SuicideToro 5 Posted February 9, 2013 (edited) HARVEST MOON: ONCE UPON A CLOVER "If you close your eyes, you can hear the hushed murmurs of Wind and Water, Of tinkling bells and faraway lowing cows. If you open the window to your soul, just a little, You might find a bit of that Wonderland you're looking for. It is not around you. It is in you." Brief SummaryOnce upon a time, man was ignorant about the presence of magical creatures, until the night on which the supernatural announced their existence to the humans on international live broadcast. This historical event is dubbed as the Revelation. Since then, man and magical beings had to learn to co-exist, and they did in a generally peaceful manner for a hundred years. The Humans and the supernatural kind, who are called the Fairfolk, had separate territories and cultures. The Humans feared their magic and stayed away as much as they could. The Fairfolk, in turn, felt too dignified to mingle with mere mortals and kept to themselves. The two races always remained like two sides of a river, close, but never touching. Somewhere, a child of the Fairfolk, in guise of a white rabbit, crossed the line between the races into Human lands. He is met with a Human child. So begins a strange friendship between Child and Rabbit. Rabbit tells stories of his old home, a faraway farm so beautiful and magical, it had to be hidden so even most Fairfolk could not find it. One could lie down on a bed of clover and hear things only ancient trees and sighing flowers can hear. One can drift into the clouds, into Wonderland. "Promise me you will go there, one day." It is only after a few days of disappearance that the news of Rabbit's death reaches the Child's ears. Since then, safety laws are passed down to prevent humans and Fairfolk from ever crossing paths again. Ten years pass in the blink of an eye. You, the protagonist, brave the void between these two races to venture into a quaint town of the Fairfolk territory, Kiar'hn. With nothing but a promise to keep and the youthful carelessness of throwing caution to the winds, you settle down at Clover Farm and buckle in for the challenges that come in your way. Characters Well, despite the list not being complete, here are the set characters!ProtagonistGIRLBOY Romance-able CharactersGentlemenKonnosukeA nine-tailed fox deity who had wondered around for hundreds of years, visiting shrines and answering prayers. He likes nothing better than to write calligraphy and flirt with women while drinking rice wine. He has a surprisingly dark side to him when he speaks of war, implying that he might have been in many of them in the past. Love Rival: Evelynn Special Attributes: If you give him an offering that pleases him, he can raise random attributes like Max HP or Stamina.Fullmoon Form: His hair grows long and all nine of his fox tails emerge. Red markings appear on his face and he wears white and red formal robes.*Portrait based off Kimaila's fox deity.AaronA cyborg who used to be an steam engineer in London. He and his sister Alice were orphaned beggars on the streets until a mechanic took them in and taught Aaron the trade. With a talented eye for detail and nimble hands, Aaron became great at constructing small machines until he caused a great explosion by accident one day, killing the mechanic and seriously wounding himself. With Alice's awakened Healing powers and his abilities, they managed to fuse his mangled body with gears and machines that enabled him to escape Death's clutches. Aaron is a serious man who takes his work very seriously and is slightly oversensitive about the possibilities of minor accidents. Very protective of his sister. Love Rival: YannSpecial Attributes: Boosts party Defense greatly in battle at the price of possible Gear Failure (30% chance of being completely immobilized per round.) Fullmoon Form: Some metallic parts become visible and his right eye becomes mechanical. *Portrait by drack_669*Booker A well-mannered wizard who works as the town librarian. He spends most of his day checking through and organizing the archives in the Library, which is considered as Booker's house and haven because of the dedication he pours into making it well-stocked, tidy and comfortable. He is man of much knowledge and can be interacted with to give info about almost anything. Other than reading and writing, he cherishes fine arts and spends time painting. Love Rival: Ruth Special Attributes: Grants extra MP and takes less MP to cast spells. Increases chances of getting various potions upon defeating enemies. Fullmoon Form: Magical powers greatly increased. On these days, the Library gets turned into a temporary brewery for him to concoct potions and bottled spells. He can offer special potions that cannot usually be found in the Marketplace. Hanok A shy guy of Red Indian origins who is rather insecure about himself. He is quite new in town and lives alone near the edge of the woods. He stays away from the townsfolk and often takes long trips into the woods to hunt. It is revealed that he is a werewolf, and since he is the only one who completely changes appearances and loses his personality during Fullmoon, he is very self-conscious. Only after he makes friends with either the female player or Miracel does he slowly warm up to the rest of the town. Love Rival: Alice Special Attributes: ??? Fullmoon Form: He turns into a big brown wolf and no longer maintains his own personality. He hunts with a pack in the forest and does not return until the next morning. He has conflicts with the pack's Alpha male and often shows up the morning after Fullmoon wounded. Ladies Yinn A half-Chinese, half-Japanese girl who co-owns and runs Wanjiudao, a Japanese-Chinese