the default one (example I want to remove the "save" choice completly)

 

3) Have the add menu choice call a sript

 

That is all i want in the tutorial; I think it fits in a small edit of the current default CMS.

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Piece of cake, chief. (Finally! someone to help! I was going insane!)

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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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Tutorial is up, look under the tutorial section, and it will be there.

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that requires some very specialized scripting. I would recommend looking at www.creationasylum.net first. That is your best bet.

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What about a tutorial on the Enumerable mix-in?

An Array is for example a enumerable.

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What do you mean by a 'mix-in', though? I would gladly do a tutorial on something, even if i dont know what it is. (I would do it on something i dont know so i learn it.)

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A mix-in. It means you can use it like this:

class Foo
 include Enumerable
end

 

I got that it was a mix-in from the RMXP helpfile

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Actually, I was just wondering on how the skill data from the GUI database is converted into script, or in other words, how the script-form of a generic skill looks like (Things like 'Heal', 'Greater Heal', 'Raise'). I was in the process of making a new category of skill with a rather complex calculation but didn't know where they have to be added.

 

(As an example one of the custom stuff I was trying to make was the combined attack from two characters, with the resulting damage depending on the affinity of the elements of the first and second attack, the degree of friendship, yada yada yada...).

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THe skill data is saved in the module RPG, in the class Skill. You can find all of this in the Help file, but here is the script fro you:

 

module RPG
 class Skill
def initialize
  @id = 0
  @name = ""
  @icon_name = ""
  @description = ""
  @scope = 0
  @occasion = 1
  @animation1_id = 0
  @animation2_id = 0
  @menu_se = RPG::AudioFile.new("", 80)
  @common_event_id = 0
  @sp_cost = 0
  @power = 0
  @atk_f = 0
  @eva_f = 0
  @str_f = 0
  @dex_f = 0
  @agi_f = 0
  @int_f = 100
  @hit = 100
  @pdef_f = 0
  @mdef_f = 100
  @variance = 15
  @element_set = []
  @plus_state_set = []
  @minus_state_set = []
end
attr_accessor :id
attr_accessor :name
attr_accessor :icon_name
attr_accessor :description
attr_accessor :scope
attr_accessor :occasion
attr_accessor :animation1_id
attr_accessor :animation2_id
attr_accessor :menu_se
attr_accessor :common_event_id
attr_accessor :sp_cost
attr_accessor :power
attr_accessor :atk_f
attr_accessor :eva_f
attr_accessor :str_f
attr_accessor :dex_f
attr_accessor :agi_f
attr_accessor :int_f
attr_accessor :hit
attr_accessor :pdef_f
attr_accessor :mdef_f
attr_accessor :variance
attr_accessor :element_set
attr_accessor :plus_state_set
attr_accessor :minus_state_set
 end
end

 

Now, the way this works is every time yous tart the game through new game, it does this little snippet of code:

$data_skills = load_data("Data/Skills.rxdata")

Which means that $data_skills now equals the loaded data from that file.

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I'd love a very basic tutorial that covers making a first game, using just the built-in features of the software (no scripting). I've found a few short tutes that touch on basic quests and setting of switches, so I'm good there. But I'd love more info on:

 

- shop processing

- easy customizing of the battle processing (again, no scripting)

- using weather effects, screen blackouts, etc.

- incorporating story line text in an introduction (between title screen and first map) and as transitions between maps

- importing additional resources such as music, sprites, tilesets

- working with the database and materials tools

- simple cutscenes

 

In short, a tutorial that would be good for a 13-year old (my son) to follow :-) I'm trying to learn this to help my son with making the games of his dreams, but I'm spending sooo much time looking for good info. Is there a book or something with this sort of information? I need examples to really understand -- I'm usually pretty adept at learning new software, but this one is less evident than most, at least to me. :-)

 

Thanks in advance!

ZeldaCheri

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