Jump to content

Kayzee

Member
  • Content Count

    3,889
  • Joined

  • Last visited

  • Days Won

    438

Everything posted by Kayzee

  1. I got a brand new laptop the other day! :O

     

    It was mostly paid for with a stimulus check, and it's also partly a early birthday present.

     

    Still kinda transferring things over and setting it up,  and I need to get used to the different keyboard layout, but it already kinda feels like home! ❤️

     

    1. PhoenixSoul

      PhoenixSoul

      Neat. I thought you had gotten a new computer already, but, hey!

      Stimulus check...ugh.
      (yeah that never happened on my end-not that I wanted it because..............)

      Eh. I think that after another year, this one will crap out and then, that'll be that. I won't get another because I don't have money for it and I don't even have control over my own funds (not that anyone believes that there's any reason for such but they have no say and even I have no say), so I can't even make decisions for saving any money unless somehow I get some and don't immediately feel forced to spend it.

      Yeah. I'm glad you got a new computer. Sorry that I'm feeling envious.
      I'll just go back to occasional gamedev and old games like Bejeweled.

  2. Kayzee

    ~The Seventh Warrior~

    This site has been semi-dead for a while ya know? Also I think it's hard for a lot of people in the RPG Maker community to get really excited in general. I think I somehow missed that battle system vid, but in general most JRPG-style battle systems don't excite me very much. Don't mean to be a parrty pooper though! The game still looks very pretty and seems like it might be fun!
  3. Kayzee

    Self referencing event

    The nice thing about script calls in move routes is you can just use 'self' to get the current event object like this: $game_variables[0] = self.x $game_variables[0] = self.y $game_variables[0] = self.direction Though in this case it is probobly better to use '@' to look up the current event object's private attributes/variables directly like this: $game_variables[0] = @x $game_variables[0] = @y $game_variables[0] = @direction In either case replace 0 with whatever variable number you want. Also, Just FYI: Let explain the difference between these two things for a bit, it may be handy in the future. You see, RPG Maker VX Ace uses Ruby, and in Ruby all of an objects attributes/variables are basically like secrets that only it knows. However you are able to make it so an object can tell other things the secret when asked. Why is this important? Because objects usually don't give away all their secrets, a lot of things it might need to figure out on the spot and can't just give a secret answer for, and sometimes they can just outright lie. An object can respond to things any way it likes. Basically 'self.' is gonna give you what the object will tell everyone else when asked, and '@' is gonna give you some of the secret information it keeps hidden from everything else.
  4. Kayzee

    Serious moments by comedic characters.

    Though really I expect there will be a lot of characters in my game like that. If I ever finish it. XD
  5. Kayzee

    Serious moments by comedic characters.

    I have a character like that in my game too sorta! Not sure if I am gonna make her explicitly sexual (probobly pretty lewd though), but she definitely could be described as some kind of predator. Shes a fairy who basically tries to steal the player away to fairyland to play with forever. She is very cute, often makes horrible puns, and can be comedically childish. She also can be very creepy, sort of manipulative, and amoral. But I mean, she is a fairy. That's kind of to be expected. Am I worried that a character that is both comedic and more then a bit predatory will undermine the impact of the more unsavory aspects of her personality? Actually no. I expect in fact the more comedic elements to actually reinforce the impact of her creepy otherworldly predatory nature. Basically she is a character that (if I write her right) should seem cute but the more time you spend talking to her the more you notice she is ever so slightly 'off' compared to normal humans, and after a while she starts going form endearing to creepy and back so suddenly and casually as to really send chills down the player's spine. In fact I am sorta worried about going to far and actually creeping people the heck out. I don't really want people to hate the character, after all she is me. ;)
  6. Kayzee

    Happy quarantine everyone

    I will try and remember to give it a look at least, but I don't play nearly as many games as I used to. It';s not that I am busy really, it's more that I am a pretty lazy fairy sometimes.
  7. Kayzee

    Make-A-"Wish" Foundation

    Wish granted! You now have a much better perspective on 2D graphics. You can't actually draw any better or have any new skills or anything, but your attitude sure as changed and that has to count for something right? I wish that annoying voice in my head that always begs and whines to leave it alone (even when I actually am) would, ya know, not do that. Yeah this gonna backfire horribly but at this point a change would be refreshing. >_>
  8. Kayzee

    Advanced Confusion State?

