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AeroFunk80

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About AeroFunk80

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  1. Take on the role of R3-M1, a newly activated robot, as they venture through a dark, dystopian world in search of answers. Yet, the clues lie buried within dust and ash, data files, and audio clips left behind by decaying corpses from a not-so-distant past. However, in the shadows lurks an ancient evil--creatures stalking and hunting you at every turn. You must follow the breadcrumbs left behind by your creator in hopes of locating and protecting her. She gave you life, and you must save hers. R3-M1 Battle Model. Equipped with Mech-Blade and Particle Gun. Buy yours today for just $5999! Scavenge for resources and craft items/upgrades. Sideview battle system with melee and ranged combat. Combine abilities for a variety of unique reactions. Fully animated, custom enemies. Upgrade armor and abilities for unique combinations. Fully voiced dialogue by a talented cast of actors. Unique puzzles and hidden areas to discover. No random encounters. All enemies are scripted into each map. Dark and atmospheric with a horror/sci-fi theme. VIDEOS Sagrim's Emporium Official Teaser Trailer Just before your creator vanished, she wanted a codex hub to store data and audio files. She converted KARN into this hub. Sadly, it was left unfinished, with the machine still resembling the arcade game's outer appearance and playing the classic chiptune music it's so well-known for. Full Gameplay Trailer Free Demo! Make love, not war! !!WARNING!! This game will contain horror images, sounds, and music, including blood and gore.
  2. AeroFunk80

    Jet's Sideview Battle Script

    Do you mean did I change the Guard Skill? I made a few adjustments (speed, animation and I added a +1 DEF buff) but I kept it in the same location (line 2, below attack). Could me having someone use the guard skill and then having the SMASH skill while they're guarding be causing this? The error doesn't happen often, so that's the problem. I can't really test it. I've done multiple play throughs of my game and it's only happened twice.
  3. AeroFunk80

    Jet's Sideview Battle Script

    I didn't want to post a new topic, so I figured I'd post in here. Not sure if anyone will see it. I've run into another problem with this same battle plugin. It doesn't happen often, but occasionally I get an error that crashes my game when playing. It happens during a battle and the error message reads: "Script 'Jets Battle System' line 436:NoMethodError occurred. Undefined method 'guard?' for nil:NilClass. I go into the script and to line 436... but I have NO idea how to fix it. During the battle, one of the enemies used an offensive ability on one of my heroes (Smash, which does damage with a chance to stun). That's when the game (sometimes) crashes with the error I listed above. Here's line 436 in the script (with a few lines above and below). The entire script is in my original post above: 429 alias jet3746_use_item use_item 430 def use_item(*args, &block) 431 sprite = @spriteset.battler_to_sprite(@subject) 432 if (@subject.actor? || @subject.bat_sprite?) && !@subject.current_action.guard? 433 sprite.slide_forward 434 end 435 jet3746_use_item(*args, &block) 436 if (@subject.actor? || @subject.bat_sprite?) && !@subject.current_action.guard? 437 sprite.slide_backward 438 end 439 end 440 end Thanks! :-)
  4. AeroFunk80

    Jet's Sideview Battle Script

    This is how new I am... I thought the cursor had to be part of the battle script. No idea you could ADD one to the current battle script I'm using. This worked GREAT! I turned off flashing and having a cursor now to show who's being selected. Thanks for the help and suggestion! :-)
  5. AeroFunk80

    Auto-Save/Forced Save

    Also... since the script above auto-saves to the specific slot during your game, I added a message at the beginning of my game to choose a SAVE slot: Save 1, Save 2 or Save 3. The player will choose their SAVE slot, and I created a Switch depending on the one they chose. That Switch is then at each Save Point/Event and will auto save to that slot for the duration of the game. That's their game's permanent save slot, unless they choose to start over. For those of you interested in using this.
  6. AeroFunk80

