Jump to content

Zen Blood

Member
  • Content Count

    184
  • Joined

  • Last visited

  • Days Won

    5

Zen Blood last won the day on November 5 2021

Zen Blood had the most liked content!

Community Reputation

70

1 Follower

About Zen Blood

  • Rank
    Certifiably Sane

Contact Methods

  • Website URL
    https://www.zentientgames.com/

Profile Information

  • Gender
    Not Telling

RPG Maker Information

  • RM Skill -
    Jack of All Trades

Recent Profile Visitors

9,148 profile views
  1. Zen Blood

    Drawing Text Overlapping and Refreshing Windows

    Ah! Thank you @Kayzee, I understand that better now. I'm going to look into learning more about that.
  2. Zen Blood

    Drawing Text Overlapping and Refreshing Windows

    You are exactly right! Thank you so much. Before I posted here, I tried using .clear and got an error. Since I could use .dispose/.hide/ect;, I thought .clear simply didn't exist. I did sweep through Window_Base and didn't find it either, but I did see the word "contents" being used. Does the method clear come from class Window instead of Window_Base?
  3. Hello! I've been hacking away at what I originally thought would be a fairly simple scene to create. I'm making a special little update for my game where players can view concept art. They open up a scene that has a command bar that allows them to scroll through the art using "previous" and "next", with the command "commentary" in the middle that opens up a window to show a brief description of the image. Almost everything is working pretty swimmingly (after much struggle ) except for two issues: 1: when I move to a new picture and re-open the commentary window, the new text will overlap with the old text instead of replacing it, 2: the third line of text doesn't appear for whatever reason. (Solved, it was a typo that prevented the third line from drawing ) This is the whole script used to create the window for the artwork commentary: This is the script that is used to change the artwork image and the artwork description accordingly (used in the scene): I was hoping to completely dispose of and recreate the window using @description_window.dispose, but after much ado, I could only get it to throw up this error: To me, this looks like the .dispose command has a definition and could work, but the script doesn't think there's a window to dispose of? After I couldn't get that to work, I resolved to attempt to replace the drawn text and keep the window in existence as long as the scene is up. As for the missing third line, I'm really unsure of what's happening because all four lines are drawn exactly the same but at different coordinate of the Y Axis. I'll continue poking around for any misspellings that may be interfering with the third line appearing, because that's the only thing I can think is the problem at the moment. Yes, it was that! I've been trying to figure this out for a day, but the minute I post for help, my brain decides to un-derp itself. I'm using Victor's S Font, by the way. Thank you for any and all help!
  4. I'm so incredibly happy. After over five years in development, I finally launched my game the other day on the 27th. 😊 Getting to this point has been the biggest struggle of my life, but I finally got here. Reviews have been good so far, and I hope the success continues! Thank you for everyone's support here, I learned a lot through this process. I even completed the Ruby course for SoloLearn and got a little certificate. ✨

  5. Zen Blood

    Fleshport [Horror] - LAUNCHED!

    Fleshport has been finished and launched on the 27th!
  6. Zen Blood

    Creating a (Hopefully) Simple New Game Plus Feature

    Thank you, Kayzee. I really appreciate it. Just for the sake of learning, I'll try to make my own version, but it's truly a relief to know that I'm allowed to use something that works in case I just can't figure it out myself.
  7. Zen Blood

    Creating a (Hopefully) Simple New Game Plus Feature

    That's incredible. It works exactly in the way that I need it to work. I may still try to put together something myself, but just so I know for future reference, would I have your full permission to use this script in the game that I am making? It is a commercial project, and it is a horror game depicting sensitive material. If you are not comfortable with this, I understand. If you're alright with me using your script, then I am very grateful and I'd like to ask if you'd like to be credited.
  8. Zen Blood

    Creating a (Hopefully) Simple New Game Plus Feature

    Right now I have a few snippets of code I've been experimenting with. For one, the names of specific save files (Save01.rvdata2, Save02.rvdata2, Save03.rvdata2, ect;) I could use that to cycle through the different save files to check to see if a certain switch is on. I've also been playing around with the lines @Kayzee shared. By the way, thank you Kayzee! I often forget to check the manual, but also I don't always know what terms I want to look for and the search bar can be a bit picky. It's nice to have some direction. So I tried this as an example: $data_actors = load_data("Data/Actors.rvdata2") msgbox_p($data_actors) I get a little message box giving me a bunch of information about Data/Actors. From what I can tell, it's the condition Data/Actors are in at the beginning of the game. At least it means I'm successfully getting data information, as I should. "Data/Variables.rvdata2" or "Data/Switches.rvdata2" doesn't work, sadly. No surprise, since DataManager doesn't contain information on variables/switches. However, information on a switches'/variables' initial and current state in a specific save file must be kept somewhere. I may even decide to toss out the idea of a custom global variable/switch, in this case $extragame. Finding a custom variable might be a bit more complicated than finding the built-in variables and switches that are often called upon with $game_variables[ ] and $game_switches[ ] So now I'm tinkering with lines like "$game_variables[1].Save01.rvdata2". Doesn't work, sadly, but I'm going to try throwing alterations to see if anything sticks.
  9. Zen Blood

