Jump to content

Kayzee

Member
  • Content Count

    3,504
  • Joined

  • Last visited

  • Days Won

    185

Everything posted by Kayzee

  1. Uuugh.... I was toiling over a error that made no sense for a good 15 minutes... then I realized I forgot to add 'def' in front of a method definition. >_> Even experienced programmers can still make noob mistakes sometimes!

    1. PhoenixSoul

      PhoenixSoul

      Eh, it could be worse; you could be a novice like myself and trying to figure out defining methods, thinking you've got something working but don't know how to troubleshoot an issue...lol
      (which is not happening right now, nope not right now :lol:)

    2. Zvart

      Zvart

      Using a HUD for a mouse script.

       

      First Mistake: The HUD was assuming it was up top. So I set it to be the lower part of the screen.

       

      Second Mistake: Oh, I should switch a less then sign to a greater then sign to actually let the damn mouse work

    3. PhoenixSylph

      PhoenixSylph

      This was always my life, the stupid stuff

  2. The name sort of gives it away ya know. That said, this feels kinda like the OP was looking through any RPG Maker related site for help, I am willing to bet they posted a bunch of other places and may have forgotten this already.
  3. Depending on how you do it, lighting isn't necessarily that hard to figure out if you ask me. But I tend to be pretty good with messing around with graphical effects anyway, so I am hardly a good judge. The basic idea is pretty simple though: Make a Sprite, set it's blend_type to 2 (or Sub), set it's bitmap to a reverse color image for your lights. You can do it by setting a picture with events if you want. It's a lot more tricky to do if you want more dynamic lights that move around and stuff though. Same basic idea, you just need to draw stuff on the image yourself. I wonder if people would find it easier to code stuff like this if I made a simple way to create and dispose Sprites properly beyond pictures. The VX Ace help file describes all of the attributes Sprites can have in RGSS Reference > Game Library > RGSS Built-in Classes > Sprite, and once you got one to be created and disposed properly it's pretty simple to set attributes. Probably still to complex for most new people though...
  4. Hehehe... I would be careful linking to that game if I were you. Not sure if the mods would approve. My my, of all the games to ask for help with. Not that I mind, I have been known to play that type of game myself. Anyway, yeah, I don't know if I ever got that particular game to work. Games for that era of RPG Maker are pretty fickle sometimes. You might need to get a program like 'applocale' to trick the game into running with a different region setting too, I know that was a thing for many of those games. You might also need to fiddle with the exe's compatibility options? It's a real pain sometimes. You are probobly better off asking in a place where fans of that game in particular or games like it frequent. This place is more about newer RPG Maker stuff. I am sure you can find a few people who could help out here, but I am not sure.
  5. I used Khas' lighting for a while myself. It has a number of problems for sure. Like for example, saving the game doesn't work in Khas's lighting while the lights are on. Not really normally that much of a problem I guess because most saving is done through the menu scene where the lights aren't being displayed anyway, but it's still pretty silly that it has that problem. I still had to heavily modify the script to get it working like I liked and eventually I just threw the whole thing out and did my own. Only thing I never quit figured out was how Khas' lighting did it's wall shadow effect, which is kind of a pity but not really that important to me. I guess I should release my lighting script sometime, but it might be difficult to use. I think there is another one by Victor too that might have some tutorials around. You know it's funny, I never found video tutorials all that useful. They all seem to me to spend more time mucking about than I have patience for and if there is some nugget of information I actually am interested in I often have to skip around to find it. Plus if I use it as a reference I have to go back to replay parts manually. I mean, I donno about you, but I much rather just have text with some screen shots. Soooo much quicker to skim through and get the information I need without watching someone flailing around. Ones on coding are the worst because you just know there is going to be about 500 mistakes that aren't edited out and serve nothing but to waste time... OOops, there I go ranting about something dumb again. Sorry, sorry. Anyway, yeah, I like Ruby myself, but Javascript isn't actually that bad either, though I have never tried to make a MV plugin myself (done a bit of Javascript before for web pages, but not much). I do recommend learning to code at least a little with whatever you want to use if you have time, because I think dealing with other people's scripts/plugins becomes a lot easier that way.
  6. *appears in a puff of smoke* I HAVE BEEN SUMMONED! Hehe. You've done it now PS! You woke the mighty coding fairy from her slumber! Anyway, I have never used VX myself, but it seems to me from what I know about it that it really doesn't offer anything that VX Ace doesn't. I mean XP has free layered maps so I can see why people stuck with it. VX Ace is the last one to use Ruby and I really like Ruby so I decided not to move to MV. But VX doesn't seem too different from VX Ace in terms of features, unless I am missing something. I don't know for sure, but that's what it looks like from what I have seen of it.
  7. Also, I forgot to say before but it may be worth mentioning to anyone who is a fan of Super Metroid and Zelda: Link to the Past. I found out today that someone made a hack/randomizer that sorta stitches both games together into one game.

