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Rikifive

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Everything posted by Rikifive

  1. Rikifive

    Working on my first game!

    That's really odd. Hmm... Using Ace and/or getting makers from Humble can't be the case, because that would be ridiculous. I did a bit of research on their forums and they still seem to support older engines, including Ace (there are subforums for these), so it can't be about using Ace -- and they advertised their own software bundle hosted on Humble themselves at one point, so that can't be the case either. Besides, you own a legal copy either way (some users for example use sneaky ways to obtain the software, if you know what I mean), so who cares, you're "clean" in that regard. There has to be something else, but I'm not sure at which point and how exactly your account got stuck to be able to pinpoint any possibilities. Eeeeeither way, you're of course welcomed here, I was just asking out of curiosity. If you'll have any troubles, I'll do my best to help as fast as I can.
  2. Rikifive

    Working on my first game!

    Hello and welcome! VX Ace FTW! Is it that bad over there? I haven't really visited these forums in years now. Our little forum also has the tendency to break once in a while. I hope you'll have a good time here! Feel free to message me if anything will ever bother you. Good luck with your projects!
  3. Rikifive

    Good morning everyone!

    Hello, welcome and good luck!
  4. > At OP's request, this thread is closed, as it served its purpose.
  5. Rikifive

    Hello there...

    Hello there and welcome! Good luck with your projects!
  6. Rikifive

    Hi guys!

    Hello, welcome and good luck!
  7. Rikifive

    Coming back after so long!

    Hello and welcome back!
  8. Rikifive

    Hi

    Hello and welcome!
  9. Rikifive

    Class: Lurker

    It's been a while, welcome back!
  10. Rikifive

    Hobby growing

    Better late than never Hello and welcome!
  11. Rikifive

    CSCA Encyclopedia w/ Bestiary

    Actually I just followed the link, that's attached here in this topic
  12. Rikifive

    CSCA Encyclopedia w/ Bestiary

    @imp16k4 Perhaps there,
  13. Rikifive

    Happy quarantine everyone

    Hello, welcome and good luck with your project!
  14. Rikifive

    Hello everyone!

    Hello and welcome!
  15. Rikifive

    Greetings

    Hello! Welcome and good luck! c:
  16. Rikifive

    Redundant Notifications

    That somebody can be you, because somebody should visit their Notification Settings. You should see this right at the top (under general notification settings) Just tick it off and messages will no longer poke your notification bell.
  17. Rikifive

    Anomaly Detected

    Hello and welcome!
  18. Rikifive

    OTHER Skydancer - A post atomic tale

    Sounds interesting and looks really good I have to say. That made me curious, did you make it all yourself? 6 years is a rather big deal, but looks like it was worth it. This game is certainly 'refreshing', compared to what users typically upload, so I might give it a go when life will be generous enough to leave me some free time, heh.
  19. Rikifive

    Why hello there.

    Hello, welcome and good luck!
  20. Rikifive

    pixel art Amy's Artwork

    Oh it's been a while, good to see you! Awesome stuff! Smooth and decent animations
  21. Rikifive

    Hello!

    Hello! Oh that rpg maker for ps1 was a fun thing to toy with back then. Welcome and good luck with your projects!
  22. Rikifive

    Changing Gamepad Control Default

    May I ask why exactly do/did you want to use the Gamepad Extender? By default gamepad has the same amount of used buttons as you have on the keyboard, so unless your game needs more keys, I don't really see the point of using that extender (?). I imagine one either wants a combo of keyboard script and gamepad extender or none of these, as expanding just controller would pretty much lead to controller being required to play the game, as keyboard would lack of necessary extra inputs. I used the Gamepad Extender in one of my games only for one specific purpose - to support multiple gamepads, as the game features local coop. To maintain that feature, I also had to use a keyboard script, to expand the available keys there, so that two players could play on a keyboard with the keys they bind to functions. In my case it wasn't that necessary, I could have put a requirement, that two pads are needed to play on coop, but if you have a singleplayer game, where all keys are important, then you do want to expand your keyboard as well. Now if you'd use a keyboard script, you'd bump into exactly the same problem, as the configuration is nearly identical. Sooooo the question is, do you really need it and why? Try to avoid using scripts you don't really need. Flooding your script editor with a collection of scripts is a bad practice and a very common mistake beginners, who don't know how to code do. ... and then this is what happens. Anyway, to try to explain how it works... The script does warn, that a little bit of coding knowledge is required. # This is not a plug-and-play script. # Some knowledge of RGSS is required for proper use. And this is for a reason, as it's scattered all over the place. Configuring it is quite messy, so is trying to explain it to those, who haven't toyed with scripting. Input.trigger? , Input.press? etc. are pretty much all over the place - these are functions that handle input with a specified key. CTRL+SHIFT+F and searching for these in the script editor should lead you to where those changes need to be done. Now in regards to the script, pretty much all you need to know is what's in the instructions there: #------------------------------------------------------------------------------ # Command Reference: #------------------------------------------------------------------------------ # All calls to extended buttons on Pad 1 can be made through the Input module. # When using multiple pads, send calls to WolfPad with pad number (0...3) # as the final parameter. (i.e. WolfPad.press?(:A, 3) ) # # The current list of mappable buttons is as follows: # # :A, :B, :X, :Y - XBOX 360 standard face buttons. # :L1, :L2, :R1, :R2 - Four triggers (LB, LT, RB, RT) # :SELECT, :START - Back and Start buttons # :L3, :R3 - Clickable Analog buttons # # :UP, :DOWN, # :LEFT, :RIGHT - D-Pad buttons # # :L_UP, :L_DOWN # :L_LEFT, :L_RIGHT - Left stick directions # # :R_UP, :R_DOWN # :R_LEFT, :R_RIGHT - Right stick directions To give a simple example, if you'll go to Scene_Gameover, you'll find this in line #24 #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super goto_title if Input.trigger?(:C) end oh what's this? Go to the title screen if the player presses the [ :C ] key (either on keyboard or gamepad - see settings under F1 key while in game)? Sounds cool! But how does one make it work with the extender? By following the instructions, let's bind the "A" key on xbox pad (or CROSS on PS controller); We want to bind one of the face buttons: goto_title if Input.trigger?(:C) || WolfPad.trigger?(:A) Now pressing that [ Z ] on keyboard OR pressing [ A ] or [ CROSS ] on gamepad should return the player to the title scene. Now repeat, repeat and keep repeating such modifications all across the script editor, where input is called. One thing I'm wondering on is, if it won't trigger the input twice or something. The default inputs are bound to both, keyboard and gamepad, so I wonder if adding a second gamepad input (that would happen to be a different button than the default) won't give funny results. Haven't tried, nor delved into the code, so idk. It's just something that came to my mind. As I've mentioned earlier, I used both, keyboard and gamepad extenders, so I wasn't using the default binds at all. Also, I wrote my game from scratch, so I didn't have to toy with any default scripts as I deleted them lmao; just coded everything on my own, having these new inputs in mind. Since keyboard and gamepad inputs were separate, it all worked perfectly.
  23. Rikifive

    Hello Fellow Rpg Maker users

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

    back after a very long break

    Hello and welcome back!
  25. Moved to Editor Support. Introduction section is, as the name suggests, for introducing yourself.
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