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Showing content with the highest reputation since 04/13/2021 in all areas

  1. 3 points - A0.2 - 05.05.2021 okay, key rebinding functional Also when thingie goes yellow - it means the setting has been changed and not yet applied; quitting the menu will revert changes if "apply" won't be pressed beforehand. And when it goes red, it simply means the key is already used somewhere else and the game will be like "that's legaln't! " And with that, the options in pause menu are pretty much done, checkpoint reached, time for backups and stuff.
  2. 3 points
    I had a dream where Cthulhu woke up from his slumber and was going to destroy the world as we know it unless I convinced him the world had enough insanity and depravity to keep. Luckily the internet made proving that trivially easy.
  3. 3 points
    It's been a number of years since I was involved in this community. At one point I was a moderator over at the programming forums. So recently sitting around bored and in quarantine, I decided to get back into it again. I quickly realized I had forgotten almost anything I had learned about Ruby as it had been years. So I dived in, with the intention of creating a game purely using the Ruby programming language. A few weeks later I'm sitting here with a mostly complete project and more knowledge in Ruby than I've ever had. This game was not made in RPG Maker, so I'm not sure if its appropriate to post about it in the in progress or completed game forums when it hits that state. If you want to check it out its here: Ruby Arena (itch.io) Its free of course. I've also made the games source code freely available, as I'd like to eventually find gainful employment working with Ruby (making games or really anything) I figured anything I work on should have source available. The source can be found here(GitHub). As for contributing to the community I will definitely be active in the programming forum again. I am looking for old copies of some of my Ace scripts that I have lost to father time. In Particular My Blacksmithing system demo and my Quest system demo. I think I may even work on some scripts for the community again. I am having a lot of fun working purely with Ruby right now though, and starting to read about Dragon Ruby as well, which is a lightweight Ruby based engine. I may even fill some script requests. Anyway, its nice to be back! Hopefully I run into some familiar faces. It's been a long time. I notice the spoiler I use in my signature to hide my old completed scripts doesn't work when you click on it. I tried remaking it, still no dice. Anyone got any ideas? Also just reinstalled vx ace. took me a hot minute to find my serial number but its up and running and Im ready to make and help people with ruby scripts.
  4. 2 points
    Just a heads up, Humble Bundle recently put up a sale on several versions of RPG Maker. MV is $20, Ace is $10, and older versions are a couple dollars each. Even MZ is about 20 dollars off.
  5. 2 points

