Jump to content

TheoAllen

Member
  • Content Count

    2,037
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by TheoAllen

  1. Theo - Interact Hover Notification Version : 1.1 Type : Graphics addons Original Post : Theolized RGSS3 Introduction : This script simply displays interact notification text over event Features : Set interact notif for each event Only triggered if event in front of player, has action button as trigger, and it isn't blank or erased Screenshots : Scripts : Grab on Github Terms of Use : Credit me, TheoAllen. You are free to edit this script by your own. As long as you don't claim it yours. For commercial purpose, don't forget to give me a free copy of the game.
  2. TheoAllen

    Theo - Interact Hover Notification

    I realized that many referred this thread so I updated the link to the script to the most updated one because the old one is broken asf.
  3. Theolized Sideview Battle System (Or if you prefer, you may call it Theo Animated Battle) Original Post : Theolized Sideview BS Version : 1.3c (Stable) / 1.4 (Open Beta) Type : Battle System / Battle Engine Opening : This is my first battle system script and my masterpiece script so far. At first, I made this script for my own personal use. Back then when Ace was released, I always wanted an English version of Tankentai. But I heard nothing about the translation. I thought it was impossible tankentai to be translated to English. Moreover, it has bad compatibility to other scripts. Then I looked at avalaible battle scripts, and not even a single script I like. I just don't get the idea of those scripts. Then, hence my ambition started. Introduction : This script was greatly inspired from Tankentai VX version and Eremidia : Dungeon! game. It's mainly aimed for free sequence animated battle without standard. I mean, there is no such a thing like "play all frames in row x" (the reason why I did this is because I hate standards). You can pick any grid in your spriteset. You can even use unorganized spriteset if you're too lazy to make one. As long as the format is consistent. To be noted that this script is not avalaible in English version yet. But you can try my sample game before you decided to wait for translate version or not. Translation done! Enjoy now! Features : Animated battle of course Free battler sequence Free format battler sprite. You can even use unorganized spriteset as long as the format is consistent Built-in damage counter The rest are written in script ... and my sample game ... Screenshots (Taken from old version) : Video : video for version 1.3 (also trailer for the sample game) video for version 1.4 video for setup demonstration You can look at my playlist if you want more Scripts : Scripts Download = github repository (old version, havent update it yet) Demo = Sample Game Version 1.4 (Beta) : Click here | Mirror Animation Samples / Alternative demo : Click here | Mirror Note : If you want to download in solidfiles. Here is the way IMPORTANT! Patch for version 1.4 - Last updated: 04.02.2015 Just various bugfixes. Most likely going to stable version https://github.com/theoallen/TSBS/blob/master/Patch/Version%201.4%20Bugfixes.rb How to patch? Simply put it below implementation Newly Released addon : Animated Actor on Menu - Check out the video Questions and Answers : Terms of Use : Special Thanks : Author notes : I use in script editor to make sequence movement instead of too many notetags as Symphony and Victor's do. It because there're already many script that uses notetags and notebox itself has no scroll. As you know, I'm not so good at English. So I'm sorry in advance if there's any unclear informations. Feel free to ask Version 1.4 Release note : My aim is to make it compatible with Luna Engine without extra patch. However, I haven't tested it with the latest version of TSBS. It's still beta version. In other word, it may have many issues. You may test the script, but if you're going into real development, I suggest you to use the stable version 1.3c instead. I haven't update the github at the moment. Considering it's still beta. Script must be taken by download the demo. I changed the config 1 and config 2 parts. So, you need to update them as well. Battle backdrop decoration addon is not translated yet. There're too many instructions that I can't really handle right now. Perhaps, sometimes. Also, it has a little glitch which I currently dunno how to fix. if you use Alarm Tone, in next battle that not use alarm tone, there 1 frame glitch where the screen blended with a wrong tone. Sorry if the demo looks so messed up. I don't have the will to clear that up "OTL TSBS version 1.4 will not updated. If you reported a bug, I will likely to make the patch instead. Battle music taken from Dragonic Symphony if you wonder. I added extra showcase of my scripts like animated portrait and hover notif Want to use the map BGM? That's mine, go ahead if you want to use. And you need to credit me as well. After these hardworks, I will likely to take a very long break and will not touch anything complex related with the battle system (unless I choose to). But I will still provide the support for TSBS as long as I'm avalaible.
  4. Hit me up on discord @ Theo#3034 or on official forum for faster reply. I don't always check this here. But I'm going to ask you here. How is your sequence going? Are u using [:change_target, 7]? or something else?
  5. TheoAllen

