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Showing content with the highest reputation since 03/02/2020 in all areas

  1. 2 points
    Whelp. My neck of the woods is in a state of emergency thanks to COVID-19. Now has never been a better time to be a hikkikomori.
  2. 2 points
    Hello again. Are you all doing well?
  3. 2 points
    I actually did some work on my game today! :O Now the enemies in my game will avoid stepping on traps (or other dangerous tiles) that they know about when pathfinding if there is another way to get there. Thinking of also making some enemies that can swim fast but are slower on land also, which would probobly need some of the same code.
  4. 2 points
    Kayzee

    Problem with enemy parameters

    Use $data_enemies[x].params[0] for that.
  5. 1 point
    I probably have way too many cameos in my game, but it's an excuse to allow myself to flow more creatively, once the energy returns... As for project progress, v.0.2 is going to have all the cutscenes evented instead of being one large wall of text. Of course, there's still much to do as far as art edits are concerned (will likely split ASM into an outdoor and an indoor tile set so I have room for adding decor that I would want for both sets), and of course, still waiting on any progress update of any kind on that one thing...
  6. 1 point
    I have been watching an anime called Saga of Tanya the Evil about a ruthless amoral businessman who was reincarnated as a little girl fighting in what is basically WW1 except with magitech after he/she mouthed off to god. Now I love stories about evil little girls and all, but there are some things about the show that do bug me. Maybe it's that I don't care for WWI with some magic as a setting that much. Maybe it's a bit too 'isekai' (I actually do have a soft spot for some isekai though). Maybe that the heroine strays a bit in to outright stupid evil. But it's probobly mostly just because god isn't mocked or called out enough for my taste. :P
  7. 1 point
    I have the pose and angle for the picture of the three of them all figured out. I guarantee you're gonna like it! @Kayzee @PhoenixSoul Never thought I'd get a creativity boost from quarantine... Weird.
  8. 1 point
    Mom treated her first COVID patient at her clinic a few days ago. Dad's gone nuts from cabin fever (already?!) and falsely accused me of wasting a can of Lysol (he just forgot to throw out the old can). Yep, our self-quarantine's off to a good start.
  9. 1 point
    Upside? My design for Future Red Leader Tord makes sense. Downside? Global pandemic.
  10. 1 point
    Input.press?(:A)&&Input.press?(:Z) Use this for multi-button press conditional branches. It works way better than the event command. Change .press? to .trigger? or .repeat? as needed.
  11. 1 point
    (has a mental breakdown) ok time to project this onto my characters
  12. 1 point
    I just had a random thought: What would an anime adaptation of my game be like? My game doesn't really have much actual plot (but it has a lot of worldbuilding) So it's an interesting question. Even though my game is actually really tame, the idea that popped into my head was something like Ishuzoku Reviewers but in reverse. Like what if the show follows the diary of a rather perverted human I have spirited away to fairyland? Each episode is basically about them transforming in some way that appeals to one of their secret fetishes and they don't have enough willpower to resist taking advantage of it. I could totally see something with pretty much that exact premise being made!
  13. 1 point
    Eh? There is an anime about a team of adventurers in a fantasy world who basically do reviews of girls of various fantasy species who work in brothels? WHY WAS I NOT TOLD OF THIS SOONER!?
  14. 1 point
    just a passing idea, but how would y'all use singing as a battle mechanic?
  15. 1 point
    Dr Horrible soundtrack and mapping.
  16. 1 point
    Lord Vectra

    aayyeeeee, wassup?