    Ruby Arena

    Ruby Arena is a text based roguelike game. Your main objective is to get bigger and stronger, equip yourself and prove yourself by competing in the arena. Climb the ranks of the Arena! Prove yourself worthy of the Ruby once and for all. The Beta version is now available, which means all core systems are completed. More content, formatting and stuff is now being added to the game. It is Now in a playable state with all the core stuff. At this stage of development updates are coming out very often. Currently I'm working on adding more Arena bosses and a few new areas to level up in. I'm always open to suggestions that anyone might have. There is still lots of ongoing balancing but things are pretty good now. The intention of this game of course is that it's supposed to be hard. There is still late and mid-late game balancing to work on. Note: for an ideal gaming experience, when the game opens, click on the top left corner of the console window to open a menu, and go to Properties. Click on the Font tab, set the font size larger (your preference) and text to bold. then maximize the window. The game will take care of these steps eventually. Screenshots of the game have been attached to the post for your convenience. You can download the game for free here: Ruby Arena (itch.io) The latest version is always uploaded there, and also on github here: Ruby Arena (github) Currently known bugs: Crash on battle complete -- this bug happens very rarely and is sometimes triggered if an enemy drops an item. This should not happen often. I have not been able to solve this bug yet. You will be naturally saving all the time due to the games inherent difficulty so this bug should not bother you too much. If you encounter any other bugs, you can either post them here on the forum or you can report them as an issue on Github. Including your debug.log and all your save files will be very helpful in diagnosing any bugs you might find. Of course, I'm always open to ideas for things to add to this game. As of posting this topic, Beta 1.7 is currently out. The game is getting pretty regular updates. The full changelog is visible on the github readme. Its also available on itch but it is chopped into different posts for each version. Looking forward to hear what you guys think of my game. Thanks for your time.
  6. 2 points
    Probably a bad idea to do that, it will cause the player to move even if they aren't supposed to and probably not line up on tiles correctly. Try this instead: class Game_Player < Game_Character def distance_per_frame return 256.0 end end Zoooom! (This is probably overkill and it probably doesn't make a difference if set higher then 32.0 really but that's still a whole tile every frame!)
  7. 2 points
    Takes ages, but finally got back to it. - yay me Ver.A0.2 B0.0.2.1 (16.04.2021) - Added Audio configuration to Options in Pause Menu - Added Display configuration to Options in Pause Menu
  8. 1 point
    So an MMO is a massive undertaking requiring a lot of stuff that I just cannot do alone. Even with a bit of IT and coding/business support (which I have), it's still a behemoth task. Meantime I'm doing the Zelda-like I have been wanting to do for some time. I'm going to use a very limited amount of graphical resources and scripts, and try to make something of a showcase game for practice and the beginning of a portfolio for recruiting help with an MMO.
  9. 1 point
    So many things to sort out and decide on for an MMO. Does the world really need yet another cracker jack box Medieval Fantasy MMO? Whether it's a good VXA MMO or not? I'm just not so sure anymore, and I've always wanted to do a zombie mmo. The main obstacle right now is starting from square one on resources to make sure everything in the VXO folders is 100% cleared for commercial use. Based on the resources I'm able to gather, I'll be able to decide what the best course of action is. Sometimes I want artistic skill more than I want coding skill.
  10. 1 point
    Yay! Today is Baltane or May Day! A day where fairies come to play! *giggles*
  11. 1 point

    Swans In The Wallow

    SWANS IN THE WALLOW "Swans in the Wallow" is a retro-horror-mystery-adventure-game with RPG elements in insane 16 colors!! Almost everything in this game I made myself: graphics, music, engine. In classic adventure style you move through rooms, choose actions and solve puzzles. This gameplay is loosened up by turn-based RPG combat encounters. The game is packed with deep nostalgia for ancient text-adventure classics, subcultural references & love for mindf*** plots. Story: Somewhere in East Germany: You wake up in your vacation home after a two-day blackout. But where is your husband Erik? Nobody has noticed or knows how to help you further. Neither the local metalhead savages, nor this ominous religious community that has sealed itself off from the outside world on an old farm for years. You can't get rid of the suspicion that there are dark influences at work here: is it the local satanists, the ooze from the surrounding swamp or is it the nameless cult? Will the residents finally break their silence or will the "spirits" of nature lead you into your husband's arms once again? Summary: Genre: Adventure, RPG Topic: mystery, horror Language: English Duration: ca. 2 hours Features: Limited resources, few save points, go for the high score (!) Inspiration: Das Drachental, The Wind, Faith, Alone In The Dark, Resident Evil 7, Hidetaka Miyazaki, H. P. Lovecraft, Beherit, Taake, Neurosis, Leslie Gore, my bae (Ruby) Music: For the music I chose a mixture of Dark Ambient, Black Metal, Drum & Bass & Electro. Here is the link for the OST of "Swans in the Wallow": The Swans OST Screens: Download link: !!!!!!!!!! Here is the link to my ONEDRIVE!!!!!!!!!! SWANS IN THE WALLOW VERSION 1.51 Thanks to my darling who always supports me. (My high score is 35 btw) ENJOY THE TERROR! 0:
  12. 1 point

