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Messages - SekiArt

1
Quote from: KK20 on April 27, 2016, 11:38:33 am
The example in the configuration provided by the script already shows you how it works.


101 =>{  ## <- This number is the variable the picture is assigned to.
  :comment => "Map Overlay", ## <- just a comment, for organization
  :files =>{
  3 => "parallaxmap_top",
  2 => "inn_top",
  1 => "room_top",
},
  :z  => 200,
  :sw => 100, ## <- switch needed to turn on the images
  :map_mode => 2,
  :viewport => 1,
  :loop => false,
  },

100 =>{
  :comment => "Parallax Map",
  :files =>{
  3 => "parallaxmap_bottom",
  2 => "inn_bot",
  1 => "room_bot",
},
  :z  => 0,
  :sw => 100,
  :map_mode => 2,
  :viewport => 1,
  :loop => false,
  },


If your game project has pictures with the filenames "parallaxmap_top" and "parallaxmap_bottom", what you need to do to show them both is to
- Set Game Variables 100 and 101 to a value of 3
- Turn Game Switch 100 ON

So if you want to add a third layer to the configuration, just keep the switch number [:sw] set to 100.


thanks man, I'll try it out later!
2
Spoiler: ShowHide
##----------------------------------------------------------------------------##
## Picture Variables v2.0
## Created by Neon Black at request of Celianna
##
## For both commercial and non-commercial use as long as credit is given to
## Neon Black and any additional authors.  Licensed under Creative Commons
## CC BY 3.0 - http://creativecommons.org/licenses/by/3.0/.
##----------------------------------------------------------------------------##
                                                                              ##
##----------------------------------------------------------------------------##
##    Revision Info:
## v2.0 - 8.14.2013
##  Complete overhaul of how pictures are displayed
##  Numerous bugfixes
## v1.0 - 12.24.2012
##  Finished main script
##----------------------------------------------------------------------------##
                                                                              ##
$imported ||= {}                                                              ##
$imported["CP_PIC_VARS"] = 2.0                                                ##
                                                                              ##
##----------------------------------------------------------------------------##
##    Instructions:
## Place this script in the script editor below "Materials" and above "Main".
## This script allows you to set pictures from the "Graphics/Pictures" folder
## to show up when a switch is turned on and a variable is set to a certain
## value.  This pictures can appear on any of the map's viewports and at any Z
## position.  This allows the script to be useful for parallax mapping as well
## as any form of HUD.
##----------------------------------------------------------------------------##
                                                                              ##
module CPVPics  # Do not touch this line.                                     ##
                                                                              ##
##----------------------------------------------------------------------------##
##    Config:
## The following is a hash containing the images assigned to a variable.  Each
## variable has several options that apply to all image in it as follows.
##
## :comment
##   A comment used to help identify the use of the variable.  Not read by the
##   script for anything.
## :files
##   A hash of image names for certain variable settings.  Each contains a
##   value on the left and a file name on the right.
## :z
##   The z position of the image.  Higher Z values appear above lower values.
## :sw
##   The switch that must be turned on for the picture to appear.  If the
##   switch is turned off the picture will dissappear.
## :map_mode
##   Determines how the picture will follow the map.
##   0 - The picture will snap it's top left corner to the top left position
##       of the screen and stay there.
##   1 - The picture will snap it's top left corner to the top left position
##       of the screen, but will scroll as the map scrolls.
##   2 - The picture will snap it's top left corner to the top left position
##       of the MAP and will scroll with the map.  Most useful for parallax
##       mapping.
## :viewport
##   The Spriteset_Map viewport for the picture to appear in.
##   1 - Used by all map objects/tilesets/events.  Any picture in this
##       viewport will tint with the screen.  As a general rule of thumb for
##       z values in this viewport, 0 = below events, 100 = same as events,
##       200 = over events.
##   2 - Viewport used by the default game pictures.
##   3 - Viewport used by weather.
##   Any other value assigned to this will cause the picture to not use a
##   viewport.
## :loop
##   Another feature useful for parallax mapping.  If this value is set to
##   true the picture will tile across the screen.  If it is set to false only
##   a single picture will be displayed based on the other parameters.  Set
##   this value to true when using a picture for a parallax map and having a
##   map that loops.
##----------------------------------------------------------------------------##

##----------------------------------------------------------------------------##

Pictures ={

##----------------------------------------------------------------------------##
## Variable 101 is (by default, change the number in the other script "Variable
## Map ID") used to instantly display the correct map overlay, so that there is
## no need to use the show image option in an event. All the player has to do,
## is walk into the map, and it should change accordingly.

