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AceOfAces_Mod

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Everything posted by AceOfAces_Mod

  1. AceOfAces_Mod

    HP Color Controller

    I've recently released a new version of the plugin (along with an add-on to support Yanfly's Visual HP Bars plugin). You will need to transfer over the settings from the old version to the new one manually.
  2. Action Icons in action:

    1. Lord Vectra

      Lord Vectra

      Ooooo (i commented)

  3. Shoot! My bug tracking software went up in flames. Moved it to a new server (Microsoft Azure) and set up a mail server.

    1. Lord Vectra
    2. lonequeso

      lonequeso

      Sorry. Charizard likes to burn things.

  4. Bi-weekly Update (in video):

    1. Lord Vectra

      Lord Vectra

      Looking good. Looking forward to it ^_^

  5. And shipped version R1.02 of the HP Color Controller plugin for MV.

  6. AceOfAces_Mod

    HP Color Controller

    The plugin has been updated to version R1.02. This provides enchanced support for RPG Maker MV version 1.5.x (and possibly higher). Once you download and refresh the plugin, it will utilise the new features on the plugin manager.
  7. I worked on a UWP port of a sample MV game. It has some issues, but for the most part it's pretty solid.

    1. AceOfAces_Mod

      AceOfAces_Mod

      It does have some advantages in there. With the help of WinJS, I was able to get the game to auto-detect the resolution.

    2. Kayzee

      Kayzee

      Can't doing it as an EXE work for lots of API stuff?

    3. AceOfAces_Mod

      AceOfAces_Mod

      Depends. On HTML, it's limited by what the browser can support (and how it's handled).

    4. Show next comments  6 more
  8. And built a PDF Reader for Northbridge: http://i.imgur.com/udKpcKM.png

    1. Chaosian

      Chaosian

      That's pretty rad mate. Nice work.

  9. And added Save Archives:

  10. AceOfAces_Mod

    Immortal Sins

    Rolled out build 20170327 a few days after I released Disc 1 Update. -Fixed a critical bug preventing story progression due to a passability bug. -Re-worked how enemy encounters work. -Graphical changes and fixes. -Minor bug fixes.
  11. AceOfAces_Mod

    Immortal Sins

    I’m happy to announce that the Disc 1 Update is officially available. This update adds the entire first part of the story, along with two guild missions (and few side-missions as well). In addition: Game: -Updated graphics. -Added new BGM. -Improved the battle system UI. -Minor performance improvement during battles. -Rebalances. -Added a journal system. Launcher: -Refactored code. -Transferred part of the logic to a common library file. -Improved reliability and the Greek translation. Misc: -Translated the Readme file to Greek.
  12. The new title screen has arrived! http://i.imgur.com/1WlGhpa.png

    1. Tarq

      Tarq

      Fire hand looks pretty cool, dude.

    2. Kudaaj330
  13. OK, I've overhauled the Northbridge Save Manager. DiskCheck, refactored code and easier access to the variables. Now to finish up DiskCheck.

  14. Almost finished the Northbridge Core Library. This has some common code and variables used by both the Launcher and the standalone Save Manager (accessible by the jump list). http://i.imgur.com/wxxAbEh.png

  15. I didn't expext this, but Immortal Sins got featured in a list for UWP apps.https://betanews.com/2016/12/09/best-windows-10-apps-this-week-4/

