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Everything posted by Tsukihime

  1. 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


  2. 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


      That's pretty awesome! 😀

    2. Kupotepo


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

    3. Tsukihime


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

  3. This is honestly more interesting than chess lol 



    1. PhoenixSoul


      Yeah, that's pretty neat.

  4. 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.
  5. 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.
  6. Chess has some annoying rules lol castling and en passant... 


    1. Show previous comments  3 more
    2. 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


      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


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

  7. Is it? When I see games making billions of dollars selling dumb virtual items I'm always impressed lol
  8. 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.
  9. 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.
  10. Grid-based drag and drop in RPG Maker MV (see video)



  11. 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?
  12. Got side-tracked by drag-n-drop...quite excited about the prospects of mouse-only games.



  13. New MZ brings back XP layering But a customizable user interface like unity would be nice.
  14. I guarantee you, if you were to tell people "hey, let's abolish money so you don't need to worry about it anymore and everyone gets to enjoy life without worrying about money", they will 100% agree if you can present a solution.
  15. Playing around with the idea of using a GUI designer to build RPG Maker HUD's, menus, etc. (see pic attached)


    1. Show previous comments  10 more
    2. Kayzee


      Yeah, like I said, functionally there really isn't that much difference. Prototypes and classes are more or less the same thing outside of a few niggling details, so it's pretty easy for Javascript to support syntax for class-like constructions. It's also not that hard for Ruby to support prototype-like constructions. Like for example since your talking about Ruby modules: In addition to the ability to be included in classes, Ruby modules can also be used to extend objects in basically the same way as prototypes.

    3. PhoenixSoul


      Yet, there are some things that are easier to program and better with JS rather than Ruby, like Tetris.

    4. Kayzee


      Not sure why Tetris would be easier to program on JS rather then Ruby. JS might have a more useful library for games and stuff out of the box though. Not sure.

  16. So basically paywalling the entire engine, instead of just paywalling specific resources lol It would be more like a part-time job where you're meeting quotas for the month in order to get paid. I suppose it would be a bit different from just trying to get people to donate to you through patreon since you'd now be advertised on a larger platform (eg: rmwebs), and you wouldn't have to worry about asking people to donate because RMW basically determines how much you'll get.
  17. Virtual goods as you mentioned can be duplicated endlessly as long as our computing systems continue to exist. The actual cost to create and store a piece of data is so small at this point we can practically call it free. However, non-virtual goods have serious bottlenecks. Land is limited. Food is limited. Resources are limited. Unless we have serious breakthroughs in technology that would address these limitations, I don't think we would ever be able to achieve an economy where everything is based on donations, because of this scarcity (perhaps a nano replicator that allows us to turn air into steak like in the movies?) Think about something as simple as a nice steak dinner at a restaurant. To get to the restaurant, you need to have someone run the business To get the steak, the business needs to hire someone to cook the meat To get the meat, the business needs to find a supplier, possibly a wholesaler in the city For the wholesaler to get the meat, they need to transport it from the farm outside the city For the farm to offer the meat, they need to raise the cow To raise the cow, they will need lots of lands and nourishment. And most importantly, time. Everything is bound by scarcity, as you say. Every step in the process requires someone to put in the time, money, and labor. And of course, the restaurant spends money in order to obtain the meat to sell, so they will charge money for the customer to eat the steak. Even if the steak were free for the business, they could still charge money for it, simply because they don't have unlimited amounts of steak and they know people will pay for it if that will give them a greater chance of getting it. I suppose one could argue, why does any of that need money? Couldn't people just choose to do all of those things because they simply want to? But to me, that's the underlying issue: people won't do it. Who really wants to work at mcdonalds and deal with crappy customers for $7 an hour? I'm sure they would much rather create art and sell them for the equivalent of $7 an hour. But then we have people that say no, that should be free. So then where would they get the money? Some people have suggested universal basic income. Just have society cover your financial needs. That might work. If I could earn $100k a year for the rest of my life without having to do anything so that I can enjoy my occasional steak dinners, occasional vacations to other countries, and so on, sure I might consider doing work for free. But now you have to figure out how to sustain such a system, given the realities of the scarcity of physical goods.
  18. Free resources exist simply because someone chooses to offer them for free. But free resources doesn't make gamedev any less expensive, nor should it ever be set as an expectation for the cost of resources. For example, unity3D is free. Unreal engine is also free. Both are fantastic game engines, and you start your gamedev journey with $0 in expenses (with RPG Maker you're already down $70-$90). You can even sell your products commercially until you hit like 100k+ in sales, so your initial investment can literally be $0. But generally, gamedev is expensive. You still need to invest a lot of time, or a lot of money to get everything that you need. You could argue free market capitalism isn't a very good economic system, but most gamedevs that I've worked with don't really care about things like that; they're just focused on making money with their games and are willing to invest a decent amount of money into others' services to allow them to achieve what they want in much shorter time.
  19. In that case, my comment about gamedev being expensive is not about them deserving to make money from their games, but about them not having to pay thousands of dollars upfront to get the resources before they even have a game developed (eg: buy RM, buy art packs, buy plugins, etc) Could be an issue. It's mostly honor system. Steam is just a distribution platform. If a dev can reach millions of people without needing steam, is willing to deal with all of the tax issues themselves, etc, all the power to them.
  20. If you disagree with the notion that gamedev can get expensive and therefore they should be charging for it, then it sounds like you're against the idea of gamedevs making money off their games. I believe anyone that wishes to make something should be allowed to sell it, even if they're making huge amounts of profit.
  21. One-time licensing might sound ideal in this case, but it also means that if the game doesn't take off, you could be out hundreds or thousands upfront and not make anything back. The issue with royalties is what happens if you make a million dollars, then now you have to give away 2%-5% which is now $20000-$50000 which is big money. But then again if you're making a MILLION dollars...lol Steam has changed their commission scale so that initially you pay 30%, then after million dollars in sales it goes down to 25%, and then after even more millions in sales it goes down to 20% lol
  22. Gross profit. Steam's going to take out 30% cut and then whatever you're left with is what you're working with to expense for things like art/music/plugins, maybe ads, personal hosting, etc. Net profit would be quite easy to just make it 0.
  23. Couple years ago, I switched from a one-time license based model to free use, with option for monthly donations via patreon. Gamedev can get expensive. No matter what reason you're making games, you need funding. So naturally, people would prefer to be able to get as much of it free if possible. Most people probably want to be able to sell their game as an additional revenue stream, or potentially make it their main source of income. Making resources isn't free either: costs time and requires knowledge. Some people do it cause they just enjoy it, but even then, they should get something out of it beyond simply "recognition" cause recognition doesn't pay the bills. For MZ plugins, I am playing around with the idea of a royalty-based model: you only have to pay if you make money. It's not going to be a significant amount (likes pennies on the dollar) so like if you make $100 you would just give me like $2-$5 or something depending on how many plugins you're using.
  24. Tsukihime

