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SuicideToro

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About SuicideToro

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  1. SuicideToro

    Message Busts

    Hi Galv, is there any way to make the script place portraits on left or right based on portrait file names? For example, if there is '!!' in the file name, the portrait is automatically positioned on the right? I could manually switch the positions of the portraits during conversations, but if there's a way for it to sort positions out by itself, it would be great! Also, thanks for making this awesome script!
  2. SuicideToro

    Harvest Moon: Once Upon A Clover

    @Perijoy : Sure, you can ask ^^ Although I may be of very limited help, since I've not done much except create some festivals and character portraits lately. I really could use help in mapping (; w
  3. SuicideToro

    Hunter's Moon: A Rune Factory Idea

    Hi there! Nice to see another one of us working on Harvest Moon games! I understand all the massive amount of work needed to make all those systems, so I did some research on available script systems and compiled some of them. Perhaps we could help each other out? I do decent art and pixel-spriting, and I could really use some help on mapping a town. Do message me if you're interested
  4. SuicideToro

    Harvest Moon Item Pick Upitem

    Perhaps you may look at Meph's Lift and Throw script.
  5. SuicideToro

    Harvest Moon: Once Upon A Clover

    I'm quite amazed people still see this. Hello! In fact, I'm currently taking some time to work on it again. It would be delightful to work with you at some time in the future how is the progress of your game so far?
  6. SuicideToro

    Harvest Moon: Once Upon A Clover

    Thanks Selchar! I can use your crop system as a base for livestock too, so it's like two birds with one stone As for general updates, if anyone has not seen, check out the new Konnosuke in the character section! He's the first character that I re-drew/edited in my style. I plan to redraw most (if not all) of my character portraits that way. How does it lookies? :3 The problem I face now is that I use Galv's Message Busts to show portraits, but in order to switch from portrait mode to normal face mode, I have turn the script on and off all the time. It gets a little tedious. I'm thinking that it would be a ton easier if the script could be like Fomar's script: it automatically sets graphic files with names containing '!' as portraits. Those without '!' is shown as a normal face. Much easier. And why don't I just use Fomar's script? Cause Galv's allows mirroring portraits, and I need that. In short, I need a fusion of these two scripts. If anyone knows a hybrid version or can fix one up, it would be great! Other than that, I'm going to try to get some bugs fixed and if that smooths out, I might have a short demo up, for your eyes only, peeps Stay tuned!
  7. SuicideToro

    Harvest Moon: Once Upon A Clover

    Sorry for slo-mo updates! Selchar, as I had suspected, the crops issue had nothing to do with the script nor the crop events itself, but that I accidentally put the crop progressing before my "next day", so it screwed up the whole thing. I am pretty sure I checked the order before, but I must have messed up the order while making animal events. I AM AN IDIOT. TO THE N-TH DEGREE. ;_; On the other hand, good job updating the crop script and calendar! My game now officially has chickens xD Thanks for the livestock system in your demo, Mary! It's great for referencing! I'll keep on updating. Will spend most of my time around updating the character list now!
  8. SuicideToro

    Harvest Moon: Once Upon A Clover

    You are awesome. That is a declaration. It might be just me, but your greenhouse lags quite a bit now, something that didn't happen in the older demo. It puzzles me, for I can't spot the difference other than the four lights and a map change script @.@ Hi there! Thanks for the support! Well, I do plan to have a fresh feel to the game, so I plan to use as many custom graphics as I can. I already have a handful of custom sprites, so I will probably proceed to do so for most if not all of the characters I changed some script settings here and there, and apparently that error is gone. If it re-emerges, I will investigate the cause of problem. I still have a few problems concerning crop growth though, the crops seem confused about rainy days and growing. Sometimes they remain watered on sunny days, and other times require me to water them even though it is raining, and a few times they did strange things like wilt in the middle of the month or suddenly grow a stage as soon as I water them xxD I went through the self switches and they seemed right. I don't get it! LOL. Gonna run through them thoroughly to see if any is mismatched. I will go through the new demo, test it out and come up with feedback. Peace out!
  9. SuicideToro

