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Showing content with the highest reputation since 06/15/2020 in all areas

  1. 3 points
    0.0.2.2 - 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
    I’m conflicted about what engine to use. do people still use vx ace? or is everyone moving to mv (or whatever the new one is) I have vxa and mv, but I GREATLY prefer vx ace. I just can’t stand how...blocky...and overly colorful the new programs are.
  4. 3 points
    Phew, actually did some work on my game today... Yay! I really need to do that more often.
  5. 3 points
    In case anyone was confused, I came out a few years ago as NB. Just hadn't got around to changing everything. I'm the same person as before; just figured some things out about myself.
  6. 3 points
    Rycochet

    Disable Scripts

    Introduction After finding the excellent Script Disabler (http://forums.rpgmakerweb.com/index.php?/topic/3687-script-disabler/) by TDS, I wrote my own version that handles my needs slightly better - as you can disable random single scripts a lot easier. Simply place this script above all your own scripts (it can't interfere with anything accidentally), and then any scripts you want to disable simply put a # in front of the script name (you know - like a Ruby comment ). The position for the script still exists, but the script content itself is blank - this means you can still debug other scripts properly, and it only needs a single character change to enable them again. http://pastebin.com/bH3hLEMw Screenshot
  7. 3 points
    Finally, couple hours of ranting about bugs and things not working, I managed to write 10 lines of code to implement the ability to summon a chicken on an empty tile on the map (video)
  8. 3 points
    Even if people are honest enough to stick to the terms of use doesn't mean the terms will be read and understood. For example, you may think this is nitpicking, but how do you define 'public/published' here? Officially published in a service such as steam? Available in any form online, even if only as an unfinished beta in someone's google drive to give to some select people? Unless terms like these are clearly and universally defined they may render your terms unenforceable. Also depends on how the terms are communicated and if anyone will bother reading it at all. That's a common problem with all types of 'terms and conditions' really. Also: This is only really going to work if the resource owner can prove his case and/or has clout in the community, and sometimes it may even backfire. Plus people who are most likely to do this on purpose aren't going to really care much what the community thinks anyway.
  9. 3 points
    In that case, my comment about gamedev being expensive is not about them deserving to make money from their games, but about them not having to pay thousands of dollars upfront to get the resources before they even have a game developed (eg: buy RM, buy art packs, buy plugins, etc) For the record, what I disagree with is the notion that gamedev is necessarily expensive and/or/because resource makers necessarily need to always profit from resources. Or in other words that there simply cannot be any other way for it to be, period. This clearly is simply not true, or else free resources and tools wouldn't exist at all. Allow me to offer another explanation: Gamedev is expensive and resource makers can charge a lot for resources for one simple reason: There are people who are willing to pay. That's kinda how economics work you know. There is no such thing as inherent value to anything, people value things the way they do because there are people who are willing to pay. If people were willing to do without and not shell out money for expensive art packs and/or tools, the art packs and/or tools get cheaper. Every time someone says "gamedev is expensive" they reinforce their own conclusion. Yeah often the motivation for profit often increases the over all quality of work, but that's not always people's main motivation and too many people for whom that is the main motivation may be looking for a 'quick buck'. Is there a better way to do things then? Maybe, maybe not, but I think it's worth it to examine what may be.
  10. 3 points
    What, no mention of donation systems like patreon? Honestly if you ask me either something like patreon or commissions is the only real 'fair' way for money to get involved, or at least the only real practical way I can think of that doesn't end up seeming kinda dubious in my eyes. Mostly the problem is in how much finagling that has to be done with the terms of use. I won't really get into the numerous ways 'copyright' as a whole has been systematically abused, and honestly I don't really think I need to at this point. It should be pretty obvious at this point to most people how broken the whole copyright system is. It long ago got to the point where I have gotten pretty cynical about the whole concept of copyright. But even if you believe copyright should exist in some form, the current way it's done often just seems like it has waaaay too many gotchas and vaugeness and generally the exactly way it works for any given resource can be all over the place. I mean, not gonna lie, even base RPG Maker it's self I see as sort of dubious in this way and I rather it would be funded first on kickstarter/patreon and released as free and open source software, but I am willing to put that aside and see the way it is packaged and sold as a 'necessary evil', maybe even big professionally done content packs if I am feeling generous, but at some level it just becomes tedious to deal with all of it.
  11. 2 points
    I started doing a sheet of RTP edits. I started with some more modern looking firearms based off the default pistol. What do you think so far?
  12. 2 points
    I got 'Shiren the Wanderer: The Tower of Fortune and the Dice of Fate' for my switch the other day! The Shiren the Wanderer games are one of the main inspiration for my own game project so it's pretty inspiring to play, but it also reminds me of how much I still have to do.
  13. 2 points
    I have almost no artistic capability, so when it comes to graphic and resource editing, I have become a hardcore tinkerer. I will draft something. Look it over after the fact and spot imperfections or areas that I feel can be improved. Then I will go back and modify it. Sometimes I am wrong and disasters ensue. Sometimes I can actually ratchet up my work to make it more usable for the average dev. I have made my Triad Icon edit set even better. I wanted to give more options, and more booster designs to work with, as well as add card icons for the default resources in Raizen's script. In my opinion they look more like card packs now, as well. Enjoy, and don't credit me. -The triad card materials are from Raizen's script bundle, the booster base is the card from the RTP sheet. -My card back materials are Kas & Enterbrain. I just did the edits.
  14. 2 points
    Today I made a simple character creator with events and script calls, so I'm feeling good about myself
  15. 2 points
    Just made 3 easy, simple and small MZ plugins today(12 hours straight), and I never thought I could ever do this. Now I feel myself being very productive, even though I know I'm just utterly flattering myself lol
  16. 2 points
    I just have an idea on combining DDR played with keyboard, and typing speed exercise. Basically, you need to type a document in English, but each character's typed with the timing in sync with the music used. Maybe with the aid of fast paced music, one's typing speed can reach unprecedented levels :) I'm gonna make a proof of concept when I've tons of free time :D
  17. 2 points
    Hey! Long time no see! Hope you all are doing well!
  18. 2 points
    chimaki

