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Zvart

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Everything posted by Zvart

  1. Shadow of Doubt: A YouTuber Fan Game Join Ani, an awkward and scared fan of YouTube, as she tries to figure out where she ended up, and why two of her favorite Let's Players are stuck with her. Experience all the trappings of a standard fan game! Channel references no one else will get! Levels based on games Let's Players made videos of! Gratuitous fangirling! With all the flags of a Work In Progress! Placeholder art, that looks like a child scribbled on the wall! Stock sounds and music! In game notes for future sprite creation! Unedited tilesets!! As well as countless scripts so many have used before! Take a dive and see what you find! Feedback and constructive criticism are in desperate need! The file attached is a Play Test Version. If you want to assist in further fine tuning, it lets you skip sections! Credits: Scripters Neon Black, Yanfly, DoubleX, Yami, Galv, Himeworks, Vlue, Syvkal, Racheal, Napoleon, TheoAllen, Rinobi, pencilcase27, Modern Algebra, Sixth, AdiktuzMika, Jet10985, EST, Shaz, Cacao, Khas, AABattery, DocTodd, Calestian, DP3, GreatRedSpirit, Casper Gaming, Fomar0153, Mithran, Zvart Art Zvart, LooseLeaf Generator, The Half-Kaiser Project, Celianna, Comedic Soldiers, GrandmaDeb, Champion Wulf, Gui Download the Extractable Here: https://www.dropbox.com/s/dqwwi8by4na52rs/Shadow of Doubt Alpha 0.7.2.exe?dl=0
  2. Oof, been a few months, but I got a couple manager things done for this! New link available Added a few sections, working on the final level and balanced a few bosses! Also included a story mode by popular demand of other playtesters.
  3. Urg, scriiiiipts

    1. PhoenixSoul

      PhoenixSoul

      Believe me, I know. Difficult to manage. Sometimes impossible at the devs' skill level.

  4. Ah geez I hope this isn't the double posting problem since its a new issue. So I'm using Yanfly's Input Combo Skills and for the most part its fine, but I found that if I set up a combo skill to hit Multiple Enemies (where all previous skills only hit one), it will only activate on one target. I've tried to isolate in the script where the problem could be coming from, but I'm not entirely sure where target initialization is in your script. I did find where Yanfly does their's, though. class Game_Action #-------------------------------------------------------------------------- # new method: set_input_combo_skill #-------------------------------------------------------------------------- def set_input_combo_skill(skill_id) set_skill(skill_id) @target_index = subject.current_action.target_index @input_combo_skill = true end end Is there a possible solution for this, or should I simply put the All Enemies attack as an active skill instead of a combo skill?
  5. UUUUGGGH WHY MUST PIXEL ART BE SO MUCH WORK

     

    on the plus side i'm REALLY excited with how the Puppet and Mangle turned out. I think I'll throw 'em into the Resource topics after I'm done.

    1. Show previous comments  1 more
    2. Kayzee

      Kayzee

      Honestly just about every kind of creative activity can be a lot of work if you ask me.

    3. RetroExcellent

      RetroExcellent

      It is a lot of work, but it can really be so rewarding too!

    4. Zvart

      Zvart

      Indeed, I'm super happy with how Mangle turned out!!

  6. Finally back home and getting settled in. Probably gunna be playing RPG Maker games for videos at some point.

     

    'cause its time to try and finish this stupid game of mine. 

    1. PhoenixSoul

      PhoenixSoul

      That's the spirit.

