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Hello folks! Welcome to the 4th development journal of TSBS. Have you ever thought a state which acts like a bomb? Today I tested out Szyu Timed States with my battle system. I looked at his script and I like the structure. The state apply acts like a force action in eventing. The good news about that if you combined with mine, you could make your own "explosion" sequence since it's similar as use item. Here is the video I recorded So, how I set them up? First, I made two type of skills. The actual skill and the "dummy skill". Then, setup the state as well And for the last, The action sequence itself. "SelfBomb" => [ [], [:action, "Target Damage"], [:check_collapse], [:wait, 60], ], "AreaBomb" => [ [], [:action, "Target Damage"], [:check_collapse], [:wait, 15], [:change_target, 6], [:target_damage, 0.45], [:show_anim, 30], [:check_collapse], [:wait, 60], ], As you can see, for Area Bomb. At first it will damage self and then it changes the target to all allies except self. It deal damage to all allies with lesser damage value (45%). Just as you can see in the video. Since it acts like force action like I just said, you could define the "explosion" sequence as you want! Like... it will float and then explodes in the mid air, your choice, and your imagination --------------------------------------------------- On side note part. This day is my birth day indeed. And thank you very much to all of you who wish for my birthday! :3
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Welcome to the third development journal of TSBS. Well, I can't believe that I could fully focus on scripting back in past 3 days after hiatus for two weeks due to burned out. While I'm working on dual language system of my game, I also made some 'minor' updates for the next version of TSBS. There are : You're going to be able to execute common event during sequence. I believe it could be used for many things like displaying picture in easier way, tinting screen, or even choice in battle? no problem. Or displaying text before the cut-in graphics Display screen transition. Its mechanic is similar to the transition from map to battle. It was inspired from Journey Battle System I found in RPGMakerWeb One animation display. Area attack will only play one animation in the middle of targets. The animation position itself is depends on the target. Yes, it's dynamic! No more to screen animation See the video below for the complete footage Just wait until I update the script instruction as well, then the next version will be released together with the sample game. And I usually spend most of my time on doing the documentation ------------------------------------------------------------ Also on a side note. Big thanks to this music. It was really boost up my mood when I'm doing script Yeah, It's the music I used in my video
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Hello folks! Welcome to my TSBS dev journal. In this entry I will write my thought about my TSBS development. It could be random thought, update log, or anything related with my TSBS. Today, I released a new script addon for TSBS. A Casting pose. What does it looks like? This one was inspired from Breath of Fire 4 and also Tankentai. When you have selected a command for actor, it will instantly changed to casting stance. It best used in default turn rules. See this video below Grab the script addon here : https://github.com/theoallen/TSBS/blob/master/Addons/Casting%20Pose%20(English).rb Don't forget to put it below Implementation part
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Hello folks. It's been a while since the last time I'm working on my game. This announcement may not so necessary. Today, I'm working on dual language system. Because some of people in my local communities tend to refuse to play my game due to the language. They don't understand English and wishes to play the Indonesian one. As many of you know, switching two different languages is nearly impossible due to the its structure of eventing. You need to redo all the event dialogues and it will really troublesome for a lazy person like me. Fortunately, I found a solution using my own external script. I have two different scripts to make this works. First script is RGSS3 Text Exporter. It exports all the text dialogues into csv file. And the name format of the name is "(map_id)-(event_id)-(page_index).csv" After exporting the entire game dialogues, then you could translate them. If you want to use my script, please remember that you need to make folder named "Texts" in your game folder. If you wonder how is the ToU, it's free even for commercial use. The second script I won't reveal so soon. But it's a reverse of the first script. Texts Importer script Basically, it will switch the game dialogues using the external text. How about the constant setting like Vocab? Fortunately, estriole has the solution for it. I use his constant changer and it really helps On site link : http://www.rpgmakervxace.net/topic/23634-eremidia-dungeon-skyward-temple-updated RMN page : http://rpgmaker.net/games/6366/ -------------------------------------------------------------------------------------------------------------- On a side note. I'm currently addicted to this music. I still put that musics for two weeks in my playlist and usually play it in loop
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Scrapped unused stuffs and make include RTP version
TheoAllen posted a blog entry in Theolized Stuffs
Another development log. Yesterday was the final testing of my game to finding bugs and glitches. And now, it's time finalize my game. By scrapping unused stuffs like unused sprite resources, musics, unused database, and script backups. I managed to compress include RTP version to approximately 17mb. Not only because I scrapped stuffs, it was because some help from this cool site http://tinypng.com You know, the default RTP graphics was around 100mb. The animations took the most of the total size. By using tinypng, I compressed the default RTP Graphics to 30mb. However, you need to backup the original graphics. It because, if you want to edit the compressed image, anything will goes wrong since it lossy. My current to do list is to make sure I don't miss even a single thing. I have a plan to release it tomorrow or in next 2 days. Not sure though since I might be busy later -
