Jump to content

All Activity

This stream auto-updates     

  1. Today
  2. AceOfAces_Mod

    Immortal Sins

    Beta Version D0.30 Update 1 is available on itch.io and Gamejolt (coming soon to Indiexpo as well). This does a big overhaul. CAUTION! Due to an overhaul in the engine, the game will show an error that a file couldn't be loaded, when loading a save from an old version. Trying to retry loading will result in the same error. You have to start from the beginning. Apologies for the inconvenience. Changelog:
  3. Why does this need a hacked DLL exactly I wonder? What exactly is being changed in the DLL to allow this? Is there any way to inject the right code into memory without changing the DLL it's self? Or maybe you could try using mkxp instead? I am not sure but I think it might be able to support higher res stuff?
  4. Yeah, that's gonna fall foul of the EULA for sure. Better off not distributing that. A bit disappointing that there's no EULA-friendly way to make a game with a resolution that high, but not much that can be done about it. Does MV support full HD (I'd imagine it would with custom scripts, given that it has no reliance on custom DLLs and there's no hidden code)? If not, your best bet might be to look outside the RPG Maker franchise - or even consider writing your own custom engine.
  5. https://www.twitch.tv/ravenbindigo Stream will be live shortly with a surprise guest stream(feat. Biz)! We'll be telling stories and the likes like usual. Feel free to drop by~

  6. I should update my art threat. I've a lot of new stuff~

  7. From all that I know... You will be in violation of the terms of use for publishing it for commercial use. Can't be too sure for non commercial. But I sure that the hacked dll is not allowed. If this is a mod you did yourself, then you're in violation of the terms of use for modifying the game files.
  8. Hey, Does anyone know how to fix the trough problem? If Trough = false, then I can no longer hit any enemies. Does anyone have an elegant solution for it? I have tried this: https://www.rpgmakercentral.com/topic/32318-through-projectile-collision-fix-for-falcao-pearl-abs-liquid-v3/ Was not that good ... Best Regards Ben
  9. Valjean83

    Second Savior (Complete Game)

    Yeah man. I am working on that. Thank you for your feedback. The disposed window thing is the devil. Slowly but surely getting the kinks out of this guy.
  10. Yesterday
  11. Lord Vectra

    Target selection in battle

    I personally would use X,Y and how to implement it depends on the side view script you are using. Using X and Y would feel more natural imo. Itll also make navigating between everyone in the battle faster and more fluid. If you want to use X or Y, then yes, you'll have to position them so their X or Y do not match. In this case, Y is a bit better since having enemies in a horizontal line would look odd in side view but vertical lines dont.
  12. Apparently I messed up and forgot to change the events and shops including the ship tickets and teleport stones after changing their item ID numbers. You can download a fix for those events here: https://my.hidrive.com/lnk/fQKotY1y Should you have missed one of the teleport stones due to the bug, you can get all stones at the book next to your bed in the sleeping chambers. I'll update the "update files only".zips with the fix as well. Since it takes very long to upload all full versions again, I'll take a few days to add some new content before re-uploading those once more. Sorry for the trouble and thanks for your understanding.
  13. I am currently making a game and using the rgslll something somthing mod and the hacked .dll. What will happen if i publish it. What would i have to do?
  14. jickhut

    Second Savior (Complete Game)

    The game seems pretty decent so far, but that 'disposed window' is killing me. You have to save often, which wouldn't be so bad, but in dungeons, you cannot save. As far as the encounters go, I'd say that it is still pretty high overall - often only one or two steps in between encounters.
  15. Starmage11

    Eva Reynes: Volume I

    It's great to see this game here, Rishi! Im still watching this closely!
  16. Starmage11