    Creating a (Hopefully) Simple New Game Plus Feature

    Unfortunately Yanfly's New Game + script requires Yanfly's Ace Save Engine script as well, which heavily alters my saving and loading UI, and possibly other things I'm not aware of at this moment. I could try to fish out all the problem lines of script in the Ace Save Engine, and I can understand using someone's script for a bit of guidance, but dismembering it and then using it as my own feels a little wrong. Not to mention it would take a while to differentiate what I can (and need to) cut out and what the New Game + script relies on. Though upon looking at Yanfly's New Game +, I see that $data_system.switches might play a role in telling the game to search individual game files to check if a certain switch is on within one of those saves. I have a sneaking feeling that Marshal.load/dump might be needed for this as well. I'm still wrapping my head around what exactly Marshal does, so I could be completely wrong.
  10. Zen Blood

    Creating a (Hopefully) Simple New Game Plus Feature

    I definitely plan on using it to control certain switches and variables. There's so much that could be done. However, the extent to which I take advantage of this feature will depend on how much more time I allow myself to develop my game. LoM sounds very interesting. Thank you very much! I would like to publish it for public use if I can make it streamline enough for a "plug and play" sort of script, as well as not needing to rely on anything too specific in my game. Ah yes, I have kind of lost my thought process as to why I used false unless true, haha. Thank you for pointing me in the direction of Game_Load, I'll see what I can find from there.
  11. Hello, everyone. Today I've been working on a "New Game Plus" feature, where if you have completed the game once, a switch will be set to true that allows you to select and play a new game that has extra features in it. I am very close to having this set up exactly the way I need it to be. Using this little set up here, I created a switch ($extragame) that can be set to true while in-game. I will set it to true after the player has completed the whole game. At the title screen, when they select "New Game" it will take them to a scene that'll ask them if they want a "New Game" (without extra features) or a "New Game +" (that will have extra features.) module DataManager class << self alias orig_CGO create_game_objects alias orig_MSC make_save_contents alias orig_XSC extract_save_contents end def self.create_game_objects orig_CGO #MY OBJECTS $extragame = false unless true $extragame_y = false end def self.make_save_contents contents = {} contents = orig_MSC #MY OBJECTS contents[:$extragame] = $extragame contents[:$extragame_y] = $extragame_y return contents end def self.extract_save_contents(contents) orig_XSC(contents) #MY OBJECTS $extragame = contents[:extragame] $extragame_y = contents[:extragame_y] end If they select New Game +, the setup for a new game will execute pretty much the same as normal, but with an addition that $extragame_y (as in "yes the player selected an extra game) will be set to true after the game has technically started. Before anything else will happen, the player will be immediately prompted in-game to save. That way when the player continues on that specific save file, the whole game will have extra features from then on. def newgame_extra DataManager.setup_new_game fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) $newgameplus_y = true end Everything is almost in place, except for the problem that if the player exits the game and re-opens it, the switch $extragame is set to false again. This doesn't happen if you go to the title screen, even if you don't save after triggering $extragame to be set to true. My solution is to find a way to make the state that switch $extragame is in to persist even after the game is closed. However, that could be an issue as well, since that means I could potentially publish the game with the switch already set to true because I've been testing out the extra game feature. I'm considering to solve this solution by having switch $extragame set to true at the very end of the game, making the game autosave on the save file the player is playing on, and then whenever the game is booted up it checks to see if there's a save file where $extragame is set to true. If there is a file that meets the requirements, then the player is given the option to play on a "New Game Plus" file. I feel like I'm so close to figuring it all out, but my last idea seems to be a little out of my element. I will continue researching what I can do. If anyone has any ideas, I would be happy to hear! Thank you for your time.
  12. Zen Blood

    Fleshport [Horror] - LAUNCHED!

    Ah, I do, @PhoenixSoul! I actually made one a long while ago and forgot about it. Thanks for mentioning that, I've now revamped my store and added my game. Here it is.
  13. I'm so happy to have a demo of my game out for people to play, after all this time. 😵 It's gone through so much beta testing to get to this point. Not that it's perfect, but I feel like I'm almost ready to finish this project once and for all. I've got to let it go and let it be what it is.

    1. Show previous comments  2 more
    2. Zen Blood

      Zen Blood

      Thank you!

      My goons did a great job. I should give them a raise.

    3. Arrpeegeemaker

      Arrpeegeemaker

      @PhoenixSoul he is the thing playing in the background to whatever I'm doing, pretty much always. Put out a new vid in the last 24 hours for Legend of Kage, it's not bad

       

      @Zen Blood seriously, congrats, keep it moving all the way to a full release! I've been putting at least 5 hours a night/morning for months now with my partner on our project, we're hoping to have a playable version of our battle system just to showcase by the end of next month. I literally cannot wait to get to a demo point, I bet it feels great :D

       

      And I'm not gonna call the cops or anything, I actually had a nice time with the goon, he was just doing his job. He's like, super into MTG, and I've always wanted to get into that. We're supposed to hang out next Wednesday. I wonder what I'm gonna wear. Like, I want him to think I'm cool, but I don't want it to seem obvious.

    4. PhoenixSoul

      PhoenixSoul

      Just watched AVGN's review of Legend of Kage last night. Never played it, don't wanna, lolz

  14. Zen Blood

    Fleshport [Horror] - LAUNCHED!

    Ah, I'm sorry to hear that. Perhaps I could give it to you in some other way?
  15. Zen Blood

    Fleshport [Horror] - LAUNCHED!

    Fleshport now has a demo released to the public! Download it here. Tell me what you think.
×
Top ArrowTop Arrow Highlighted