    Hi

    Hi everyone I am Chimaki from Taiwan , a programmers and designers I'm use RMMV make Strategy RPG like Langrisser. That my first game Conviction and now on EarlyAccess Conviction Page My Patreon Nice meet everyone :) Cheer Chimaki
  19. 2 points
    Again, I'm not. Humans have also proven to often whine about things they don't like while at the same time helping to enable that thing to stay around. XD
  20. 2 points
    In RMW, someone suggested that MZ should have subscriptions as well, even though it's not about free vs paid resources. While I don't think it'll work in MZ, that discussion inspired me to have an idea on something similar to universal basic income for MZ resource makers if MZ does have subscriptions. Simply put, as long as the resource maker meets a set of public criteria on a month(certainly including the fact that he/she's made some high quality free resources with high quality supports), he/she'll take a very small portion from the MZ subscription pool on that month, and the exact amount depends on the contribution, popularity, reputation, and maybe some other criteria. Of course, only the best resource makers(definitely including you but not me) can even have a chance to earn money this way, and this model will definitely increase the burden of all MZ users(as at least some of them will have to subscribe and the rest will have to pay for at least a slightly increased one time purchase price due to the extra costs supposedly to be covered by subscriptions, and that slight one time purchase price increase's just to play safe in case only few go for subscriptions), but maybe it's a dream that some resource makers can at least think about lol
  21. 2 points
    The problem with royalty based payment is knowing how many sales or how much money was actually generated. How would you verify that? What if the developer lied & downplayed the amount of money made? How would you find out for sure? And not everyone would distribute it on Steam. Some developers may just put up their own site to distribute from (more profitable to simply cut out the middle man aka Steam), or just compress their game in a password locked, encrypted folder & offer the password to those who paid directly to their account. How would you verify any money made in those situations?
  22. 2 points
    Gross profit. Steam's going to take out 30% cut and then whatever you're left with is what you're working with to expense for things like art/music/plugins, maybe ads, personal hosting, etc. Net profit would be quite easy to just make it 0.
  23. 2 points
    Really in the end it's all a matter of what people are willing to put up with and how. There are always gonna be problems and there is gonna be a bit of a trade off either way. The question is what way has the least problems with the most practical ability to deliver. I think the problems with a donation based model are less troublesome then those with a paywall in several ways, but that doesn't mean it doesn't have it's own problems.
  24. 2 points
    Amysaurus