fusion restaurant. She's usually quite mischievous and tomboyish, but manages to sober up and keep her head in dire situations. She speaks or curses in Chinese and Japanese when she is angry or anxious. Besides that, she has great swordsmanship. Surprisingly, her talents are dancing and singing, so she occasionally graces the stage for traditional Oriental dances and songs, and all the men go nuts about this softer side of her. She hints that she used to be a hired assassin before she bailed out and came to hide from her former master in the quiet town. Love Rival: AaronSpecial Attributes: Her highly-agile Katana can deal as much as four hits per round for three rounds for Stamina cost. Fullmoon Form: Dons a mask of a Chinese demon and grows a pair of red horns. She becomes rowdier and more violent, but seems to be haunted by the nightmares of her dark past. Alice A soft-spoken, kind-hearted trainee Healer who works in the Clinic. During her free time, she likes to spend time at the Library and relax in the forest. It is later revealed that she cannot heal herself and has heart problems as the result of an accident. Her wish is to be a full Healer and find a way to completely heal Aaron so he can be wholly human again. Love Rival: Hanok Special Attributes: Her Healing abilities double in strength in her Fullmoon form. Fullmoon Form: She glows in a soft pink Healer's aura and her voice takes on a sweet, hypnotic sound of a singing nightingale. It is unclear how and why the change comes about. Evelynn A mysterious, beautiful young woman who works as a barmaid at the Dragon's Hearth pub every night. She only appears at night and on certain rainy days. Townsfolk say she is one of the Nightstalkers, pale creatures that crumble to ash in the sunlight and drink the blood of people at night. She haughtily demeans Humans due to a past romance gone bad with one of them, but generally acts in a polite manner to everyone else. Her hobbies are playing chess and playing the violin. Love Rival: Konnosuke Special Abilities: Bloodlust mode can increase her Evasiveness by 50-75% and evoke a Dark Blast that can do massive damage with the slight chance of hurting own teammates. Fullmoon Form: She turns into a full-fledged Nightstalker with ruby red lips and dangerous, unearthly beauty. Her pupils grow as black and the night. She tends to feel more comfortable talking about her true nature and sometimes flirts unashamedly. Frelia A cute, shy dryad who speaks very little. She is very dreamy and simply spends her time tending to flowers, chasing butterflies and sleeping. She doesn't seem comfortable around anyone except Noel, with whom she shares a silent friendship. She is quick on her feet and with a bow, and sometimes appears in the forest astride a deer. Love Rival: Noel Special Abilities: Her agility increases by five , and her arrows glow green and deal twice the damage, with increased chances of critical hits and a random special hit called Arrow Storm that deals significant area damage . Fullmoon Form: Luminous markings appear on her face and arms, and her hair seems to float about her head. Flowers spout in her hair and where her feet touch the ground. Fireflies follow her everywhere. Planned FeaturesDifferent kinds of animals and livestock, such as little foxes, flying pigs and fairy cowsFour new elemental priestesses who will grant skills and other battle aidsFull moon cycles with extra action at midnight.New festivals, as well as old festivals. I want to bring back the Egg Festival from the original SNES HM, as well as bring in Omatsuri.Fishing, dating, harvesting, item gathering, wood chopping, shopping, spa, mining, monster fighting, the usualA shop/auction business run by the player.WIP/Implemented:Gender options of male and femaleDifferent kinds of villagers, and date-able characters that can join your party and help you at battle and farming.112 days calendar with seasons and time systemCustom HUDS for menusRandomized weather effects + weather forecastChangeable furniture/ clothingDifferent times and places in a fusion.A crop system!I really need comments and critiques on this. Any interesting ideas for characters, features, etc that you always wanted to see implemented in a HM game would be very appreciated.Thank you very much for your attention, and have a cookie \(; w ; )Or a screenshot! UPDATED (18/1) Recruiting folkses!!!I need one (or several) parallax mappers who can make nice forests and a town, as well as artists for characters and cutscenes.MappersPreferably, I could use someone who knows the basics of fog scripts and animated parallax water scripts, for the forests. For the town, I need someone who can put together the town's structure without it feeling too cluttered, that's all! All resources will be provided by me.ArtistsThanks to my awful drawing, I need MALE PORTRAIT ARTISTS, as well as people who can draw and colour simple background scenery. Title, logo, menu or HUD artists are also extremely welcome.Additional: Say, if any of you out there has the free time to make a little banner for this game... ;w;UPDATE (18/01/2014) Just a note to say Happy New Year to all you folks! Have a great year ahead of you, mates. On another note, meet Yinn! On updates about the snail progress of my game, I have started recently to make some small festivals and events, as well as unraveling some of the relationship system. As usual, I'll be updating when I can. Edited January 18, 2014 by SuicideToro 3 Share this post Link to post Share on other sites