    Eheb Saga - Droughtlock

    EHEB SAGA - DROUGHTLOCK "Eheb Saga - Droughtlock" is an action-RPG set in an apocalyptic dark fantasy world. I made a large part of the content completely myself: especially graphics and music. In top-down view, you fight your way through dark dungeons and defeat powerful divine beings. Story: A legendary war between the civilizations of old Eheb & the angst-ridden gods has consequences: the region of the former imperial capital is enclosed by a magical barrier from which no one can escape & which has made the land dry and barren. This curse, the Droughtlock, has had a tight grip on the few residents for the last 10 years. Perhaps the inconspicuous well-maiden Vinnagan can aid to bring the divine tears & water the land again. Classes: The Immortals: the legendary ghosts of the imperial robber barons. Difficult to kill. Immortals can wear heavy armor. Thzey Fight with strength-weapons. Have a spell that will make them almost invincible for a short time. The Bedouins: the insidious nomads of the north. They start with a lot of stamina & high attack value. They are trained to encounter wild medicinal grass. Bedouins can only wear light armor and wield dexterity-weapons. The Ghouls: Who fights the overpopulation in the Empire's cemeteries? >That's right, gravedigger-cannibals. They always get a second chance. Gather 10% more essence from slain enemies. Have three different spells from the start. They wear medium armor & fight with dexterity-weapons. Summary: *Genre: Action RPG *Theme: Dark Fantasy *Language: English *Duration: 3 to 4 hours *Features: Deep action combat system, compact, "open world-ish" game world, demanding level of difficulty, gloomy atmosphere, humor (?), three different classes, free your traders one by one, 7 bosses, crack the high score (!) *Inspiration: Dark Souls, Zelda (NES), Alundra, Gothic 1, Hidetaka Miyazaki, Junji Itou, H. P. Lovecraft Music: Dark Ambient, Noise, Folk, electronic music. Here is the link for the OST of "Eheb Saga - Droughtlock": Droughtlock OST Trailer: Gameplay-Trailer Screens: Download link: !!!!!!!!!! Here is the link to my magenta cloud !!!!!!!!!! Version 1.02 And the rest should tell you the game itself. Have fun. :]
  13. 1 point
    I know I jump and leap around a lot in terms of project interest, but I mainly get an idea, and foster it a bit before it dissipates into the brain fog. Lightly investigate how viable it is with Ace, then shelf it. Last year I toyed with the concept of doing an E-Sport prototype (Non-MMO, hopefully 2P at best, somehow, someway) with Ace. The last few days I made some breakthroughs and want to forge ahead more. I'm still floating multiple concepts for a system, but I'm starting with inspiration from FFX's Blitz Ball. Turn based system whereby players can move within stat-defined limitations and preform actions. I'm using inspiration from the FF Tactics-style script to theory craft the actual engine. It may seem slow and dry for an actual E-Sport game in your mind's eye, and I agree, but I'm still theory crafting and floating multiple ideas. I also thought about about somehow jerry rigging one of the MMO engines to make the E-SPort game have more depth than windows and game fields/arenas. But mainly to create a live action E-sport where players have skills and stats to build up like strife jukes, dodge spins, stiff arms, tackles, passes, shot, steals, etc. That's more mainstreamy, but high end as well.
  14. 1 point
    I always think of "routes" in Pokemon. When I first encountered this style of area design as a child I didn't like it, but it has grown on me and I think it's really indispensable. Routes can be much more interesting than any winding path in the overworld. That being said, routes give you only a very tight view of your surroundings and I find it hard to get a sense of scale when on a route. For example, I think Monster Crown suffers a bit from this. The world feels smaller because I can't "zoom out" and get a sense of how big things are. Pokemon Diamond's map was a pretty reasonable compromise, since it shows you topography to emphasize your relationship to the mountain range in the centre of the region. Having the routes intersect the mountain range often was also really good for establishing a sense of space. That was my favourite Pokemon for exploration. That being said, I think my question actually scales down to any map size. My question wasn't about whether to use routes or overworld, but more about that shapes of those things. I think it's more like... do you prefer being able to go in literally any direction, or having a bunch of discrete paths to be shepherded down? Yeah, open space vs multiple authored paths. The feeling I get from your answer though is that you would prefer multiple authored paths. A big open field appeals to you less than multiple paths through a heavily wooded forest. Maybe? Here's another example from the game I've been working on. This is an image of an over world, but it could just as well have been a route. The important thing is that rock in the middle of the screen. I put that there so that the player would have to choose to walk around it to the north, or the south. If they go north, they will see a cave (they will see everything in the pink square). If they go south they will not see the cave (they will see everything in the orange square). What I was really wondering about was: does it feel more or less like exploration if I just omit the rock entirely? Since posting this question I've come to my own answer (yes rock) but I'm still interested in your thoughts so I thought I'd drop this update here. P.S. I suspect this art-style is not your taste being extremely repetitive and boring. I'm mainly using it to help me make progress, I'm probably going to go for 4 colour tiles in future projects. Colours are nice!
  15. 1 point