     

    Seriously, the time and dedication needed to pull that off... Even if it was kind of a lucky break that the two roms apparently use different chunks of addresses for most of their code. Trust me, I used to be huge into SNES game modification back in the day. Knew ASM well enough that if I took the time and effort, I might have even been able to pull the stitching the games together trick myself. That's not a dismissive statement btw. That's just informing everyone that when I say it needed some serious time and dedication I know what I am talking about.

     

    Heres the thing. ASM knowledge is only the basic starting point. You also need to know the game's code inside and out. I am not even sure if Super Metroid or LttP have the kind of insane documentation that Super Mario World (the game I am most familiar with) has. Super Mario World has basically been investigated and dissembled to the point that you can reprogram the whole game with nothing but controller inputs. LttP and Super Metroid though? Well I know there have been people picking away at them for a while at least, but even if the games are known inside and out to that level, to actually do something like this is still crazy impressive.

    1. PhoenixSoul

      PhoenixSoul

      I haven't played Super Metroid in a long time, and it's been a bit since my last play of LttP.

      But it does bring to curiosity how one would even be able to play the game once stitched together like that...

    2. Kayzee

      Kayzee

      Well even if it's still really impressive, don't get the wrong idea that it's more involved then it is. It dosn't change the games that much, it more just switches what game you are playing when you go to some locations and saves player data between them. The two games mostly don't effect one another. You don't get to use any Zelda items when playing Metroid or any Metroid items while playing Zelda or anything like that. Not even heart containers/energy tanks. There are only two major ways the games interact:

       

      1. It's a randomizer and the randomizer shuffles item locations around between both games. So while Metroid items are only useful in Metroid and Zelda items are only useful in Zelda, ether game's items can show up in the other game.
      2. The paths used to switch between games are fixed in such a way that depending on the items you get sometimes the best way to go to a location is to go through the other game.

       

      I still found it fun to watch a few playthroughs of it. You have to really know both games really well and be able to make that much progress. Super Metroid is far far easier to deal with if you know all the tricks, but if you are missing important Zelda items you still need to look in Super Metroid for them. It's interesting because it tests your knowledge and skill of both games at once.

       

      I do kind of wonder if future versions will offer the option to combing some similar items form both games. Like those energy tanks and heart containers, or maybe the Hockshot and Grapple Beam, Maybe even have Metroid missile upgrades effect the max arrows you have in Zelda, or Metroid power bomb upgrades effecting the max bombs you can carry in Zelda. But I kinda like it as it is now too. :3

       

    3. PhoenixSoul

      PhoenixSoul

      Got any links?

       

  8. Holy crap... OpenMPT now has native FM Synth support! I have been using a vsti plugin for it or recording it to samples. It's amazing. I knew old s3m modules supported adlib stuff, but I never expected OpenMPT to support them! And they can use instrument envelopes too? And proper panning? Super neato! I can't wait to play with it!

     

    Edit: Awww, you can only do hard panning with it. I guess I could make two channels but I am disappointed. I like to use the pitch/pan separation feature, which lets different notes automatically pan based on the note, kinda like you would hear on a piano. Maybe I could get it to work with macros...

    1. PhoenixSoul

      PhoenixSoul

      Can't wait to hear your next bean drop.

    2. Kayzee

      Kayzee

      Hehe, 'bean drop' eh? Based on context I am guessing you mean me showing off more music but I never heard that term before.

    3. PhoenixSoul

      PhoenixSoul

      It's a term used mainly by a niche group of musicians that play bean jam style music.

       

      I know very little other than it's not popular outside the culture.

       

      But yeah, that's what I meant was your music.

  9. Kayzee

    Using TP as a third vital meter...

