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  1. Today
  2. So, Windows 10 corrupted the HDD on my more capable PC and I've yet to figure out how to get a viable replacement.

    Honestly, I was going to upgrade from the ~500 GB HDD, but, like, I needed a lot more time than a few months, for Mercy's sake.

    Dammit, Microsoft. You and your damn updates.

  3. Nate McCloud

    Final Fantasy 7 Materia

    Wonderful! I'm glad you stood to gain from it, as well! Also, I made some edits to the documentation of your script mod so that it would show up in the appropriate places in the RMMV plugin window...as well as edits to the documentation of the original plugin. Now the parameters under the header parameters are shown as children of those headers, most of the parameters that take numbers are now actual number parameters, the Materia Display Type parameter is a dropdown list, and the two true/false parameters are now actual boolean parameters. Additionally, I did have one more problem I've run into: Sure, I've figured out how to create a Master Materia, but what I don't know is how to make it require mastered component materias to make.
  4. roninator2

    Final Fantasy 7 Materia

    No problem. This helped me discover an issue I had with my materia script. (I modified VE - Materia to fit my game) I have it set up in my game to show materia in the items menu. But not be there if equipped. Problem was when unequipping you got two of that materia. This helped me find that I had a second gain_item line in the code. Plus now I've adapted this for my game and now I can specify no breeding as well. So thanks for that.
  5. Yesterday
  6. Nate McCloud

    Final Fantasy 7 Materia

    This is wonderful! Thank you for the mod script!
  7. Vis_Mage

    Mana Star

    Hey everyone! Hope everyone is doing well. After being gone for a good portion of January, progress is moving along again. I'm thinking of making update posts every few weeks, to go over the biggest bits of progress that has been made. Most notably, the Nature and Earth Wisps have received a lot of love, and now each have their complete set of 8 fully designed! Let me know what you think of how they turned out. Hey, and thank you very much, I'm glad you like what you've seen so far! I checked out your project as well, and the Whispers are indeed very adorable. I can certainly see the comparison, even down to the name, haha!
  8. Kayzee

    Feedback on Game Blurb

    Oh, and one other thing you might want to think of is if there are any gameplay elements you should point out in the blurb.
  9. ElCodes

    Feedback on Game Blurb

    Yeah I get your point And you're right. Keeping it simple is always better imo. Just don't want to over simplify. It's not really supposed to be a final anything right now though. I just wrote something out when I needed some flavor text for my website... when I get the time I'll take another stab at it.
  10. Just wanted to share a demo of the finished animated autotiles. Just like RPG Maker, all you have to do is drop the sprite sheets into the right folder. UR-RPG will then do all the work to turn the sprite sheets into usable Unity RuleTiles. Setting these up by hand would take around 15 or even 30 minutes per tile, but UR-RPG can create over 200 within a second. Setting up your tilesets is the exact same workflow as RPG Maker. Just create the tileset and set each tiles data in the database. I've created a quick 1 min video example of animated autotiles working, but it's too large for this forum, so I posted it to Twitter. (Also please let me know if it's blurry. It's HD when I upload it... I don't whats going on with that).
  11. So Glad I posted this here, just about every other RPG maker forum is gone now and only a handful remain. Seeing my old work helps motivate me to do more, and work harder.
  12. Last week
  13. roninator2