    I'm back, and I brought a game with me.

    I just released a new build, Beta 1.7. Here are the changes: There will likely be more adjustments that need to be made. I'm thinking I may have to rework the spell damage algorithm (visible in Game_DB.rb). Let me know what you think and if you find any other issues. I really appreciate how much you've been playing it. Also, your old save file will still function of course. Also if you wanna see some internal values, check the project on github(click) open the Game_DB.rb file. To see version changes, Click on "BETA 1.7 update see readme" text that is just to the right of Game_DB.rb I'd definitely like to get the balancing more tested and sound before I start going crazy and adding more areas. Edit: I've posted a game topic in the development forum, once you approve it I'll kindly ask to redirect all game related talk to that topic to keep things organized. Thanks
  16. 1 point

    I'm back, and I brought a game with me.

    Hmm what makes me wonder is that the enemies on my level hit me for around 20-30 damage (bought that full plate mail for 10k or something), but when they cast a spell, the damage skyrockets to 200 instantly killing me. Was doing the arena and same there, got to 3rd rank i believe and there, as long as enemies don't cast spells, it's manageable, but once a spell is thrown, its damage dramatically exceeds my max hp, leaving no possible strategies to take. I'm not sure what is considered late game, but the issue with spell damage started at around 8 monster level. Everything was balanced prior to that point and their spells' damage was within reasonable damage range. Those 8+ bois in swamp are mad tho. Was thinking of grinding, but since komodo dragons no longer spawn and others have these spells, it leaves me only the first area, where I'm absolutely overleveled. I can normally sustain normal hits, so I assumed I'm doing okay, that I'm not underequipped, but then a random fireball proved otherwise. rip I'm not at home atm, so I'll give more details from the log later.
  17. 1 point

    I'm back, and I brought a game with me.