    What's really interesting to me is this line: Do the skills in question have any other effects besides calling common events? Do they work if given one? Calling a common event is done differently to how other effects work, so I wonder if something is causing skills without any normal effects/damage to be ignored? More technically, MP/TP costs are paid and common events are set up in the same place, the battler's 'use_item' method. If for some reason this isn't called for some skills, the result will be no MP/TP gets taken away and common events are not run. Edit: Also might have to do with the skill's scope if it's set to 'None'.
  9. Kayzee

    Happy quarantine everyone

    Hehe, that trailer looks pretty cute... Nice way to use the quarantine! Even if you can't go outside and play much, you can always make a game world and play there right? :3
  10. Kayzee

    Ghost Monsters

    I did do something like that in VX Ace with scripts actually. I remember at one point I was trying to get a ghost enemy to work by turning 'through' on and off but I kept running into problems. I mean the idea of keeping through off in walkable areas and turning it on before it moves into a wall sound simple enough, but the catch is through also needs to be on when exiting a wall, and if it's on it will ignore all character (events, player, and so on) collisions too, so it will step into characters when exiting walls. I eventually made a 'pass type' script that fiddled with how characters decide what map tiles are 'passable' so that characters could either swim (move through water), fly (move over water/pits), or act like a ghost (phase through every kind of map tile). Since this ghost movement was only for map tiles, character collisions still worked and a ghost couldn't just step on a square that had another character on it. On an unrelated note, my little 'pass type' script had a lot of kinda silly advanced features. I also allow any feature object (aka states, equipment, classes, or anything else the game checks for features related to a battler) to set pass types too, so you could have a status effect that made the player float, or since all the enemies in my game are events with a battler attached to it it works on enemies too. Also made some little neat visual effects. When swimming it acts like a tile with the bush flag so the character looks half-submerged, flying characters float up and down a bit and have a shadow that changes size/opacity in sync with the float, and ghost characters are always have half their normal opacity if they are inside a wall.
  11. Kayzee

    [VXA] Move the skills to the item menu

    I am happy to help when I can! *sprinkles fairy dust on you*
  12. A while ago I came across this handy script that provided a simple unified way to read things in notes. It had some problems but I worked with Syvkal to fix up some things. But Syvkal hasn't really been that active and I kept adding and changing things in my version until it really didn't resemble Syvkal's version, so since Syvkal doesn't seem around much anyway and I added some new features, I thought I would release my version. Edit: The old emoticon bug seems to have struck this post at one point, so I fixed it. Also: Now can load notes from a file.
  13. Kayzee

    [VXA] Move the skills to the item menu

    Yeah note tags can be a pain in the butt to deal with sometimes, especially since every script basically needs it's own way to load/parse them. Personally though when I write scripts I don't even bother making each script load/parse it's own note tags and use this script to load/parse stuff for all my scripts instead. It makes things a million times simpler for me as someone who makes a lot of my own scripts. If you only are using three skills though? Yeah, just use conditionals I say.
  14. Kayzee

    [VXA] Move the skills to the item menu

    Methods maybe? Operators in Ruby are really just fancy methods. For example this would be how you actually define '+': class SomeClass def +(value) # do something here end end Really in Ruby 'x + y' kinda translates to 'x.+(y)' Personally I would have probobly used a note tag of some kind. Though really items and skills are basically the same thing. In most cases you could probably just use reusable items instead of skills, but I don't know if that is practical in this case.
  15. Kayzee

