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Everything posted by Rikifive

  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. 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. 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 every 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?  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. :P 

  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


      @PhoenixSoul 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 least now you know why it makes a difference. 😄

    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 only 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... 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 are 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. 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. 🙂

  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. 😄

  12. 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! ♦ ←─────֊~֊◊֊~֊─────→ ♦ VISIT MY WEBSITE TO DOWNLOAD THE LATEST VERSION ♦ ←─────֊~֊◊֊~֊─────→ ♦ ============================================= 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
  13. Rikifive

    Shups - A Rogue-Like Shoot 'em up Game

    ♦ ←───────~◊~───────→ ♦ U P D A T E ♦ ←───────~◊~───────→ ♦ 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.
  14. Rikifive

    Shups - A Rogue-Like Shoot 'em up Game

    ♦ ←───────~◊~───────→ ♦ L A T E S T U P D A T E ♦ ←───────~◊~───────→ ♦ 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 ♦ ←───────~◊~───────→ ♦
  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.
  16. Rikifive


    Hello and welcome! Good luck with your project!
  17. No worries, I have moved the thread for you.
  18. The dark theme is requested / mentioned quite often, there are obvious reasons why it is popular nowadays, and the light theme pretty much became a meme over time. I'd like to ask you - which theme do you prefer? Please note, that the poll is mainly for my reference, its results won't be "final". I want to gather your opinions, take them into consideration and see what would work best. The thing is, I don't know when, but the day will come when the forum software will be updated. I expect few things to break when that happens, and I have some plans in general anyway, so I may be working on the theme from scratch. As I've been mentioning earlier, maintaining multiple themes multiplies the work I have to do when doing any changes. That alone maybe would be okay, but there's a real problem: At the moment the dark theme we have still has white blocks for posts. I left it that way, because I was worried, that some posts may appear not the way they were designed. Leaving them white in both themes ensures compatibility - that they look the same for everyone. There's a common problem, where text copied from somewhere else copies the font color and background as well. I noticed sometimes members post white text on black bars. Now if I decided to make a proper dark theme, where posts also would have dark backgrounds, the problem would be more common, because this also applies to text copied from posts here on the forums. Copying text from posts catches the font color and the background it was on even if the poster didn't set any of this - it just grabs these defaults and sets them as actual style attribute, which is visible only when pasted on a different background. So currently one can bump into white text on dark background, and likewise, while using the dark theme one could bump into random flashbangs, should someone copy&paste text while using the light theme. These things wouldn't be intentional, because one just can't see white background behind text on a white page, for example. These things are noticeable when one switches the theme. I injected a dark theme via browser extension onto forums that have only light theme, and that is when I realized how many of my posts have unwanted white lines and how often other users tend to throw flashbangs without them realizing that. These tend to be unpleasant once you get used to darkness. Now I'm trying to be careful with how I copy text, but to prevent that from happening one has to give up formatting from the copied contents altogether (bold/color highlights etc.), which isn't always desired. Now because I'm sneaking with the dark theme, I might be unintentionally dropping white text on black bars once in a while. A solution for these potential inconveniences would be to stick to one theme, so that it all would look the same for everyone. No unexpected formatting invading the other theme would be appearing, and even if, the person posting this would be aware of that. The question is, which should prevail? Please feel free to leave feedback and/or share your thoughts regarding this in general. Also I posted this at 4AM, my post (grammar wise and such) might be a mess, but I hope you get the idea.
  19. Rikifive

    Howdy :)

    Hello and welcome! Good luck with your game!
  20. Rikifive


    Hello and welcome!
  21. Rikifive

    Greetings from WidgetKitty

    Hello and welcome! I hope you'll find what you're looking for!
  22. Rikifive

    Hello from Singapore

    Hello and welcome! Good luck with your projects!
  23. Rikifive

    New Member

    Hello, welcome and good luck!
  24. Rikifive

    Just joined

    Hello and welcome! Have fun and may everything go well with your projects!
  25. Rikifive

    First timer

    Hello, hi and welcome! Such enthusiasm! Looking forward to what you can create! Good luck!
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