+ Titanhex 284 Posted February 9, 2013 I was once one of those MIA people who was gonna do a game. Even released a base engine that would run some of the core elements. This was in VX though, long time ago. It just got too convoluted, too big for me, and I had people on the team who would come in and out. I'd also change up how I was going to do it constantly, as it was a heavily evolving engine. I created the Mack Seasons tilesets to support this kind of game. I also have a furniture change system in VX Ace Tutorials that I developed for this kind of game. If I could trust your work ethic and skillset I would consider assisting you, but you have only 2 posts here and I don't think I've seen you anywhere else. As for your questions, heavily saturated fantasy elements are great, so long as you can support it. It doesn't make sense if you want a unicorn in your game but don't have any unicorn sprites available. Then again you could be a good pixel artist, which would go a long way here. In that case, go nuts. Harvest Sprites in the form of colourful Smuggles.Harvest Sprites in the form of colourful Smuggles. Nobody understands what this means but you. Different pets is fine if you have the resources. But really it's not that big of a deal. It's all aesthetic there. I think the problem with a lot of your suggestions and ideas is that you need consistency, repetition in aesthetics, and a clear grounding place for your player to connect to this world you're making. Right now you're just kinda going crazy with as many random and odd things as you can think of, instead of going with a clear, grounded line of design. Otherwise your screenshots look good, and you're making good work of your game. It looks kinda parallaxed. Is that the case? You should focus on some basics, like how many locations. How many villagers. How many datable characters and non-datable. How many houses. What kind of characters. What kind of economy even. I think you're really getting ahead of yourself. Share this post Link to post Share on other sites
Wren 179 Posted February 9, 2013 Wow, that is some post for your first post! Can't decide what other features you would need beyond what you mentioned. Are you going to simply have npc events with different pages depending on the time of day so that they appear to be in different places during the day and night? I'm not the best at eventing, or mapping, but if you ever get stuck or need advice, feel free to PM me. Share this post Link to post Share on other sites
SuicideToro 5 Posted February 10, 2013 (edited) @TitanHex Thank you for your voice of experience and great advice! Also for reading all that nonsense and writing out such a long reply ; w ; As I'm only scratching the tip of the iceberg now, I can only imagine how difficult it's going to be from here on... As you mentioned, right now, I don't expect anyone would have enough trust in me yet to go for the long-term team route, and even I don't have confidence in my own game yet, therefore I'm thinking an actual team to be created much further into the project progress, if at all. So for now, little bits of advice here and there would be fantastic already. Also, I only joined the forums around a week ago. I post a little of my works on the general RM forum, but that's all <: ) I've only dabbled in frankenspriting and editing, but sufficiently enough to create the resources I need for now. I'm depending on RTP and self-edited stuff to set my characters in place while debating the age-old question of effort & time vs originality. The maps are tileset-style, but I edit the tile pieces. Ah, I'm sorry. Smuggles are things that Linhtendo make a sprite sheet and faceset of. They're puffy balls of various colours and cute eyes. Just a variation away from the standard sprites. My bad for not explaining. About the aesthetic part, pets aren't going to have much of a difference, yes. However, for livestock, I thought up of some some actual substance to go with making them different. A unicorn is really no more use than a horse if it doesn't come with pros like supernatural speed or cons like it needs special supplies or care, I think. I generally want to have reasons for implementing fancy things, and am currently still combing through ideas to dump the ones that don't really have use. Basically, I'm now focusing on fleshing the general HM features out before adding on madness bits. I have about three quarters of my cast set, including the datable characters and villagers and their personalities. Should I update my post with the character list? I got the general idea of the town areas set, but can't for the life of me decide on forest design. Thank you for suggesting the economy part, cause I did not think about varying from the standard. I shall look closely into it to see if it could be changed for the good. A good old barter system or maybe the player himself opening up a shop could add some element of business to it. But do you have any opinions on whether a mining or monster-battle system should be implemented, if either? I'm moving at a really slow pace, actually, and these ideas are out here so I can chuck the bad ones out of the basket. I really appreciate your advice, it's giving me loads to consider, especially on the pace I need to set about the making process. On a hind note, I ran to check out the Mack Seasons tileset and furniture change system that you have mentioned, and they are great! With your permission, may I use them? @Wren: Yes, it is <(=w=") I was wondering if it was too long to be posted in this section of the forum... And yes, that is what I planned. I have heard of character schedule scripts but have yet to determine whether they can be used in conjunction with the time script I use. Thank you very much for offering help, Wren. A-Are you by any chance interested in helping out with forest mapping? <: ) Edited February 10, 2013 by SuicideToro Share this post Link to post Share on other sites