    aayyeeeee, wassup?
  17. 1 point
    beep beep i'm a sheep i said beep beep i'm a sheep
  18. 1 point
    The first things at come up when I put the letter d in my browser are discord and domino's.
  19. 1 point
    UUuuuuuugghhhhh... PS, I wuv you, but by Eris' non-existent hot dog bun, whenever do you do anything with dual wield or even sometimes just equipment in general I just want to quietly sneak off and hide in a dark corner and hope you don't notice me. >_< Also: No, icons are not text, they are normal bitmaps. Though there really is no such thing as a 'text object' in this context anyway really, unless you mean a Font object. All the text and icons are both drawn onto bitmaps, usually window contents bitmaps. The only real difference is, icons are bitmaps loaded from an image and bitmaps can just be copied from one bitmap to another really quickly. Text actually has to be drawn on to stuff, so it's much slower. There are some scripts that 'cache' fonts as a series of bitmaps for each letter which is actually much much faster (still can cause a lag spike when drawing lotsa text in an uncached font, but is still much much faster). Fun fact: By font, I actually mean font not just typeface. Technically the word 'font' actually is supposed to include size and style.
  20. 1 point
    Dead Evolution is a serious game.
  21. 1 point
    Final Fantasy Styled Battle Log v2.05 By William Couillard Introduction This script changes the default behavior and aesthetics of Window_BattleLog to resemble the way the Battle Log window would look in a Final Fantasy game. Features - 1.00: Customizable opacity for the Battle Log window. - 1.00: Define skills that will not show up in the Battle Log window (i.e. normal attacks, defending, etc.). - 1.01: Updated to include options to change the Battle Log window width and alignment. - 1.01: Updated to include option to show Actor/Enemy names prior to skill message or not. - 1:02: Bugfixes. - 1.03: Bugfixes. - 1.04: Updated to allow different windowskins for actor and enemy attacks. - 2.00: Rewrote script. Needless features removed. Icons in skill and item names showing now. Possible to use different fonts for enemy and ally skills. - 2.01: Forgot to include an overwritten method in v2.00. Updated to reflect that change (this should also stop the 'blank window' issue). - 2.02: Fixed a bug where changing the Y offset would only move the window's position, and not the skill/item icon and text. - 2.03: Fixed a bug where default battle sounds like recovery and evasion weren't playing with skills or items. - 2.04: Bugfix for default battle system, correcting an error where enemies wouldn't collapse when they die. - 2.05: Streamlined the ignored skills code to automatically omit any skills that do not contain a "use" message. Cleaned up redundant code. Screenshots How to Use Simply paste the script ABOVE Main and BELOW "Materials" section. It is a good idea to post this script BELOW any scripts which have had compatibility patches added. Compatibility This script almost completely rewrites the way Window_BattleLog functions, so it's a good idea to place this script BELOW any script which also overwrites methods from Window_BattleLog. Script Pastebin Link: http://pastebin.com/i1uXe2NN Credit and Thanks - Swish, for the idea. - Keith Brewer, for some coding help. - KilloZapIt (Kayzee), for some coding help.
  22. 1 point
    Me: -does whole maps- Me: -test plays the maps- Me: Ah, I forgot to fix the collision...
  23. 1 point
    Either I didn't understand the problem or... it works for me..
  24. 1 point
    Believe me, I have been there. At least you figured it out.
  25. 1 point
    Traverse

