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IMUNME

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Everything posted by IMUNME

  1. Hello everyone, The basic keyboard layout is using shift, z, x, a and s. I would like to map esc instead of a and q instead of s. But not with the game options because the mapping won't work on other computers. Is there a way to map the keys in VX ACE without using a 3rd party script? I used an input script by Cidiomar R. Dias Junior hosted by TsukiHime but the script disables the use of the xbox360 controller which is widely used and if messes with my other scripts so I can't use it. Any ideas or suggestions anyone? Thanks in advance!
  2. Abstract: Nostalgia attack Genre: Retro 16-bit Puzzle Adventure Game Progression: Game completed. 3 years in development. Release date 1st of March 2017. Lenght: 10-15 hours of gameplay Over 50 nostalgia-packed levels, pixel graphics, and a great electronic chip-tune soundtrack. Inspired by games like Sokoban, Ilomilo, the Adventures of Lolo series and old school game titles from the Nintendo NES and Super Nintendo SNES systems. GAME TEASER: https://www.youtube.com/watch?v=W5Sq4Nc1Bjc evil Seeds THE GAME Toots and Coots are evil Seeds, mushroom loving eared tadpole demons. They aren't very strong or agile, but what they lack in strength, they make up for in cleverness and patience. They must find the way out of the tower from which they are imprisoned. Clear all the mazes, get all the mushrooms and escape the tower alive. Rumor has that they weren't the first ones to be imprisoned. COLLECT THE ORBS Toots (the red evil Seed) can collect the red and orange Orbs. Coots (the blue evil Seed) can collect the blue and aqua Orbs. GET THE KEY Once all Orbs are collected the chest will open and you will be able the grab the key. GET OUT Once you grab the key the door will open. Get to the door to proceed to the next level. Features: • Retro 16-bit pixel graphic • Great electronic chip-tune soundtrack • Over 50 levels • Challenging puzzles • FREE TO PLAY (No Advertisement) Download: Release date: 1st of March 2017 Available at: http://evilseeds-game.com/ Known Issues: I known to cause mild to severe nostalgia. EVIL SEEDS CREDITS: GAME DESIGN AND PROGRAMMING by François-Maxime Ayotte 3RD PARTY SCRIPTS Galv, HimeWorks, Yanfly, Falcao, Game_Guy, Neon Black, Rycochet, SirBilly, Zeus81 SOUNDTRACK by Timmie wong - DDRKirby(ISQ) http://ddrkirbyisq.bandcamp.com/ https://soundcloud.com/ddrkirbyisq https://www.facebook.com/DDRKirbyISQMusic http://www.youtube.com/channel/UCoBhx2o-pEfwaCQk1VwGWdA François-Maxime Ayotte GAME TESTERS Frédéric Arcelin Dan Tu Pham Quang Michael Martineau GRAPHIC RESSOURCES Ryan914, Vanya, GregMustache, Tyxerus, OneCutStudio SPECIAL THANKS TsukiHime, DrDhoom & Quasi, Galv, KilloZapit, Valérie Bibeau, Catalina Chirila PROGRAMMED WITH Ruby Game Scripting System Enterbrain, Inc. / Yoji Ojima
  3. This is what I thought. A bit disappointing. Thanks Boring Old Tarq!
  4. Hello everyone! Anyone has an idea on how to script a conditional for when movement is impossible? I hope this is not to vague. Thank you in advance!
  5. Tags: RPG Maker VX ACE, 2 years in development (started oct. 2014), nearing completion ​ Abstract: 50+ levels, power ups, secrets, Easter eggs Genre: 1 player puzzle adventure Game Progression: In-development since October 2014, playable from start to finish, needs polishing and testing, release for Q1 2017 Demo: 1+ hour Story / Setting / Purpose: evil Seeds in not story based. Much like classic puzzle games from the NES and SNES era. The goal of the game is to collect all orbs, complete all floors and collect HexaPsilocybin mushrooms. Character Bios: Toots and Coots are evil Seeds, tadpole like clever creatures who have an incessable love for mushrooms. Credits: GAME DESIGN AND PROGRAMMING by François-Maxime Ayotte 3RD PARTY SCRIPTS Galv HimeWorks Yanfly Falcao Game_Guy Neon Black Rycochet SirBilly Zeus81 SOUNDTRACK by Timmie Wong - DDRKirby(ISQ) Doc Nano Hideki Kanazashi François-Maxime Ayotte GAME TESTERS Dan Tu Pham Quang Michael Martineau GRAPHIC RESSOURCES Ryan914 Vanya GregMustache Tyxerus OneCutStudio SPECIAL THANKS TsukiHime DrDhoom & Quasi Galv KilloZapit PROGRAMMED WITH Ruby Game Scripting System Enterbrain, Inc. / Yoji Ojima Screenshots: Download DEMO (first 20 levels of the game): http://www.creationfmr.com/es/evil Seeds Demo setup.exe
  6. The png file still has a transparent background. It's just the way the game interprets it that changes it seems.
  7. This is so strange. All transparent background on tilesets become white when I compress game data and test the compressed game. Anyone has seen this before??? I tried to export the tileset and import it back. No good. Any ideas on how to fix this? Thank you in advance. FM
  8. Thank you! I thought so. It's not an option anymore. Not after two years of development. I'm polishing the game so this is just a detail.
  9. IMUNME

    Simple Script Call Syntax Error

    I did! Not that good at scripting! hehe Working now! Thanks :)
  10. IMUNME

    Simple Script Call Syntax Error

    Because I don't want anything to happen under that condition and the graphic switch otherwise.
  11. IMUNME

    Condition script for direction keys

    Very nice! Thanks a lot! You really know your stuff. Who best to answer this post! Cheers! FM
  12. IMUNME

    Cam Control

    Hello, I'm having a small issue with the script. I'm pretty sure it's no big deal but I can't figure out how to fix it. I'm using both the Cam Control script and Hime's 2 players switch script. When I switch the player while the cam control is activated the parralax background refreshs and loops back from the beginning of the loop sequence. This makes for a weird cutting effect in the background. Is there a way to bypass the parralax refresh or something? Thank you in advance! FM
  13. Thanks! Working like a charm.
  14. IMUNME

    Event on top layer?

