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Tsukihime

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Everything posted by Tsukihime

  1. Tsukihime

    How to check for which party member is changing equipment

    Was the issue with the script or something else?
  2. I can test MV and MZ games at the same time now lol 

     

    1. Show previous comments  5 more
    2. Kayzee

      Kayzee

      Are MV and MZ more or less cross compatible then? Or are you just developing a plugin for both at the same time?

    3. Tsukihime

      Tsukihime

      @Kayzee my experience porting plugins has been 99% compatible depending on what classes you're touching.

      Sprites have been refactored into more abstraction for each object, windows use a Rectangle for initialization instead of direct x,y,width,height specifications, some methods were "fixed" by giving it a "better name", etc.

      But I still have to test it on both engines to make sure a sneaky little change isn't causing problems.

    4. Kayzee

      Kayzee

      Neato!

  3. Can't believe that Tag Manager I wrote in Ace is coming back to MV so that I can finish my grid battle engine. 

     

     

    1. Show previous comments  1 more
    2. Kayzee

      Kayzee

      How did that script work again? Wasn't it mostly used to move notetags to external files, or was that something else?

    3. PhoenixSoul

      PhoenixSoul

      Mainly used for restricting usage of things.

      Like, if one has a 'LBD' item meant to be worn only by smaller actors...

      <tag: LBD> on the database object (actor/class/enemy/state) meant to wear it and <tag_cond: LBD> on the item.

      I think notetag manager is the external note field manager you speak of.

    4. Kayzee

      Kayzee

      Oh I see! When ever I did a script like that I always tended to call things like that 'keywords' or something.

  4. Went and learned Puppeteer overnight just so I can bot my MV games 

     
    I went and sped things up...

     

    And then I went and sped things up a bit more...

     

    1. PhoenixSoul

      PhoenixSoul

      Wow. Huh.
      (makes one wonder if such is a thing for VX Ace...)

  5. Ah...classic BFS...

     

    1. Kayzee

      Kayzee

      Hmmm... Did I ever implement this in my game? I can't remember. I might have to take some notes since my game also has a form of grid based combat. I should get back to working on it sometime! Even if it's ridiculously old now. XD

       

       

    2. Tsukihime

      Tsukihime

      @Kayzee I'd do it just for the sake of solving puzzles lol. It's honestly just a huge puzzle game at this point trying to figure out how to use simple algorithms to accomplish what you want.

    3. Kayzee

      Kayzee

      Yeah, for sure! That's pretty much how I always kind of saw it. But It would be nice to finish a game thing someday too. XD

  6.  

    The kind of weird problems I have to solve for grid battle system (picture)

     

     

    1. Kayzee

      Kayzee

      In my mind grids are really just a special type of graph/network anyway.

    2. Tsukihime

      Tsukihime

      @Kayzee pretty much lol. They just have the property that they all have a specific row/col position and the relationship between each is defined by the position.

       

      It'd be interesting to see whether my code could be generalized to hexagon grids, triangular grids, etc.

    3. Kayzee

      Kayzee

      I mean really a 'grid space' could be seen as spots/polygons on the screen and a way to tell what space to go to for each direction you can move in. Different types of grids could just be a matter of different constructor functions for how the grids would be set up. Maybe there is a way to just have one constructor, but really square grids, hexagon grids, and triangular grids are basically the only kind of grids you can do anyway... assuming every grid space has to be the same shape and size and you stick to the euclidean plane of course. I doubt anyone is going to try remaking HyperRogue in RPG Maker any time soon though. :P

  7. Can't wait to get "any target" selection working with this grid-based target selection. You can literally just move your cursor left and right and it'll jump from grid to grid (video)

     

     

  8. Got the states on the tiles, so you can step on a poison tile and get poisoned, or step on a regen tile and get regened.

     

     

    1. MGC

      MGC

      Hi, did you implement some features to push or pull enemies for your grid battle engine ? That could be interesting with these state tiles (and for the AoE).

    2. Tsukihime

      Tsukihime

      @MGC there is some experimental features in my "movement" plugin that provides a bunch of random movement related stuff.

       

      So when it's done, in theory you could push someone into AoE range and then they get toasted.