    [VXA] Move the skills to the item menu

    One alternative to 'x += y' for arrays would I think be 'x.push(*y)' where * in this case is the splat operator. Not sure if 'x << *y' would work though, because although .push accepts multiple arguments, I am not sure if << does. Yeah that's weird... as far as I know += should be defined if + is defined... Though it could be that for totaldata's class '+' is not defined, but it is for object's class and Ruby will use object's '+' when it encounters that situation because for numbers x + y and y + x are the same thing. This isn't always true for other types of objects, but I could imagine this being assumed. If so, this is what I might expect to happen if 'totaldata' is nil (or undefined) and 'object' is a string. Saying something like ' nil + "string" ' might actually work fine then because Ruby would reinterpret it as ' "string" + nil ' which would try and convert nil to a string by calling nil.to_s which I believe always returns the empty string (aka ""). Therefore 'totaldata = totaldata + object' would work, even though it really shouldn't. However 'totaldata += object' would not. Because + is not defined for totaldata, += would not be defined either and in this case Ruby would not assume that x += y is the same as y += x because they obviously wouldn't be the same even for numbers. Usually in that case you would want to set totaldata to "" before you start using it. That way you are absolutely sure it's a string. Good luck then! *sprinkles fairy dust on you*
  16. Kayzee

    [VXA] Move the skills to the item menu

    Keep in mind that += and << do very different things. Pretty sure that << works identically to the .push method, adding something as a new member on to the array. On the the other hand += is a way of combining two arrays into one. In this case, '$data_skills.select {|skill| usable?(skill) }' is an array containing all usable skills. Using << here would add one new member to the @data array containing the usable skills array, which is not what we would want is it? Using += here would add each member of the usable skills array to the end of the @data array, which is what we would actually want to do. Side note: By a 'section that does not use math operators in a full capacity' I can only assume you are talking about the traditional difference between 'statements' and 'expressions' in many programing languages. In some languages operations like += might be defined as 'statements' and not allowed to be used where the language expects an 'expression'. Probably mostly in languages that use '=' to both set if used as a statement (such as 'x = 5') and compare things if used as an expression (such as 'if x = 5') rather then use '=' to set and '==' to compare. In Ruby however the difference between 'statements' and 'expressions' is virtually (but I don't think entirely) nonexistent. Otherwise, math operators are defined purely by the object(s) they operate on. The biggest reason something like 'x += y' might give an error is that ether the + operator is not defined for the class of x, or that the + operator for the class of x is unable to handle an object of the class of y. Happens most often in my experience because x and/or y were never actually set and default to nil. Then again... I am kind of confused because I thought you wanted a bunch of skills to show up in the item menu, not just one?
  17. Kayzee

    Passive vs Active Sea Travel

    Why not both? That is, why not start the game with passive sea travel and give the player a ship of their own later in the story? This is actually something that's pretty common in JRPGs, particularly the Final Fantasy series. When game starts out, you don't really have a lot of options on where you can travel, and the game can be quite linear. But after a suitably climatic part of the story the player reaches what I have heard described as 'the Freedom Point', where the player can finally go anywhere they wish. This can often happen in stages too, which is why RPG Maker has different vehicle types. A boat for shallow water, a ship for shallow+deep water, and an airship that can go everywhere. Also many Final Fantasy games aren't afraid to give you a ship or airship for a little bit and take it away later, but they eventually give it back for good.
  18. Kayzee

    [VXA] Move the skills to the item menu

    Cause you are using '@data =' twice in make_item_list, so the list of skills is overwriting the list of items. Try adding a '+' before the '=' for the second one, or to put it another way, change: @data = $data_skills.select {|skill| usable?(skill) } into: @data += $data_skills.select {|skill| usable?(skill) } That will tell ruby to append the array rather then overwrite it.
  19. Kayzee

    rpg maker xp Unexpected file format. How do I fix it?

