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Gump last won the day on April 22 2021

Gump had the most liked content!

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About Gump

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  • Birthday 11/09/1986

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  1. Gump

    OTHER Swans In The Wallow

    I played it a little. I really like what you've done here. the art style really works well. This is my kinda game. One thing I would suggest (I know its difficult sometimes) is more detailed version update logs, for example "bug fixes" could be greatly expanded. Can I ask what engine you made this in?
  2. This sounds like the method I used. I did open up my old lumberjack game and found it working in 1024x768, but the fps when playing is at best half of what it should be. Wouldn't recommend going beyond the engines limits for a commercial game. Its legal to posses modified dll files and use them if needed. The issue comes up with actually sharing said dll file though, as modified parts of the engine are not part of the end user agreement.
  3. Gump

    New to the forum

    Welcome! I haven't played with MV much yet but I do own it.. If you need anything scripted feel free to PM me. I'm okay with java now.
  4. Gump

    OTHER Eheb Saga - Droughtlock

    Oh wow you made this with rm2k3? Couldn't tell by the screenshots. I really like the graphical style. Back in the old days I tried to make a rpg maker within rpg maker 2003... Suffice to say it was very limited lol.
  5. Current Version: BETA 1.20 System(Script Collection) Author: Matt Sully (Gump) Download: Attached to this post! Apologies for the lack of formatting on this post. This system is distributed as a demo as it is a collection of scripts that makes a system. It also includes one of my old scripts, 'Gumps LVLUP Messenger" which can be optionally used in conjunction with the system. This project was originally developed many years ago (early 2013), Beta 1.20 is the last version made. I am willing to update or add to this system and/or fix any bugs you might find. Always interested in adding more stuff. I feel as though I know a lot more about Ruby now than I did all those years ago. This script may get some optimizations. I read through it all this morning and got a few ideas. CHANGELOG: ============ A lot more settings now. To see everything that was added, check the README(Version Info) Changelog. Quest data created with the ALPHA version is compatible, but it must be imported. You must also redo all your settings. Find the Beta download attached to this post. Information: I created this system for my first commercial game (WIP). It is an easy to use Quest System that provides feedback windows to the player via Scene_Map. Quests in this system have 3 stages: Active, Finished, and Complete. When a new Quest becomes Active, a feedback popup window appears for a few seconds informing the player. The same thing also happens when a quest is Finished and Completed. When a Quest is Completed, a second popup window appears on screen, displaying the rewards earned for that Quest. * Feedback windows are processed and animated within Scene_Map, and do not interrupt player movement. They will also only appear if the game is "not busy" doing something. Also included with this system is a Quest Manager scene, intended to be accessed via the main menu by the player. This Scene allows the player to view the current status of all Active/Finished Quests (currently, it does not have any options to display Completed Quests). All Feedback Windows, and all Windows within the Quest Manager scene are fully animated (meaning they animate on and off the screen, they don't just 'pop' into existance on the screen). Virtually all Vocabulary within the system is easily changeable. All Vocab variables are located at the top of the QUEST module. There are various other settings available at the top of the QUEST module as well, in fact there are more settings in the public port of QSB(Quest System Basic) than there are in the private version I am using for my game. All scripts and additional README files are included within the DEMO. You will find the Demo attached to this post as a file. Download it, open it in VX ACE and check it out. Legal Info: All Legal information is within the README(TERMS OF USE) script inside of the DEMO. The TLDR for Legal on this script is: You may modify and release modifications for this system, you may freely use this system(QSB) in any free or commercial game, you must provide credit to the script author if you use this system. Please see the Readme(TERMS OF USE) for more detailed information on this subject. Other Info: Quests may have up to 4 required items (with any amount for each item). If a player has all the required items for a quest with required items, then that quest is automatically pushed to the "Finished" state (but must still be cashed in aka "Completed" by the player). Quests may have up to 5 reward items (or none at all). Items are rewarded when the player cashes in, or "Completes" a quest. Quests without item requirements, Game Variable or Game Switch requirements require manual calling of the method to finish that quest when it is appropriate. For more information, review the comments at the top of all scripts and be sure to review all README files within the demos script section. Feedback/etc: Also, screenshots? There isn't much to show but I may add some shortly. I am looking for feedback though. Additionally if you have any ideas for QSB feel free to suggest them here in this topic. Quest_System_Basic_BETA_120.rar
  6. Perfect, exactly what I needed to know. Thanks Riki, always soo informative.
  7. I just found a series of my own scripts and script demos that were lost to time on an old harddrive. I was thinking about posting some in their own topics (like the demos, which are multi script systems, one being a quest system another being a blacksmithing one) but then I saw this topic.. Should I just post it all here instead? Don't wanna flood out the script section. Maybe post the demos in their own posts but the smaller scripts in here?
  8. Gump