    Window/Text Script

    *poked @Rikifive Looks like it's your stuff here
  6. TheoAllen

    rmvxace Sample09

    Abstract: You woke up in a strange place, now you have to escape from there Genre: Survival, Horror, non-RPG Game Length: Less than 1 hour. The story is set in a place called Site 0019, which is owned by a shady organization called Cromwell's Institute. Nobody knows what is Site 0019 and how could you ended up in such shady place. A security breach combined with power failure crippled the Site. It is your only chance to escape from such place, but it won't be a walk in the park; dangerous Samples are on the loose, and the security backups will come anytime soon... Can you escape from Site 0019? Screencaps: Video : Featuring : * Unique samples to avoid. No combat, just avoid * Horror environment Credits : Download: Link to the IGMC 2017 submission Note : We have updated the windowskin. The one in the video and screenshots are outdated
  7. *appears

    1. Show previous comments  3 more
    2. TheoAllen

      TheoAllen

      *TheoAllen recovered 1509 health*

    3. PhoenixSoul

      PhoenixSoul

      *casts M.Barrier* No fireball will break that.

    4. Rikifive

      Rikifive

      * Theo's opacity has been set to 255. *

    1. Show previous comments  1 more
    2. Nyapurgisnacht

      Nyapurgisnacht

      Heeeeey that's starting to look pretty polished yo :3

    3. TheoAllen

      TheoAllen

      I don't think it would be suitable for TSBS lol. Also, thanks!

    4. Shiggy

      Shiggy

      all i see is math functions, math functions everywhere ...

    1. Show previous comments  1 more
    2. TheoAllen

      TheoAllen

      Thanks! this is my underground project and as for a little experiment. I won't announce it atm :3

    3. ashm

      ashm

      Not 'tsbs ingame edit' ?

      Because it look more dynamic than what I remember

    4. TheoAllen

      TheoAllen

      Well, I did take some modules from tsbs in game edit. But the rest of it, i'm gonna make from scratch. yes, I'm gonna remove most of unused default scripts

  8. TheoAllen

    Writing from female perspective.

    While ideal is not always a perfect female. They could be a fragile female, a shy female, a strong willed female, or even female with a gloomy past with fucked mind ¯\_(ツ)_/¯ Anyway, even male sometimes also has a coward trait. The difference I could think is, for female, they could resolve their trauma when meeting a male, so that they could rely on him. And as for male, they meet a female that they forced to get stronger / changed / whatever to protect her. Even if they didn't meet their opposite sex, I believe they could resolve their problem in a similar way.
  9. Seems makes sense. Yes, you can try to change by the script. But I assume it only works for some certain filenames. Like the "iconset" itself Because even we could change how the game works by script, we still couldn't change the editor. Anyway, I'm interested on the outcome from your testing lel Make sure you also try to test in Battler / Character / Tilese / whatever that we could choose
  10. TheoAllen

    Too Many Switches

    Are you trying to make a character event walking at the same time when you're showing the text? You don't need a switch if it was the case @.@ Plus, afaik, you can't run 2 autorun event at the same time The solution could be (select one) Try to set the trigger to parallel process Don't use switch. Just use set move route, and dont check wait for completion (I prefer this solution)
  11. That's what came up to my mind as well, but then I thought about 'Iconset' file, for example. Though I was never using the include RTP option in my games, I think it shouldn't replace these files, right? That's what made me think. ~Perhaps this tool has a different behavior when it comes to music files ~ though at this point ~ I'd consider that as a bug in the compress tool. But as I said - I was never using that option, so I don't know if the graphic files are replaced as well, but I think they're not. Iconset, windowskin, and any resource that you don't need to select are different You can't choose which iconset I'm gonna use. Unlike "which music I'm gonna use" If you try to import music to your game, and name it like one of the RTP Music, you won't find the RTP music with the same name For example, try to put a music to BGM folder, name it "Battle1.ogg/mp3/midi (whatever you have the extension)" Then you wont find the music file with the name Battle1 followed by the blue icon indicating it's an RTP file.
  12. The thing that come up to my mind is when you include RTP data, they copied the RTP to your game folder and replace your music. It's not about how to fix this, but how to work around it. Because I believe you can't change the way how include RTP works Alternative solutions : Manually import your RTP to your folder. And set RTP to empty in Game.ini in your game folder Change the music name, and change all the reference in event, system, map, etc to your new music name (And next time, don't name your music that match with RTP music)
  13. TheoAllen

    Writing from female perspective.