    Oh wow, thanks for this informative post I really appreciate it! I'll try to respond to everything here. First off with that bug I'd actually need the next line or two from the debug log as well. I'm aware of this crash, its happening in rare cases when an enemy drops an item. I haven't been able to solve it yet. Magic damage is calculated based on a fraction of defense, and elves have a boost in magic defense. So grabbing a new armor will reduce damage. I've watched people get to late game and have a hard time but they're able to grind through. I definitely need to balance late game enemies better and balancing the actual magic is an ongoing issue. The early/midgame spells are fairly sound, its the late game ones that need some reworking. Spells have a damage range, Heres shock: # [Spell name, Heal?, [Minmax], Cost, Description] @spells[6] = ["Shock", false, [28, 40], 9, "Electricity shoots from your mouth and strikes"] Which works fine and has a base damage range of 28 to 40. In conjunction with this your level versus the enemy level also matters. If they are higher, they will naturally hit harder. Late game spells definitely need better balancing. Short of putting on a Bastard Armor that Blue Dragon will 1 shot you. Balancing is always difficult in later game, the games database and full source is online on github. I may have to ask around for some help to get it just right. I want it to be very hard, as the game is supposed to be mean and unforgiving. Getting it hard and right is definitely a tricky balance. I'm aware of quest enemies going out of range, in my next update I'm planning on adding an override to that to the spawn code that forces them to spawn regardless of level if you have a quest. Level range works from -1 to +3 but the forest caps enemies at level 5 -- this is actually a conflict with the spawn code in the forest which can result in the wrong things spawning. I actually need to re-write the spawn code from scratch, as the game was originally designed without the swamp area even in mind. So I need to write it again and make it universal and apply the proper level capping. You don't suck (lol) but saving up for a better armor will help, and steamrolling through the Arena if you haven't already will generate money pretty quickly. Thanks for filling me in on the policy for posting the game! I'll put up a post for it soon.
  18. 1 point
    Ever wonder if super speed was possible without lag, well it was rather simple & not so advanced... class Game_Player < Game_Character def movable? return true end end (ISSUES)Below Events don' trigger when ran across, this doesn't seem that bad. (EXPLOITATIVE POSSIBILITIES) well super speed wasn't exactly what I was wanting, I just happened across it & now I'm wondering if theres a way to slow the player down. (WHY)Well I noticed while the frames did dip the movement of the game looks smooth. (Smooth)Yes zipping around maps without any stutter almost like magic, seems legit. (But)ISSUES FROM ABOVE WITH BELOW EVENTS, SO CONCLUSION? (IF SOMEONE WAS TO FIDDLE AROUND WITH THE ISSUE & GRANT PLAYER SLOWING!) QUESTION, WOULD THIS MAKE THE COOLEST IDEA EVER IN CONCEPT?(MIND BLOWN!)
  19. 1 point
    Is it appropriate for me to post my game purely made in Ruby in the game section of the forums? I ask because its not made with rpg maker.
  20. 1 point

    Entry 016: Novara; Rachel.

    Hehe I know, but I thought it was amusing anyway. One might say even memories can be erased/rewritten/forgotten as well. Some might even argue that writing something down makes something more real then just being in someone's head, because that way you have a paper trail. Isn't that the whole point of legal identity, to have a paper trail? Isn't that why you are supposed to keep a little piece of paper someone wrote for you when you were born somewhere as safe and secure as possible? Sure it's silly that a little bit of paper is needed to say that you are you, but really no more silly then anything else you could use to prove you are who you say you are. Perhaps the most foolproof method is blood, but of course you are not even using your original body are you? Also: As for what makes a hashtag fake, I do have an answer: A real hashtag is a feature of a site where something starting with # will turn into a link you can click that lets you search through messages that use the same tag. This site not do this, therefore it's a fake hashtag. But okay, maybe you can just say a hashtag is any bit of text that can be searched like a hashtag. However if you paste #LegalIdentityIsSuperficial into google the only results are from this very page. Therefore it's also completely pointless as a search term and therefore also a fake hashtag. QED.
  21. 1 point

    Entry 016: Novara; Rachel.

    You know, I read this before, but only just now do I notice you are using ana-kata as a pronoun. Sounds a bit like using left-right or up-down as a pronoun... which actually I guess makes as much sense as any gendered pronoun so... Also, you know if you don't like your legal identity you can usually change it? Also also, controversial opinion time: If you ask me all identity is superficial anyway. A person is too complex a thing to be summed up by a name and a pronoun. Also also also: Ugh why do you have to use fake hashtags? Then again why do I have to use so many alsos?
  22. 1 point
    Hi Folks, Some cool new seamless texture images are ready on these pages: WOOD (Artistic) BARK (Artistic) ORGANIC (Artistic) You can access them from here: https://soundimage.org/images-home-page/ Enjoy!
  23. 1 point
  24. 1 point
    Contribute to our project! Help us to alleviate the financial stress of developing, for 3 years, the most complete and secure free online game engine of RPG Maker. Paypal: https://www.paypal.com/donate/?hosted_button_id=GWF4ERBTWALKA
  25. 1 point
    I was going to suggest an eval, but you figured it out already. Cool. Did you know: you can put the following in the damage formula: eval($data_x[y].note) x == actors/classes/skills/items/enemies/states y == ID and have the interpreter evaluate the specified notetag instead? Neat huh?
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