    Final Fantasy 7 Materia

    This works # ╔═════════════════════════════════════╦════════════════════╗ # ║ Title: Materia Skill Level Array ║ Version: 1.00 ║ # ║ Author: Roninator2 ║ ║ # ╠═════════════════════════════════════╬════════════════════╣ # ║ Function: ║ Date Created ║ # ║ ╠════════════════════╣ # ║ Adds no breed option / Skill Array ║ 24 Jan 2022 ║ # ╚═════════════════════════════════════╩════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Use <no breed> to not have a materia duplicate ║ # ║ when mastered. ║ # ║ ║ # ║ Added option to Have skills learned at the same level ║ # ║ Using notetag <skills: 5: 10, 7: 12> is the default way ║ # ║ With this addon you can specify the levels to be the ║ # ║ same for several skills ║ # ║ <skills: 5: 8, 5: 10, 5: 12, 6: 15> ║ # ║ Skills 8, 10, & 12 will be learned at level 5 ║ # ║ ║ # ║ Not compatible with scripts that modify skills learned ║ # ║ e.g. Fomar - Skill Replace ║ # ╚══════════════════════════════════════════════════════════╝ # ╔═════════════════════════════════════╗ # ║ Terms of use: ║ # ║ Free for all uses in RPG Maker ║ # ╚═════════════════════════════════════╝ class RPG::Armor < RPG::EquipItem def setup_skills @skills = {} values = note =~ /<SKILLS:\s([\d\s\:,;]+)>/i ? $1.dup : "" values.scan(/(\d+):\s*(\d+)/i).each {|x, y| @skills[x.to_i] ||= [] @skills[x.to_i] << y.to_i } end def gain_ap(n, growth) old_level = level @ap += (n * growth).to_i breedoff = note =~ /<NO BREED>/i ? true : false if Materia_Breeding && old_level < max_level && level == max_level $game_party.gain_materia($data_armors[@id]) unless breedoff == true end end end class Game_Actor < Game_Battler def gain_materia_skill(m, i) if m.enemy_skill? m.learn.values[i] learn_skill(id) @materia_skills.push(id) else m.skills[i + 1].each do |l| learn_skill(l) @materia_skills.push(l) end end @materia_skills.compact! end end class Window_MateriaInfo < Window_Base def draw_materia_abilities y = @materia.skills.keys.size z = @shop ? 120 : 88 change_color(normal_color, true) list = @materia.effects.keys.collect {|effect| effect } list.each_with_index do |effect, i| if @materia.effect_name contents.draw_text(12, z + (@sl + i + y) * 18, 172, 24, @materia.effect_name) break elsif @materia.effects[effect].numeric? name = make_string(effect).capitalize value = @materia.effects[effect] * 100 draw_effect_value(effect, i + y, name, value) else name = make_string(effect).capitalize contents.draw_text(12, z + (i + y) * 18, 172, 24, name) end end end def draw_materia_skills draw_materia_price if @shop change_color(system_color) y = @shop ? 120 : 88 @sl = 0 contents.draw_text(4, y - 20, 172, 24, "Ability list") change_color(normal_color) @materia.skills.keys.sort.each_with_index do |key, i| @materia.skills[key].each_with_index do |k, j| name = $data_skills[k].name @sl += 1 if j >= 1 change_color(normal_color, key <= @materia.level) contents.draw_text(12, y + (@sl + i) * 18, 172, 24, name) end end end end I just need to figure out how to get the lines to draw properly. Currently it doubles up when there are more than one entry for a skill level. Figured it out. I was missing the effect name drawn at the bottom, which was in another method. This mod makes the materia system not compatible with other scripts that adjust skills learned.
  14. ZeroKunKuronage

    Battle system. LMBS or Animated side view battle?

    where can i find a LMBS that i'ts still available? maybe for RPG maker XP or VX Ace? or one that is compatible with this 2?
  15. Nate McCloud

    Final Fantasy 7 Materia

    I'll have to give that first thing a try! As for the multiple skills at one level, that was the first thing I tried. The result: only the last skill of that level was given to me.
  16. roninator2

    Final Fantasy 7 Materia

    You should be able to block breeding with a simple change like this. Line 737, then use notetag <no breed> (not case sensitive) def gain_ap(n, growth) old_level = level @ap += (n * growth).to_i breedoff = note =~ /<NO BREED>/i ? true : false if Materia_Breeding && old_level < max_level && level == max_level $game_party.gain_materia($data_armors[@id]) unless breedoff == true end end For the multiple skills at one level you should just be able to do a note tag like this <skills: 5: 9, 5: 12, 5: 15, 5: 22> etc Glad you figured out the master materia. True it doesn't have a note tag to say give me all commands or all magics or all skills. You have to set it up manually.
  17. Nate McCloud

    Final Fantasy 7 Materia

    Really sorry for necroposting! I'm trying to figure out how to create "Master Materia" that gives multiple abilities on a single materia level (e.g. all magic, all commands, etc.) but no matter what I try, I can't get it to function that way! I've tried setting all the skills to the first materia level, but that just causes the materia to only give the last abilities on the list. I've tried setting each one to a different level while only giving the materia a maximum of 1 level, but surprise surprise, only the first level ability was granted. I've tried setting each one to a different level, and making each level take 0 AP to reach, but it stayed at Level 1 at the first level, then mastered and bred after the first battle. Is it just not possible to create Master Materia with this system? That was one of the things that drew me to the Materia system in FF7, and I was eager to recreate that sense of pure, blissful OPness in my own game. If not, I would like to propose a couple of edits to this plugin: Either: allow arrays of skills to be assigned to each level, or allow multiple skill entries to share the same level Add a notetag entry to disable breeding of specific materia even if Materia Breeding is enabled. EDIT: I found out how to create a Master Materia: by adding the skills via the armor effects. Even so, it would be nice to be able to assign multiple skills per level, in case you still want some abilities to be locked behind levels.
  18. Eric Matyas