    Gab Manager

    Gab Manager -Tsukihime The original gab window script says this So I added a gab window to every scene. Download Script: http://db.tt/EM8xWrro Required: Gab Window Usage Show a gab window by calling SceneManager.show_gab(args) Instructions for what the gabs are can be found in the gab window script. You can choose where to position the gab window by super'ing the `create_gab_window` method in your own scene classes and setting the x and y values. Example With the Gab Manager is it very easy to add extra gabs everywhere. Of course, you need to fine-tune the window and gab and overall looks, but you probably would be doing that anyways. This piece of code accomplishes the above: class Scene_Shop < Scene_MenuBase def create_gab_window super @gab_window.x = 150 @gab_window.y = -10 end alias :scene_gabs_do_buy :do_buy def do_buy(number) text = sprintf("Purchased %d %s for %d %s!", number, @item.name, buying_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_buy(number) end alias :scene_gabs_do_sell :do_sell def do_sell(number) text = sprintf("Sold %d %s for %d %s!", number, @item.name, selling_price*number, Vocab::currency_unit) SceneManager.show_gab(text, 0) scene_gabs_do_sell(number) end end
  25. Actor creation system Author: Tsukihime Overview This script provides basic functionality for creating new actors during the game. Features Add or update an existing actor Create completely new actors Choose your own actor face, character sprite, and class Choose how to distribute bonus stats Choose a name for your new actor Easily customize your face/classes/character sprite choices Lock or unlock classes from being selected Usage Actor creation is accessed via script call SceneManager.call(Scene_ActorCreate) If you want to modify an existing actor, you must prepare the scene with an extra call SceneManager.scene.prepare(actor_id, class_fixed?, face_fixed?, char_fixed?) The actor ID must be one of the actors that are currently in the game. The rest of the arguments are for locking fields from editing. So for example if you want to prevent the user from changing class, face, and character sprite, you would say SceneManager.scene.prepare(actor_id, true, true, true) You can lock or unlock classes with the following script calls $game_system.lock_class(n) $game_system.unlock_class(n) Where n is the class ID. In the actor information screen, you can specify details about your new actor, distribute bonus stats, and choose a name. At the top of the script there is some configuration. In particular, if you want to add more faces and character sprites, you just have to add the filenames to the lists. Note that I'm assuming you're using Ace's 4x2 sprite sheets. You can also specify how much bonus stats actors start with. Downloads Script: http://db.tt/PcZ84zgR Required: Custom Database Notes If anyone can draw a better scene that would be great. I'm planning to add some more options like selecting some extra starting features for your new actor.