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Rikifive last won the day on November 21

Rikifive had the most liked content!

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About Rikifive

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  • Birthday August 20

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  1. Rikifive


    Hello and welcome! I hope everything goes well!
  2. Rikifive

    Just another 'Hello' post.

    Hello, hello and welcome! Don't worry, no bans for that, but the opposite ~ all game dev activity is welcomed, and while the forums indeed focus on RPG Maker, all other engines are accepted as well. I myself no longer work with RPG Maker (used to work with Ace), I switched to Game Maker Studio, because all games I did in RPG Maker weren't even RPG's anyway, I coded them from scratch, so hah, I didn't use RM the right way. Assets sound interesting, looking forward to see your stuff!
  3. I got an email, that someone tried to download one of my crappy games, but couldn't due to Google's changes in security and stuff.

    I don't like the new security update, because it STILL didn't fix ANY of the inconveniences I'm facing, but only introduced more of them, making all this process even more painful for me and everyone interested in downloading those files. Like, apparently you have to be logged into Google to be able to download the files - I'm not sure everyone will like it. It can be disabled, but they didn't really make it convenient to do, tons of clicking for each file.

    Guess I'll have to run all over the place fixing links and stuff. Aaaand rip posts in communities I no longer visit. Thanks Google.



    Edit: Actually despite having to reconfigure each individually, it's not that bad, as disabling the security update for the file brings it all to normal and everything works, so in the end everything can be fixed within Google Drive itself. That works I guess.

    1. Show previous comments  4 more
    2. Rikifive


      Yes, shared to everyone, but you need to update the links themselves, as they have a new format with keys, otherwise no one will be able to view it. I just checked it by clicking one of the old links and yes, it basically says I don't have an access, but I can ask for it by pressing a button.

      But that's for the very default links leading to the file with preview.Β It seems to not apply to modified links with direct download, which is good. These still work as they did, buuuuuut~


      ~Whichever link that would be, it's shared to anyone by default, yes, but apparently it's every Google user now, not literally anyone, unless you disable the security update for the file.Β This appears to successfully revert any of these inconveniences. All old links work and no one has to be logged in, now that I checked all the scenarios myself.


      So uh, maybe it's not as bad as I thought it is. The only complaint I have is that Google enabled it by default and now I have to configure everyΒ single file to disable it and revert it back to normal, one by one... At least I can do all of this within my Google Drive, so that works.

    3. Aslanemperor


      Have you considered sharing the games through Itch.io?Β  You can upload directly to the site and let people just download it that way, and people going to that site are expecting to see indie games.

    4. Rikifive


      Yeah, I was thinking about that, been considering putting on gamejolt too maybe, but I don't know, never felt the need to put my stuff there. My games are too silly for that. :PΒ 

  4. Hello and welcome! I hope you'll have a good time here.
  5. Rikifive

    Hello everyone!

    Hello and welcome! I hope you'll have a good time here!
  6. I don't own MV, so can't test anything, but I know it uses JS, so perhaps just using the Math.min() method would work there? Basically this method returns the lowest number from provided arguments (separated by commas), for example; Math.min(235, 111, 563) => will return 111 Math.min(100+100+300, 200) => will return 200 So what you need is to put your damage formula as one of the arguments, and 9999 as the other. Using your formula (Base Power * a.mat - b.mdf), the damage formula with the cap would be: Math.min(Base Power * a.mat - b.mdf, 9999) This will either return Base Power * a.mat - b.mdf OR 9999, whichever is lower, thus capping the damage output at 9999. That's just my guess, because I'm not sure how damage formulas are processed there.
  7. Finally!!! I've been working on this for SOOOOO LOOONG!


    1. Show previous comments  8 more
    2. PhoenixSoul


      I actually don't know/recall what VRC6 is...
      I also did not know that FamiTracker was able to create usable, hardware-compatible NSF files. That does defeat the purpose of what I offered, based on what (little) I knew.

    3. Rikifive


      @PhoenixSoulΒ VRC6 is an expansion chip developed by Konami, it adds three more channels. It was present in Castlevania III: Dracula's Curse, to give an example.

      No worries, at leastΒ now you know why it makes a difference. πŸ˜„

    4. Kayzee


      The japanese version of Castlevania III: Dracula's Curse only though.

  8. Rikifive


    Hello there! How are things going?
  9. Rikifive

    Hello Everyone!