    Building a Free Library of Images for Everyone

    Happy Saturday Folks, This week's new free textures are on these pages: STONE - Artistic (Tile-able) VEGETATION - Artistic (Tile-able) WOOD - Artistic (Tile-able) As always, you can access them from my Free Images home page: https://soundimage.org/images-home-page/ Enjoy!
  19. Kayzee

    Feedback on Game Blurb

    Personally? I think the summery suffers from what I call Proper Noun Syndrome. By that I mean when something sort of throws a lot of names of people places or things out at the reader without any real context. I don't know about anyone else, but my eyes sort of glaze over when I hear stuff like the Kingdom of Somethingorother. It's kinda hard to avoid sometimes though. I think it's better to condense the blurb into something that sets up the minimal info over what kinks off the plot. Maybe something like: "Within two kingdoms torn by a past war over magical stones, two youths arrive home to find their village in ruins. Is this a sign that their nation is once again being invaded? When they journey to warn the elders of the plot, a mysterious monk using a lost art of magic also appears and it quickly becomes apparent things are not what they seem..." Okay maybe that's no good but you get the point right?
  20. Zen Blood

    Drawing Text Overlapping and Refreshing Windows

    Ah! Thank you @Kayzee, I understand that better now. I'm going to look into learning more about that.
  21. OK, so I'm at the point where I want to write a blurb for my game's story, but also not give anything away. Obviously it needs to hook people, but the problem is while the game starts off pretty cookie cutter, it soon escalates and I can't talk about any of it without spoiling. This leaves me with the only option being to try and sell the game on the back story... but I don't think the back story sounds all that interesting. I could hint at what will happen, but give the wrong hint and people may start guessing the plot. This is just a draft. It's rough AF and basically me word scribbling out the basic back story. It covers right up to a moment in the game where you finish the tutorials and the 3 main characters all meet for the first time. Right now, all I need to know is; Does this, on it's own, sound interesting to you? Would you like to hear more on how the story would develop? What are your guesses for what will happen in the game, based on this blurb? I think a very good way of describing shorthand would be 'Final Fantasy + Game of Thrones = Of Gods and Illusions'...
  22. Been a while since I posted an update but I've not been slacking, trust me. The Database is now fully functional! All tabs have been completed, including Animation. I then started a new Map Editor... and then rewrote the code... twice. However, with the exception of the Add Event window, the Map Editor is now complete. If anyone wants to see actual video of what I have so far in action, let me know. This means, next week I'll be starting the runtime engine. This is the part that takes all the data made with the UR-RPG tools and actually builds a playable game from it when you hit the 'Play' button in Unity. I'll be starting with the basic Scene manager and creating some basic scenes. Mainly the Map scene as I will also be making the Map Manager and Player Controller. From there it will simply be a matter of creating all the different scenes (Map, Window, Menu, Shop, Title, Game Over etc) and creating the Event system. The Event system is pretty straight forward stuff....buuutttt... probably going to take the most time to implement. Now I really don't want to jinx things since development has gone so well so far, but, if things do continue to progress at this pace I could have this out within a couple of months. (Originally I thought it would take a year). So much so I've actually begun thinking about release. Once I have everything functioning, I'm going to release a Beta version to Patron. This version is probably going to be buggy, but it'll be considered a pre-release release. Hopefully I will be able to get some user feedback and real world application feedback which I could perhaps work in while I clean up the code for an actual release. I'm also just looking for testers in general so if you want to have an early go with Ultimate Retro RPG, send me a DM and we can talk
  23. If you change the map size, it will remove tiles from the bottom. But in the map menu (right click on map name), there is a "Shift" option that allows you to move your map contents up or down.
  24. maybe you have solved this already, but if not, can you provide more screenshots? of the weapon in the database and any others that might be useful. I've not had this problem with Pearl ABS, so I can't tell from this screenshot.
  25. There might be a better way, but in my game, you can only have 1 other party member. When you try to recruit some1, I just run a common event to see if the "companion" switch is on. If so, it says you have a full party. You could do the same, but just have companion1, 2, 3, 4 and 5 switches along with a conditional branch that checks your player's level, and if it's high enough, include the companion 5 switch. I don't know if there's an easier way, but you'd only need to create 1 common event that you can run every time some1 attempts to join your party.
  26. ShUpS gAmEpLaY!
    the best poo poo game ever created!11 😂😂😂
    (that is, an another epic game I'm working on, because I totally have not enough projects to work on)


  27. Kayzee

    Drawing Text Overlapping and Refreshing Windows

    .clear comes form the Bitmap class. All windows have a bitmap called contents, so you can clear a window with .contents.clear you see.
  28. BluMiu

    BluMiu Art

    Blue Fire fanart Dame Merloci Castelvania: Harmony of Dissonance fanart Manifest
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