      As Larry the Cable Guy would say... "Git 'er dun!" lmfao

  7. Zvart

    Certain Order Puzzle

    Variables would be good. But switches might be better if you are looking to change the graphic afterwards. Set up Switches for each Correct Doll "First" "Second" "Third" so on. Then you'd want to run a conditional branch with each one, checking if the previous switch was activated. The Sixth doll checks: If Switch: Fifth is ON Switch: Sixth = ON else Incorrect Switch: First = OFF Switch: Second = OFF Switch: Third = OFF Switch: Fourth = OFF Which then should reset the puzzle for you.
  8. I've never run into this problem before, but I'm having issues getting events to move during a cutscene. This is the ONLY time I'm having this problem. All other things are moving. The event that RUNS the scene moves fine at the start. And here's the map set up, color coded with above for your convenience. The tileset is appropriately set up with the star at the top of Tab B. But in the end, during playtest... No one's moved. Again, this is the only map that is having this problem. Is it because I put the self switches in the beginning of the move routes? It's the only thing I can think of. (The self switches being what causes everyone to appear)
  9. Syntax is dumb sometimes, but if I can manage to run everything on Self Switches instead of a new global switch for Every. Little. Thing.

     

    Then I think we're good.

    1. Show previous comments  6 more
    2. PhoenixSoul

      PhoenixSoul

      One bit of advice: The message script, if configured incorrectly, it will affect the battle windows.

    3. Zvart

      Zvart

      I'll keep that in mind, thank you.

    4. PhoenixSoul

      PhoenixSoul

      You're very welcome, dear.

      I will say that there is a possibility that my experience with said script might of been because I had many other scripts in place that may of had a hand in interfering. Even still, I didn't want to throw caution to the wind.

  10. Hrm. I'm not sure at what point I should consider my game playable for RPG Maker Central.

     

    I still have three levels to make, but they are also the levels that will take the most time to make. Should I put up the game for playtesting for the first four levels? Or wait until I finish the next two, so I just have the last one to update?

    1. Kayzee

      Kayzee

      I say at least send what you have so far to some people, see if there are any unnoticed kinks you can work out while you work on the rest.

    2. PhoenixSoul

      PhoenixSoul

      Demo release? Absolutely! See if there's other things to look at before the final release.

    3. Zvart

      Zvart

      Well, you nerds convinced me. Just waitin' on the approval.

  11. Yeah. I couldn't figure out where to change it for the two, but I went with a different solution. I just divided up my Random Skill Invoke into two skills - one for enemies and one for allies. Something tells me it might be too complicated to try and solve the compatibility issue. Ah well, great script, it did exactly what I needed
  12. It's like.

    I know WHAT'S wrong.

    But I have no idea HOW its wrong.

    1. Show previous comments  2 more
    2. PhoenixSoul

      PhoenixSoul

      Ruby can be a cruel mistress at times, and definitely spoiled rotten to boot, throwing tantrums at the slightest inconsistency, even if you see no inconsistencies at all, lol

    3. Kayzee

      Kayzee

      Hey, Ruby is a nice sensible girl! She tries her best, she really does! At least she tries to tell you when she doesn't understand what to do. She isn't just throwing tantrums, she is trying to help! Ever try programing in assembly? If you did you would be grateful for Ruby trying at all and not just willfully barging on ahead. :3

    4. PhoenixSoul

      PhoenixSoul

      Assembly language is a bulldozer. lol
      When Ruby is not making a fuss over something that doesn't make sense, she does things wonderfully whilst toggling her shoe on her toes with her legs crossed...

  13. Don't know if this is still looked at, but I noticed a weird interaction with this and Yanfly's Random Skill Invoke When I have both scripts active, Random Skill Invoke will ONLY activate on enemies, even if the skill it's invoke is Allies targeting. I'd be willing to make my own compatibility snippet, but I don't know where to even begin looking for where the skill invoke is getting mixed up.
  14. Solve one problem and another shows up.

     

    UUUUUUUUUUUUUUUGH

    1. Show previous comments  4 more
    2. Kayzee

      Kayzee

      Well, what don't you like about it exactly? I am curious. I haven't really worked with Javascript that much, but it seems mostly okay to me. I wouldn't call it my preferred language, but is it really all that bad? I think the biggest problem I see with Javascript is just that using a prototype-based object system is really unusual and I think not many people really understand how it works, and you can do all sorts of odd things that don't quite make sense in most computer languages. Like functions being objects you can set to a variable like any other object.

