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HalestormXV last won the day on July 9 2014
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34 ✶About HalestormXV

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Jack of All Trades
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Tabula Rasa (Pre Demo Now available 12/25/14)
HalestormXV replied to HalestormXV's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
A demo is now available. It is nowhere near 2 hours. It is a simple demo that introduces you to the game and its mechanics. There are probably quite a few bugs as this is a very very early version. However please try it out and let me here some feedback. This is not yet ready for the lounge, but a small demo I think is still good for the Showroom. Tabula Rasa - Pre Demo- 1 reply
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Anything is possible. I imagine the only thing left would be to try it in a new project. But I don't even know where a mistake could be made. It is pretty straight forward. I guess the only thing left to do is try and duplicate my script setup in a fresh project. I was curious if the software caches items or something and that is why the new icons aren't showing up when actually in game. EDIT: Please close this topic as I have resolved it.
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Hmmm so there is no limit to the height but they don't draw the index in game. Perhaps there is a limit to the index numbers? I'm using this one btw: http://vxresource.wordpress.com/2010/07/05/biggest-iconset-ever/ And I am using: https://yanflychannel.wordpress.com/rmvxa/menu-scripts/command-window-icons/ I don't think this is script support though, as this sounds more like an Editor issue perhaps? The reason i think it is an editor issue is because none of the scripts I have raw the icons. And they would draw no problem before I switched over to the big iconset. So anyone know if perhaps there is a cap on the index numbers?
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HalestormXV started following Tabula Rasa (Pre Demo Now available 12/25/14)
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I'd like to buy a 72 hour bump please?
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Tabula Rasa (Pre Demo Now available 12/25/14)
HalestormXV posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
This is a post for "The Showroom" a working demo is not yet available. This is a free game that Nerd Storm Production (New Software Development Company) is working on. We currently have two games in development, one commercial and one free as well as the layout for a 3rd and 4th game. However the free one is called Tabula Rasa and here is the layout. Genre Fantasy, Adventure, Turn-based Plot: You are one of the few remaining "Sage Blades". Sage Blades are keepers in a sense and guardians of the worlds (with an s). You were kidnapped and as a precaution a self defense spell activated present in all Sage Blades that wiped your memory. You have no recollection of who you are. You are quickly met by a companion named Matias who was travelling with you when you were kidnapped. The universe of Tabula Rasa is based around these cards known as "Enigma Cards" and Enigma Card is the essence/spirit of various creatures that inhabit the universe and calling upon them allows you to invoke special effects in battle. Enigma Cards are commonly used by everyone. It is a method of survival short of weapons and armor. The Sage Blades are the only ones capable of bringing forth a Type B and Higher Enigma which can be devastating for the Universe of Tabula Rasa. You are a target and at the same time, trying to regain your lost memories scattered across the different worlds. The World: Tabula Rasa takes place in a universe not in a world. In Tabula Rasa there are special locations that have Ley Lines. These Ley Lines can only be accessed by a Sorcerer who can tap into them to open a portal to another parallel world within the Tabula Rasa Universe. These worlds may have characters that look similar or resemble characters you have already met but will not know who you are as they are unaware of the other worlds. The only ones with the knowledge of multiple worlds are the Jumpers. The Jumpers and Sage Blades and a select few other class of people. Jumpers are generally powerful Sorcerer's like Matias who may also be referred to as "World Hoppers." The jumpers are not as powerful as the Sage Blades, but the Sage Blades lack the ability to cross worlds. The worlds vary in timeframe. One world may be a medieval based world with a feudal system while another world may be a modern age world with technology, or you may cross into a futuristic world where technology is far advanced. Features: -High Resolution - Tabula Rasa utilizes the experimental, yet official, High Resolution dll. The game can be played on a variety of different Resolutions. You select your Resolution at the start of the game and can change it from the Title Screen at any time. Reports have said that Resolutions above 1024x640 may cause some errors with RPG Maker VX Ace not responding. I generally play test the game on 1344x768 and I have run into this error only twice. So that it is not totally confirmed but it is worth a mention. - Advanced Party system that will allow you to modify your party as you see fit. Different party members may have different skills that will aid you. Some party members specialize at something but you can only have 4 Party Members at one time, so you may need to switch members in and out. (IE. Matias and World Hopping) - Card Based Battle System - Engima Cards are the form of combat in Tabula Rasa. It is turn based combat. There are very few skills in Tabula Rasa. Most skills are based on the Enigma Cards. The Enigma Cards are found, purchased, traded, etc. The Engima Cards you have go into your card collection. It is up to you to build a Deck to go