    I find it's easier to write in female perspective (sometimes even in first person), maybe, because I'm imagining the ideal female in my mind, idk. My female friends never criticize how I wrote it. At least, you just need to write how female characters should behave that you see from the outside. Imo, it's similar with man trying to draw female body and vice versa.
  14. TheoAllen

    Smart Chasers

    I tried to script this last year, but it was far from perfect. It works on small map, but could be laggy in larger map Also I don't really know how to integrate it with eventing so that it won't break anything Video : Script : https://github.com/theoallen/RGSS3/blob/master/Pathfinding%20(ENG).rb Any scripters who want to edit are welcomed P.S: I thought it was A*, but then I guess it's more like hill-climbing algorhithm.
  15. TheoAllen

    Saving switches after death/quit

    Ok, quick script. Only works for one switch unfortunatelly. Need a little modification for multiple switches module Theo SavedSwitchID = 1 # <-- change it here for saved switch FileName = "you_name_it.rvdata2" end class Game_Switches alias global_switch_init initialize def initialize global_switch_init @data[Theo::SavedSwitchID] = load_data(Theo::FileName) if FileTest.exist?(Theo::FileName) end alias :global_switch :[]= def []=(switch_id, value) global_switch(switch_id, value) if switch_id == Theo::SavedSwitchID save_data(@data[switch_id], Theo::FileName) end end end class Game_System alias global_switch_after_load on_after_load def on_after_load global_switch_after_load $game_switches.global_switch(Theo::SavedSwitchID, load_data(Theo::FileName)) end end
  16. TheoAllen

    Saving switches after death/quit

    There is an option to make a script to brute force when a certain switch is always saved when their value changed. For example, switch 1 will be a global switch. Everytime switch 1 is changed, it saved to external file. Can't script at the moment, but it should give the idea
  17. TheoAllen

    Too Many Switches

    Since you refuse to explain into detail, then it's all depends into the logic. Anyway, the answer is yes. For example, you use switch 1 in map 1, and map 30. In map 30, there is no way you could get back to map 1, so it should not be problem.
  18. Quick look at battle symphony, both this script and yami battle symphony overwrite the same method (use_item in scene_battle) I don't think this script means to be used for sideview animated battle system (as I believe some of them could already have a method to do this, well at least I have). So you might need to ask Yami instead tl;dr, both aren't compatible to each other
  19. TheoAllen

    Too Many Switches

    Actually, you even could make switch more than 999 by doing script. Just need a script call like $game_switches[1000] = true / false The problem is you couldn't use it from default RPG Maker editor You need additional script to check event page condition for switch 1000 or more
  20. Amazon release an AAA game engine for free, wow. RIP their competitors

    1. Show previous comments  5 more
    2. Dainiri.Art

      Dainiri.Art

      10gb rar lol I can't download this one, unless someone put this on torrent. xD

    3. magic2345

      magic2345

      Daaaaang, that is awesome! I read that the catch is you have to use Amazon as a server if you want networking, or something?

    4. TheoAllen

      TheoAllen

      dunno man. I haven't tried it yet. 10gb is horrible with my current free space lmao

  21. TheoAllen

    RPG Maker VX Ace Lightweight RTP

    I stumbled upon this post. The graphics seems the result from the compressing using https://tinypng.com/ There is a downside using this version of RTP though You can not edit the RTP. By that, I mean, when you open them using image editor, it messed up, thus not editable without breaking it I still suggest that you keep the default RTP in case if you want to use them for edit purpose. Then, for the final version of the game, compress all the graphics resources
×
Top ArrowTop Arrow Highlighted