## NOTE: both variables can only work if switch 100 is turned on!
##----------------------------------------------------------------------------##

101 =>{  ## <- This number is the variable the picture is assigned to.
  :comment => "Map Overlay", ## <- just a comment, for organization
  :files =>{
  3 => "parallaxmap_top",
  2 => "inn_top",
  1 => "room_top",
},
  :z  => 200,
  :sw => 100, ## <- switch needed to turn on the images
  :map_mode => 2,
  :viewport => 1,
  :loop => false,
  },

100 =>{
  :comment => "Parallax Map",
  :files =>{
  3 => "parallaxmap_bottom",
  2 => "inn_bot",
  1 => "room_bot",
},
  :z  => 0,
  :sw => 100,
  :map_mode => 2,
  :viewport => 1,
  :loop => false,
  },
 
} #Pictures


##------------------------------------------------------------------------------
## End of configuration settings.
##------------------------------------------------------------------------------

end

## Sets up variables for the system.  This allows them to be saved when the game
## is saved.
class Game_System
  attr_accessor :vpics
end

## New class that holds the variable style picture.  This stores and allows
## access to some additional information.
class Game_VariablePic < Game_Picture
  attr_accessor :num
  attr_reader :xo
  attr_reader :yo
 
  def initialize(num)
    super(-1)  ## Changes the default blend type, sets the ID, sets the map set.
    @blend_type = 0
    @num = num
    @xo = $game_map.display_x * 32
    @yo = $game_map.display_y * 32
  end
 
  def name
    return "" unless @num
    return info[:files][$game_variables[@num]] || ""
  end
 
  def info
    CPVPics::Pictures[@num]
  end
end

## New class that is used to actually display the picture.  Changes a bit
## about how pictures work.
class Sprite_VariablePic < Sprite_Picture
  def initialize(num, viewport, picture)
    @num = num  ## Stores the picture's number.
    super(viewport, picture)
  end
 
  ## Changes how the picture is updated to allow map scrolling.
  def update_position
    case @picture.info[:map_mode]
    when 1
      self.x = -$game_map.display_x * 32 + @picture.xo
      self.y = -$game_map.display_y * 32 + @picture.yo
    when 2
      self.x = -$game_map.display_x * 32
      self.y = -$game_map.display_y * 32
    else
      self.x = self.y = 0
    end
    self.z = @picture.info[:z] ? @picture.info[:z] : 100
  end
end

## Replicates the Sprite_Picture class as a plane.
class Sprite_VariablePln < Plane
  def initialize(num, viewport, picture)
    @num = num
    @picture = picture
    super(viewport)
    update
  end
 
  def dispose
    bitmap.dispose if bitmap
    super
  end
 
  def update
    update_bitmap
    update_position
    update_zoom
    update_other
  end
 
  def update_bitmap
    if @picture.name.empty?
      self.bitmap = nil
    else
      self.bitmap = Cache.picture(@picture.name)
    end
  end
 
  def update_position
    case @picture.info[:map_mode]
    when 1
      self.ox = $game_map.display_x * 32 + @picture.xo
      self.oy = $game_map.display_y * 32 + @picture.yo
    when 2
      self.ox = $game_map.display_x * 32
      self.oy = $game_map.display_y * 32
    else
      self.ox = self.oy = 0
    end
    self.z = @picture.info[:z] ? @picture.info[:z] : 100
  end
 
  def update_zoom
    self.zoom_x = @picture.zoom_x / 100.0
    self.zoom_y = @picture.zoom_y / 100.0
  end
 
  def update_other
    self.opacity = @picture.opacity
    self.blend_type = @picture.blend_type
    self.tone.set(@picture.tone)
  end
end