    I remember someone asking me about this in a pm not to long ago... I don't know if they ever got their game working again. Anyway here is a slightly condensed/edited version of what I told them: ... How long was a while back? Have you done much with the computer since then? Sometimes checking the disk for errors will be able to fix some files for you. You can do this (in windows) by right clicking a hard drive in 'my computer', then choosing properties, then click on the tools tab thing and the first option should be error checking. Problem is sometimes data might be in places that are incorrectly marked as free, so the computer might overwrite them if you don't check right away. Not sure how common this is though. Be careful though, you might want to make a back up on another disk just in case it screws something up and makes it worse. It's also a good idea to take another backup after the error checking just in case. Okay now we come to the more tricky part: Now, go into your game's data directory, and have a look at all the file sizes. Using View -> Details is helpful here. Anyway, you are looking to see if any files are size zero. If so: Make a new project in RPG Maker and save it. For every file of size zero in your data directory: If it is a map (Mapxxx.rvdata where xxx is the map number), replace it with a copy of the Map001.rvdata from the new project's data directory. If it is not a map, replace it with a copy of the file with the same name from the new project's data directory. Then when you replaced all the size zero files, if any, try and load the project in the editor and/or test it. If it works, great that's this step done! Skip everything else bellow. If it doesn't, now we need to do some grunt work. Make another new project . Yes another one. Now follow these steps: Close the second new project if it's open in RPG Maker. Replace one of the non-map files that you haven't replaced yet in the data directory of the second new project with one from your project. Try opening the second new project in the editor/testing the game. If it gives an error (other then missing images or such) replace the same file with a copy from the first new project. Repeat above until all non-map files are replaced. Close your project if it's open in RPG Maker. Replace all non-map files in the data directory of your project with ones from the second new project. Try opening the your project in the editor/testing the game. If it gives an error, it's probobly something that only a professional data recovery expert can help you with, if anyone can at all. This won't always recover everything, but it's a start!
  20. Kayzee

    Advanced Confusion State?

    I am curious too! Edit: Also sorry for confusing you... To be honest I find the whole way the battle system works in VX Ace a bit confusing myself. Mostly because everything is scattered about different places and it can be hard to find what you want.
  21. Kayzee

    Help Developing an Army system!!

    How large an army we talking here? Cause your example of 9 soliders seems like it would be better if each one was it's own actor. At hundreds and hundreds of solders though your not gonna want to micromanage everyone. Maybe each type of soldier was the same database actor that was just cloned in battle? Instead of each having their own equipment/levels/ect, they would just share a 'uniform' and the levels would be based on the player's over all skill with them maybe?
  22. Kayzee

    Advanced Confusion State?

    Really 'confusion' status usually implies being confused about what is an ally and what isn't and/or scrambling the player's controls. What you are talking about I am pretty sure is usually called 'charm' I think. Actually in my game I have a charm status that petty much works exactly like you describe, but I am using my own battle system/enemy AI system and it doesn't work in the default battle system. Also it only effects enemies right now anyway since I have no AI code on the player's end. I will tell you one thing though: The basic idea about how my charm status worked is that it mostly just swaps the @friends_unit and @opponents_unit when creating a Game_Action object. With the default battle system the status might be able to work by doing that and setting a actor's 'auto battle' flag.
  23. Kayzee

    Entry 00C: Ramsey and More Problems

    Using Tileset E for ceiling tiles should have precisely 0% to do with a event graphic being rendered on top of you, so my guess is this: It doesn't. It was something else you did within the same timeframe that did it.
  24. Kayzee

    Entry 00C: Ramsey and More Problems

    Well actually it should be 'Same as Characters' not 'Below Characters' I said the wrong thing before. But actually I was assuming you were using Tile E graphics for the doors for some reason, othewise I have no clue why the heck giving walls priority would cause the events on them to be higher priority. I think It must be a script you added or something. Of course if the doors weren't higher priority they would be covered up by the wall, unless you had a hole in the wall for the door. In witch case why would it make the doors higher priority?
  25. As a fairy, I approve of this game! Hehe... I am not sure about what you mean with 2 and 3, but I do know 1! If you don't use a feature to set the special HIT ex-parameter on either the hero or the weapon, when the hero attacks they will always miss! I use VX Ace myself, but it's basically the same there too.
×