    Got it. event.priority_type = 2 I must have had too much fairy dust sprinkled on me. Sorry for the post! FM
  15. IMUNME

    Delay in script

    Yeah! That`s the one alright! Nailed it one more time
  16. IMUNME

    Delay in script

    The events aren't affected by the delay.
  17. IMUNME

    Delay in script

    I`m not following you here. 0_o what do you mean?
  18. IMUNME

    Delay in script

    HAHA! Say! Is there a way to prevent the player to be affected by update_for_fade? Everything works but the delay affects the player and I don't want that.
  19. IMUNME

    Delay in script

    update_for_fade did the trick!! ;) Usually I'm kinda close to the solution but this time... not so. Thanks!! ** Waiting for my fairy dust **
  20. IMUNME

    Delay in script

    Thanks Quasi! The second method doesn't work in: class Scene_Map < Scene_Base alias updatealias update def update updatealias somemethod end The first one almost does. It doesn't freezes everything but loops infinitely creating some weird slow motion effect. There is surely something I'm nit doing right. Here how I set up things: class Scene_Map < Scene_Base alias updatealias update def update updatealias somemethod end #-------------------------------------------------------------------------- # * Wait #-------------------------------------------------------------------------- def wait(duration) duration.times {|i| update_basic if i < duration } end def somemethod if $game_variables[71] == 50 if $game_switches[184] == true else if $game_switches[18] == true else wait(15) RPG::SE.new("Key", 80, 100).play RPG::SE.new("Sword4", 80, 100).play end end wait(15) $game_switches[184] = true else *****************rest of the script******************
  21. IMUNME

    Turn on/off module?

    I just simply love the two of you! "Virtual high five!" Wrapping the script is a great idea, didn't thought of that at all. For this case I'll use the return method if though, seems a little more stable. Thanks again!! FM
  22. IMUNME

    Turn on/off module?

    Yeah that's fairly unclear. Basically here's the portion that interests me: def update_pick_up return if @vehicle_getting_on || in_boat? || in_ship? || in_airship? @pickup_delay -= 1 if @pickup_delay > 0 return if @pickup_delay > 0 for event in $game_map.events.values if event.throwed # if throwed do this if event.force_move != nil and event.jump_passable?(1, true) event.start_jump(1) event.force_move = nil end unless event.jumping? RPG::SE.new(ThrowSe,80).play $game_system.switch_disabled = false $game_variables[38] = 0 $game_player.instance_eval("@move_speed += 0.5") self_sw = event.check_selfsw("THROW SELF SWITCH") if self_sw != nil $game_self_switches[[$game_map.map_id, event.id, self_sw]] = true event.refresh event.direction = event.page.graphic.direction changing = true end @player_busy = event.throwed = false event.jump(0, 0) if changing.nil? changing = nil end end if event.check_com("PICK UP") event.priority_type = 2 if event.priority_type == 0 event.direction_fix = true if event.direction_fix # Throw object if Input.trigger?(ActionKey) and event.picked and !$game_map.interpreter.running? event.move_speed = @pickevdata[0] if event.jump_passable?(3) ; event.start_jump(3) event.picked = false event.move_type = @pickevdata[1] event.throwed = true removepick_graphic ; @tool_anime = 16 elsif event.jump_passable?(2) ; event.start_jump(2) event.picked = false event.move_type = @pickevdata[1] event.throwed = true removepick_graphic ; @tool_anime = 16 elsif event.jump_passable?(1) ; event.start_jump(1) event.picked = false event.move_type = @pickevdata[1] event.throwed = true removepick_graphic ; @tool_anime = 16 else ; event.throwed = false end end # Pick up object if Input.trigger?(ActionKey) and event.x == @x + ajustxy(self)[0] and event.y == @y + ajustxy(self)[1] and !event.picked and not self.moving? and not @player_busy $game_system.switch_disabled = true $game_variables[38] = 1 $game_player.instance_eval("@move_speed -= 0.5") RPG::SE.new(PickUpSe, 80).play @pickevdata = [event.move_speed, event.move_type] event.move_speed = 6 event.move_type = 0 event.priority_type = 1 @player_busy = event.picked = true @pickup_delay = 5 applypick_grafhic ; @tool_anime = 16 end end end end def applypick_grafhic if actor_graphic_pickup != nil @lastgrain = [@character_name, @character_index] @character_name = actor_graphic_pickup end end def removepick_graphic if @lastgrain != nil @character_name = @lastgrain[0] @character_index = @lastgrain[1] @lastgrain = nil end end def actor_graphic_pickup name = @character_name.sub("$", "") ; index = @character_index graphic_name = "$" + name + "_index" + index.to_s graphic = Cache.character(graphic_name) rescue nil return graphic_name if graphic != nil return nil end This script allows the player to pick up and throw. I want to prevent the script base on condition. Let say if $game_variables[71] == 50 then you can't pick up 71 being a region id track on player 1 (x,y). Since I couldn't figure out how I thought maybe turning the whole script down would be easier. But seems not. Hehe!! You might recognize $game_system.switch_disabled = true! That's from you!
  23. IMUNME

    Script header help?

    Thanks for the tips KilloZapit!! Quite useful! FM
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