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TetsuyaHikari

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About TetsuyaHikari

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  1. TetsuyaHikari

    How would I make a mini map for a dungeon RPG?

    I saw that KMS minimap earlier, but it looked a bit too big for my game and I wasn't sure how it would even track movement since everything is taking place in first person. You think that one would really work?
  2. I've looked through multiple threads about mini maps and such, but they're all for third person RPGs. I have no idea how to go about making a mini map for my own game (or even just a map that can be displayed through a script call). Here is how my interface looks: It would be nice if the player could push a button to bring up a mini map in the top right corner or access a large map by opening a map (key item). Could someone explain to me how I might go about adding this feature to my project?
  3. Oh, I forgot I had this thread still up. You can go ahead and lock it now
  4. Yeah, but Hime fixed the issue for me since it was a code in her actor creation script. So, the situation has been resolved.
  5. Alright, so it seems someone encountered an exploit in my project recently and I was hoping someone could help me figure out exactly how to stop it. When you start a new game, you are given a short intro, then you take one step forward and you're allowed to create your characters. Once this takes place, you are given 10 bonus points to spend to get you started. Once you distribute those points, you can't get any more. However, if you edit that character, the points will still be there and you can re-distribute them to different stats if you want, otherwise they will remain in whatever you put them in originally. Point is, the event checks to see if it's your first time creating the character. If it is, you get 10 points, if it isn't, you get 0 points. Something rather odd happened earlier today though. Someone reported a bug to me by showing a screenshot of them having 20 bonus points. They said they did this by making a mistake with the character creation process, so they opened the menu, then returned to the Title/Main Menu and started a new game. When they came back to the character creation process, the game was giving them 10 points again (on top of the 10 previous points), so they were able to constantly get an additional 10 points if they just exited to the Title/Main Menu and kept starting up a new game. Now, I've never known an event to continue running like this (sure, events continue from a load state, but I've never seen this before), so I was hoping someone could explain to me how I can prevent this from happening. What I'm trying to accomplish: A. The player should only be allowed to obtain the 10 bonus points the first time they create their character B. Should they return back to the Title/Main Menu, for whatever reason, after distributing said points, the event should restart from the beginning and assume they've never played before since they're clicking New Game, so they shouldn't get an additional 10 points when they reach the character creation process (again)
  6. Replaced links with v1.01c release. v1.01c patch notes - Bug fixed which allowed players to receive free heals outside of battle - Bug fixed which didn't transfer TP to MP after using the Recall skill during the Revelation of Wolf EDIT: Version has been updated to 1.02 as of tonight due to fixing a bug involving an exploit of stat points during the character creation process.
  7. Yeah, but I'm not using any of Yanfly's scripts in my project. Everyone seems hellbent on using Yanfly or not making anything at all, lol. It has made the project a little more difficult since I've had to create workarounds (which Yanfly's scripts would bypass altogether), but that's fine. I really thought it was the Blood Magic script causing this (since it has caused issues in the past), but it turns out it was the combo script of all things, heh.
  8. TetsuyaHikari

    Free heals outside of battle?

