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Showing content with the highest reputation since 01/18/2022 in all areas

  1. 2 points
    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).
  2. 2 points
    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
  3. 1 point
    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.
  4. 1 point
    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.
  5. 1 point
    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.
  6. 1 point
    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!
  7. 1 point
    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?
  8. 1 point
    .clear comes form the Bitmap class. All windows have a bitmap called contents, so you can clear a window with .contents.clear you see.
  9. 1 point
    You could try something like def description_clear @description_window.clear end # in Window_ArtworkDescription def clear self.contents.clear end that should remove the draw text
  10. 1 point
    Nice! the edit makes things much clearer, thanks! I think this solves my issue!
  11. 1 point
    Greetings Fellow Creatives, Please don't forget to check out my Ogg music collections containing hundreds of my tracks in higher-quality Ogg format. They sound great, loop better in game engines and are a cool way to support my site. Right now "Fantasy" and "Sci-Fi" seem to be the most popular but many of my other genres are available as well...so enjoy! That said, this week's new free MP3 tracks are: On my Puzzle Music 7 page: "GLISTENING PUZZLES" – (Looping) https://soundimage.org/puzzle-music-7/ On my Jazz/Big Band page: "SLAPSTICK" – (Looping) https://soundimage.org/jazz-big-band/ And on my Rock page: "CLOSURE" – (Looping) https://soundimage.org/rock/ Stay healthy, have a good week and keep creating!
  12. 1 point
    It's been a while since it was out, so here goes a gameplay of Shattered Harmony, which includes all the "secrets" and stuff.
  13. 1 point
    This will do a range 10, 15. Working on having it as a list. 1, 2, 3, 4 etc. Added list option
  14. 1 point
  15. 1 point
    Greetings Creatives, Brand new seamless texture images are ready on these pages on my site: GROUND - Artistic (Tile-able) METAL - Artistic (Tile-able) You can access them from here: https://soundimage.org/images-home-page/ CUSTOM MUSIC If anyone happens to need some custom music created, give me a shout. My contact information is here: https://soundimage.org/custom-work/ In the meantime, enjoy my free assets!
  16. 1 point
    Hi everyone! Long time no see
  17. 1 point
    Hey Folks, I had another very busy week, but I did manage to create a new track for everyone: ACOUSTIC ROCK DRAMA – (Looping) 100% free to use with attribution, it's on my new Rock page...here's the link: https://soundimage.org/rock/ If you can, please consider making a small donation on my site...they really help a lot. Enjoy!
  18. 1 point
    Hi everyone, I've redesigned my images homepage to make it easier to find what you need (and to make it more visual, too.) Give it a look! https://soundimage.org/images-home-page/ That said, you'll find brand new texture images on these pages: CONCRETE - Artistic (Tile-able) FUR / CARPET - Artistic (Tile-able) Enjoy!
  19. 1 point
    Happy 2022! A big THANK YOU to those of you who supported my efforts in 2021...this wouldn't be possible without you. You rock! That said, here's some brand new free music to start off the new year: On my Fantasy 12 page, we have: "ANCIENT GAME MENU" https://soundimage.org/fantasy-12/ And on my Puzzle Music 7 page: "MIND BENDER 2" https://soundimage.org/puzzle-music-7/ Enjoy, stay safe and keep creating!
  20. 1 point
    Happy New Year, Fellow Creatives! To kick off 2022, we have some brand new free textures on these pages on my site: BARK - Artistic (Tile-able) BRICK - Artistic (Tile-able) As always, feel free to edit them, mash them, use parts of them, combine them with other images or anything you like. You can access them from here: https://soundimage.org/images-home-page/ Enjoy!
  21. 1 point
    ...And a Happy New Year!
  22. 1 point
    You too! Greetings Everyone! I have some new music to share...free, as always, to use with attribution: On my Chiptunes 5 page: ARCADE ADVENTURES 3 – (Looping) – This one might sound cool in a fast-paced arcade-style space game…or perhaps something else. https://soundimage.org/chiptunes-5/ And on my Sci-Fi 11 page: CYBERPUNK HEROES – (Looping) – Superheroes of the future? https://soundimage.org/sci-fi-11/ Enjoy!
  23. 1 point
    Hello Makers! The latest update, version 2.1.5, is available! Thank you for using VXA-OS. As always, we appreciate your support! We hope you are enjoying it so far. Download link Log: Website with account registration, password change, level ranking, store etc. added; Background image of character creation other than character selection; Level requirement added to skills; Added scrollbar movement of windows via mouse scroll button; Added error message display when connecting incorrectly to database; Chat text font configuration added to Configs script; Server scripts rearranged into folders; Added protection against excessive buffer RAM memory; Bug in guild member list icons fixed. How to update your project(s): Create a backup of your project Copy your project's client Audio and Graphics folders and paste into the client folder of the latest VXA-OS update Copy the files from the Data folder, except the file Scripts.rvdata2, and paste into the latest VXA-OS update client folder
  24. 0 points
    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.
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