    Hello and welcome! Good luck on your game-dev journey!
  10. Eh, I planned to release "literally anything" from the pony game by the end of my vacations, but it will have to wait a bit longer heh.

    Today I had a rather tough day. I slept onlyΒ about two hours, because I woke up in pain and had to get up to take some painkillers (I still feel bad, I'll take more painkillers before going to sleep and maybe tomorrow will be better). I kinda wonder if I won't end up having to take them everyday heh, something's going on...Β Nevertheless, I worked all day despite that, hoping to get something released today, but it's just not quite ready yet. I did clean & optimize tons and tons of code, I did implement various features like;

    - woah Twi can actually die now, visuals for that are WIP though (coz for now twi just explodes kek)
    - all spells have properly setup tiers and they can level up
    - various new sounds and stuff
    - ignore the "ducking" text, I keep it for collision testing and stuff

    the prototype is pretty much ready to be released as the core features areΒ covered, but I've encountered some lil bugs I'd like to fix first -- and maybe add few more minor things.

    It's not like there will be anything epic to see yet, there's literally about a minute of actual content I guess. If you'd ask me, I wouldn't really recommend playing it, unless one would be curious about what's there and how the game plays. What I mostly want is to finally have something released, so that the game will start actually existing, so to speak.

    This video shows pretty much everything there is atm.Β I'm still polishing core features, before I'll be able to put more content.
    Also, all music tracks here are placeholder assets.

    Now I better should go to sleep.

    1. Kayzee


      Awww, hope you feel better! The game looks pretty neato so far, so don't give up!

    2. Rikifive


      Still running on painkillers, but I manage, thanks. I'll do what I can, thanks.Β πŸ™‚

  11. Me trying to create OST:
    - thinking about the place I want a soundtrack for
    - starts putting notes
    - realizes I'm getting something completely different
    - reee let's try to make something out of it anyway, perhaps I'll find a use for it
    - profit?

    It's not what I was looking for, but actually it's kiiinda close to something else I was thinking of, so I may have some use for that.


    1. Kayzee


      Well it turned out pretty anyway! :3

    2. Rikifive


      Yeah, thanks. πŸ˜„

  12. Rikifive

    Shups - A Rogue-Like Shoot 'em up Game

    ♦ ←───────~β—Š~───────→ ♦ U P D A T E ♦ ←───────~β—Š~───────→ ♦ Released a minor update, in which items got buffed. Also, collected items are now displayed in the bottom-right corner. Yeah, yeah, sadly it all still goes by their ID's. There will be icons in the future. Planning to slowly work on local multiplayer next, once that's done, I'll get to online multiplayer.
  13. Rikifive