+ Titanhex 284 Posted February 10, 2013 (edited) Permission is already given to anyone interested in any of the systems or resources I have posted. No need to ask. Of course the furniture change system may or may not be beyond your comprehension. I think it's beyond a lot of forum users comprehension if I can be honest. The indexing system it uses is on the advanced side for eventing. If you actually understand how it works and how to use it though than maybe we can talk about striking an alliance, and I may be willing to lend you a strong hand. Mining and monster battle systems both work if your game can support them. How you do them is up to you. I would think keeping them vanilla and simple may be your best bet. I do have a Power Bar and Button Masher system that works well for mining and lumberjack minigames. I developed it for those reasons actually. I also have a fishing system in the tutorials. If you want to see my old RMVX game with it's small, working demo here is the link: http://www.rpgmakervx.net/index.php?showtopic=52589 Perhaps it can give you some ideas about what you're doing or details to consider. Also don't add your character list, or this will be looking too much like a game topic. (Not that it isn't close as-is) Edited February 10, 2013 by Titanhex Share this post Link to post Share on other sites
Wren 179 Posted February 10, 2013 -snip- And yes, that is what I planned. I have heard of character schedule scripts but have yet to determine whether they can be used in conjunction with the time script I use. Thank you very much for offering help, Wren. A-Are you by any chance interested in helping out with forest mapping? <: ) Like in what capacity? I'd need to know which tileset(s) you would want to use (especially if you are using any custom sets) and what sort of purpose the forest would have. Mapping isn't my strong suit, I'm getting better at it, mostly by learning how to use events to let some elements blend slightly to make things look slightly more natural, but I'm far from a mapping expert. I don't even know how to parallax stuff (I know the general theory but haven't done any of it yet). If you give me a specific reason for the forests (such as exploring) or for resource gathering (chopping wood? gathering mushrooms?), or for a battle dungeon, I can toss up a few maps in a demo and share some screenshots. I'm stuck on my own project anyway, so actually using rmvxace for a few hours soon wouldn't be a problem. Share this post Link to post Share on other sites
Nullux 1 Posted February 10, 2013 (edited) Hello! now im making a harvest moon fan game too(for my girlfriend ). I wondered the same thing and I use the both script. TDS's Farm Engine = Still in progress RA's farming script = crops growth depending frames but, like harvest moon i need to crops growth depending the day or hour time. I tried making event system too but have too much varibles and parallel process. In that point when i dont know what to do i think to create my own event/script system, for that I mix the logic of crop event system from celianna and the following script: - Reproduce Events (Author:Eshra) - Event Memory ( Author: Solistra) - Event Self Data 2.1 (Author: PK8) - Event Extend (Author: Tsukihime) - More Self-Switches (Author: game_guy) with that I only have one common event to activate the new day and only runs for 1 frame and each crops have one page in parallel process that only runs while the common events is active. Sorry for my bad english is not my first language. I will upload my project if you need it. Edited February 10, 2013 by Nullux Share this post Link to post Share on other sites
SuicideToro 5 Posted February 12, 2013 (edited) @Titanhex Thank you very much, they will come in handy Your old game is... wow. It's really quite complex, all that eventing and scripting. I love its customizability and features, especally the Button Masher system. It serves as wonderful reference. I'm considering that and a crafting system in my game now, if it's not too difficult to implement. Thanks for pointing the demo out to me! I'm still in the process of combing through and understanding the furniture system. I am new to this, so I'm still trying to get it. I'm thinking of putting the battle system IN the mining caves, so the player has to fight his/her way down to mine. In that case, there will be a bit less of mining eventing as well as add some challenge to it, I hope. The fishing system is very unique, and if I can find a way to implement using different grades of rods and different seasons for different fishes, it would be perfect! I did wonder if this should be moved to the Showroom instead, but I felt like it wasn't developed enough to be there yet... *shot* @Wren I would eventually like to parallax, but it seems harder than tilesetting, so I stick to the easier alternative for now too. I'm thinking two medium-sized forests east and south side of town, with a bigger one up north leading to some mountains and a grand waterfall. Most likely I would make use of the Mack Seasons sets by Titanhex, for the different seasons. The smaller forests will bear the foraging stuff like apples and herbs, as well as trees for lumber. The bigger forest will be a battle dungeon and collecting grounds for rarer materials. Each forest has a shrine in it, but that I hope to try tackling that by myself first. With some natural events like swaying trees and falling leaves, it would look great If you really could do that, it would be greatly appreciated ;w; Thanks! @Nullux Aww, that's sweet of you The time script I use uses frames as time counters, so I think I will try out RA's for now. If it doesn't work out, I would end up using Celliana's farming events too. Thanks for pointing out those script parts, I will go through them to see if I can make use of them too. If you don't mind uploading your project, it would be very helpful for my understanding <: ) Edited February 12, 2013 by SuicideToro Share this post Link to post Share on other sites