       

       

  9. To help game developers build the battle system of their dreams, I've developed the Grid Battle Engine, which is a suite of plugins that allow you to add new mechanics to your game. The Grid Battle Engine allows you to turn your default battle system, into a grid battle system! First you start with your default battle system like this And then you add grid battle on top, to turn it into this! It’s basically the default battle system that you’re familiar with, except we add a couple things to it One or more grids. Battler positions on each grid. So what’s so special about grid battle? Isn’t it just changing where the sprites appear? The grid battle engine itself allows you to create and manage grids. You can then install add-on plugins that will provide additional mechanics depending on what kind of battle system you want to make. For example, one of the add-ons allows you to create Area of Effect targeting, which allows you to create your own area of effects and then assign them to your item or skills so that you can target multiple battlers with a single action! With the grid battle engine, you can add a lot of new functionality to your battle system without having to change the rest of your game. You can also use different types of battle systems in the same game, for example if you wanted to create some mini-game arena challenges, or have a map-based battle for certain parts of the game. The possibilities are endless. Download Get it here: https://himeworks.com/2020/08/grid-battle-engine/ Terms of Use: https://himeworks.com/terms-of-use/ To get started, I recommend following this tutorial that I've provided with the initial release. It's a quick "getting started" guide to see if you can add it to your (existing) project. The core plugin is set up with defaults that will allow you to just plug and play and have grids in your game. I've included the "Grid Target Area" plugin as part of the bundle which provides area of effects. Add-on plugins will be listed here as they are developed. Here's a video of a "grid selection" add-on that is currently in development.
  10. Target Any Scope RPG Maker provides some skill and item scopes like "for one ally" or "for all enemies" but there isn’t really an option to target anyone or everyone. This plugin provides you with the ability to do so with a simple note tag! Check out this video for a demonstration on how it looks in-game Also works for MZ Download Get it at HimeWorks: https://himeworks.com/2020/08/target-any-scope/
  11. Went and build a custom inventory system 

     

     

    1. PhoenixSoul

      PhoenixSoul

      Well, now we have a pre-requisite for Diablo-clones in RM. Neat.

    2. Rikifive

      Rikifive

      aww I remember looking for such system all these years ago when I had no idea how to code. That brought back some memories.

      Nice!

  12. Multi-target skill chaining with grid selection and AOE makes everything very extra.

     

     

  13. I put some chickens on a grid as a joke and also to test grid logic, but now it's turned into a joke game

    https://himeworks.itch.io/chicken-match

  14. Finally, couple hours of ranting about bugs and things not working, I managed to write 10 lines of code to implement the ability to summon a chicken on an empty tile on the map (video)

     

     

    1. Rikifive

      Rikifive

      That's pretty awesome! 😀

    2. Kupotepo

      Kupotepo

      Hello, Hime. I told you the chicken is for eating and patting. Not suitable for a battle.

    3. Tsukihime

      Tsukihime

      @Kupotepo you don't make your food work for you?

  15. This is honestly more interesting than chess lol 

     

     

    1. PhoenixSoul

      PhoenixSoul

      Yeah, that's pretty neat.

  16. Tsukihime

    How to Create your own MV Tool

    This article was originally posted on HimeWorks and may not be completely up-to-date. For more articles or plugins, consider visiting my website. You can also follow me on Twitter @HimeWorks for the latest updates. In the previous article, I went over the basics of MV tools. In this article, I’ll be going over the process of creating your own MV Tools. Why Create Your Own? MV Tools add extra shortcuts to the editor, and will pass the current project's path to the application that the user launches. The application could be a GUI application, or it could be a console-based application that simply performs some data processing using the current project's information. It's mostly for user convenience, but it also makes your tool feel more official since it actually appears in the editor! Anyways, let's go through the process to creating your own MV Tool. MV Tool Anatomy MV Tools are actually quite simple: There’s an exe file There’s an “identification” folder. And that’s really all there is to it. Executable Application This is the executable that will be launched when you press the icon in the editor. It can’t be any name though; it must be one of the following: WindowBuilder.exe TilesetBuilder.exe SceneBuilder.exe This is hardcoded into the editor, so it only expects one of these filenames. You can see it in the RPGMV.exe Anyways for testing purposes, simply create a blank text file and rename it “WindowBuilder.exe”. Identification This what the editor uses to get information about your MV Tool. In this folder, there’s a file called “app” (no extension) and a folder called “toolbar” which basically holds a 32×32 pixel icon that will be displayed in the editor. The “app” file is just a text file that has three lines of text: NAME VERSION DESCRIPTION Anyways so let’s set up a sample “app” file and add an icon to the toolbar folder. You can just use notepad to create the “app” file, but make sure you have file extensions enabled in your file explorer. Now, when you go and add it to the editor, it’ll find your tool with the details you entered And finally, once you confirm, it will appear in your editor, like the official MV tools! The hime app itself does nothing because it’s just an empty file called “WindowBuilder.exe”, but you can actually add any executable app to RPG Maker MV as long as it has the identification folder, and the exe is a valid name For example, I went and added notepad++ to it, which is my text editor of choice that I use for all my MV plugin development and other programming When you click on the notepad++ icon, the editor will launch notepad++, and it will actually open something This is the Game.rpgproject file which sits in the base directory of your project folder! So basically RPG Maker MV sends the path to your project file to the application, which you can use to automatically load some data in the project for example. Some Thoughts So now you’ve learned how to create your own MV Tools. What can you do with it? Anything really. It’s just a regular application, so you can do whatever you can think of. Of course, your application ideally should be able to run externally, but integrating it with the editor means that users who may not be as tech-savvy will be able to run your tool on their current project without having to go and open it from outside of the editor, which might not seem like that big of a deal but could be useful.
  17. Oh, I'm very impressed by how often players will say "NO I HATE THIS GAME F THE COMPANY!!!!" and then go right back to playing it.
  18. Chess has some annoying rules lol castling and en passant... 