    Auto-Save/Forced Save

    Thanks for those that helped with this LOL I love games that do that. What's the point of creating a game with choices that have consequences, if you can just stop, reload and start over to get the result you want? You have no idea how much I appreciate this! I literally posted that code into a script, and it worked my first time! FANTASTIC! I realize this would cause controversy, in a game I was actually marketing and trying to sell to people. LOL I'm just creating something for friends to play, and they always talk about how RPGs are too easy and forgiving, and what's the point of having a game where your choices have consequences if the player can just "rage quit", start over and select the option they want. The Souls games. Auto saves, and you have no choice. Any decision you make in that game is permanent and there's no going back. And those are fantastic games. Of course--my game is NOWHERE near as good as Dark Souls and Bloodborne :-) But just sayin' Thanks again! Script works great!! :-)
  7. I've done Google searches and have found several AutoSave scripts out there. However, I haven't found quite what I'm looking for. In the scripts I've discovered, they simply AutoSave after certain criteria is met in the game: Player Transfer, Weapon/Armor/Item Found, after a Battle, etc. I'm not looking for an AutoSave feature to happen like this. I don't even know if you'd consider what I'm looking for as an "AutoSave." What I'm looking for is the following: When a player Saves, they aren't taken to the save screen, where they can choose to select which slot to save in: saving new, overwriting, etc. When the player reaches a Save point in my game (specifically a bonfire) it asks, "Do you want to save?" I then want it to just automatically save to a preset Save slot and that's their permanent save spot for their entire playthrough. I want the option to force a Save. This is what I want the most. My game has several quests that can result in multiple things happening (someone dies, the players actions result in a change to the story, etc) and I want these choices to be permanent. I want to keep the Player from stopping the game and just reloading their last Saved Game. Example: Player hits a Bonfire at the beginning of a dungeon. This saves the game to their predetermined Save slot. It automatically overwrites their previous Save they did last. Halfway through the dungeon, the player is hit with a choice to rescue an NPC from a dungeon or leave him chained up. Once the choice is made, I want a way to force the save on the player. They have no choice after they make their decision. It just autosaves at that point and there's no going back. And no, the save window doesn't pop up asking the player to Save (with the option to cancel). It just autosaves because I script it into the Event. Does something like this already exist? If so--I couldn't find it. Thanks for any help I can get. Really appreciate it :-)
  8. AeroFunk80

    AutoSave/Forced Save Script

    I've done Google searches and have found several AutoSave scripts out there. However, I haven't found quite what I'm looking for. In the scripts I've discovered, they simply AutoSave after certain criteria is met in the game: Player Transfer, Weapon/Armor/Item Found, after a Battle, etc. I'm not looking for an AutoSave feature to happen like this. I don't even know if you'd consider what I'm looking for as an "AutoSave." What I'm looking for is the following: When a player Saves, they aren't taken to the save screen, where they can choose to select which slot to save in: saving new, overwriting, etc. When the player reaches a Save point in my game (specifically a bonfire) it asks, "Do you want to save?" I then want it to just automatically save to a preset Save slot and that's their permanent save spot for their entire playthrough. I want the option to force a Save. This is what I want the most. My game has several quests that can result in multiple things happening (someone dies, the players actions result in a change to the story, etc) and I want these choices to be permanent. I want to keep the Player from stopping the game and just reloading their last Saved Game. Example: Player hits a Bonfire at the beginning of a dungeon. This saves the game to their predetermined Save slot. It automatically overwrites their previous Save they did last. Halfway through the dungeon, the player is hit with a choice to rescue an NPC from a dungeon or leave him chained up. Once the choice is made, I want a way to force the save on the player. They have no choice after they make their decision. It just autosaves at that point and there's no going back. And no, the save window doesn't pop up asking the player to Save (with the option to cancel). It just autosaves because I script it into the Event. Does something like this already exist? If so--I couldn't find it. Thanks for any help I can get. Really appreciate it :-)
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