    Thanks. This seemed to solve it (for now). I hope I don't run into any more problems with this script, lol.
  9. That's the original script. Here is the script I'm using right now: Here is the skill in question: If I don't add that notetag, it drains 20 HP from the healer to heal. EDIT: This is weird. So apparently, even after removing the Blood Magic script, my heals are still free outside of battle. I thought maybe it was cause I was using my Druid class, but it's doing the same thing on Priestess as well and I haven't changed anything about her. I guess now I really need to find out what the hell is giving me free heals. Can you think of anything at all that might cause my spells to take 0 MP outside of battle? I know it's draining my TP (which is why it's allowing them to heal for free, even at 0 TP), but I'm not sure why my MP spell is recognized as a TP skill, especially since it takes the 20 MP during battle, but only uses TP outside of battle... EDIT2: The hell? Even checking on my project from months ago, before I added any new classes, it seems you can heal outside of battle without using MP by default.
  10. Project Excellus v1.01 demo release! I finally finished writing up the Prologue chapter yesterday (there are two possible outcomes, by the way) and spent all day today running playtest after playtest to check for bugs. I did actually find quite a few, but I believe I've fixed most of them. If there are any other bugs I may have missed, well... That's where you come in, lol. If you find any bugs that I may have missed, please post a comment here describing what you found, under what conditions it occurred, where, and if you can reproduce it. Other than that, post some feedback for me and let me know what kind of changes you'd like to see in the system itself (stronger enemies, lower exp rate, less powerful weapons, etc.). Oh and on a completely random note, today is my birthday, so I'll consider the completion of this playable demo a gift to myself, heh. I'll be editing the first post and including the link to download it there as well as this post. I've decided to extract all of the images, BGM, etc. that I have planned for later use (as to avoid spoilers in case someone gets curious, lol) and include the RTP game data as well for those that don't have the software and still want to try it. I know, most of you around here probably have it, so you don't need the RTP data, but even if I don't include it, it's still the same size anyway. That's the only reason I'm doing it this way, so just extract the folder onto your desktop or somewhere away from your own project so nothing gets mixed up (especially cause my stuff is in first person!). Project Excellus v1.01b demo (272MB) Project Excellus v1.01b demo (non-RTP) (272MB) EDIT: Skeleton's HP isn't set properly. I'm adjusting it now and re-uploading a new link. I remembered to adjust all my other monsters except this one, lol. Hell, some of you may not even encounter a skeleton when you play, but I'd rather have it fixed anyway. The new link will be up in about 20 minutes, then I'll get some sleep. EDIT2: Link has been fixed with updated version. EDIT3: Just realized the party actually isn't getting the exp reward when completing the last quest (although you may very well already be the max level (5) at that point anyway). I remember turning it off earlier because I got tired of the level up boxes constantly popping up when I was trying to test what came after that part, heh. Anyway, it's not that big of a deal unless you're not level 5 yet and want to see some of combos and skills you get at level 5 (but you'd be better off just grinding a little and testing them on random monsters outside of town instead of trying to experience it all in the last fight of the demo ). Uploading a fix for those that want it though. Also, even though they are the same size, I'll upload a non-RTP version as well since I guess that's more convenient for some people. I figured the reason why some users preferred demos without RTP data was because of the file difference, but if it's more convenient for them this way, I'll give them that option too. Both links should be added in about 40 minutes or so, give or take. EDIT4: Updated the links with the fixed version and non-RTP version as well. EDIT5: Survey to collect feedback has been added to the first post.
  11. I already added an appraisal shop, but tonight I figured out how to use it in an item and skill, so I added that to the game. Good news is, you won't need 50 magnifying glasses to examine 50 items, lol. I don't like the idea of that, so the player can actually just use 1 magnifying glass to examine however many they want. Now, keeping that in mind, the moment they close the appraise window, the magnifying glass will disappear. So, it might be best to hold onto it until you have like 2 or more items instead of using it immediately, but you never know! The item you get could be really helpful to you right then. Obviously, the Identify skill works the same way. I was considering putting a limitation on it (Wizardry usually has the user become struck with fear after failing multiple attempts to appraise an item), but I decided against it. I figured since you won't be learning it until a bit later anyway, I'll just keep it free all around. The magnifying glasses and appraisal shop(s) will remain in the game since this skill will only be available for one class. On a similar note, I did get a bit accomplished today. I'm finally in the last stretch. - New combos added - Additional dialogue added for NPCs - NPC response patterns adjusted - Shop inventory adjusted to accommodate new classes - Character creation system adjusted - NPC graphics fixed - Skill adjustments made - Stat adjustments made for default classes (talking about the original classes which come with the software) - Max level capped at 5 in preparation of 1.00 demo release
  12. TetsuyaHikari

    Encountered a bug with Vlue's Basic Combos script

    Oh, there will always be problems when it comes to development, lol. I just hope they aren't as difficult to solve as this one was.
  13. TetsuyaHikari

    Encountered a bug with Vlue's Basic Combos script

    Yeah, I realized it was something in his attack patterns. I'm just not sure what though... I tried eliminating them one by one and he didn't operate properly until I removed all of them, leaving him with just: Attack/Always/5 When I replaced him with a different monster though, I applied similar attack patterns and didn't encounter the bug. I don't even. The boss in question: I certainly can't take a break now. I'm close to releasing a demo. This bug needed to be worked out before that though. I wouldn't have felt comfortable releasing it as-is and having the player encounter this repeatedly.
  14. TetsuyaHikari

    Encountered a bug with Vlue's Basic Combos script

    Alright, so after dicking around with the combo script in my project some more, I soon realized the script may not be at fault after all. I've been testing a theory through a process of elimination to try and figure out what exactly is causing this crash. I've changed my equipment, I've changed my classes, I've changed my skill sets, I've changed the ambush rate (since this fight is at 100% due to it surprising you), I've changed EVERYTHING I could possibly think of. I even went all the way back to October and loaded up my v0.95 project data. The problem was still occurring, even then. So, I knew it wasn't the classes causing it since I hadn't created anything beyond Ninja at that point and this only started happening recently (shortly after Dragoon and the other two were made). I started asking myself, "Okay... What does my v0.95 project data have in common with my v1.00 data? What was consistent this whole time?", then I realized... The first boss you encounter. Nothing about him has changed, even since the beginning. Sure, I alter his HP from time to time to test things, but that wouldn't be enough to crash the game. Well, I decided to swap him out for a different monster. Now, bear in mind, the bug is consistent here when I'm facing him. It has gotten to the point where I'll crash 9 out of 10 times when trying to playtest the project. When I swapped him out for a Chimera (just a random choice, lol), I was able to run the playtest 10 times without the bug appearing. So, what was the first thing I did after that? I brought back in the previous boss and sure enough... It crashed the first time I tried to run a playtest. I hope that changing this boss will be enough to fix the problem though. This particular enemy worked well with what I had in mind, but oh well. I have over 1,000 monsters stored, so surely I can find a suitable replacement for him.
  15. The project has finally reached version 1.00. Patch notes below:- Class-specific TP regen system implemented - Dragoon's TP adjusted - Passive/Trait system implemented - Non-battle skill types removed from battle UI - Quest system adjusted - Adjusted sound effects for transportation during certain conditions - NPC interactions adjusted
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