    Really the mechanics of a game is not often directly related to it's themeing. Sometimes everything is abstracted out so much it dosn't actually resemble anything. Mechanically you could probobly do a neerly identical kind if thing that that naughty breeding game does using the idea of 'stress' or 'willpower' instead of lust. t wouldn't be as 'interesting' that way, but the gameplay would work the same. Hmmm... 'Sexual Nihilism' huh? That's a interesting term... I am really more of a 'Sexual Existentialist' myself! 'Existence Precedes Essence' is practically my motto when it comes to a lot of that stuff. :3
  10. Kayzee

    Using TP as a third vital meter...

    I am surprised you haven't tried doing something with events and variables really, though it might be a pain to do it that way. TP works well enough for it anyway. You know, I was just thinking the other day that TP could also work as a kind of 'stress' meter. I mean, you usually gain tp through stressful things like getting hit right? Why not have gaining TP kinda be a bad thing and if you max it out you get nasty effects? Yeah not the same thing, sounds like something from Darkest Dungeon really. I am kind of confused about what you think the difference between 'hunger' and 'endurance' in this context though. I mean, isn't food is a set of items that are used used just for restoring/boosting a meter outside of battle? How is endurance a multi-purpose meter while hunger is not? Semantically I still do agree that 'endurance' or 'stamina' fits better with how you are actually using the meter though. It seems like you are much more interested in short term tactical play with this rather then long term resource management. In my case with hunger I am more interested in longer term resource management. Doing both is always possible though! I would think about using some kind of stamina system as well, but I think my game has enough short term tactical variety as it is right now. Oh man, I am suddenly reminded of that naughty breeding game I was playing a while ago and how it used 'lust' in battle. It had a surprisingly deep and interesting yet relatively simple tactical battle system actually. Not to go into too much detail, but if a unit's lust got too high they basically couldn't do anything until they were... uh... 'calmed down'. What made it really interesting tactically speaking is units not only had the option to attack another unit's HP, but 'attack' another unit's lust with seduction moves and such. You could basically use this to block the other side's units from doing much, though it got harder to do each time.
  11. Lately I have got back into messing round with ZDoom. I used to be into it quite a bit back in the day... It's pretty nostalgic to play with it again. I got distracted reading though all my old posts in the ZDoom forum today. I wonder if I should try and get my account back there? Eh, it's been ages and I don't really have much to say there. Also, found out Randy Heit totally was a girl after all! I knew it! I remember specifically how I made a post somewhere playfully chastising people for assuming Randy's gender... to which Randy replied with only a simple knowing 'heh'.

     

    ...Anyway I have not given up on my RPG Maker game or anything, but I do kinda want to make a Doom mod again... Or a Heretic or Hexen mod more likely, I have always been a bit more fond of Raven's fantasy shooters then I have Doom. And Strife is pretty cool too!

    1. Show previous comments  3 more
    2. Kayzee

      Kayzee

      Funny, I thought you were doing the doom2 opening level. :3

       

      (I was trying do do this one btw, it was even remade in a later game... with an Egyptian feel!)

    3. PhoenixSoul

      PhoenixSoul

      I actually don't know DOOM 2 music at all, lolz

    4. Kayzee

      Kayzee

      Hehe, this is the Doom 2 opening level theme. I guess it's more like:

       

      Da-da da-da da-da-da-da da dun

      Da-da da-da da-da-da-da da dun

       

      :3

  12. Kayzee

    Does Anybody Know How To Do This?

    What, the mode 7 effect? There is a script/dll for that around somewhere. *Giggles at the irony of a sonic fangame using a script meant to emulate a feature on the SNES*
  13. Kayzee

    Using TP as a third vital meter...

    I think I personally would rather just script up a whole new meter, but of course not all of us have that option. I was planning on using TP for something else (as a sort of 'limit break' meter), but I actually do something similar in my game to what you are doing by implementing a food meter. The meter slowly drains as you do stuff and if it becomes empty you are hit with a hunger status effect that majorly effects your stats and disables the normal auto regen all battlers have (which is pretty important as it's your most reliable healing option, healing potions exist but you can't tell what a potion will do unless it's identified and chugging unidentified potions can be risky). Hehe, in some ways I am more merciful about it then lots of roguelikes since you dosn't actually take damage over time if your food meter is empty. I may change that sometime in the future but, for now I think it works well. Of course what you are doing is not quite the same, but it serves a kind of similar function. I always liked the idea of some kind of stamina and/or hunger system myself. I think it makes things more interesting if you need some kind of fuel for most of the things you do and have to pace yourself and manage your tiredness/hunger. Well, as long as you don't too far. Some roguelikes I have played have their food meter drain way way to quick to be fun. My policy is that it's something that should be there, but should be in the background most of the time and you only have to really worry about it every once and a while rather then all the time.
  14. I thought of the punny name 'Nekonomicon' a few minutes ago. I knew I couldn't be the first one, it's way too easy. Google proved me right! Oh well, it still sounds like a magic book I would want to get my hands on. Imagine a spell book all about cats and catgirls! It sounds so much fun~!