## Modifies some methods on the map just for funnies.
class Spriteset_Map
  alias :cp_vpic_create_pictures :create_pictures
  def create_pictures
    cp_vpic_create_pictures
    create_vpics
  end
 
  def create_vpics
    $game_system.vpics = []
    @var_pictures = []
  end
 
  alias :cp_vpic_update :update
  def update
    cp_vpic_update
    update_vpic
  end
 
  ## This sucker hangs on to pictures.
  def update_vpic
    CPVPics::Pictures.each do |var, info|
      if $game_switches[info[:sw]]
        bitmap = info[:files][$game_variables[var]]
        next unless bitmap
        unless $game_system.vpics[var]
          $game_system.vpics[var] = Game_VariablePic.new(var)
          case info[:viewport]
          when 1; vp = @viewport1
          when 2; vp = @viewport2
          when 3; vp = @viewport3
          else; vp = nil
          end
          values = [var, vp, $game_system.vpics[var]]
          if info[:loop]
            @var_pictures[var] = Sprite_VariablePln.new(*values)
          else
            @var_pictures[var] = Sprite_VariablePic.new(*values)
          end
        end
      else
        if $game_system.vpics[var]
          @var_pictures[var].dispose
          @var_pictures.delete_at(var)
          $game_system.vpics.delete_at(var)
        end
      end
    end
    @var_pictures.each do |pic|
      next unless pic
      pic.update
    end
  end
 
  ## Disposes the pictures.
  alias :cp_vpic_dispose :dispose
  def dispose
    cp_vpic_dispose
    dispose_vpic
  end
 
  ## Does what I said up there.
  def dispose_vpic
    return unless @var_pictures
    @var_pictures.each do |pic|
      next if pic.nil?
      pic.dispose
    end
  end
end


##-----------------------------------------------------------------------------
## End of script.
##-----------------------------------------------------------------------------


What I would like is to add new Layers of Pictures to the script. I am unsure how to use them.
Any help? I would need 1-2 new layers.

Thank you very much :3 ! <3
3
Quote from: Blizzard on July 22, 2015, 04:23:18 pm
Quote from: SekiArt on July 22, 2015, 03:03:34 pm
Today, AAA games all kinda Sell for the same high price. Some are worth it, some not. If I feel my game is worth 10 bucks for example, than I as a gamer get the feel, that it is worth that much.


Oooooh, I definitely agree on that. Thank the heavens for Steam sales. xD I barely pay the full price for a AAA title anymore.


^ THIS SO MUCH!  I am allways happy for gamestop sales here too
4
Quote from: Blizzard on July 20, 2015, 02:40:37 am
It's quite simple:

The AAA industry is doing it for the money.
Indies may begin doing it for fun, but later it's 50-50.
Amateurs do it for fun.

And that's it. I can tell that this is really it from personal experience. I don't mind CP being for free since I did that game out of love for game development. But I wouldn't make another huge free game anymore. I don't have the time. So I'm personally at 50-50 now. I do love making games, but I also want to make a living off it.


100% True.
From my Personal experience:
Ive worked on couple game projects in my life. I am more the concept artist and storywriter.
Ive worked closely with the SAE in Hamburg, germany. There I learned the essence of making money with games. The gamejams they had were Maximum fun. But the projects were stick in the ass straight up money orientiert. I used the rpg maker as a Gateway to train and learn basic Management skills, timekeeping and just the Basic cycle of doing certain things for a projects. As far as im concered, id like to earn money with my game. I will just evaluate at the end for what Prince. What is the games worth. Today, AAA games all kinda Sell for the same high price. Some are worth it, some not. If I feel my game is worth 10 bucks for example, than I as a gamer get the feel, that it is worth that much.
5
Quote from: Blizzard on July 18, 2015, 12:54:05 pm
I disagree. It's true that the AAA industry really pushes that crap, but indies rarely do. So they are the minority. That being said, I agree that there is too much of it.