into battle with. The Deck can contain a maximum of 50 cards and certain cards are restricted and may only allow you to have 1 or 2 of them in one deck. Each party member has 1 deck and you all share the same collection. The cards do not take up inventory space and stored separately. some of the cards can only be found in a certain type of world. (Gotta Collect Em All! Enigma Cards!) - Inventory Restrictions - each party member is only allowed to hold a certain amount of items which combine to create a maximum inventory. At the start of the game you are restricted to 200 inventory slots. - Storage System - as there is an inventory restriction there is also an "Engima Storage System." The engima storage system are certain places in the different worlds that work under the front of being a "bank." However the employees are all World Hoppers or "World Travelers." World Travelers do not have the ability to jump but they are simply adventures who may commission a Jumper to travel the different worlds. The Enigma Storage System allows you to store your items and access them across the various Worlds in the Tabula Rasa Universe. - Various Other Features, Too Much to Name - there are a ton of other features that are too large in number to name or this post would never end. There is a Bestiary System, there is day and night cycle, a lighting system, a dynamic enemies system so enemies level up with you, there are a number of hidden secrets, there is some voice acting, there is just so much to name that I am probably forgetting a huge amount. The Prologue: http://imgur.com/a/xmK6g#0 (Yes it is in order, read it from left to right unlike tradition Manga) Some Screenshots: Video Snippet Characters Hero - You select your own name Matias - Your companion in the journey to help you regain your memories Various other characters who have not yet been named since this game is still in its early stages Credits Oh boy, this is going to be a huge list. I will put it in spoiler tags. Note Please Note at the end of the video snippet - where i showcase the resolution changes, the only reason the picture looks disfigured is because I haven't yet adjusted the settings to fit the resolution. It has nothing to do with the scripts or with the High Resolution .dll Feedback Please share your thoughts and comments with me. This project is in its infant stages. But I plan to have a working demo soon once I finish up the first mini dungeon. Demo (12/25/14) http://nerdstormproduction.com/downloads/Tabula_Rasa.zip- 1 reply
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Requesting Some Map Help (Contains Video to Illustrate)
HalestormXV replied to HalestormXV's topic in Editor Support and Discussion
Yeah usually I use GIMP and I have a 32x32 grid set up. But because the Sprites are taller do I have to adjust the grid slightly to fit the height of the sprite so there head is not going under the building? Or should that not matter since RPG Maker run in a 32x32 grid regardless of the height of the sprite? And yeah normally I dont have an issue with the overlay and ground layers. I guess one thing I am trying to figure out is how to draw out buildings without having to do the actual house as the ground layer and then the roof as an overlay layer. I use Yami's Overlay script. I did it all the time with the RPG Maker VX Ace standard sprite size then I would set pass-ability over the housing walls to X and leave the roofs and stuff to the O and because the whole house was part of the overlay map it combo-ed well with pass-ability, they worked great together cause then you couldn't walk "under" the walls of the house yet still you could walk behind them. Is this gravitating more towards "Your using bigger sprites" so that isn't going to really work now? -
Your scripts never cease to amaze me. I am curious of something. How difficult do you think it would be to slightly tweak this so that it can activate with a different button press (might be possible to actually used a common event button press to activate the script call now that i think of it, yes?) but upon its activation have it drain a steady source of MP while you are using it or just while it is on? And of course when it is activated it will make the sprint speed even faster than default? EDIT: Actually got it to work via events and a MINOR adjustment to the Game_CharacterBase (I always prefer to hardcode workarounds) Here is a snippet of what can be done. I am not trying to HiJack the thread. Just showing that it is possible with some eventing and very minor tweaks and posting it for reference for people to see. Now I just need to add in some mana drain or health drain, whatever and an auto-shut off if you run out of mana.
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Ace Party System - Trying to Make Minor Adjustment
HalestormXV replied to HalestormXV's topic in Programming
Oh that is awesome. I didn't realize it was as simple as defining an item_height. I greatly appreciate it. It is amazing how simple some things are to resolve with basic ruby knowledge. I really need to get to learning this. I slightly edited it to fit the "Yanfly" style though lol. Shouldn't cause any issues right? (It seems to work in game) def item_height; return 36; end -
Wow, I have been using this program for ages and still learn something new every day. Thanks. Mods can please lock thread as the issue has been resolved two-fold.
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Anyway to export the Windowskin file? I just used the generator in the Database under the System tab to create one. (So I guess it really isn't a "skin" but more the transparency color of the inside of the skin.) Unless I have to get an actual skin and then change the bottom right corner? EDIT: Thats seems like it is what I had to do. Thanks for that. I was unable to do it without an actual "Window" skin though. So I am wondering if you can do it without the need of a Windowskin.