     

    1. Show previous comments  3 more
    2. Kayzee

      Kayzee

      @Tsukihime It might be useful to think about the notation system they use here. Knight moves and the double pawn movement are marked in a pretty simple way. They can be thought of as a series of constraints. Think of it like a check each square must pass to be valid to move to

       

      For example pawn is notated 'o1>, c1X>, oi2>'. It loosely translates as:

      (is empty && one moves away && in front) ||

      (has enemy && one moves away && diagonal && in front) ||

      (is empty && is first move && two moves away && in front)

       

      It would probably be possible to parse a notation like that and just have one generic chess piece class that decides what moves are valid based on the stated rules. Though I have no idea how castling would work with a system like that since it involves moving two pieces at once.
       

      @PhoenixSoul 'Fairy Chess' is kind of a generic term for all kinds of chess variants, though having four players might be a bit much for a simple chess engine. There are also versions that alter the board in lots of weird ways that seem like it would be hard to support.

       

       

    3. PhoenixSoul

      PhoenixSoul

      Yeah, like 3 and 4D Chess? I've never even tried that; sounds like it's more complicated than need be.

      Battle Chess is played on a standard eight by eight board. You have one Queen that acts as the Battalion Queen (the standard move in any direction any number of spaces Queen), and the other Queen moves either like a Rook does or like a Knight does (chosen with that Queen's first move and remains the same afterward), until the Battalion Queen is captured, then that Queen only can move one space at a time. It's like Spades, it's a partnership game, and is played for points.

    4. Kayzee

      Kayzee

      Yeah there is 3D and 4D chess, but also circular chess, infinite chess, hyperbolic chess, and so on.

  19. Is it? When I see games making billions of dollars selling dumb virtual items I'm always impressed lol
  20. Ya, it's the same issue with piracy and IP infringement in general. Dishonest people will be dishonest. You release a game, add some DRM, then hackers remove your DRM and it ends up on torrents lol The software industry has basically responded to this by turning everything into software as a service, monthly subscriptions etc. You don't pay, you don't get access. You want extra lives? Pay $1 or wait 30 minutes. Resources of course don't have this kind of option. As resource makers, there really isn't much we can do lol Personally I don't really care about dishonest people, cause they were never going to pay anyways. Better to just focus on making good stuff, getting good clients, build good relationships, and focus on the stuff that actually makes money.
  21. Tsukihime

    rmmv Event Shops for MV/MZ

    With MZ around the corner in a week, I've got plans to port things over from MV to MZ, revamp some older stuff, maybe try some new things. Got a plugin request recently to make a shop that will appear "on the map". While building it, I noticed events could actually run while you're shopping, and then found a way to allow you to control the actual shop itself with a parallel process event.
  22. Grid-based drag and drop in RPG Maker MV (see video)

     

     

  23. Personally I think it would be best to find a lawyer to look over the wording. Then we can just go with what they say lol When someone's using your stuff without your permission there's really only two avenues 1. Legal - threaten to take them to court. This is expensive, might not be worth it, especially if they're not even making much in the first place. On the other hand, think about all of those pokemon clones, where nintendo hit them with a C&D. 2. Social - it CAN be pretty tough if a resource owner decides to call someone out for selling games with their resources, without their permission. Players might not care, but what about the gamedev community?
  24. Got side-tracked by drag-n-drop...quite excited about the prospects of mouse-only games.
     

     

     

  25. New MZ brings back XP layering But a customizable user interface like unity would be nice.
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