That is True too, but the AAA titles get a bigger push (due to commercials etc) than indy games. But I have Seen couple indy games with dlc too. I recently bought the escapists on ps4. The game is worth It's money but then you get 2 dlcs for 2 New prisons. And I am thinking to myself "ok, this game is good but repetitive, why would i pay more money for more repetitive gameplay?" I think that in general, for 5 commercial AAA games you get 1 indygame that is on the same level.
6
Quote from: Blizzard on July 18, 2015, 04:46:01 am
Preorder is a horrible practice. DLC could have been a great thing, but it was ruined. Microtransactions aren't so bad in general, but the problem is that it's abused by companies beyond all reasoning. Just like you said, 400 coins per match and 1-1.5 million coins for the best player. And it's just one player.

That kinda reminds me of that Yugioh game for Playstation where you get between 1-5 starships after every match and you can get some rare cards by spending starchips. Some of these cards cost easily 10k+ starchips. (Not to mention then 999999 cards that are just there for show, but not really meant for you to be able to buy.)

But not all games are like this. And there have been some truly amazing advancements in game development over the last decade. Don't let that commercial shit deter you so easily.


You mean yugioh forbidden memories! If this game was made today you could get 1000 starchips for a Dollar~

Of course are not all games like this. But It is the majoraty. Today It's money > experience. There is not much you can say to deny that fact.

Quick Edit: thank you for taking the survey :) i May still be at one digit count there but you got to start somewhere.
7
Quote from: Sylphe on July 17, 2015, 09:21:36 am
Yeh I know, but those games are not references xD they're not worthy to mention here u.u
People who buy every COD or FIFA once they're in sale are some rich sheeps I think



Those games among league of legends and dota are perfect examples of the commercial impact on the gaming industry. Millions of people play those games on regular basis (from 1 match a day or two to hours of gameplay a Day. Let me get an example of why those games fit just so perfect. Fifa 15: I am playing it, but I am not spending a cent for ingame currency. After over 100 matches i have finally come to a point where I can say, that I have a good team. With the ingame currency you can buy packs, just like in yugioh that contain a number of players. The quality ranges from bronze to Gold and has individual upgrades for sertain players based on how well they played in real life. EA recently put on a price range on those cards. Messi, the Best Player in the game is worth between 1 and 1.5 (wait for it) Million coins. You earn around 400 coins a match. Do the math. But I want him so badly! Thanks to ea i can spenden real money to have the Chance to get him in one of the premium rare Gold players packs! Thatll just cost around 20€ for a pack! :) thanks ea. Oh i am missing a special Player? Man i wished i had preordered the game for 20 bucks plus. Thanks ea. Remember the time where games had all they provided without letting the gamer pay money to unlock things in the game that were allready inside? I Do. That's why I create a game without that Bullshit. A game you just Start and play.you dont have to preorder to get a Bonus outifit. You will also get all cars from the begining? BONUS MISSIONS? There are no Bonus MISSIONS because they are allready in the game. Fuck dlc, fuck preorder, fuck ingame currency and fuck microtransactions. Let me bring back the good years of gaming.
8
Quote from: KK20 on July 15, 2015, 02:05:16 am
I personally believe this is far off from reality.


No it is not. It is because reality has changed. Things we are used to now were unthinkable back then. "20 years ago, this was more true as communication was limited and video games were much simpler." Back then, videogames were only played by so called "gamers". There was no casual playing on a mobile phone, or torrenting your favourite game or emulating it. Back then, games were ment to be for gamers. I remember seeing surveys you had to fill out by hand and send in to THQ for THPS for example and many more. back then the companies went directly to the gamer and asked "yo, uhm, what do you like?".

Quote from: KK20 on July 15, 2015, 02:05:16 am
[...]but companies that refuse to listen to their consumers [...] honestly should consider picking up a new hobby.