    1. PhoenixSoul

      PhoenixSoul

      Sounds like someone has been in the midst of some heavy...

      Spoiler

      mental masturbation...

       

      lol

    2. Kayzee

      Kayzee

      Only mental? :3

    3. PhoenixSoul

      PhoenixSoul

      That's usually where it begins...lolz

  15. You know, I am curious. What kind of magic does a vis mage do anyway?

    1. Vis_Mage

      Vis_Mage

      Vis is an element in my game, or in a way, it's kinda all the elements in my game. It's pretty much a pure state of mana, before it has gained an elemental affinity. As such, someone who can control Vis can essentially control all the other elements at the same time, like some sort of Rainbow Mage 😎. A fireball here, some ice spikes there, a typhoon over yonder, all that fun stuff. A jack of all trades, master of none. 🙃

       

      Thanks for asking! :) 

    2. Kayzee

      Kayzee

      Oh! The word 'Vis' is kinda the same as the word 'Vim'! I thought there might have been something familiar about it...Though at first all I could think of was the old tool for visual culling for Quake levels. :3

  16. Kayzee

    Don't Show Damage if Damage = 0

    A whole ton? Wow! I donno if I can lift that! Hehe, Either way, glad I could help! *giggles and sprinkles fairy dust on you* Also: Don't feel bad about fumbling around until things work out, even the best programmers fumble around until things work out sometimes. The good ones just are better at knowing what way to fumble. :3
  17. Kayzee

    Don't Show Damage if Damage = 0

    You know, it's funny, I don't even use those messages... Let's see... *looks at the default scripts* Ah! I looks like if you set it to use MP Damage it won't display anything if the result is 0?
  18. You know, I was randomly playing Disgaea 5 again today and I was reminded of a recurring problem I noticed with the series a while ago. In fact the more I thought about it, the more I found it's not just a problem with this one series, but with a good chunk of the RPG Genre. Namely the menu design is kind of annoying. Kind of really annoying sometimes. Most often in ways that are pretty fixable. Let me ask you the following: If you are browsing the item menu, and you see a cool piece of equipment you want to equip, would you rather: A. Press a button or something and choose who you want to equip it too right there, or B. Press cancel, go to an entirely different menu, find the item in the list again, and then equip it? Call me crazy, but I rather pick A. Having a dedicated equipment menu is still good of course, but is there any reason not to allow you to equip stuff from the item menu too? Now you may think it's a pretty petty thing to complain about on it's own, and believe me this is just the tippy top of a massive iceberg when it comes to annoying menu issues, but it's a pretty common thing in RPGs to design menus like this, as completely segregated from one another in ways that can sometimes make it so to get anything done you have to flip flop back and fourth between menus a lot. Let me go back to Disgaea for a moment here to explain exactly how bad this problem can get. Okay, for those that have never played any of the games in the series, there are a lot of really strange but kinda neat mechanics you can use to power yourself and your equipment up. But all of these mechanics are completely segregated into their own little menus. What makes it worse is that a good chink of the things you need to do a lot are not really accessed from the menu at all, but instead the menu is called up if you talk to an NPC in the game's 'main base'. So you often literally have to run around from one NPC to another as well as flip flop between menus a lot. I mean don't get me wrong, I like the idea of a home base you can get more NPCs for that provide more functions, but there is no reason you shouldn't be able to quickly access them in the menu is there (this is something I need to do in my game too for a few things come to think of it)? In Disgaea 5 for example, you have to talk to an NPC to learn abilities (and you can only learn them one at a time even though shops and stuff let you select multiple items, but that's a whole other issue), but you need to pull up a whole other menu to equip them, and to change your class you need to go to yet another NPC. Equipment is powered up though 'innocent' monsters that live inside the item (like I said the mechanics can get really strange, you even get a good chunk of powerups from playing a friggin board game) and that has it's own NPC to swap them around, another to go into the item to power it up (for a third time, the mechanics can get really strange) or power it up in other ways and... Phew! Can't you already feel exhausted just listening to my description? It's still a pretty fun game, but would it really be that hard to make the menus flow together a little better? Poor menu design is also probobly a big reason why I dislike 'quest' systems and feel ambivalent about a lot of crafting systems. There is more to it then that really, but nothing annoys me in RPGs more then needing to go to a crappy quest menu (Disgaea 5 added quests the series and it perfectly encapsulates everything I hate about quests and crappy quest menus, as if I didn't have enough to complain about), or messing around in a crappy crafting menu (sometimes just figuring out what I can make in some games takes ages). So what should we do instead? Well, I admit it can be tricky sometimes, but I think it's mostly a matter of figuring out what the player needs to do most often and figuring out ways of skipping unnecessary steps. In the game I am working on for example, I am using a script that lets the player attach runes to equipment. Now the script comes with it's own scene that was meant to be called form the menu, but I am not really using it that way. Instead, I changed it so a rune could be selected and 'used' form the item menu, where it would switch to a mini-scene to select an item and slot to attach to. Though my original motivation was to allow runes to be attached though using them where as you needed to find a special place to detach/swap them, but functionally I could easily let you do both. I later kinda expanded on the idea by changing the item menu to be like item menus in Mystery Dungeon style roguelikes (I mean, that kinda goes without saying, as my game basically is a Mystery Dungeon style roguelike) where equips are displayed in the item menu and selecting an item opened a submenu of options for what you wanted to do with the item rather then just using it right away. That way you can do stuff like equip and unequip stuff in the same menu and give some items multiple uses (like throwing them at things). It makes me wonder how much I can get away with doing this way... but best not over rely on it. After all searching though your inventory can be a pain too. What do you guys think?
  19. Is that an inkling I see? Cuuuute! *snuggles*