       

      Then again, I am a computer science nerd, so I probably pick up on the reasons for a lot of the details that most people find nonsensical and overly complex anyway.

    3. Dark Influence

      Dark Influence

      I'm honestly not sure what my issue with Javascript is, it's just something that I always end up having to deal with whenever I try to work with that language, which is what makes me want to avoid it.

    4. Kayzee

      Kayzee

      Hehe, I getcha. We all have things like that don't we?

  15. >Asks Forum for Help

    >Less then 24 hours later finally manages to find a post online that leads to the solution

     

     

    😐

    1. Chaosian

      Chaosian

      Probably an unfortunately common occurrence, not just here.

    2. Zvart

      Zvart

      I edited my original post with a link to the solution I found. Maybe my new phrasing will help someone from doing it again.

    3. PhoenixSoul

      PhoenixSoul

      Definitely not an isolated thing; I've been there on several occasions.

  16. Zvart

    Auto-Battle not working

    Edit: I'm pretty sure its Yami's ATB and the lack of a "start of turn" mechanic. At least that's what I have read, and I may go searching for that but yeah. Edit #2: I found DoubleX's Bug Fix script for the ATB system. Linking it here in case anyone finds this topic instead of his while searching for a solution. I am attempting to make a Rage Effect (Lose control of character, they attack allies) My Auto-Battle flag does not appear to be working. I'm unsure which script is causing the issue. The multitude of scripts doesn't help (They are listed in the order I have them in the Script Editor): Yanfly's Battle Engine -With Edits by Me (There are also Window_BattleStatus edits but I don't think that'll effect Auto-Battle at all?) Addon: Enemy HP Bars Lunatic Targets Addon: LTP Conditions Yami's CATB Addon: Lunatic ATB Sixth's Don't Target User AdiktuzMika's Slip Damage GreatRedSpirit's Alive and Dead Targetting I can set up the state to make you target allies, but I feel ilke once you learn that's how it goes, you can just do defensive things until the state ends. Which I want to avoid. Of the scripts, only YEA Battle Engine and YSA CATB have any mention of the Auto-Battle system. If there's something else I should be looking for, please tell mea nd I'll do that digging for you.
  17. Boo ya. Made a comparability script.

     

    ... well actually I just added like, one definition to a script so it'd play nicely the other one.

     

    Coding is weird.

    1. Kayzee

      Kayzee

      As a more experienced coder, I can confirm: Coding is indeed weird. But I like weird. ❤️

       

      Anyway, just about any type of skill becomes more and more weird the more you know about it. Then one day everything clicks and you synergize with it fully and finally understand, and it dosn't seem so weird anymore. But no, it still is, you just have become weird to match. :3

    2. PhoenixSoul

      PhoenixSoul

      It was just like my coding issues in trying to get a currency script to work with one of my edits so that one could set any given currency to an arbitrary value, that I eventually figured out. Hell, as of now, I don't really have any coding conflicts.

       

      But anyway...

      I agree, but with writing in general, not just coding, because BOTH American AND British English are *QUACK* weird.

    3. Kayzee

      Kayzee

      Well I blame the Norman invasion for the state of English. Look, French is a fine language on it's own and all, and I mean no disrespect to the language or those that speak it, now or in the past. But I can't help but feel English would be a billion times less screwed up if a bunch of French nobles had not dumped a bunch of random French words into it just cause they were in charge.

