+ rbahamut 8 Posted July 21, 2013 (edited) great script Edited July 21, 2013 by rbahamut Share this post Link to post Share on other sites
GubiD 62 Posted July 22, 2013 lecode, can you be more specific? What errors are you getting? Are you still seeing the issues with version 2.2? 1 Share this post Link to post Share on other sites
Wren 179 Posted July 25, 2013 (edited) I made a youtube vid of your demo GubiD. I'm super impressed, everything looks and sounds and feels great. The only problem or hiccup I found was when Terrance leveled enough to use heal, I couldn't get the spell to target and heal any of my allies. (around 10:20 into the video) Edited July 25, 2013 by Wren Share this post Link to post Share on other sites
+ rbahamut 8 Posted July 26, 2013 im having a problem with high res (1920,1080) with the mini battle popup... the pictures pretty much explain themselves first attack of game Game 2013-07-25 17-14-30-01.bmp just after first attack Game 2013-07-25 17-14-20-87.bmp rest of attacks Game 2013-07-25 17-14-27-82.bmp Share this post Link to post Share on other sites
GubiD 62 Posted July 27, 2013 Wren, the reason the 'heal' was giving you issues is because it is setup to summon a character to the field in the demo. If you remove the 'actor=51'? from the skill note it will work as expected. And thanks! rbahamut, The reason for the error is that you are using a larger screen resolution script or something to take it out of the default 544, 416. The problem is not that your have that type of script, but that the background images available were built for 544. If you open the background default image and resize it to be 320 in with and 240 in height (according to the script resolution of your images), then you should be golden. Share this post Link to post Share on other sites
GubiD 62 Posted July 30, 2013 rbahamut, did you get that resolved? Everyone else, If you have not already seen V2.3 was released last week with a couple bug fixes for reported issues and a couple new features. I am currently progressing on v2.4 which add's support for 'Animated Battlers' for usage in the side view system. It will do scene introduction, transition and attack just like most of your popular battle systems. Support will still remain for my existing 'Animated Battlers' (which is the same but in all 4 directions). I will also be attempting to finish up the 'movement' system that allows not only the mini battle, but map battle attacks to have the user jump around etc to deliver the attacks. Cheers! Share this post Link to post Share on other sites
Erthia 1 Posted July 30, 2013 (edited) Looking good Gubid, I am definitely going to be putting this in my tactical wargame. I got a question, is the import script suppose to actually import scripts into the project. I have about 30 scripts from my province war system and copying pasting from each version of the TBS vise virsa could be quit the task. I tried the import but nothing imported. It said no header and asked me if I wanted to import anyways,I pressed enter and still nothing. I copied the scripts folder from your demo to my project and then just copied the import script to the bottom of my project's script. Edited July 30, 2013 by Erthia Share this post Link to post Share on other sites
+ rbahamut 8 Posted July 30, 2013 Ok got it fixed, changed the default back to size 351horizontal, 481vertical and in GTBS Side Battle script line 14 i changed: @back_transition_default = 30 to @back_transition_default = 35 and that made the edges of the picture no longer visible when the mini battle backdrop transitions out! Share this post Link to post Share on other sites
GubiD 62 Posted July 30, 2013 Yes, it does import them. The best thing to do is take the demo, and EXPORT the scripts. then copy the 'scripts' folder to your project. Then set the import/export script to import, then start. Note that the name between your script in your project has to match the name of the exported .rb file. If they do not match then you will get the 'missing header' stuff. If you say 'YES' to import a script without a header or otherwise. You need to make sure that you close your project (without saving) and reopen it to see the changes in the script file. Share this post Link to post Share on other sites
Erthia 1 Posted July 31, 2013 (edited) Thanks Gubid! Got all of the scripts in. This is gonna be great for the type of game I'm making. I am also glad you put that mini scene into the battles. Basically the game I am creating is a cross between SSI's Fantasy Empires and Gemfire (NES, SNES, SEGA). I got the province portion going quite nicely, incorporating your script is going to be great! I'll be sure to give you full credits. Here are some of the screenshots of the progress I have so far. https://www.facebook.com/media/set/?set=a.556978841025136.1073741830.162796367110054&type=1 Cheers! Edited July 31, 2013 by Erthia Share this post Link to post Share on other sites
TacticsMan 1 Posted August 8, 2013 Links in the OP aren't working. Share this post Link to post Share on other sites
GubiD 62 Posted August 8, 2013 Are you still having trouble downloading this TacticsMan? Were you unable to access http://redminedev.dyndns.org? If not, try another computer. If still no, then can you access the other website hosted by the same machine (sponasylum.dyndns.org) or minecraft server with the same address? Perhaps a web proxy? I have seen that people in South American Countries have more troubles accessing the site than others. Not sure why, but proxy seems to always be the final step to access the site if you cannot in your browser. v2.4 coming along nicely. You will be able to define action movements etc using note tags for skills/items/weapons such as: <action_list> create: icon weapon1, user hand1, angle 45 <> move: user, target feet, time 10, wait move: user , icon weapon1, angle 10 <>, time 3 target: damage move: user, target head, time 4, wait move: user, icon weapon1, angle 110 <>, time 4 target: damage screen: flash 200 0 0, time 10 delete: user, icon weapon1 move: user, return, wait </action_list> This action will be carried out not only within mini, but on the map if you dont have the mini enabled. So it is very powerful. Share this post Link to post Share on other sites