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Card Battle System - Iterate and Store an Array
HalestormXV replied to HalestormXV's topic in Programming
Well the ASOE Engine basically stores variables, switches, character and player data etc. in a webserver database. So in theory all I would need to do is have that array read by a PhP Script. Or rather have the intergers in it stored as a string and the PhP script will just pull them and put it into the database. -
Card Battle System - Iterate and Store an Array
HalestormXV replied to HalestormXV's topic in Programming
Maybe I am just not understanding because I don't quite grasp arrays in ruby that great. The script I am using is this one: http://pastebin.com/kSfivDqV Ideally what you can do is: add_card_to_coll(4,5,6,7,7,1,4,4) That is built into the script. Once you execute that command the players get these "cards" (those numbers are actually skill id numbers from the database with notetags which are not stored as skills) placed into his deck and they use them to fight. So I basically want to add something to that, that will take those ID numbers and store them in a global array that is accessible in another script. In that other script it will push the values in that array into a database (which I have set up). Would your method above allow for that? The only reason I am resorting to this is because i cannot for the life of me find out where these values are stored and pulled from when the player exits and reloads his/her save file or how it saves them to the save file to begin with for that matter. My ultimate goal is to get this script to become compatible with the: ASOE Engine Which I know can be done as soon as I can just figure out where this data in the cards is store and where it loads up from. Then it is a matter of storing those values on the ASOE database which the ASOE system already does on its own. But because this script is foreign it doesn't know what to save and what to load and unfortunately with my lack of ruby knowledge it is making it extremely difficult. -
ASOE - Asynchronous Online Engine (ALPHA)
HalestormXV replied to Fhizban's topic in Completed Scripts/Plugins/etc.
This is the card script btw: http://pastebin.com/kSfivDqV Thats the most difficult part. I just can't seem to place my finger on it. And that $game_party.coll has no other real calls. I have thought up an idea. Maybe you can help shove me in the right direction for this one. How could I make a script call in one of the ASOE Module Templates that simply does this: pushToServer(id1, id2, id3, id4, etc.) then have it store all of those numbers in an array and simply have the php script iterate through the array and update the database (I have already added a new column to the actors to store the card data) Any tips on how to make that happen? The PhP part I can probably figure out. The ruby part not so much. Or maybe taking a quick glance at the above script I linked and see if there is just a 100% Easier Method that I am just not aware of because of my lack of ruby knowledge?- 45 replies
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ASOE - Asynchronous Online Engine (ALPHA)
HalestormXV replied to Fhizban's topic in Completed Scripts/Plugins/etc.
I am sorry for rebumping this, but I am having an incredibly hard time trying to get this to work with the card battle system. I understand that the data is saved as a variable. And that variable is stored on the server and then pulled from the server and applied to the actor. So ideally this sounds like an incredibly easy task to make work. But sounding one way is totally different from functioning one way. The way this card system works is that your skills are cards. You adjust the skills by simply putting some notetags in the database. So how do I basically take these skills and just force them into the database? The script call is this add_card_to_coll(idOfSkill, idOfSkill, etc, etc, etc.) That functions operates like this: def add_card_to_coll(*args) for id in args $game_party.coll.push($data_skills[id]) end end Here is the datamanager of the script: module DataManager class <<self; alias load_database_pc27_cardgame load_database; end def self.load_database load_database_pc27_cardgame load_notetags_pc27_cardgame end def self.load_notetags_pc27_cardgame for skill in $data_skills next if skill.nil? skill.load_notetags_pc27_cardgame_skill end for item in $data_items next if item.nil? item.load_notetags_pc27_cardgame_item end for state in $data_states next if state.nil? state.load_notetags_pc27_cardgame_states end for equip_type in [$data_weapons, $data_armors] for obj in equip_type next if obj.nil? obj.load_notetags_pc27_cardgame_equip end end end end So ideally when I use the add_card_to_coll command and put in the list of ID numbers wouldnt I just have to push those skillID numbers into the database? And if so how could i do that because i can't seem to figure it out. I mean really all the card battle system is doing is just using the information in the client database to interpret the notetags. So why would the skill ID numbers have any effect. The ASOE system already stores skills correct?- 45 replies
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ASOE - Asynchronous Online Engine (ALPHA)
HalestormXV replied to Fhizban's topic in Completed Scripts/Plugins/etc.
Oh it's not a problem. This script is fantastic and because it hooks into a webserver I know going into this that there are certain limitations that must be accommodated in order to make it function correctly. I am just eager to try and learn it (and I reference the documentation quite a bit). I will try and see what I can cook up relating to the battle system. However do you mind posting a simple event example on how to make a "shared" chest? Using the timer function and such? Even if you made a quick example, I wouldn't mind writing an actual tutorial on how to make a chest work with this system that you might be able to add into the documentation. I just need to see how it works first and what each of the script calls are doing.- 45 replies
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