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BrandonKaminari

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  1. Like
    BrandonKaminari reacted to Kayzee in Ruby/RGSS3 questions that don't deserve their own thread   
    Yay! *sprinkles fairy dust around*
  2. Like
    BrandonKaminari reacted to Paladox in [18+] [RMVX] The Fairy, the Succubus, and the Abyss. Version: Abyss 0.74 (Updated Nov 11th, 2018)   
    Latest Version:
    Download Version 0.745
     
    Walkthrough: (sorry, no walkthrough yet!)
     
    Saves from previous versions will not work with version 0.74 due to new scripts that were added. Sorry!
    I am leaving the following for future versions, as saves should be compatible going forward.
    Transfer Saved Games: You can copy an old saved game from the game's folder and pop it in the new folder.
    (Will not transfer some things and some events might respawn).
     
    Subscribe to my Patreon to help me commission more art, animations, and lots of other enhancements that will help improve the quality of FSA.
    I also provide weekly updates at my Patreon on what I'm currently working on.
    My Patreon Page
     
    The Fairy, The Succubus, and The Abyss
     
    Seventy years have passed since the War of the Purple Dragon. Peace reigns across the land. The few remaining monsters are content to remain in their dark caves and underground passages. 
    Now, as past threats of evil fade away and become mere legends, dark forces stir in the depths. 
    War is coming. The six kingdoms are not prepared. 
     
    Features
     
    -Play as Sienna, a fairy living in seclusion, as she is captured and thrust into The Abyss, A place so Hellish that none have ever escaped.
     
    -Eat, drink, sleep, and bathe as enemies inflict wounds, infections, poison and disease. Struggle to survive in the harshest of environments, including hot and cold zones. 
     
    -Defeat in the Abyss is not always the end. A large variety of monsters will eagerly rape Sienna if she falls in battle, inflicting trauma, disease, and possibly even pregnancy.
     
    -Give birth to ten different varieties of sprites, then nurse and feed them daily so they will age and grow. Equip them for a variety of bonuses.   
     
    -Monsters die permanently (with few exceptions)! Kill all enemies in an area and solve the Light Lock to make the next time through a much safer experience.
     
    -A variety of boss fights that often play more like an action mini-game or puzzle. Don't forget to save first! Just one mistake here and these bosses will kill you.
     
    -Choose morality or partake in guilty pleasures. Sienna can be good or bad. The choice is yours.
     
    -The nice choice is not always the best choice. NPCs can sometimes die just by being in the wrong place at the wrong time.
     
    -At key points in the story you'll make final decisions that will permanently shape Sienna's character, changing her personality or giving her unique (and often useful) traits.
    Sienna's personality affects her behavior during sex, and later in the game Sienna will automatically make choices based on her personality. 
     
    -During the story Sienna will give birth to six other fairies, and later on they'll join your party and help you fight. 
    Your fairy children and other allies have personalities and battles of their own. 
    At key points during the story you'll need to backtrack with them to discover hidden locations, events, and even bosses that only they can activate.
     
    Screenshots:
    Screenshot 1 (Warning! Mature Content!)
    Screenshot 2
    Screenshot 3
    Screenshot 4
    Screenshot 5
    Screenshot 6
     
    Script Credits:
    No music change script - Modern Algebra
    Override Change BGM/ME
     
    Animated Battler Graphic script - Original by Neonblack, modified by ???nOBodY???
     
    Graphical Credits:
    All fairy sprites, new portraits, and sex animations by Bebecake:
    Bebecake | Patreon
     
    Fairy baby sprites by Arsministrator: Arsministrator | Patreon[/B]
    Some commissioned images by Obakawaii: Userpage of Obakawaii -- Fur Affinity [dot] net
    Many sprites taken from VH (Violated Heroine) and modified for use.
    Some sprites by Evolution.
    Various artwork by Mavis: www.mydirtydrawings.com
     
    If anyone has a problem with my use of any of the art included in FSA then let me know and I'll remove it. 
    The only exceptions being default Rpg Maker assets that I have modified. 
    Unless someone says so then I have no idea which art is actually public domain, free to use, royalty free, etc.. 
     
  3. Like
    BrandonKaminari reacted to Kayzee in Note Field Hash   
    A while ago I came across this handy script that provided a simple unified way to read things in notes. It had some problems but I worked with Syvkal to fix up some things. But Syvkal hasn't really been that active and I kept adding and changing things in my version until it really didn't resemble Syvkal's version, so since Syvkal doesn't seem around much anyway and I added some new features, I thought I would release my version.
     
     
     
    Edit: The old emoticon bug seems to have struck this post at one point, so I fixed it. Also: Now can load notes from a file.
  4. Like
    BrandonKaminari reacted to DP3 in Actor Voices in Battle   
    Hi there, don't mind me. I'm no longer an active user (3 years away and counting) but did a google search of my username and came across this thread.
    My website that I used to host all of my scripts on is no longer active either. However in case you were still looking or interested, you can find all of my scripts available on pastebin.
    https://pastebin.com/u/diamondandplatinum3

    Cheers.
  5. Like
    BrandonKaminari reacted to Kayzee in Ruby/RGSS3 questions that don't deserve their own thread   
    The problem with that is that the lookup tables for what stats you get per level only go up to level 99. If you are past level 99 it will give that error when trying to look up stats because there is no data there and will return nil. Only way to fix it is to either import your own larger table, or recode it to use a formula.
  6. Like
    BrandonKaminari reacted to Kayzee in Using Sprites/Icons as Selectable options in Windows   
    I guess the important thing to realize is that you aren't selecting between locations, you are selecting between indexes. Really the windows with selectable options (most or all of which are ultimately subclasses of Window_Selectable) are mostly pretty simple and all follow the same format, you have a set list of possible selections (the number of selections is controlled by the item_max method) and when you press a direction key and it changes what the current selection of the list is, also called the index. If you want to do anything like, say, make a grid or other two dimensional selection you are going to need to recode how the index selection works. There are also lots of reasons you might want to have up and down do something different from left and right or mess around with it in other ways. You can always mess with your windows's cursor_ methods if you need to.
     
    It still needs to know where in the window each selection should be to be to draw it of course, and that's where item_rect comes in. Basically a rect is just a simple way of doing math with rectangles. They have an x and y starting location and a width and height. The way it's supposed to work is that the item_rect method returns a rectangle within the window for an index. You can code it to return any rectangle you want, but the default calculates one vertically based on item_width, item_height, col_max, spacing, and the index. But Window_HorzCommand for example switches it around to use a horizontal one. I have totally coded one where the selections are not in any real continuous order too.
     
    Usually the window calls item_rect in draw_item to figure out where it should draw the images. You could use any of the built in draw_ methods or just draw whatever bitmap you want using contents.blt which draws stuff (basically the blt in contents.blt refers to a special way of drawing on a bitmap, though I have no idea if that is really appropriate terminology when using full alpha masks, but that's besides the point) on to the window's contents bitmap (the image for the inside of a window). In addition, item_rect is used to figure out where the box that surrounds what option you have selected is.
     
    Over all not too complicated. In brief: Directional input to select the index of a list of selections, item_rect to help figure out where to draw the selections.
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