Wren 179 Posted February 12, 2013 Well, I actually went and got a new desktop computer on the 11th, and am in the middle of moving all my stuff from one to the other, and also going from windows 7 to windows 8 so it might be a few days until I try and do anything rpgmaker related. Can you get me the mack seasons tilesets in one demo so I know for sure which ones you plan to use? I assume that they all look the same except for colors so that it seems the seasons pass by trading out the graphics so a tree is still a tree, it just looks different depending on which tileset is being swapped in, but I'd still like to have them all to look at while I map the 3 forests. Probably should set up a private convo from here on out about the forests so that we don't throw this thread all off of topic about tree screenshots and stuff, but just wanted to make sure you know what was going on with my computer situation. Share this post Link to post Share on other sites
SuicideToro 5 Posted February 19, 2013 Alrighty, back from a holiday and back on track! I updated a screenshot for my first parallax map of the farm. Comments and critiques will be very much welcome. @Wren: Sorry for the long hiatus. I hope your computer is good and ready to go? I will upload the demo shortly via PM. Share this post Link to post Share on other sites
Wren 179 Posted February 20, 2013 Having some trouble with It actually, seems every time I restart ore shut down, when it comes back on it doesn't recognize the video card and I have to pull it, load it up on the intergraded vid card, and then shut down again, put the card back in and then let it boot up again, which can't be good for anything. strange thing is it worked fine for like 4 days and didn't do this, no idea at this point, might have to return the whole thing Share this post Link to post Share on other sites
Selchar 15 Posted February 27, 2013 *sneaks on over here* I'm all for having another harvest moon game around, or making it easier to make one. You've already seen the calendar system I made, guess what was next on my list of things to do? In regards to crop scripts, so far I haven't found one worth learning, or an event system worth learning either... so after planning things out using some scripts already made here and there, and a small amount of eventing/scripting knowledge, guess what I did/am still doing? I'm still working on it, but I will say it looks promising. I can't give the system out yet til I have completed some important things tho, but I can describe the current setup. 1: I use Galv's Use Item on Event script: http://galveraxe.wordpress.com/category/rmvxa-scripts/event-utility/#post-532 When you select a "weapon"(I was thinking of having the weapon's tab set aside for tools, renamed tool selection), it calls a common event that will place the ID into a reserved variable. Bonus: For regular items Galv's script would do wonders as the "gift giving" part for your npcs. 2: Tsukihime's Event Trigger Labels: http://www.rpgmakervxace.net/topic/6384-event-trigger-labels/ The basic setup of the crop event is, when you use the action button(I have it set as the keyboard A button, while Galv's is S) while facing a crop, you will perform an action based on the variable obtained with Galv's script. This can also be done for things like logs, rocks, weeds, etc... rather easily enough. 3: Fomar's More Self Switches(Found in I believe the July Restaff release, or June, but I'm positive it's July). I like the way it allows for creating and expanding on event self switches. 4: PK8's Self Variables(From his self data suite): http://forums.rpgmakerweb.com/index.php?/topic/1567-the-self-data-suite-self-switches-variables-and-metadata-for-everything/ I needed at least 1 self variable, along with Fomar's self switches it allowed me to create the crop, and just copy/paste it. 5: A small scripts I made to reduce the number of conditional branches I needed, and to automatically progress the crops while providing an easy way to maintain each crop's growth rate individually. That should be enough to give you an idea of how it works. It's also currently standalone, meaning it doesn't require my calendar script, but I will probably have to do that at some point to simplify it even more. I should also mention it might require using the demo as a base for a game that includes it(the events, common events, variables... I can try to make it as plug-in-play as possible using scriptcalls, but some hurdles just can't be crossed so easily). Anyways, I think that's enough about that, oh I should take a picture. *looks at the rest of the OP* Interesting stuff, not sure if you can get it all done, tho I'm sure by now you've had time to experiment with eventing, and different scripts to see what you can and can't do... Oh, did you notice the box next to the house? It's a working Shipping Bin , in case you or anyone wanted that feature instead of selling directly to NPCs. Took a while to figure out how to get an item's price. It uses Galv's script to handle it. Anyways, that's a pretty good map farm map. I am uncertain how well having "that" many events on a single map would be good. Thankfully I already moved passed the prototype crop event which required all tabs to be parallel process. Phew, got all of that done. Been meaning to post here, but I wanted to offer a "little" more than just "maps look good, nice to be creative but don't go overboard", and "good luck!" Share this post Link to post Share on other sites