    Harvest Moon: Once Upon A Clover

    Alrighty, I have looked through both farming systems again. On account that Selchar's farming system has weather taken into account, I ended up using that, but using the normal equipping system instead of Galv's use item on event script. Since I have a mini-battle system in the game, I thought it would be confusing to players if they had to equip tools via the script, but equip battle weapons the normal way @.@ The problems I hit are: a) If I try hoeing a few tiles, I hit a glitch in your clock script, Selchar. Line 99, noMethodError, undefined method ' + ' for nil:Nilclass. I have no clue what may have caused this D: Hoeing only one tile does not produce such a problem. I will try several methods to weed out the problem and report it to you, sir! The Stamina window cuts off the end of my max stamina number. Changing self.content.font did not seem to do anything. Baffled! Once I got used to it, the extra self switches part is easy to figure out and add crops and such, but I said Mary's was a bit easier to manipulate in the sense that you can see the page condition variables as potato growth 1, or turnip growth 2, etc, whereas the self switch functions are more difficult to remember. Not much difference in that though. In essence, both systems are in some ways similar, but great! Here is the link to her demo: https://mega.co.nz/#!hRNSUJTT!X8xok3_JxVve0WR5wrfXHEIa9VY7TSpEk6o4eYqbSfQ (Thanks Mary! Should I put this up there in the resources bit together with the credits list, then, or would you like it hidden down here?) Essentially, if the differences between them is too wide to make a hybrid, then it's okay, each to his own style I'll keep on updating, guys!
  10. SuicideToro

    Harvest Moon: Once Upon A Clover

    Replying spree! @Selchar: Come to think of it, why do you use the Use Item on Event script for crops? It looks good, but wouldn't the default weapon-equip be easier? I saw that you were using PK8's self-variables script. Another game-maker had sent me her demo, and her crop system uses the same self-variables, using them as page conditions instead of creating multiple self-switches via another script. I found her crop system to be somewhat less confusing and easier to manipulate. I don't think I can upload the link here without her permission, so shall I PM it to you, if you want to take a look? It might help with simplifying the system and stuff. I'm wondering if you can sort of combine her system with yours to come up with a new one. No rush! I'm going to be using your version of the Stamina counter. It's nifty to use! Your shipping bin works great as well Thank you! Please take your time to script, and keep up the awesome work! @Deej: Thanks for the support! Hope you'll check back for a demo once it's complete @FleshRenderStudios: Thank you for the consideration! I already have a great script that takes care of time and seasons for me, as well as a working shipping bin with a set time for paying. However, I am honoured to check out your demo and see if things can be improved
  11. SuicideToro

    Harvest Moon: Once Upon A Clover

    Hi there Selchar! Nice to see you here ;w; thanks for dropping by! THAT. SOUNDS. AMAZING. It's easy to understand too! If you can indeed combine it with your script so that the crops automatically updates everyday along with the weather, it would be superb. It will be ultimate. The other farming engines also use demos to show how they function, so I can see how some eventing and stuff is inevitable. So long as we don't need to make 99-page long events, it would be pretty good. Looking at yous screenie, I notice you have a stamina bar. I'm looking for a way to incorporate stamina, hunger and thirst into my game to make it more challenging, so I was thinking of something along that. Which script for stamina do you happen to be using? I am a bit more worried about livestock system at the moment. It's a lot of stuff to do, yeah, so I'm taking it slowly, chip by chip... Your climate and time system takes a load of burden off my shoulders though! Thanks again for making it, it really helped! The Shipping box looks like a cool idea. I'm not sure which of Galv's script you refer to. I'm using his Storage script, if that's the one. What I had in idea was being able to sell food via shipping box, but things that you harvest/craft by battling monsters has to be sold via a shop. Seems strange to be throwing swords and monster tails into a shipping box xD I concern a bit over lag, too. I played demos where the areas for crops are tiny and don't lag, so yes, I am probably going to shrink the amount of land on the farm and add till-able land in some parts of the forests to distribute the eventing more evenly. If not I'll use an anti-lag script xD Thanks for your comments! EDIT: I am wondering what the procedures are for moving this up to the Showroom. Do mods take this and move the whole chunk there so I can edit and update as fit, or do I close this and open up a thread there, or do I just open another thread and keep both? I feel like it's getting too long to stay here in Ideas and Theories
  12. SuicideToro