    Rave Heart

    Oh dear! XD That would be most fun!
  17. Eric Matyas

    Building a Library of Images for Everyone

    Hey guys, As promised, new seamless images are ready here: TXR – FABRIC - Cartoon https://soundimage.org/txr-fabric-cartoon/ And I just opened a brand new page: TXR – FUR – Cartoon https://soundimage.org/txr-fur-cartoon/ More new music is coming your way on Wednesday…mostly from my Fantasy pages. See you then!
  18. Last week
  19. So - here's a point that came up on another website, regarding the battle system in my new project. To give some background info - it is absolutely critical that with most attacks, you can choose whether to target enemies or allies. The battle system is side-view, enemies on the left, allies on the right. So, initially, my thought was - have a dedicated button for changing target party, while the arrow keys (or dpad, on a gamepad) select a target within that party. But someone pointed out that they feel it'd be more natural to have left/right switch party, and up/down to select a target within the party. The issue I see here - what if we have, say, a formation of two enemies, one behind the other (but at the same Y coordinate). To me, it would feel weird to be using up and down. If it's a matter of "if you're already on the furthest right enemy, pressing right again will target allies, but otherwise it targets an enemy further to the right than the currently-selected one", that could work. The other question is how exactly to implement it. Yes, for a human, it's easy to see "I have this enemy selected and pushed this button, so now I should have this enemy selected instead". Implementing an algorithm for it... not so simple. This actually pushes me towards actually using the up/down thing, perhaps combined with just not creating formations that have enemies in a straight line horizontally so the oddity of using up/down to (visually) move left/right between targets never comes up. What's everyone else's thoughts on this?
  20. Not quite the same as doing it in RPG Maker, but I'm currently working on a new project (coding it from scratch using C# and MonoGame), and I've probably spent upwards of 10 hours on the battle system already - and all it does so far is display party / enemies (including current HP / MP for the party), calculate and display the turn order (it's using a FFX-like CTB system), and let you select attacks (but the attacks don't actually do anything, aside from display their name, yet). EDIT: I've done a bit more since I posted this message (although not much), and currently, the source file for the battle scene alone stands at 1126 lines, 39KB. And I'd say it's at best maybe 25% complete now. (Yes, feature-wise it doesn't sound so close, but there's also a fair bit of behind-the-scenes stuff in place to support the rest of the front-end features it needs.) Now, of course, that 10 hours includes things like "adding stuff to actors / enemies that the battle system needs" and in a couple of cases creating graphics (very basic MS-Paint style ones though) that I can use for testing, but still - that's a considerable amount of time already and I'm only just getting started. True, Ruby is a little bit more flexible and easy-to-use than C#, and even more so if you already know Ruby (I literally didn't know a thing about C# when I started this project). But still - the point is, if you're doing it from scratch, a custom battle system will take a long time to create. Now if you can re-use parts of the default system or an existing script, that will definitely save you a lot of time - at the cost of that you're sacrificing some degree of control over how it works. This was something that greatly frustrated me with my RPG Maker game - as amazing as Yanfly's CTB script is, I never really properly figured out the internal workings and thus wouldn't be able to tell you how turn order is determined in my game beyond "certain moves mean your next turn comes sooner or later, and higher agility = you get more turns and get your first turn sooner".
  21. RoooodWorks

    Eva Reynes: Volume I

    It's cool I really like the look of this game, will be watching it for awhile.
  22. Kayzee

    List of My Scripts

    Awww, shucks... I don't think I have really released anything in a while though, mostly because I don't use MV and I don't know how many people are still interested in VX Ace stuff.
  23. RishigangiX

    Eva Reynes: Volume I

    Added Credits. NOTE: The game is still in early development and the List of Credits is subject to change.
  24. Kayzee

    Rave Heart

    Tee-hee, careful what you wish for, you might get it someday.
  25. RoooodWorks

    Eva Reynes: Volume I

    Add credits then it can be approved.
  26. RishigangiX

    Eva Reynes: Volume I

    She was one of the best in her line of work. She had it all - the money, the fame, the respect of her peers and the fear in the eyes of her enemies. But sometimes all it takes is one hit from the bitch called life to knock you off your feet. Following the tragedy of the RM-8 incident, Eva Reynes finds herself in a life drenched with alcohol and music, with no care in the world for her job and her responsibilities. Evenings once spent chasing criminals were now spent chasing bottles of whisky. On one such evening, she got a call from her apprentice and friend, Damien Wills. He had been framed for murder. "Just this time" were her words when she put on her overcoat and headed for the scene of the crime. But when she finds out that this case somehow connects to the one case which ruined her life, how will she react? Are there answers at the end of the road, or will she end up chasing shadows leading nowhere? How will the years of drinking and reclusion take a toll on her when it matters the most? Walk in the footsteps of the legendary Eva Reynes and unveil the truth. Warning: Eva Reynes: Volume One is a dark, sadistic mystery game which gets increasingly difficult, and there will be no hand-holding after the tutorial. After the first episode, you will be on your own to make deductions and find clues. The game will NOT warn you if you go on the wrong path, miss clues, or make wrong deductions, which may eventually put you on a one way street to a bad ending. At times you won't even know where you made the mistake. - Unique personalities, complex and unpredictable plots, and a captivating story. - Investigate crime scenes, search for clues, make deductions and find out the truth. - Engage in timed discourse battles; point out contradictions using the evidence you've found. - Manage and develop skills/traits like Personality, Perception, Discourse, etc. - At times you'll have to choose between being a good person or a good investigator. - Original content and artwork. - Several bad endings, one normal ending and one true ending. Website: https://www.potatobraingames.com/eva-reynes RMN: https://rpgmaker.net/games/10841/ Twitter: https://twitter.com/PotatoBrainG Facebook: https://www.facebook.com/PotatobrainGames/ Lead Developer: Rishigangi (Potatobrain Games) Graphics: Sage Takeda Avery Cyanide FirstSeedMaterial Sturmfels PandaMaru com_sho Cvrtis bougainvillea Chalkdust hiddenone waifu2x Bokou Indrah whtdragon Enterbrain [Copyright](C) 2012 KADOKAWA, INC; DEGICA Co., LTD artists Archeia, Marimo, Caz, Ocean's Dream, Thernz scripters Yami, Liquidize Music samkfj Kerrigan Marrion Fields Production shimtone MAKOOTO Amachamusic MakaiSymphony RengokuTeien Scripts: MOGHunter Yanfly - yanfly.moe Khas HimeWorks Soulpour Archeia DreamX Takeya Kimura Shaz Karberus Hudell ExHydra PHLiM2 Kamesoft Tor Damian Design
  27. Starmage11

    List of My Scripts

    OMG! I just realized that you made the awesome Word wrapping script that I've been using for my VXace games! XD Amazing job and thank you for sharing your hard work with us, Kayzee!
  1. Load more activity
×