Inspired from six pages feedback I got from my friend. He complaints that the battle flows of my game is somewhat too fast and he couldn't follow. Hence, I got the idea to add new feature for my battle system script. A slow motion effect! (it was named "stop motion" until I realized it was a wrong name). Take a look at this video It might be hard to notice. But if you look at it a little closer, you might notice that when Stella shot her cannon, the FPS is slightly dropped. This feature soon included in upcoming update list in TSBS version 1.3b
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After taking a break around 2 weeks due to RL things, I began to continue this project which contains the latest version of my TSBS (Version 1.3b). It will contains a few additional features and bugfixes as well. Since most of my local friends community reported some bugs and requested some additional little features. The latest version will be released together with this sample game. Luckily, I haven't release this sample game so soon. It's because whenever I played my own game, I usually found new bugs and bugs mainly comes from my TSBS. I think most of battle system scripts should have at least one sample game rather than just a simple demo. It's mainly because as a developer, you must have a crazy idea that comes on your mind. By making actual project, it's a proof that battle system could be used to make a complete game without fail. Just a humble opinion though, I'm aware that making a game really takes a great effort. For now, I already tested out my game many times and I hope I won't miss a single thing. It's time to replace those placeholder resources with better resources. I have a plan to release the game around this month. Stay tune In Site topic : http://www.rpgmakervxace.net/topic/23634-eremidia-dungeon-skyward-temple RMN : http://rpgmaker.net/games/6366/
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At first, I wanted to make a complete PDF which tells all about my battle system script. Since it's my masterpiece, I always wanted to make a complete documentation. But, yesterday, I found a github wiki and got addicted to write on it. It's pretty neat to write tutorials and documentations. Then I finally decided to use that place to store my battle system documentations and tutorials. You could take a look at this link https://github.com/theoallen/TSBS/wiki And for the in site post http://www.rpgmakervxace.net/topic/23477-theolized-sideview-battle-system-english-translation-avalaible/ It's not complete yet. But I'm sure I will add more articles once I got a chance and idea. I always wanted that mine will be popupar as previously made battle system scripts. =w=
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I was once used to be a composer before. Perhaps some of you have been listen on my pieces. Since I actually have made the similar topic/thread on my blog, RRR, and also RMW. I'm going to spread more, so I made this topic in this community. For your information, I made these around 2009 - 2011. Theo-Ambient01 - Nebula Cloud / Star Fortress ( It somehow resembles a constellation ) Theo-Ambient02 - Science ( It really random music for sure '_' ) Theo-Battle01 - Battle At The Doomsday ( Another random music. Doomsday battle theme. It short though ) Theo-Battle02 - An Avenger ( Well, making battle theme isn't easy '_' ) Theo-Dungeon01 - Abandoned Site/Ruin ( This was the first time I tried to apply music chords to make horror theme ) Theo-Dungeon02 - Deception Dungeon ( One of 5 my first music that still worth to listen. Others are not ) Theo-Dungeon03 - Sewer Dungeon ( Sewer theme dungeon. Can't say more ) Theo-Dungeon04 - Lava Temple ( I was attend to RMN Music Challenge 2011. This song has 3 votes if I remember ) Theo-Field01 - Laying in a highwind ( Another random idea. The title was come from my friend ) Theo-Field02 - Long Road Into the Sky ( Request from a friend. Inspired from Castlevania. I forgot the music title ) Theo-Field03 - Return Home ( Scifi-theme. I imagine the main actor has complete the missions and returning home) Theo-Jingle01 - Credit ( Not sure why I put "credit" as title '_' ) Theo-Jingle02 - Jingle of Memories ( This music was intended for my ex actually ) Theo-Jingle02b - Jingle of Memories ( Short piano version ) Theo-Jingle03 - Piano and Flute ( This is my phone ringtone ) Theo-Jingle04 - Jingle of Death ( I forgot why I could compose these kind of piece ) Theo-Mount01 - High Hills ( One of my early composed music. It's very simple ) Theo-Negative01 - An emptiness space ( Just another random idea ) Theo-Negative02 - Invasion ( The invasion could be anything ) Theo-Scene01 - Lucid Night ( Melancholic theme at night scene ) Theo-Scene02 - Mission Briefing ( Scifi theme mission briefing ) Theo-Scene03 - Steady Cloud ( Not sure if it can be used ) Theo-Scene04 - Shambling Nature ( Suitable for any "hurry up" scene ) Theo-Theme01 - A life ( It was tribute to my friend who sick in that moment ) Theo-Theme02 - Sky is calling ( More suitable for shooting game I thought ) Theo-Theme02b - Sky is calling ( Faster edition ) Theo-Theme03 - Allen's march / Pioneer Theme ( Yeah, this is my theme song. And also one of Eremidia theme ) Theo-Theme04 - Skynesia ( This was intended to be my game theme song. But now I have better music ) Theo-Theme05 - Bring back memories ( RMN Music Challenge 2011. I only got one vote for this ) Theo-Town01 - Reminiscence ( One of my old musics. This was the first mellow theme have ever made ) Theo-Town02 - Town Symphony ( Simple yet peaceful. Not really symphony I thought ) Theo-Town03 - Lazy Morning ( Wake up in lazy way. Come on, it's morning! ) Theo-Town03b - Good Morning ( Wake up with the spirit up. Now, what I should do today? ) Terms of Use : Credit me, TheoAllen. This is free resource. It's free both commercial or non-commercial. But just to make sure to give me the free copy of the game if you use any of my musics. If you make a derivative works, just put my name / my music as inspiration. You also allowed to edit my music as you want. That's all folks. Hope you enjoy.