    Harvest Moon: Once Upon A Clover

    Alrighty, back from a holiday and back on track! I updated a screenshot for my first parallax map of the farm. Comments and critiques will be very much welcome. @Wren: Sorry for the long hiatus. I hope your computer is good and ready to go? I will upload the demo shortly via PM.
  13. SuicideToro

    Harvest Moon: Once Upon A Clover

    @Titanhex Thank you very much, they will come in handy Your old game is... wow. It's really quite complex, all that eventing and scripting. I love its customizability and features, especally the Button Masher system. It serves as wonderful reference. I'm considering that and a crafting system in my game now, if it's not too difficult to implement. Thanks for pointing the demo out to me! I'm still in the process of combing through and understanding the furniture system. I am new to this, so I'm still trying to get it. I'm thinking of putting the battle system IN the mining caves, so the player has to fight his/her way down to mine. In that case, there will be a bit less of mining eventing as well as add some challenge to it, I hope. The fishing system is very unique, and if I can find a way to implement using different grades of rods and different seasons for different fishes, it would be perfect! I did wonder if this should be moved to the Showroom instead, but I felt like it wasn't developed enough to be there yet... *shot* @Wren I would eventually like to parallax, but it seems harder than tilesetting, so I stick to the easier alternative for now too. I'm thinking two medium-sized forests east and south side of town, with a bigger one up north leading to some mountains and a grand waterfall. Most likely I would make use of the Mack Seasons sets by Titanhex, for the different seasons. The smaller forests will bear the foraging stuff like apples and herbs, as well as trees for lumber. The bigger forest will be a battle dungeon and collecting grounds for rarer materials. Each forest has a shrine in it, but that I hope to try tackling that by myself first. With some natural events like swaying trees and falling leaves, it would look great If you really could do that, it would be greatly appreciated ;w; Thanks! @Nullux Aww, that's sweet of you The time script I use uses frames as time counters, so I think I will try out RA's for now. If it doesn't work out, I would end up using Celliana's farming events too. Thanks for pointing out those script parts, I will go through them to see if I can make use of them too. If you don't mind uploading your project, it would be very helpful for my understanding <: )
  14. SuicideToro