  16. Made a transition for the ship.
  17. AceOfAces_Mod

    RPG Maker and Project Centennial

    (I've originally posted this on the RPG Maker Web Forums in 16th of September 2016) Project Centennial (Desktop App Converter) is a Windows Bridge. This is a tool to bring Win32 and .NET apps to the Universal Windows Platform (and to the Windows Store if you want to). Why would I want to bring my RPG Maker project to UWP with this? Right now, you would need it to bring your project to the Windows Store (more on that later), but you can utilize APIs that are available to UWP (Live Tiles for example). As they continue to develop it, more UWP features will be available to Win32/.NET programs as well as porting more types of software(such as VB6). How it works? It works like this: Using a PowerShell script, you take the game’s installer and install it on an isolated environment. After being transferred, it will execute the installation, along with tracking the files placed by the installer. After installation, the file will take the tracked files and build the AppX file. What do I need to use it? Windows 10 Pro or Enterprise with the Anniversary Update (Build 14393 and higher) 64-bit Processor with support of Second Level Address Translation (SLAT) (You may see it as Intel VT-x or AMD-V on your computer’s BIOS or UEFI). Windows SDK for Windows 10 Anniversary Update Notes: Make sure that saves and settings are store away from the game’s folder. The game will be stored on a hidden file on the Program Files and writing on that folder will fail. If you are storing info on the Registry, do not use HKEY_LOCAL_MACHINE! Quoting the document: “Any attempt by your app to create an HKLM key, or to open one for modification, will result in an access-denied failure. Remember that your app has its own private virtualized view of the registry, so the notion of a user- and machine-wide registry hive (which is what HKLM is) does not apply. You will need to find another way of achieving what you were using HKLM for, like writing to HKEY_CURRENT_USER (HKCU) instead.†See the document on the link (at the end of the post) for more information. Users only need Windows 10 (any edition, 32 or 64bit PC) with the Anniversary Update installed to install and run Project Centennial apps. Supported(?) engines: I’d like to note that this may not be accurate. RPG Maker MV: It should work, as long as all rpgsave files are saved away from the game’s folder (if possible). I recommend you instead convert the game to UWP app with Visual Studio or Intel XDK, since you can access UWP APIs from the get go. RGSS based engines (VXAce, VX, XP): Same thing with saves and settings saved with MV. Most of the Ruby/RGSS scripts should work, no modifications necessary. RPG Maker 200x: Unless you can get the engine save away from its folder, it will not work well. The game will still work, but you can't save at all. FAQ: Q: I use scripts that use DLLs written in C++. Will these also work? A: If it is compiled with Visual Studio, check which version was compiled. Not all versions work with it (due to static and dynamic linking support). See the linked document for more info. Q: What about .NET programs? A: If your game ships with a .NET program, check the document linked, to make sure it will work. Q: Script X crashes my game when trying to read a specific file. What to do? A: I don’t know why exactly, but the script may be trying to read file in a way that is not permitted on files stored there (such as in V.M. of .D.T.’s Version/Build Number script, where it tries to binary read a file). If possible, either re-tool the reading code or remove it. Some experimentation is needed. Q: Do I need to build an MSI file for the installer? A: No. You can use installers that build an exe installer (You can use MSI installers too). Just make sure that it has a silent installation command line argument (/S for example). Q: Can I publish the game to the Windows Store after conversion. A: Yes, but not now. The policies of the Store haven’t been updated yet (although they have launched a sign up page for Windows Developers). MSDN Document: https://msdn.microsoft.com/el-gr/windows/uwp/porting/desktop-to-uwp-root Video:
  18. And finnaly ported my HP Color Controller to MV! http://i.imgur.com/lfVIFrg.png http://i.imgur.com/zsvZJnR.png

    1. Takeo212

      Takeo212

      I know what I'm adding to my game :D

    2. lonequeso

      lonequeso

      Ooo... Pwetty...

  19. @2BitsLP, the map is... a bit wierd. The ground looks more like ice than snow. I don't know if it's intentional to use the ice tile, but you might want to use a different tile for this. @Lihithel, the map looks good, although the main gate could use some re-work. I've polished the UI a bit on the battle system. I've converted the Stamina bar to a gem and moved the windows around. And remade one of the maps to use the new tileset.
  20. Polished the battle UI a bit. Converted the Stamina bar to a gem and moved the windows a bit... http://i.imgur.com/lty1oAQ.png

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