    Display image in Status screen

    Like most things with scripting the answer of whether it's possible is of course, yes. KZ's snippet is basically what you do to display any external picture file in a window. If you look at the default code in the engine for "draw_face" (which is used to display the portrait, located in Window_Base) it basically is the exact same thing, with only one difference, which is that it needs to chop up the image file containing the faces in order to pull the right face from it. #-------------------------------------------------------------------------- # * Draw Face Graphic # enabled : Enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def draw_face(face_name, face_index, x, y, enabled = true) bitmap = Cache.face(face_name) rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96) # This is the only thing it does differently. contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha) bitmap.dispose end But I guess to be fair, for someone who is only just dipping their feet in the engine's code, these 3 or 4 lines of code might be kinda not very easy to understand. So I'll break down what KilloZappit's snippet actually does line by line: bitmap = Cache.picture(picture_name) # Load (but not display) an image file from "Graphics/Pictures" whose filename corresponds to # the value stored in the variable "picture_name" and set it to a Local variable called "bitmap". # "Cache" is one of the default scripts right at the top of the list, its job is to load images # from the game's Graphics folders and cache them for quick reloading, if the same picture # needs to be used later. If you check it out, each of its Methods corresponds to one of the # sub-folders in the game's Graphics folder. # Example usage: bitmap = Cache.picture("actor1-fullbody.png") # # The file extension is optional. You can omit the extension and it will look for whatever valid ones # it can find. contents.blt(x, y, bitmap, bitmap.rect, enabled ? 255 : translucent_alpha) # Displays the image in the window. Every Window has its own completely transparent, blank # bitmap image called "content" that it creates when it is initialized ("create_contents"). # To display things, some other image is typically loaded and gets copied onto this "contents". # using the "blt" Method. "blt" is short for 'block transfer' and it preserves transparency, so # you can 'layer' things on each other by repeated "blt"s as opposed to other Methods for drawing # things like "fill_rect" or "gradient_fill_rect", which will completely replace whatever was # underneath, even if you try it with a transparent color. # # Example usage: contents.blt(12, 24, image_file, Rect.new(0,0,4,4), 255) # Meaning: "I want to copy the image in the variable 'image_file' and display it starting 12 pixels # from the left of the Window and 24 pixels down from the top. I don't want the whole image # to be displayed, just a 4x4pixel portion of the top left corner. And do it at full 255 opacity, # not translucent or transparent." # # X-coodinates start from the left, Y-coordinates from the top (unlike RPGMaker MV, which I # believe has y-coordinates starting from the bottom of the screen). Opacity ranges from 0 # to 255, with 0 being fully transparent/invisible and 255 being fully opaque. Images are drawn # from left to right, top to bottom. # # The particular call in the snippet does not look much like the example, because all the parameters # used are themselves variables. Plus, there is that headache of a ternary operator used to # decide the opacity. # Meaning of the call in the snippet: "Display the image from the "bitmap" variable however many pixels # to the left was in the "x" variable and however many pixels down specified in the "y" variable. # I want the whole image displayed, the entire portion of whole rectangle of the image in the # "bitmap" variable. For opacity, I want to look at the variable "enabled". If such a variable # exists and/or has any value assigned that isn't "false", make this image 255 fully opaque. # Otherwise, set it to the opacity value stored in "translucent_alpha"." # # "translucent_alpha" is a method in Window_Base whose sole purpose is to store a number. That number # being 160, which is the opacity that not "enabled" images will be drawn at, such as actor porraits # of reserve party members. bitmap.dispose # Unloads/disposes of the image to free up system memory. It has already been copied onto "contents", # so the original is no longer needed. "contents" itself gets disposed when the Window is disposed, # which only really happens during Scene changes. Most other times you 'close' or 'shut' a Window in-game, # like with the message box, it's actually only being turned invisible and not really disposed. You might ask, where are all these variables called "picture_name" or "enabled" or "x" or "y" actually being set and given values? The answer is, they are set in the parentheses that you type when calling the Method to run it. def draw_picture(picture_name, x, y, enabled = true) # Declares the lines of code written after to be a Method called "draw_picture" so that it can be # called repeatedly without having to retype the lines of code within. The value of the variables in # the parentheses are to be specified at the point of calling the Method. The first three are mandatory, # the last one has been given a pre-existing default value of "true" and so is optional; if you don't put # anything in for it, it will default to "true". # # Example usage: draw_picture("actor1-fullbody.png", 0, 0, false) # Meaning: "Load the image "actor1-fullbody" from the Pictures folder. Display the whole image # from the start of the Window's top-left corner, at translucent 160 opacity." # # Example usage 2: draw_picture("actor2", (self.width-200), (self.height-200)) # Meaning: "Load the image "actor2" the Pictures folder. Display the whole image starting 200 pixels # from the right side of the Window and 200 pixels from the bottom of the window. Do it at # full 255 opacity." ... ... ... end Basically, you need to decide what coordinates you want the picture displayed at and have a picture ready so you can prepare the Method call (something like "draw_picture("actor1-fullbody.png", 0, 0)") and then find a good place in the code of Window_Status to insert the call into. Remember that the images drawn will layer over one another, so whatever gets drawn first will end up underneath something that gets drawn later if they get drawn in the same spot. Which means you will want to insert your picture-drawing call somewhere before the text gets drawn if you plan to have text written over it.
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