TacticsMan 1 Posted August 12, 2013 I'll try a proxy later this evening.How long until 2.4 is finished, do you think? Share this post Link to post Share on other sites
Druid of the Third Moon 2 Posted August 12, 2013 Am I the only one confused about how this "Traverse Type" works? At first glance I thought it was a way to make certain terrain difficult to walk through, but I can't find anywhere on the script that defines how difficult is this (half the movement? -1 move?) Gubid, could you give me a light on this? Share this post Link to post Share on other sites
TacticsMan 1 Posted August 13, 2013 Web proxy fail. Can you PM it to me? Share this post Link to post Share on other sites
GubiD 62 Posted August 13, 2013 PM sent. Druid, the traverse type is to 'REDUCE' the cost of movement. The cost of movement is determined by the tile tag value of the tile they are standing on + 1. So if the tile tag is 0, then the movement cost for the tile is 1. If the tile tag is 3, then the movement cost for the tile is 4. The different traverse types identify a reduction of the tile tag cost for the tile. So, let me explain a little more. When the tile tag (tt) is 1 and the traverse type is 1, then it will have no additional cost for the movement. It removes it. Intended to be used for 'forest' and allows faster movement through such. when the tt is 2 and the traverse type 2, then it will cost 0 additional. However 1,3 will still cost the extra value. Intended to be used for 'mountain' and allows for faster movement through such. When the tt is 1 or 2, and the traverse type is 3, there is no extra cost. Used as a type of both mountain and forest movement proficiency. No matter what, when the tt 3 is used, you will pay the cost regardless of the traverse type. Intended for 'bad land'/'swamp' which cannot be avoided. Any tile tag greater than 3 is ignored in regards to increasing move cost. HOWEVER! Keep in mind that 'Walk on water' and 'Flying' have special rules in regards to this stuff. Flying is not hindered by tile tags at all. Walk on water, however still is and requires 'boat passable' value to force availability of movement. 1 Share this post Link to post Share on other sites
Druid of the Third Moon 2 Posted August 13, 2013 Wow, GubiD, this system is amazing! Too bad it can't be put on states so we can mess with it using Skills to give someone a Traverse Type (well, at least according to your instructions both on the script and on the redminedev wiki). Still, it allows for wonders on tactical battles. Thanks for the reply! Share this post Link to post Share on other sites
Animebryan 139 Posted August 15, 2013 Truely innovative. It nice to know that making a Tactical RPG is now possible. However, it seems there's still a lot of kinks to workout. I'll wait till it's at least 99% bug free. Besides, it'll be a long while before I get around to finishing my list of games to make. By then, this should be problem free. Still, props to you, as I don't think anyone else has managed to pull this off yet. Kudos! Share this post Link to post Share on other sites
RoseGuardian 42 Posted August 16, 2013 Hi GubiD I'm glad that you got far with the script. I just have one request. Is it possible that you could make it compatible with Fomar's Equipment that levels up script and AP System script please? Here is the scripts I am talking about: The equipment level up script: http://cobbtocs.co.uk/wp/?p=155 The AP System script: http://cobbtocs.co.uk/wp/?p=82 Thank you in advance. Share this post Link to post Share on other sites
GubiD 62 Posted August 16, 2013 Yes, there are problems. Just like any software However, it has been very bug free in general since its release. But, that said, v2.4 is on the horizon with a bunch of new features and a few bug fixes as well. Rose, The good news is that it should be super easy to make those compatible. They are rather short scripts. But, for tracking can you please create feature request incidents on my webpage? This just makes it so that I have a much harder time forgetting about them. Share this post Link to post Share on other sites
RoseGuardian 42 Posted August 16, 2013 Okay I did what you said and thank you very much. Share this post Link to post Share on other sites
saevio 0 Posted September 3, 2013 Hey GubiD, how do I go about disabling menu commands in battle? for example: how would I remove "statistics" or even "attack" and "defend" Share this post Link to post Share on other sites
Wren 179 Posted October 5, 2013 Has there been any more updates or versions of this in the last month? I'm thinking about using this GTBS for a team project. Share this post Link to post Share on other sites
SirCumferance 28 Posted October 6, 2013 Animated Battlers? Will there be support for 8D characters? Awesome work bro, been a fan since back in VX, lol Share this post Link to post Share on other sites
JMunkholm 0 Posted October 7, 2013 Are you able to PM it to me as well? I cant access the webpage and i think your project looks really interesting. And yes your project made me join the site Share this post Link to post Share on other sites