SuicideToro 5 Posted March 2, 2013 (edited) Hi there Selchar! Nice to see you here ;w; thanks for dropping by! THAT. SOUNDS. AMAZING. It's easy to understand too! If you can indeed combine it with your script so that the crops automatically updates everyday along with the weather, it would be superb. It will be ultimate. The other farming engines also use demos to show how they function, so I can see how some eventing and stuff is inevitable. So long as we don't need to make 99-page long events, it would be pretty good. Looking at yous screenie, I notice you have a stamina bar. I'm looking for a way to incorporate stamina, hunger and thirst into my game to make it more challenging, so I was thinking of something along that. Which script for stamina do you happen to be using? I am a bit more worried about livestock system at the moment. It's a lot of stuff to do, yeah, so I'm taking it slowly, chip by chip... Your climate and time system takes a load of burden off my shoulders though! Thanks again for making it, it really helped! The Shipping box looks like a cool idea. I'm not sure which of Galv's script you refer to. I'm using his Storage script, if that's the one. What I had in idea was being able to sell food via shipping box, but things that you harvest/craft by battling monsters has to be sold via a shop. Seems strange to be throwing swords and monster tails into a shipping box xD I concern a bit over lag, too. I played demos where the areas for crops are tiny and don't lag, so yes, I am probably going to shrink the amount of land on the farm and add till-able land in some parts of the forests to distribute the eventing more evenly. If not I'll use an anti-lag script xD Thanks for your comments! EDIT: I am wondering what the procedures are for moving this up to the Showroom. Do mods take this and move the whole chunk there so I can edit and update as fit, or do I close this and open up a thread there, or do I just open another thread and keep both? I feel like it's getting too long to stay here in Ideas and Theories Edited March 2, 2013 by SuicideToro Share this post Link to post Share on other sites
Selchar 15 Posted March 3, 2013 (edited) 99 Page long events... funny. Would you accept 71 pages instead? , actually I made the event in a way where you can just copy it over and over and over.... and each one will handle itself! I already prepared 12 crops, 4 for each of the non-winter seasons.(uses celianna's crops for images) It does have it's limits, which atm are unavoidable, I ran out of things to iron out so I'm just going to do some final tests to see if if I missed anything. At the time of the screenshot, I still had a modified version of Yami's Dash Stamina, I got rid of it for something a little more Basic, tho it doesn't come with a fancy bar(for now), it's just "Sta: 150/150" or whatever atm. Stamina is afterall just 2 varaibles, a max and a current. Actions decrease the current value, and you restore it by making it "equal" to the max. I'm hot sure how to handle hunger/thirst, and I don't feel like implementing them myself. Livestock... I can probably do something about that using logic similar to what I did for my crops. Chickens on the other hand... I'll probably take a break from creating stuff once this is completed. By galv's script I meant to say it uses his "use item on event" script that I mentioned earlier in that post to select an item + a short scriptcall I figured out to grab the price. I don't have a storage system yet, I was hoping to either somehow make a category based(for refrigorator, tools, misc. etc...), or request one, but I have other things to focus on for now. Anyways I may post it as a demo for the calendar thread, while simultaniously just giving some quick examples of how to use that script. Making some items shippable and others not would be easy, just either have them as key items, weapons, armor, or I can write a quick method to see if the item's ID is within a certain range for use in a conditional branch. That works too. Edited March 3, 2013 by Selchar Share this post Link to post Share on other sites
Deej 19 Posted March 4, 2013 That's brilliant! I loved Harvest Moon. This looks fantastic. I don't really have any critique. I just fell in love with your project, I look forward to it's release if it happens. Good luck! Share this post Link to post Share on other sites
FleshRenderStudios 21 Posted March 4, 2013 I think it's amazing that your making another Harvest Moon game, And I saw all this scripting and complicated eventing lark and this can be made much much easier. I would write it all down here but it's better if I provide a demo so let me make that and as soon as it's ready I will edit this post =) Should be easy to work in seasons or even months depending on which angle you wish to take, And as for the shipping bin that will be easy aswel provided you want a simple select and use event, Basically I mean open's up an iventory screen you select which item you want and then it disappears from your inventory and the price is paid to you, Also simple enough to add in a section that allows someone to be paid at a certain time or date similar to Zack coming at 5:00pm in the original Harvest Moon: Back To Nature on Playstation =) Demo:- Not yet available, Check back soon! Share this post Link to post Share on other sites