And this is where i get to the second part. Since our reality has changed, the majoraty thinks that they listen to us, but indeed serve us the same stuff each and every year. COD for instance, or FIFA. But why do people buy those games? Because they had a great base to start with and a concept. But what happens now is that they use those games not solely to satisfie the consumer, but also satisfy their moneybags. 20 years ago, DLC was unthinkable of. You went to a store with daddy and said "i want this game pls i beg of you" and daddy said "ok" and you had your game. Now you take your kid to Gamestop and your kid sais "Daddy daddy can you preorder this game for me?" "Preorder?" and this is where the shit starts. Go on steam. Check what you can get on early exess. Early Exess would be nice if you could play it for free. I remember Early Exess being a term where you can play an MMO Expansion 2 days before it comes out officially. But now you get games like DayZ which are unfinished and make tonns of money of it - with an unfinished game. DLC - Stuff that is on the Disc has to be unlocked for some money (WWE 2k14 Wrestler DLC).

Quote from: KK20 on July 15, 2015, 02:05:16 am
While this may be true for some companies more than others, the game industry as a whole is more than aware that their users' loyalty is what makes or breaks them.

Think of a nice applecrumblecake. You eat that, you like that, for years. Someone changes the recepie. you don't like it - but 2 other guys do like it more now. This is the same with games. some gamers are stuck with the old ways. My dad used to play games with me and sometimes hits the nostalgia bell saying "id buy a gpc again just to play some 4x4 Evolution again" Of course you lose audience in time, since time changes. But it is not the times that changes the gamer, its the game that changes the time.

Quote from: KK20 on July 15, 2015, 02:05:16 am
Kinda sad that on the list of movies near the end, I think I've only seen 2 of them.


it is the general direction the game in sense of setting goes to :)
9
General Discussion / Survey for a Game I am making
July 14, 2015, 07:05:14 pm
Hello guys and girls and aliens.

I am currently working on a Game with Unity 3d. I have a general Idea but I really think that today, in the industry of gamecreation, no one really cares about the gamers and fans. Since I love games, and have a great vision of what I should do to make this game great, I need to ask gamers themselves what they love about games and what not.

http://kwiksurveys.com/s/6RyO6W8s

I would appreciate if you guys could take this quick survey, which really does not take longer than 4min. And if you can, please share it where ever your think its suitable!

Thank you very much

Seki <3
10
Welcome! / Re: Hello!
May 27, 2015, 07:24:48 pm
Quote from: Blizzard on May 27, 2015, 06:25:49 pm
Quote from: SekiArt on May 27, 2015, 01:33:04 pm
Quote from: Blizzard on May 27, 2015, 01:17:14 am
That's what she said.


that must be one of these sentences you don't here too often Blizz, right?


They don't announce it, they just do. Kinda like surprise sex. Surprise orgasm.

... :V


:D genious. Read pm's pls :*
11
Welcome! / Re: Hello!
May 27, 2015, 04:42:46 pm
It's now online but like I said the whole site will be avaible soonish :)
12
Welcome! / Re: Hello!
May 27, 2015, 01:33:04 pm
Quote from: Blizzard on May 27, 2015, 01:17:14 am
That's what she said.


that must be one of these sentences you don't here too often Blizz, right?
jk bby <3

also thanks guys :3 ill be working harder than ever.
it was great taking a break from making my game. It gave me new ideas and new energy and i am even more determined!

kk20: I guess the website will be done by the beginning of next month :) but when I get 30 posts by then ill advertise it so you won't miss it!
13
Welcome! / Re: Hello!
May 26, 2015, 09:05:36 pm
Quote from: KK20 on May 26, 2015, 07:36:10 pm
Well welcome back stranger. Looks like you figured out the security question so no need to reply to that email :P

Is there any reason why the link in your signature 404's? Is it not ready yet?


it sais "comming soon"  honey :*
14
Welcome! / Re: Hello!
May 26, 2015, 04:57:15 pm
Quote from: Blizzard on May 26, 2015, 02:10:01 pm
Yeah, I was hesitant to delete your account since I thought you might return. But if you wanted to make a new account (for whatever reason), you could have told me and I would have deleted the old account right away.


if I knew that i could do so, I'd have told you right away :o my apologies
15
Welcome! / Hello!
May 26, 2015, 10:59:04 am
Hello People of Chaos Project!

I requested my Acc to be deleted and after a short waiting period I made a whole new account.
Great Community here, never ment to leave.

If there are any questions; feel free to ask.

-Seki