    Harvest Moon: Once Upon A Clover

    @TitanHex Thank you for your voice of experience and great advice! Also for reading all that nonsense and writing out such a long reply ; w ; As I'm only scratching the tip of the iceberg now, I can only imagine how difficult it's going to be from here on... As you mentioned, right now, I don't expect anyone would have enough trust in me yet to go for the long-term team route, and even I don't have confidence in my own game yet, therefore I'm thinking an actual team to be created much further into the project progress, if at all. So for now, little bits of advice here and there would be fantastic already. Also, I only joined the forums around a week ago. I post a little of my works on the general RM forum, but that's all <: ) I've only dabbled in frankenspriting and editing, but sufficiently enough to create the resources I need for now. I'm depending on RTP and self-edited stuff to set my characters in place while debating the age-old question of effort & time vs originality. The maps are tileset-style, but I edit the tile pieces. Ah, I'm sorry. Smuggles are things that Linhtendo make a sprite sheet and faceset of. They're puffy balls of various colours and cute eyes. Just a variation away from the standard sprites. My bad for not explaining. About the aesthetic part, pets aren't going to have much of a difference, yes. However, for livestock, I thought up of some some actual substance to go with making them different. A unicorn is really no more use than a horse if it doesn't come with pros like supernatural speed or cons like it needs special supplies or care, I think. I generally want to have reasons for implementing fancy things, and am currently still combing through ideas to dump the ones that don't really have use. Basically, I'm now focusing on fleshing the general HM features out before adding on madness bits. I have about three quarters of my cast set, including the datable characters and villagers and their personalities. Should I update my post with the character list? I got the general idea of the town areas set, but can't for the life of me decide on forest design. Thank you for suggesting the economy part, cause I did not think about varying from the standard. I shall look closely into it to see if it could be changed for the good. A good old barter system or maybe the player himself opening up a shop could add some element of business to it. But do you have any opinions on whether a mining or monster-battle system should be implemented, if either? I'm moving at a really slow pace, actually, and these ideas are out here so I can chuck the bad ones out of the basket. I really appreciate your advice, it's giving me loads to consider, especially on the pace I need to set about the making process. On a hind note, I ran to check out the Mack Seasons tileset and furniture change system that you have mentioned, and they are great! With your permission, may I use them? @Wren: Yes, it is <(=w=") I was wondering if it was too long to be posted in this section of the forum... And yes, that is what I planned. I have heard of character schedule scripts but have yet to determine whether they can be used in conjunction with the time script I use. Thank you very much for offering help, Wren. A-Are you by any chance interested in helping out with forest mapping? <: )
  15. HARVEST MOON: ONCE UPON A CLOVER "If you close your eyes, you can hear the hushed murmurs of Wind and Water, Of tinkling bells and faraway lowing cows. If you open the window to your soul, just a little, You might find a bit of that Wonderland you're looking for. It is not around you. It is in you." Brief Summary Once upon a time, man was ignorant about the presence of magical creatures, until the night on which the supernatural announced their existence to the humans on international live broadcast. This historical event is dubbed as the Revelation. Since then, man and magical beings had to learn to co-exist, and they did in a generally peaceful manner for a hundred years. The Humans and the supernatural kind, who are called the Fairfolk, had separate territories and cultures. The Humans feared their magic and stayed away as much as they could. The Fairfolk, in turn, felt too dignified to mingle with mere mortals and kept to themselves. The two races always remained like two sides of a river, close, but never touching. Somewhere, a child of the Fairfolk, in guise of a white rabbit, crossed the line between the races into Human lands. He is met with a Human child. So begins a strange friendship between Child and Rabbit. Rabbit tells stories of his old home, a faraway farm so beautiful and magical, it had to be hidden so even most Fairfolk could not find it. One could lie down on a bed of clover and hear things only ancient trees and sighing flowers can hear. One can drift into the clouds, into Wonderland. "Promise me you will go there, one day." It is only after a few days of disappearance that the news of Rabbit's death reaches the Child's ears. Since then, safety laws are passed down to prevent humans and Fairfolk from ever crossing paths again. Ten years pass in the blink of an eye. You, the protagonist, brave the void between these two races to venture into a quaint town of the Fairfolk territory, Kiar'hn. With nothing but a promise to keep and the youthful carelessness of throwing caution to the winds, you settle down at Clover Farm and buckle in for the challenges that come in your way. Characters Planned Features Different kinds of animals and livestock, such as little foxes, flying pigs and fairy cows Four new elemental priestesses who will grant skills and other battle aids Full moon cycles with extra action at midnight. New festivals, as well as old festivals. I want to bring back the Egg Festival from the original SNES HM, as well as bring in Omatsuri. Fishing, dating, harvesting, item gathering, wood chopping, shopping, spa, mining, monster fighting, the usual A shop/auction business run by the player. WIP/Implemented: Gender options of male and female Different kinds of villagers, and date-able characters that can join your party and help you at battle and farming. 112 days calendar with seasons and time system Custom HUDS for menus Randomized weather effects + weather forecast Changeable furniture/ clothing Different times and places in a fusion. A crop system! I really need comments and critiques on this. Any interesting ideas for characters, features, etc that you always wanted to see implemented in a HM game would be very appreciated. Thank you very much for your attention, and have a cookie \(; w ; ) Or a screenshot! UPDATED (18/1) Recruiting folkses!!! I need one (or several) parallax mappers who can make nice forests and a town, as well as artists for characters and cutscenes. Mappers Preferably, I could use someone who knows the basics of fog scripts and animated parallax water scripts, for the forests. For the town, I need someone who can put together the town's structure without it feeling too cluttered, that's all! All resources will be provided by me. Artists Thanks to my awful drawing, I need MALE PORTRAIT ARTISTS, as well as people who can draw and colour simple background scenery. Title, logo, menu or HUD artists are also extremely welcome. Additional: Say, if any of you out there has the free time to make a little banner for this game... ;w; UPDATE (18/01/2014) Just a note to say Happy New Year to all you folks! Have a great year ahead of you, mates. On another note, meet Yinn! On updates about the snail progress of my game, I have started recently to make some small festivals and events, as well as unraveling some of the relationship system. As usual, I'll be updating when I can.
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