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Current Version: BETA 1.20 System(Script Collection) Author: Matt Sully (Gump) Download: Attached to this post! Apologies for the lack of formatting on this post. This system is distributed as a demo as it is a collection of scripts that makes a system. It also includes one of my old scripts, 'Gumps LVLUP Messenger" which can be optionally used in conjunction with the system. This project was originally developed many years ago (early 2013), Beta 1.20 is the last version made. I am willing to update or add to this system and/or fix any bugs you might find. Always interested in adding more stuff. I feel as though I know a lot more about Ruby now than I did all those years ago. This script may get some optimizations. I read through it all this morning and got a few ideas. CHANGELOG: ============ A lot more settings now. To see everything that was added, check the README(Version Info) Changelog. Quest data created with the ALPHA version is compatible, but it must be imported. You must also redo all your settings. Find the Beta download attached to this post. Information: I created this system for my first commercial game (WIP). It is an easy to use Quest System that provides feedback windows to the player via Scene_Map. Quests in this system have 3 stages: Active, Finished, and Complete. When a new Quest becomes Active, a feedback popup window appears for a few seconds informing the player. The same thing also happens when a quest is Finished and Completed. When a Quest is Completed, a second popup window appears on screen, displaying the rewards earned for that Quest. * Feedback windows are processed and animated within Scene_Map, and do not interrupt player movement. They will also only appear if the game is "not busy" doing something. Also included with this system is a Quest Manager scene, intended to be accessed via the main menu by the player. This Scene allows the player to view the current status of all Active/Finished Quests (currently, it does not have any options to display Completed Quests). All Feedback Windows, and all Windows within the Quest Manager scene are fully animated (meaning they animate on and off the screen, they don't just 'pop' into existance on the screen). Virtually all Vocabulary within the system is easily changeable. All Vocab variables are located at the top of the QUEST module. There are various other settings available at the top of the QUEST module as well, in fact there are more settings in the public port of QSB(Quest System Basic) than there are in the private version I am using for my game. All scripts and additional README files are included within the DEMO. You will find the Demo attached to this post as a file. Download it, open it in VX ACE and check it out. Legal Info: All Legal information is within the README(TERMS OF USE) script inside of the DEMO. The TLDR for Legal on this script is: You may modify and release modifications for this system, you may freely use this system(QSB) in any free or commercial game, you must provide credit to the script author if you use this system. Please see the Readme(TERMS OF USE) for more detailed information on this subject. Other Info: Quests may have up to 4 required items (with any amount for each item). If a player has all the required items for a quest with required items, then that quest is automatically pushed to the "Finished" state (but must still be cashed in aka "Completed" by the player). Quests may have up to 5 reward items (or none at all). Items are rewarded when the player cashes in, or "Completes" a quest. Quests without item requirements, Game Variable or Game Switch requirements require manual calling of the method to finish that quest when it is appropriate. For more information, review the comments at the top of all scripts and be sure to review all README files within the demos script section. Feedback/etc: Also, screenshots? There isn't much to show but I may add some shortly. I am looking for feedback though. Additionally if you have any ideas for QSB feel free to suggest them here in this topic. Quest_System_Basic_BETA_120.rar
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The simple script of complicated issues that had a simple fix
Gump posted a blog entry in Gump's Dev Blog
This is a blog post about my scanlines script, which was released inside the Restaff Retro Revolution release. The script itself was released with 1 known limitation. This limitation however was much larger than initially expected. The following blog post details what happened. The new version of the scanlines script without any such limitation is also included at the bottom. I hope you find this post an interesting read! Okay so the initial limitation in the old script was that it required a new scene to be run, most specifically using SceneManager.call(Scene_Class). When you warp the player from one Game Map to another, you are not actually changing scenes. The observation and results of the current map are handled by Scene_Map class, data referenced via $game_map (which in itself is the Game_Map class). What happens on the back-end when you change maps with this knowledge in hand? Well, Game_Interpreter sets $game_map to the new map and Scene_Map transfers the player from the old map to the new map. So according to SceneManager, you have been within Scene_Map the entire time, you have not actually called a new scene. A single Scene handles all map processing. Because the old script relied on the start method for all scenes, a new scene needed to be entirely called. It was basically overlooking something + making 1 too many assumptions on my part that created the problem. I just assumed the scene start method would be run in Scene_Map every time a new map was called. This assumption proved wrong and come to think of it, its something I should have known (or did know but forgot I knew). So once you [Amerk] told me about the problem I pretty much instantly realized this while sitting on the crapper. I also realized the script was essentially broken in its released state so I made the update. So the updated script has an aliased update method (which applies to all game scenes) in Scene_Base that checks if scanlines are enabled. If the scanline setting is modified, they will instantly be re-drawn (on the next Scene update cycle, which if the player is idle or a scene is waiting for input, is by default 60 times per second, or every frame). Updated Scanlines Script (inside spoiler):