SuicideToro 5 Posted March 7, 2013 Replying spree! @Selchar: Come to think of it, why do you use the Use Item on Event script for crops? It looks good, but wouldn't the default weapon-equip be easier? I saw that you were using PK8's self-variables script. Another game-maker had sent me her demo, and her crop system uses the same self-variables, using them as page conditions instead of creating multiple self-switches via another script. I found her crop system to be somewhat less confusing and easier to manipulate. I don't think I can upload the link here without her permission, so shall I PM it to you, if you want to take a look? It might help with simplifying the system and stuff. I'm wondering if you can sort of combine her system with yours to come up with a new one. No rush! I'm going to be using your version of the Stamina counter. It's nifty to use! Your shipping bin works great as well Thank you! Please take your time to script, and keep up the awesome work! @Deej: Thanks for the support! Hope you'll check back for a demo once it's complete @FleshRenderStudios: Thank you for the consideration! I already have a great script that takes care of time and seasons for me, as well as a working shipping bin with a set time for paying. However, I am honoured to check out your demo and see if things can be improved Share this post Link to post Share on other sites
Selchar 15 Posted March 7, 2013 (edited) Replying spree! @Selchar: Come to think of it, why do you use the Use Item on Event script for crops? It looks good, but wouldn't the default weapon-equip be easier? I saw that you were using PK8's self-variables script. Another game-maker had sent me her demo, and her crop system uses the same self-variables, using them as page conditions instead of creating multiple self-switches via another script. I found her crop system to be somewhat less confusing and easier to manipulate. I don't think I can upload the link here without her permission, so shall I PM it to you, if you want to take a look? It might help with simplifying the system and stuff. I'm wondering if you can sort of combine her system with yours to come up with a new one. No rush! I'm going to be using your version of the Stamina counter. It's nifty to use! Your shipping bin works great as well Thank you! Please take your time to script, and keep up the awesome work! The use item on event script, where crops are concerned is only for selecting a tool to use. I liked it better than opening the menu and equipping a new tool, plus it's a little faster, that and it's also part of the learning experience for me. I just did what seemed easiest to do. Fomar's self switches were more or less a remnant from the prototype I made(it's included in the demo in the top left corner, only accessable through the editor). Before releasing my demo I had considered changing the self switches to either self variables or metadata, and using Tsukihime's page condition script, but then I decided it would require too much planning and testing to switch over, and just released what was already working perfectly. As for manipulating it, do you mean adding more than the 12 pre-packaged crops? If that's the case It's rather easy to do, same with having a crop that's available for all seasons and doesn't die at the end of the month. Then again I'm the one that made it and know exactly what to do. Or do you mean something else? If you want you can send it to me in a PM, I had considered a couple options to try and simplify it even more, tho at the same time that isn't easy to do. It's always good to see how others can get things to work, and if an even better system can somehow be made, then that's something worth looking into! In any case glad you like what I put together! Edited March 7, 2013 by Selchar Share this post Link to post Share on other sites
Mary674 0 Posted March 9, 2013 Hello! I'm the one who made the other farming system. I don't mind you uploading it, it's an old-ish version of my game, but the farming system hasn't changed yet. Credit shoule be given to the right people for their scripts and resources if you want to upload it, though. Author's names are written in the script editor, and graphics credit should go to Enterbrain, Celianna, and Mack. I'm always looking for ways to optimize the system, so pooling our resources is a great idea. Share this post Link to post Share on other sites
SuicideToro 5 Posted March 10, 2013 Alrighty, I have looked through both farming systems again. On account that Selchar's farming system has weather taken into account, I ended up using that, but using the normal equipping system instead of Galv's use item on event script. Since I have a mini-battle system in the game, I thought it would be confusing to players if they had to equip tools via the script, but equip battle weapons the normal way @.@ The problems I hit are: a) If I try hoeing a few tiles, I hit a glitch in your clock script, Selchar. Line 99, noMethodError, undefined method ' + ' for nil:Nilclass. I have no clue what may have caused this D: Hoeing only one tile does not produce such a problem. I will try several methods to weed out the problem and report it to you, sir! The Stamina window cuts off the end of my max stamina number. Changing self.content.font did not seem to do anything. Baffled! Once I got used to it, the extra self switches part is easy to figure out and add crops and such, but I said Mary's was a bit easier to manipulate in the sense that you can see the page condition variables as potato growth 1, or turnip growth 2, etc, whereas the self switch functions are more difficult to remember. Not much difference in that though. In essence, both systems are in some ways similar, but great! Here is the link to her demo: https://mega.co.nz/#!hRNSUJTT!X8xok3_JxVve0WR5wrfXHEIa9VY7TSpEk6o4eYqbSfQ (Thanks Mary! Should I put this up there in the resources bit together with the credits list, then, or would you like it hidden down here?) Essentially, if the differences between them is too wide to make a hybrid, then it's okay, each to his own style I'll keep on updating, guys! Share this post Link to post Share on other sites