    Amy's Artwork

    Ahhh, gotcha. I started the year by getting diagnosed with panic disorder, being pretty much back to normal by mid-February, then having it steadily get worse since March. Medication has either not really helped or put me in a lot of pain, so I'm just trying to take it one day at a time. Anyways, here's quick drawing/painting from earlier today:
  25. 2 points
    How to Make an Animated Title Screen Scripting Tutorial Tutorial Made by: Soulpour777 Graphics: Moghunter's Master Demo Q: I wanted to make my own simple animated title screen, but I don't have the knowledge to do so. I want to make my own way of making a Title Screen just like Moghunter's scripts, can you teach me? This is basically the goal of this tutorial. Today, we're going to make our own Animated Title Screen! Awesome, right? Yayy! Before we start, we will need the following materials! Remember that I may add new materials as we go on to the tutorial. Save them under your Titles1 folder. That is where we will all be putting our graphics in. Now that we have the necessary graphics needed, let's jump right into the scripting. Open your RPG Maker VX Ace and start a new project. I recommend making this in a fresh project so it won't cause any disruption on your project. Just to be safe Now, once you created a new project, press F11 to go the Script Section. You can also click the Script Section Icon on your Ace's tool ribbon. Go to the Materials part on your script and create a new section below. This is where we are going to start our scripting. The things we need to do on our Title Screen are the following: Use our Game_Title as the title instead of the Default Game Title Make our background Make some images move To begin with, start with this on your script: What we did here was to create a class called Scene_Title inheriting its functions from Scene_Base. Instead of rewriting Scene_Title's method start, we created an alias. What is an alias? Alias simply means a new name for our method. We need to call the alias on that method as well, it is called Calling the Original Method. If you are wondering why there is a : sign on the alias, that is because : signed things are considered methods. You can also alias it this way if you want: alias soul_animated_titlescreen_simple start Does the alias need to be like that? Can't we make our own alias? No. It is not necessary. You can alias it with any name you want. If you are wondering what create_grass_fog and create_trees are, that is what we will define next. We need to overwrite our create_background from the original Scene_Title, so do this: This time, we changed the original things inside the create_background method. We created a new Plane object and made a bitmap whose name is the "Background" which we just had saved awhile ago. Now, let me explain a few things here (also from the help file to be more accurate of what they actually mean): Planes Planes are special sprites that tile bitmap patterns across the entire screen and are used to display parallax backgrounds and so on. Bitmap The bitmap class. It represents images. Now that we got those done, when we created our instance variable named background, which is a plane and holds a bitmap named "Background" from our game folder Titles1, we set up its z attribute. What does the z do? z The plane's z-coordinate. The larger the value, the closer to the player the plane will be displayed. If multiple objects share the same z-coordinate, the more recently created object will be displayed closest to the player. Basically what it means is the higher the value of the z, the closer the plane would be displayed. Treat it like a layer in Photoshop. For example, if you created a new layer from Layer 1, Layer 2 is displayed before Layer 1. Now, we need to do that for the Fog0 and Fog1 too, so on your script, add this: So on this part, we defined our create_grass_fog and create_trees that we just called on our start method. This is the interesting part. Well first off, as you noticed, we inherited methods from Scene_Base, right? That means everything from the Scene_Base also works in Scene_Title. We need to borrow the update_basic method from Scene_Base and call it on Scene_Title. If you search your Scene_Base, you can see there the update_basic method. So, on our script, we need to make something like this: Oops! Let's explain what happened here. We retained the Graphics.update, Input.update and update_all_methods from update_basic. That is because they are important on making the Scene_Title work. Now, what does @grass_fog.ox += 3 and @trees.ox += 1 mean? What is ox? ox The x-coordinate of the plane's starting point. Change this value to scroll the plane. Q: I advance read the Sprite Class and it says it also has ox. Can't we just use sprites instead? A: Good question, isn't it? Well the reason for that is because the Sprite won't replicate itself or rather does not work like a Parallax. When you use Planes, it works like a parallax and repeats itself, unlike sprites, they don't when they scroll. So what we did here is: we made the Fog0 scroll horizontally by 3 and the trees by 1. We created it in update_basic because it works every frame. Moving on, we need to draw our Game's Title, so we need to overwrite the draw_game_title. On your script, do this: And lastly, we need to dispose every image that we made here. So, on your script, do this: Let me explain what we did here on the dispose method. dispose Frees the plane. If the plane has already been freed, does nothing. We freed the bitmap first and freed the object. So we disposed the image and disposed the Plane object we just created. It works the same if you created a Plane or a Sprite. The bitmap we just disposed there is the bitmap object we used on the plane. Since we did not overwrite the dispose_background method, we need to do this on our script: What we did there is just removing the things its doing on dispose_background. You can also put the things on dispose_all_used_graphics on dispose_background if you like. That's basically it! This should be the final product of your code: Go ahead and test it! Q: Can we add more images and create more animations into it like scrolling upwards too? A: Definitely yes! Make sure to create them in a method, call them from the start method. Make sure they're instance variables too! Also, don't forget to dispose them Organize your Plane's z well too. Q: If its possible to do an upward motion for the plane, how would I do that? oy The y-coordinate of the plane's starting point. Change this value to scroll the plane. You can do something like this: @image_i_like_to_scroll.oy += value where value is the number of scroll speed you want to deal with the image. Add that in update_basic. That's all folks! I added a DEMO of this tutorial as well, so you can get to see it in action!
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