    OTHER Eheb Saga - Droughtlock

    This looks awesome.. I can't wait to dive into this. Can I ask what engine or language you made this with?
  9. Thank you Phoenix! Some good news. I was able to get my old harddrive running! I recovered EVERYTHING I was missing (including some crypto wallets woop woop)
  10. Gump

    OTHER Ruby Arena

    Ruby Arena is a text based roguelike game. Your main objective is to get bigger and stronger, equip yourself and prove yourself by competing in the arena. Climb the ranks of the Arena! Prove yourself worthy of the Ruby once and for all. The Beta version is now available, which means all core systems are completed. More content, formatting and stuff is now being added to the game. It is Now in a playable state with all the core stuff. At this stage of development updates are coming out very often. Currently I'm working on adding more Arena bosses and a few new areas to level up in. I'm always open to suggestions that anyone might have. There is still lots of ongoing balancing but things are pretty good now. The intention of this game of course is that it's supposed to be hard. There is still late and mid-late game balancing to work on. Note: for an ideal gaming experience, when the game opens, click on the top left corner of the console window to open a menu, and go to Properties. Click on the Font tab, set the font size larger (your preference) and text to bold. then maximize the window. The game will take care of these steps eventually. Screenshots of the game have been attached to the post for your convenience. You can download the game for free here: Ruby Arena (itch.io) The latest version is always uploaded there, and also on github here: Ruby Arena (github) Currently known bugs: Crash on battle complete -- this bug happens very rarely and is sometimes triggered if an enemy drops an item. This should not happen often. I have not been able to solve this bug yet. You will be naturally saving all the time due to the games inherent difficulty so this bug should not bother you too much. If you encounter any other bugs, you can either post them here on the forum or you can report them as an issue on Github. Including your debug.log and all your save files will be very helpful in diagnosing any bugs you might find. Of course, I'm always open to ideas for things to add to this game. As of posting this topic, Beta 1.7 is currently out. The game is getting pretty regular updates. The full changelog is visible on the github readme. Its also available on itch but it is chopped into different posts for each version. Looking forward to hear what you guys think of my game. Thanks for your time.
  11. I just released a new build, Beta 1.7. Here are the changes: There will likely be more adjustments that need to be made. I'm thinking I may have to rework the spell damage algorithm (visible in Game_DB.rb). Let me know what you think and if you find any other issues. I really appreciate how much you've been playing it. Also, your old save file will still function of course. Also if you wanna see some internal values, check the project on github(click) open the Game_DB.rb file. To see version changes, Click on "BETA 1.7 update see readme" text that is just to the right of Game_DB.rb I'd definitely like to get the balancing more tested and sound before I start going crazy and adding more areas. Edit: I've posted a game topic in the development forum, once you approve it I'll kindly ask to redirect all game related talk to that topic to keep things organized. Thanks
  12. Oh wow, thanks for this informative post I really appreciate it! I'll try to respond to everything here. First off with that bug I'd actually need the next line or two from the debug log as well. I'm aware of this crash, its happening in rare cases when an enemy drops an item. I haven't been able to solve it yet. Magic damage is calculated based on a fraction of defense, and elves have a boost in magic defense. So grabbing a new armor will reduce damage. I've watched people get to late game and have a hard time but they're able to grind through. I definitely need to balance late game enemies better and balancing the actual magic is an ongoing issue. The early/midgame spells are fairly sound, its the late game ones that need some reworking. Spells have a damage range, Heres shock: # [Spell name, Heal?, [Minmax], Cost, Description] @spells[6] = ["Shock", false, [28, 40], 9, "Electricity shoots from your mouth and strikes"] Which works fine and has a base damage range of 28 to 40. In conjunction with this your level versus the enemy level also matters. If they are higher, they will naturally hit harder. Late game spells definitely need better balancing. Short of putting on a Bastard Armor that Blue Dragon will 1 shot you. Balancing is always difficult in later game, the games database and full source is online on github. I may have to ask around for some help to get it just right. I want it to be very hard, as the game is supposed to be mean and unforgiving. Getting it hard and right is definitely a tricky balance. I'm aware of quest enemies going out of range, in my next update I'm planning on adding an override to that to the spawn code that forces them to spawn regardless of level if you have a quest. Level range works from -1 to +3 but the forest caps enemies at level 5 -- this is actually a conflict with the spawn code in the forest which can result in the wrong things spawning. I actually need to re-write the spawn code from scratch, as the game was originally designed without the swamp area even in mind. So I need to write it again and make it universal and apply the proper level capping. You don't suck (lol) but saving up for a better armor will help, and steamrolling through the Arena if you haven't already will generate money pretty quickly. Thanks for filling me in on the policy for posting the game! I'll put up a post for it soon.
  13. Is it appropriate for me to post my game purely made in Ruby in the game section of the forums? I ask because its not made with rpg maker.