Mary674 0 Posted March 10, 2013 You can put it wherever is more convenient to you. I just want people to know it's not done yet. That's not even a demo, it's an early version of my game. I'd love to incorporate weather in my system in some way... By the way, I have a working barn animal system now where you have to feed them, talk to them, and brush them and they give produce depending on their affection. I'll upload the updated version when I have time. Share this post Link to post Share on other sites
Wingflame 25 Posted March 10, 2013 ooh , thats awesome mary i would love to see that script,.cant wait to see the updated version ^~^., it'll prolly be a big help to toro :3 since i dont think there's a script like that available right now. ooh i so have to learn how to script in rgss3 later >~<; Share this post Link to post Share on other sites
Mary674 0 Posted March 10, 2013 It's not a script though, just an event system. Share this post Link to post Share on other sites
Bigtime Gamer 2 Posted March 10, 2013 I cant wait! i love the harvest moon games :3 are you gonna make new sprites or use the nes sprites for the characters? Share this post Link to post Share on other sites
Selchar 15 Posted March 10, 2013 (edited) Alrighty, I have looked through both farming systems again. On account that Selchar's farming system has weather taken into account, I ended up using that, but using the normal equipping system instead of Galv's use item on event script. Since I have a mini-battle system in the game, I thought it would be confusing to players if they had to equip tools via the script, but equip battle weapons the normal way @.@ The problems I hit are: a) If I try hoeing a few tiles, I hit a glitch in your clock script, Selchar. Line 99, noMethodError, undefined method ' + ' for nil:Nilclass. I have no clue what may have caused this D: Hoeing only one tile does not produce such a problem. I will try several methods to weed out the problem and report it to you, sir! The Stamina window cuts off the end of my max stamina number. Changing self.content.font did not seem to do anything. Baffled! Once I got used to it, the extra self switches part is easy to figure out and add crops and such, but I said Mary's was a bit easier to manipulate in the sense that you can see the page condition variables as potato growth 1, or turnip growth 2, etc, whereas the self switch functions are more difficult to remember. Not much difference in that though. In essence, both systems are in some ways similar, but great! Here is the link to her demo: https://mega.co.nz/#!hRNSUJTT!X8xok3_JxVve0WR5wrfXHEIa9VY7TSpEk6o4eYqbSfQ (Thanks Mary! Should I put this up there in the resources bit together with the credits list, then, or would you like it hidden down here?) Essentially, if the differences between them is too wide to make a hybrid, then it's okay, each to his own style I'll keep on updating, guys! Line 99 of my Calendar Clock should use the Day of the Week variable. If you're getting an error pointing to this line while tilling some soil, then odds are the variable you're using for Current Stamina and the Day of the Week(DAYA) are the same. It's the only thing I can think of that'd cause that particular error in that situation. I don't have that problem with the Stamina window, I always tried with 100ish stamina, and just tried with 1000ish, don't have that problem, so may I assume it's somewhat related to your windowskin? Actually wait... *thinks and checks something* I found out I forgot to adjust some of the numbers for different window positions, but I still don't have the problem you have, weird. I've never downloaded something from that site before, so I'm not sure if I'm missing something but I'm not sure how to download it. I mean I try the obvious, but... hmmm I'll try in a different browser, I don't normally use Chrome, I like Opera but the site recommends it. While I was typing this up I noticed a pm to check out my farming system from Mary, I'll just drop off the link here for everyone. https://docs.google.com/file/d/0BywhvOtY4_H9TjVuX3pvSXNIMmc/edit?usp=sharing I may try remaking/adjusting my system regardless, Galv's Quick Weapon Swap wasn't available until I was mostly done with it. Whether I would have to remake certain parts or I can just make small adjustments I'm not sure, it's been a couple days since I "really" touched it. Edit: It was easier than I thought, tho I did run into a couple bugs during the transition, I seemed to have fixed them. I'll run more tests then upload an updated demo. You'll know if it's been updated if I edit this post again, or post after someone else posts. The changelog for the demo(as of this moment while I check some other things out) 1: Added Galv's Quick Weapon Switch 2: Moved something from the "Use Equip Item" common event, under the HM_TOOL::seed? conditional branch into the have_seed? method. 3: Added get_equip_id method to HM_TOOL, and added it to each conditional branch method(it gets the ID of the currently equipped weapon and puts it into the Tool Variable, rendering the current way of selecting a tool obsolete) 4: Adjustments to have_seed? to fix some new bugs this caused. 5: Small adjustments to the Stamina Window(doesn't/shouldn't fix your problem Toro, just some window position adjustment). Well, back to testing so that I can upload, did I forget anything... *thinks on it* Edit: Demo updated, same link. Edited March 11, 2013 by Selchar 1 Share this post Link to post Share on other sites