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Aaron

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About Aaron

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    Alberta
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    Learning anything new or interesting. Philosophy. Reading. Coding. Art. Writing. Linguistics. Culture. Language.

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  1. Aaron

    Creating RPGs: The Meta-Guide

    Very good observation. I can understand what you mean; the japanese tend to love genre bending gameplay and gimmicks both to profit from easily and as quick distractions. I have noticed that westernized countries tend toward the opposite; trying to improve upon the gameplay that exists in order to maximize popularity, rather than quick cash. Of course, that's not always true, and is far from the whole argument, but it does nullify the quoted sentence. It's amusing that such an individualistic lifestyle puts the least emphasis on creativity (instead placing emphasis on finesse and execution) here in north america, but that's a topic for another time.
  2. Couldn't you append a blank sprintf of the second part of the message (in the coloured format) to the variable you would have used for the sprintf? e.g, actor.name (white) Switch colour sprintf(Vocab::phrase, "") Of course, you would likely have to cut the note into pieces using the %s as the divider, and then resume processing the sprintf after printing the variable in a different colour. You would store the %s's index in the string as a variable to allow easier resumption. Sorry about the pseudo code, but I just turned off my computer and it takes a while to start up. P.S The line break is because of a \n (newline) character that is probably inserted by the add_text method.
  3. Aaron

    Scene Themes 1.5

    Version 1.5 is released! This version not only removes a vast majority of compatibility issues, but it's also shorter, and has gotten rid of a theme problem. I hope you like it, and once again, if you have any questions, comments, or suggestions, please feel free to ask me. Doing this script has really helped my understanding.
  4. The input module does not define backspace as a symbol, you would need to make your own ruby code to do that. Backspace does appear as \b during text input. You may need to see if RGSS3 allows a function such as 'gets', but it would be more likely that you would need to find out the keycode for backspace and use that for a symbol. I have very little experience with input methods from standard ruby, considering that it is so hard to find information on the methods simpler than the 'gets' method. As for your second question, consider the following code exerpts: Scene_Base def post_start perform_transition Input.update end def perform_transition Graphics.transition(transition_speed) end class Scene_Title < Scene_Base def transition_speed return 20 end I would change Scene_Title's transition_speed to return a value that'll make it fade in/out almost instantly. I do not know whether a higher or lower value is faster in this circumstance, but it should be easy to figure out. $game_party is an array of characters, '$game_party.all_members.size' to get the current size of the party. .size is a ruby method that can be used on any array.
  5. How would I go about triggering a common event in battle with script? I know that skills can do it, but I have no idea where to look for how they trigger it. I found in the reference manual that it obtains the effects from RPG::UsableItem::Effect as follows: class RPG::UsableItem::Effect def initialize(code = 0, data_id = 0, value1 = 0, value2 = 0) @code = code @data_id = data_id @value1 = value1 @value2 = value2 end attr_accessor :code attr_accessor :data_id attr_accessor :value1 attr_accessor :value2 end I understand what it's doing, but I don't know where RPG::UsableItem::Effect is processed, so I have no idea where to look for how a common event is called during battle.
  6. Aaron

    Creating RPGs: The Meta-Guide

    My wording was chosen to indicate that it is possible, but due to it's click and move on nature, it is very hard to make a battle fun, as you usually click the same button repeatedly. It is also very difficult to find a well-implemented use of the default battle system for the mere fact that very few people balance their enemy's stats. I do understand what you are saying, and I did my best to make it clear that it was possible, but I obviously didn't say it in the right way. In terms of prioritizing graphics over the statistics, that wasn't what I intended, but after reading through that part again, I can see how it came out wrong. I had intended to say something more along the lines of 'add graphics for better immersion', not, 'Give up battle system in favour of flashing lights'. As for how weak enemies tie in with that point, I can completely understand what you are saying. It didn't sound quite right, but I hadn't considered the possibility of deleting it. I have updated the wording to reflect my opinion a bit more clearly, and thankfully, I was able to correct the flow of ideas. Nonetheless, thank you for correcting me. It definitely gave me the information I needed to clarify my opinion.
  7. Aaron

    Scene Themes 1.5

    Thanks. You're actually who gave me the idea
  8. Aaron

    EUREKA/ヤッタ!