    1. Rikifive


      For everyone to know, the answer is: yes, and when the editor asks for tag, choose "other". 🙂

    2. That One NPC

      That One NPC

      I was going to say pretty sure yes, as I've seen other section for non-RM developments and content. But it seems it's been covered by a proper authority.

    3. Gump


      Yep! Thanks tho! The game is up btw if you wanna check it out, Ruby Arena. :)

  14. Thanks for the signature info. And I would love to get a copy of those! I have those scripts, but I'm unable to find the demos I spoke of. I'd love to see how you modified them to make them work and would enjoy checking out any games you made with them. Thank you
  15. It's been a number of years since I was involved in this community. At one point I was a moderator over at the programming forums. So recently sitting around bored and in quarantine, I decided to get back into it again. I quickly realized I had forgotten almost anything I had learned about Ruby as it had been years. So I dived in, with the intention of creating a game purely using the Ruby programming language. A few weeks later I'm sitting here with a mostly complete project and more knowledge in Ruby than I've ever had. This game was not made in RPG Maker, so I'm not sure if its appropriate to post about it in the in progress or completed game forums when it hits that state. If you want to check it out its here: Ruby Arena (itch.io) Its free of course. I've also made the games source code freely available, as I'd like to eventually find gainful employment working with Ruby (making games or really anything) I figured anything I work on should have source available. The source can be found here(GitHub). As for contributing to the community I will definitely be active in the programming forum again. I am looking for old copies of some of my Ace scripts that I have lost to father time. In Particular My Blacksmithing system demo and my Quest system demo. I think I may even work on some scripts for the community again. I am having a lot of fun working purely with Ruby right now though, and starting to read about Dragon Ruby as well, which is a lightweight Ruby based engine. I may even fill some script requests. Anyway, its nice to be back! Hopefully I run into some familiar faces. It's been a long time. I notice the spoiler I use in my signature to hide my old completed scripts doesn't work when you click on it. I tried remaking it, still no dice. Anyone got any ideas? Also just reinstalled vx ace. took me a hot minute to find my serial number but its up and running and Im ready to make and help people with ruby scripts.