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Showing content with the highest reputation on 02/04/2019 in all areas

  1. 1 point
    Author: Valentine Version: 1.0.6 About VXA-OS is a free structure for creating 2D online games. It is currently considered a beta and is still in active development. Features Current: » 4 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 moderator commands; » Global server battle system; » Passwords protected with the MD5 cryptographic function; » 99% of event commands on the server; » Common server events; » Configurable resolution; » Global Switches; » EventMachine network library; » Friends system; » Quest system; » Account Editor; » Teleportation; » Paperdolls; » Party; » Minimap; » Bank. Next: » Remaining event commands, such as: Show Choices, Item Selection, Wait and Move Event; » Customized movement of events; » Parallel process start conditions and automatic start of events on the server; » Weapons and long range skills. Images » Login » Character creation » Bank and party Download With DirectX: Mega 4shared No DirectX: Mega Tips How to attack and chat with events: Press Ctrl. Translation to Englis: To translate the client's vocabulary into English, replace the [VS] Vocab script to: License VXA-OS is a free open source framework, distributed under a very liberal license (the well-known MIT license). The project can be used for any purpose, including commercial purposes, without any cost or paperwork. VXA-OS is not in the public domain and its creator retains its copyrights. The only requirement is that if you use VXA-OS, you must give credit to the creator by including the copyright notice somewhere in your game. In no event shall the copyright owner or copyright owner be liable for any claims, damages or other liabilities. Credits Creator: Valentine Thank you: Cidiomar Soreto LeonM² Komuro zh99998 RGD Team
  2. 1 point
    Phew... been cleaning out my apartment in the human world so it can get sprayed for bugs today. I would use magic to lure them away, but I don't wanna raise any suspicion. Sigh... If only Skitter were here... ... No wait. On second thought that would probobly be bad. She might think I am Glaistig Uaine or something and swarm me. ...Yes I know most likely no one is going to get the reference. Sigh...
  3. 1 point
    Rikifive

    members faces

    That's great! You're welcome. Okay then, closing thread. If you'd like to reopen it, report the first post in this thread or just poke me. Thank you!
  4. 1 point
    Chucksaint

    members faces

    Yayyyyy I think it's done, FPS is good too *.* thank you so much @Rikifive!!! This thread can be closed now
  5. 1 point
    Rikifive

    members faces

    As you can see in your window, things are cleaned, then drawn in the refresh method, so you need to run that method again to update stuff. You don't even have the update method defined in your window, so it calls the one from superclass it refers to - Window_Base. So in the end, the update method is basically this: #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_tone update_open if @opening update_close if @closing end --which is already run every single frame by the way. All scenes refer to Scene_Base superclass, which updates every single window: So all windows will have their update method run every single frame. Putting commands like @draw_actor_next.update will basically update the window twice, as it's already being updated by scene. So to update the contents of the window, you need to put @draw_actor_next.refresh instead of @draw_actor_next.update. From what I see, you're trying to update your window in scene updates, so that means, that the things will be redrawn every single frame, which may drastically reduce performance (also known as "cause lags"). Avoid updating windows when not needed, these are demanding. Look how disastrous my little window is when I'll make it update the faces every single frame. In the bottom right corner you can see FPS - it drops from 60 to about 9 just because of that window! You totally don't want that. These scenes have a method called on_actor_change, which is run when you're switching the actor. This is a perfect time to update the window. So instead of aliasing update methods in the scenes, alias on_actor_change instead. For example you have this: alias actor_face_on_equip_update update def update actor_face_on_equip_update @draw_actor_next.update end Change it to this: alias :actor_face_on_actor_change :on_actor_change def on_actor_change actor_face_on_actor_change @draw_actor_next.refresh end ~And that should do the trick. No worries, you're welcome; Hope that helps!
  6. 1 point
    Rikifive

    members faces

    There totally is a way to do so, you could even draw the faces as standalone sprites (and for example move them around :: doing that in windows would require refreshing their parts each frame, which would cause lags), rather than drawing in windows. It all is possible, as long as you know how. Sorry for a lame example, but this is what I did in my project: Though configuring these as sprites requires some work, so yeah, but I just gave an example that you can do more than you think. Either way I see you've mentioned, that you got this to work, so feel free to disregard what I said. You could approach that in multiple ways. For example, you could draw a different face depending on if the actor is currently selected or not. Like, add outline around the selected faces or something. You could simply check, if the face, that is about to be drawn matches the currently selected member. Modifying what you had above, you could do this: $game_party.members.size.times do |i| if $game_party.members[i] == $game_party.menu_actor draw_actor_face($game_party.members[i], 100*i, 0) else draw_actor_face($game_party.members[i], 100*i, -60) end end if $game_party.members[i] == $game_party.menu_actor ^- checks, if the drawn face belongs to currently selected actor. As you may know, it cycles through all party members (that "i") here, so each one will be checked - in this case only one will return true. I didn't have graphic, nor that stuff prepared, so I just modified the y position in the example above. The result is: So you could just use different graphics, something like face.png and face_selected.png and put these in the if conditional respectively. Also, I used $game_party.menu_actor, but I assume putting just @actor instead should work, as that global variable ($...) is stored in the instance variable (@...) in these scenes. I wrote a custom window for testing and I didn't configure that variable, so just called it from the global. So yeah, I believe it would be better to put if $game_party.members[i] == @actor Other than that, you could draw an another image below the face, something like this: $game_party.members.size.times do |i| #draw highlight behind the face of selected actor if $game_party.members[i] == @actor draw_image(file, 100*i-10, 0) end #then draw all faces draw_actor_face($game_party.members[i], 100*i, 10) end Of course there's no such a method as draw_image, I just put that as an example, to give you a general idea. So let's assume that image would be the circle - it would be drawn in the same spot ( 100*i ) as the selected actor's face, but I also subtracted 10 from X and moved the faces down also by 10 to give it some offset. Pretty much basic stuff, you get the idea. You could also do this that way: #get the selected actor's index and draw a highlight i = $game_party.members.index(@actor) draw_image(file, 100*i-10, 0) #and then cycle through members to draw face for each $game_party.members.size.times do |i| draw_actor_face($game_party.members[i], 100*i, 10) end So instead of checking if the selected actor is the one currently drawn -- and doing that for each member (loop/cycle or whatever you'd like to call it) --- you can just assign the selected actor's index to let's say i and draw the highlight in specific place ~ that would be a neater approach. But welp, it all depends on your needs, so feel free to toy with this. Hope that helps! Good luck!
  7. 1 point
    Happy February! Brand new seamless textures are waiting for you here: TXR – BARK - Seamless https://soundimage.org/txr-bark-seamless/ TXR – CONCRETE / PAVEMENT – Seamless https://soundimage.org/txr-concrete-pavement-seamless/ TXR - GROUND https://soundimage.org/txr-ground/ For anyone who’s interested, I’ve started creating some game art pages and will be adding stock video footage as well…I’m presently testing one video page. And new music tracks are on their way for Wednesday as always. Have a great week!
  8. 1 point
    Version 1.0.6 available. LOG: -Paperdolls added; -List of friends added; -Bank added; -Teleportation system added; -Party added; -Added moderator commands; -Configurable maximum number of classes; -Pup of gold added; -Fix bug in the drop; -Fix bug in the minimap; -Other bugs fixed. I added some things in the Manual.
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