       

      But on the other hand, I kinda like the screwed upness of English a bit. It's a mess, but in many ways it's a beautiful mess. :3

  18. Not that I'm aware of, you might actually want to pick up Yanfly's Target Manager Standard RPG Maker doesn't have such a targeting system,
  19. So, I found a lovely Achievement Script that I've been doing a few edits to in order to suit my needs. However, I've hit a snag. While I certainly intend to use it either way, the notification window appears to fade out the frame it hits 255 opacity. I was hoping to have it where it would at least stay completely visible for a second or two to give time for the player to actually. Ya'know. Read it. Below is the part of the script I've been working on. While I added methods from BattleLog in an attempt to change the speed of which the window fades, I've found no matter where I put it, it seems to have no effect. I've attempted to put it in both Frame Update and Notification: Achievement Completed. (While maybe useful to others, I have no use for Unlocked and Points Reached) The current example of my attempts is in Notification: AC Any assistance as to what I'm doing wrong would be greatly appreciated!
  20. It's possible. I might edit this post later if I find what's causing the error. For now though, I have a small work around that, while not what I want, gets rid of some of my grievances with the issue. Thank you for your assistance.
  21. It's also possible that the multitude of other scripts I have is somehow messing it up. Though I'm not sure why THAT would be the error I get? (Also same error even with the other syntax) >Just confirmed. Threw that edit into a clean game, and your solution works wonderfully! I'm just not sure where to even start looking for where the incompatibility is. (For anyone who hasn't bogged their game down with 50+ custom scripts, though, it'll work great.)
  22. "Oh man, I would love to use this scriiiiii There's an issue and the author hasn't been online in a while, huh"

    1. Show previous comments  4 more
    2. Zvart

      Zvart

      Makes sense, but I have actually found myself learning, even if I can't make the solution myself.

      The script I mentioned in this particular status was not compatible originally with Yanfly's Battle Engine.

       

      In learning that (Via finding the author had modified it to BE compatible), it actually helped me realize the problem with the achievement script you've been trying to help me with!

       

      I do want to find HOW solutions work, and have made my own compatibility patches for some scripts I love. But I'd still easily consider myself a Beginner Scripter.

    3. Kayzee

      Kayzee

      The important thing is that you are learning and are really thinking about it. Like in the little koan I told, some might assume it's just a joke, or that the expert is simply somehow using some strange magic. But if you really think about it, it makes perfect sense. There is more then one way to turn a machine off and on. How long to you leave it off before turning it on again? Is there a proper shutdown procedure? What can these things do to effect the workings of the machine? What really separates ones who can one day be experts and ones who are doomed to forever be novices is not that they know the answers, but that they can ask questions. :P

    4. PhoenixSoul

      PhoenixSoul

      I've run into that issue many more times than I can count on my hands and feet! lol

       

      Glad you were able to figure it out though...

  23. Arg! That's what I was missing! I tried to add a timer but I couldn't get the variable to work right. I didn't realize I could set it up to skip that if it was already initialized. Boy I'm dumb. Though currently it's throwing an error: "SyntaxError occurred" "unexpected tIDENTIFIER, expecting keyword_end @opentime += 1"
  24. Current Problem: This script doesn't keep a window on screen for more then a frame before starting to fade it out.

     

    And I have no idea how to fix that.

    1. PhoenixSoul

      PhoenixSoul

      Hmmm...
      I can think of a couple of people that may be able to assist.

    2. PhoenixSoul

      PhoenixSoul

      Kayzee
      Rikifive
      Those two immediately come to mind.

  25. On one hand, I really don't want to and just want someone else to do them.

     

    On the other, I'm already half way done making edits to Holder Battlers. But the remaining half are the hard ones.

    1. Show previous comments  2 more
    2. PhoenixSoul

      PhoenixSoul

      I will say this; going into coding is definitely not for everyone. There's a lot of user-customizable coding systems for VX Ace that I have absolutely no clue how to use (*cough*Lunar Engine*coughcough*).

    3. Zvart

      Zvart

      Oh, I've actually got a decent grasp on coding. It's just, do I want the extra work is the question.

      My game dev partner says no, my current battle set up should be fine.

    4. PhoenixSoul

      PhoenixSoul

      Neat. Like @Kayzee, we have a Ruby veteran.

      I myself am a novice at it; I often get lucky with making add-ons and edits, though I did manage with a little assistance, to fix a bug in VX Ace that no one else seems to care about.

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