    Shups - A Rogue-Like Shoot 'em up Game

    ♦ ←───────~β—Š~───────→ ♦ L A T E S T U P D A T E ♦ ←───────~β—Š~───────→ ♦ VERSION IS OUT! // C H A N G E L O G //===================================================================================================== // V0.1.1.0 - 24-07-2021 - Item Display And Minor Balancing //===================================================================================================== [ GAMEPLAY ] - Buffed Arthur Ditto regeneration effect from 0.4 HP/s (+0.4 HP/s per stack) back to 1 HP/s (+1 HP/s). - Buffed Sticky Bullets projectile damage from 40% (+2% per stack) to 80% (+10% per stack) and increased the amount of them from 3 (+1 every 10 stacks) to 3 (+1 every 5 stacks). [ VISUALS ] - Collected items are now displayed on screen. Item descriptions can be viewed by hovering cursor over their icons. // U P D A T E P O S T ♦ ←───────~β—Š~───────→ ♦
  14. A Rogue-Like Shoot 'em up Game v . 0 . 1 . 1 . 0 The game is in early stage of development and everything seen there is not indicative of the final product. ============================================= A B O U T ============================================= Shups is a game in which you're controlling a spaceship and your objective is to survive the endless swarm of enemies. The game challenges players with constantly raising difficulty, which makes enemies more and more aggressive as the time goes to the point, where it becomes unbearable. Your aid in the endless fight are items, that allow you to raise your parameters indefinitely. Some items will cause various effects to happen and these too, can be stacked for even more mayhem! Aside that, destroying enemy ships grants player experience, which boosts base parameters with each level-up. The game currently lacks any real goal to achieve and therefore, players are expected to die at some point. The current challenge is to survive as long as possible. How far will you go? ============================================= S C R E E N S H O T S ============================================= Title Screen - someday it will be better lol A wild rare item has appeared! LEVEL UP! BOOM BOOM BOOM! (Note: Hold TAB to view STATISTICS or toggle with CAPS LOCK) Woo the game was so kind to throw a legendary item (Firecrackers) at me pretty early. "Maybe it'll be a good run..." ============================================= D O W N L O A D ============================================= PLATFORM: Windows FILE TYPE: .exe (installer) ESTIMATED GAME LENGTH: A single good run can go beyond 30 minutes. There's no save, it's rogue-like, duh! ♦ β†β”€β”€β”€β”€β”€ΦŠ~ΦŠβ—ŠΦŠ~ΦŠβ”€β”€β”€β”€β”€β†’ ♦ VISIT MY WEBSITE TO DOWNLOAD THE LATEST VERSION ♦ β†β”€β”€β”€β”€β”€ΦŠ~ΦŠβ—ŠΦŠ~ΦŠβ”€β”€β”€β”€β”€β†’ ♦ ============================================= P L A N N E D F E A T U R E S ============================================= These are currently planned features, but things may change in the future. > PROPER STAGE SYSTEM AND ENDING < Basically, the goal will be to travel through paths to #ENEMY BASE# and wreck the main boss. There will be different stages with moving backgrounds and whatsoever. After each stage, players will be able to choose the next stage from randomly generated paths. Each stage will have randomized effects, that lower/boost enemy stats and yield less/better loot. > BOSSES < Each stage shall end with a boss fight. > ELITE ENEMIES < A bigger boi shall spawn once in a while. > LOCAL AND ONLINE MULTIPLAYER (COOP) < What's better than one ship? Having two. > ITEM DISPLAY AND ICONS < All items you've gathered shall be displayed on screen. And they shall have icons too. > MORE SHIPS AND WEAPONS < There will be different ships to choose from, each having different base stats and loadouts. > MOAR ITENS < There definitely will be more items in the future. > AND PERHAPS SOME OTHER CONTENT < ... I can't think of at the moment. ============================================= C R E D I T S ============================================= PROGRAMMING Rikifive GRAPHIC DESIGN Rikifive ADDITIONAL GRAPHICS Kenney Game Assets MUSIC SHMUP Music Pack Mega Game Music Collection SUPPORT AND BETA-TESTING My brother
  15. Rikifive

    Help me with my script.

    If you'd like your credits to be an image with text that is scrolled, then all you need is to just update the y position. For that approach you'd need to create an another Sprite and assign the image to its bitmap (like you did with the background) and then add an update method, that will keep adjusting the Y position of that image, making it go up. For example, in the Scene_Credits, you'd first add the Sprite (credits image) #-------------------------------------------------------------------------- # * Create Scrolling Text #-------------------------------------------------------------------------- def create_text @scrolling_text = Sprite.new @scrolling_text.bitmap = Cache.picture("CREDITS_IMAGE") end and then add an update method, that is run every frame (60/sec) #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- def update super @scrolling_text.y -= 1 # to move it 1 pixel UPWARDS per frame end That should get the job done for what it's worth. You may want to adjust the Y position in the create method, so that it starts with a blank screen while the text is just about to show up. For that set the Y position of that sprite to the HEIGHT of your game window like this: #-------------------------------------------------------------------------- # * Create Scrolling Text #-------------------------------------------------------------------------- def create_text @scrolling_text = Sprite.new @scrolling_text.bitmap = Cache.picture("CREDITS_IMAGE") @scrolling_text.y = Graphics.height end As I was going to mention to remember to dispose the sprite, I noticed that your existing dispose method isn't run either, as it lacks its own terminate method that would point to sprite disposal, so you may want to fix that. To the Scene_Credits, also add this: #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_background # now your dispose method will be run dispose_scrolling_text # for the scrolling sprite end and then of course the dispose method for the scrolling text. #-------------------------------------------------------------------------- # * Dispose Scrolling Text #-------------------------------------------------------------------------- def dispose_scrolling_text @scrolling_text.bitmap.dispose @scrolling_text.dispose end You could also just plug the two dispose lines to the existing method you have instead, that would work too. Disclaimer: My Ruby got really rusty, so I might have overlooked something or derp'd somewhere.
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