    1. TobiObito4ever

      TobiObito4ever

      Yup. A friend of mine linked an Inkling avatar maker in a chat I lurk at. Several of my friends, my girlfriend included, got in on the fun. :D

    2. Kayzee

      Kayzee

      Hehe... You know, that avatar looks a bit like an inkling version of Isabelle from Animal Crossing. :3

  20. Kayzee

    Files Corrupted

    Oh well, it was worth a try.
  21. Kayzee

    Files Corrupted

    I had a problem with the files being corrupted once... Somehow VX Ace crashed while saving or something and all the data files were zero bytes long. I had to get a util to look at deleted/lost file chains to recover anything, though mostly I was focused on scripts. You don't seem to have the same problem, since your files arn't zero bytes long. Which is good because archiving them would do no good if they were. Are you sure every data file is corrupted though? It might just be one or two. Since you have the old version now, you can try adding in files from the corrupted folder one by one to see if it gives an error while opening the project. You might be able to save some of the data from the corrupted folder that way!
  22. Kayzee

    JPS Pathfinding script issue

    I figured. I am not sure how well that will work out in the long run, but good lucK!
  23. Kayzee

    Target selection in battle

    My advice would be to do something a bit more freeform. Depending on how the screen is laid out it could work in several different ways, but I suggest each option should act like a node in a linked list of nodes having it's own way of choosing what node to select next based on the direction you press. If you have two rows of enemies for example, you can construct it so: 3 4 | | (party) - 1 - 2 - (party) | | (party) - 3 - 4 - (party) | | 1 2 It dosn't have to be laid out like an even square grid, all you need is a general way to tell if something is left or right, above or bellow. You can have 2 in one row and 1 in the other, or 2 in one and three in the other, or a random mess, or whatever. As long as each node has a way to figure out what the next node to go to when you press any said direction, it can work.
  24. Kayzee

    JPS Pathfinding script issue

    That seems like a pain in the neck, needing to reload the scripts like that. It seems to me that if you are skilled enough to make the game save and reset the scripts you should be able to modify the scripts in other ways right? I think the easiest way might be to modify the scripts to use different modules/classes or method names, but maybe that is oversimplifying it. It still would be a lot of work though I think.
  25. Kayzee

    JPS Pathfinding script issue

    I probobly could solve the problem with it using procs, just not the way I tried to do it. I think I may have before, but I ran into another problem with the script. I don't think the procs are actually used for anything to be honest. It seems like an advanced thing for scripters to use more then anything else. I am pretty sure you can just comment out all the proc calls and it will work fine? Here try this: I just commented out everything to do with the procs. Another option might be to replace the procs with strings and use eval if you really need the callback functions for some reason.
×