    I have had a very good idea for a certain battle system for quite some time. I never had any idea how to convert the gameplay I had in my mind into logical rules for the AI to use, but... I FINALLY DID IT! It took a little effort and some new terminology, but I did it. Now I just need to perservere and get my design doc finished and get a working demo made. Once I accomplish that, I have an awesome alternative battle system for RPGs. The wonderful thing about this is that there is no similar script anywhere, let alone for RMVX(A). Although it has been implemented in the past commercially, it was quite thoroughly boring, mostly due to the way it was executed by a company looking for easy money. I will release this script as a free-to-use script, and it will be fully compatible with RMVXA's data structures, and if I make a competent piece of script, you can look forward to the AI working with existing battle patterns in the database. I will also include note-tags in the working demo, as well as cursor input if possible. I do, however, need to master creating windows/viewports, and I will be allowing optional integration with side-view (I'll be working on a compatible side-view battle display when I finish the working demo of this battle system). For clarification, it is not a skill-centric battle system, it is gameplay centric. I will do my absolute best to keep feeding my creative engine, because getting this battle system up and running will need a lot of problem solving skill. Please note that the script will be free-to-use once it is posted, provided you aren't saying you made it yourself. As with all coding projects, once you have the way to make it work in mind, it's merely a matter of translating it into the language you are using. Sorry for being vague, but I am still in the early stages and I don't want to get your hopes up until I have a working demo. Promises mean nothing until they are fulfilled, and I will only guarantee that I am working on it and that I'll do my best to achieve it. A very rough estimate is a month or so to get the demo up and running, give or take a month depending on how well I can code in RGSS3. I am only in the idea stage/early development.
  9. Aaron

    Battle Systems 101: Creating Bosses

    In terms of boss attributes, a useful tip that I recall reading somewhere is to double or halve an attribute after testing it out. A boss who can keep spamming it's most powerful skill until you die obviously has too much mp, so if it's at 500, take it down to 250 and try battling it again. If the boss is killing your party way too fast, consider weakening it's strength, for example, from 400 to 200. double and halve until you reach acceptable values, then start fine-tuning. This can be used for practically any type of balancing. Also, when you are making a boss, make sure to play through your game, see what level you are when you're supposed to battle the boos, and playtest with characters 3-4 levels higher. This allows your boss to still be challenging to the average player, and allows some room for them to grind and still enjoy the boss. Hopefully, this provides a bit more detail into making bosses with good attributes. @Vega: An alternative type of segmented boss is one in which the segments deal a lot of damage, and have low health, whereas the main boss deals normal damage, but has extremely high health. It allows players who want challenge to try killing the main boss first (you might leave an additional reward for those who actually succeed) @Lowell: go ahead and paraphrase this info into your original post if you'd like. I was just adding my knowledge/opinions to this tutorial.
  10. Ah, I understand now. I got used to C++ allowing overloaded functions. I suppose I'll have to make a call to basic(basic_id) if I want it to work then. I agree with using the dot operator instead of the double colon, but It didn't cross my mind that ruby would allow it. I'm happy that I remember enough to understand what the scripts are doing when I look at them in the editor, but it's obvious that I need to become more versed in the niceties of how code executes. Thanks for the clarification.
  11. *Phew* finished making notes on the Vocab module... sound is next. I'll likely make a command quick ref after I finish my RGSS3 notes.

  12. Hey, I'm currently in the process of charting the unkown waters of RGSS3 and I took a moment to test my memory of the ruby I learnt a year or so ago for RMVX on what I have already charted. I am currently finishing up my notes on the Vocab module and I noticed that they have an abbreviated and non-abbreviated form of basic terms. I made this code: def Vocab.level(a) if a == 1 Vocab::level_a elsif a == 0 Vocab::level end end In an event, I placed a script call: puts Vocab::level(0); puts Vocab::level(1); My problem is, I get an error whenever I use the second line of that event. "Script 'Game_Interpretter' line 1411: ArgumentError occured. Wrong number of arguments (0 for 1)". In the RGSS console window, I get the output for the first line, so I know it works properly AND that the API isn't offsetting my arguments by +1 to make it more human compatible. What is causing the issue, and how can I prevent this in the future?
  13. Aaron

    My Return

    I'm back after quite a long absence from the RPG Maker community. As some of you may recall, I was dabbling in code and spriting, as well as some basic art when I joined the rmvx community. I didn't really make much that was worthwhile, but I did develop a lot of ideas before I lost steam. I'm back again with more inspiration and ideas than before, and hopefully, I'll put in the effort necessary to apply those ideas. I will be mapping the RGSS3 code for myself in order to be capable of creating a battle system I have been yearning to make. I don't want to get your hopes up before the battle system is created, because I am notorious for procrastinating until I lose my motivation. If I do finish the battle system, I will release the script for your enjoyment, and as with all my creations, you can use it any way you want, provided you don't take credit for what you didn't do. RMVX Ace seems to be much better for applying my old ideas than RMVX was (the new database system), so now it's just a matter of gaining a true understanding of RGSS, not just ruby as in the past. I will do my best to hang in there until my ideas have been applied. I suppose it doesn't help that all my ideas are so big >.< they'll all take a while and a lot of motivation to achieve, but my first priority will be mastering RGSS3 and then developing some scripts. I also have many ideas I would love to create an RPG out of.
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