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Messages - Blizzard

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1
Sea of Code / Re: Help With Seperating Axis Theorem
« on: April 20, 2017, 08:36:07 AM »
I've written some collision detection code in Blizz-ABS. Look it up, maybe you can make some sense of it (since I left lots of comments there). xD I usually have to look this stuff up each time I have to implement it.

2
Troubleshooting / Help / Re: Blizz ABS Summoning Monsters
« on: April 02, 2017, 07:34:58 AM »
Yeah, the problem is that actors have to be used and each actor has to be unique. But I think it could be possible if you use some scripting in the config. e.g. If you make 2 skeleton actors (#001 and #002), you could add a script in the Skills#summon method. e.g. If #001 is already summoned, "return 2", else "return 1"

Code: [Select]
    def self.summon(id)
      case id
      when 1
        return [SUMMONPet, 2, 2] if $BlizzABS.summoned_actor?(1)
        return [SUMMONPet, 1, 2]
      end
      return [SUMMONNone, 0, 0]
    end

You can add more skeletons that way. And if you want to summon multiple skeletons at once, it's probably the easiest to make a skill that triggers an event with a script that triggers the same summon skill multiple times. You could actually make the whole thing work with one skill calling multiple summon skills that each summon a unique skeleton without using the config hack above.

3
Troubleshooting / Help / Re: Blizz ABS Stealth Attacks
« on: April 02, 2017, 07:21:43 AM »
enemy_deal_damage only deals and processes the damage (e.g. setting up sprites). If I remember right, the removal is done in a global update instead.

There is an alternative solution. You could boost the stats of the player while he's sneaking. e.g. If you increase ATK while they are sneaking, the bonus damage will apply automatically. Of course it's harder to control how much extra damage will be done.

4
Electronic and Computer Section / Re: Dropbox Public Folder Changed
« on: March 26, 2017, 06:48:39 AM »
Also: Remember that CP still offers local script hosting. :) Of course you still have to ask explicitly for access.

5
New Projects / MOVED: Heroes of Shaola (English)
« on: March 18, 2017, 01:02:41 PM »

6
Chat / Re: Your Life Here
« on: March 10, 2017, 12:35:33 PM »
Nobody can control their mind. The subconscious literally exists to force you to do shit and avoid doing shit using emotions, ego structures, etc. to make sure you survive and reproduce. Those who have a little bit of more willpower than the rest basically run the world, but not even they are safe. It's a lifelong battle so don't feel bad if you keep losing sometimes.

7
Advertising / Re: King of Booze: Never have I ever
« on: March 09, 2017, 08:08:03 PM »
Added iOS URL. :3

8
Chat / Re: Your Life Here
« on: March 08, 2017, 01:22:47 PM »
Look at the bright side, ADHD is not THAT bad of a thing. And at least now you know what your deal is so you can tackle it head on. :)

9
General Discussion / Re: Gameplay system like...
« on: March 06, 2017, 05:58:10 PM »
Yes, the scripts are usually called ABS (Action Battle System). There are several around. I actually made one myself. http://forum.chaos-project.com/index.php/topic,106.0.html
It reminds more of Secret of Mana than Tibia, but it's flexible enough that you can make anything with it. There are a few example games as well (two of which I made myself).

http://forum.chaos-project.com/index.php/topic,75.0.html
http://forum.chaos-project.com/index.php/topic,2604.0.html (this one's interesting, because it's actually a space shooter made using Blizz-ABS)
http://forum.chaos-project.com/index.php/topic,2586.0.html
http://forum.chaos-project.com/index.php/topic,8792.0.html
http://forum.chaos-project.com/index.php/topic,3130.0.html
http://forum.chaos-project.com/index.php/topic,2335.0.html

10
Script Requests / Re: [XP] Rotation effect on picture
« on: March 03, 2017, 10:22:41 AM »
Well, it depends on the implementation. This effect was achieved with SNES's Mode 7 display, but most RMXP Mode 7 scripts implement it in a way only for maps to look 3D. I'm not sure if any of them implements Mode 7 "fully".

12
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: February 26, 2017, 11:54:08 PM »
I did implement it in ARC so you can figure it out actually. It's how much the alpha will transition. IIRC a vague of 255 would do a long transition while a vague of 0 would jump from 0 to 255 opacity during just one frame.

EDIT:

Check out the implementation:
https://github.com/borisblizzard/arcreator/blob/master/engine/lib/legacy/src/Graphics.cpp

And here is insertAlphaMap():
https://github.com/AprilAndFriends/april/blob/master/src/images/Image.cpp

13
General Discussion / Make it juicy
« on: February 26, 2017, 11:45:23 PM »
This is a pretty good video that explains why the finishing polish of your game matters.

https://www.youtube.com/watch?v=Fy0aCDmgnxg

14
Advertising / King of Booze: Never have I ever
« on: February 26, 2017, 10:54:00 PM »



Platform: Android (iOS coming soon)
Category: Casual, Drinking, Social
Number of Players: Unlimited

Available on:
Android
iOS



Never Have I Ever is a fun drinking game for adults that can be used in all alcohol fueled gathering. It's a simple formula.

More people = More fun

Rules are simple:
  • 1. Sit in a circle (or stand, or don't be in a circle, who cares).
  • 2. Read the sentences out loud.
  • 3. Everyone who did it, drink.
  • 4. If you've never done it, don't drink.

That's about it.

The sentences/challenges are divided in 7 different categories. If you don't want to talk about dirty stuff, or relationship stuff you simply don't use that deck.

With that being said keep in mind that this is the game for ADULTS, if you're too young or easily offended this is not the game for you.

If you like the game show your love by rating it.

If you don't like the game and you're mad at it, and offended, and you want to share it with someone, don't, keep it your little secret.

If you wanna join other party monsters and see what else we got find King of Booze group on FB or IG.

Thank you for calming your ADHD for a minute and reading all of this.

Hope you have a blast.

Please drink responsibly.



Visit our website: http://day-games.com
Like/Hate us on Facebook: https://www.facebook.com/DayGames
Like/Hate King of Booze on Facebook: https://www.facebook.com/king.of.the.booze
Follow King of Booze on Instagram: https://www.instagram.com/king_of_booze

15
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: February 19, 2017, 11:35:27 PM »
Yeah, it happened on my end when I had a flash animation on the entire screen during battle. xD

16
Lexima Legends IV - Chaos Project / Re: "Beyond Epic" Game Mode
« on: February 19, 2017, 01:12:36 PM »
Here's a bit more of a teaser. xD

(click to show/hide)

Not gonna spoil anything further though.

17
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: February 19, 2017, 12:44:08 PM »
Found a minor bug.

(click to show/hide)

It's this piece.

Code: [Select]
  alias flash_parent flash
  def flash(color, duration)
    @children.each{|child| child.flash(color, duration)} if @parent
    flash_parent
  end

18
Glad I could help. ^_^

19
Would you be interested in putting together a post with all currently existing design patterns in general (or at least the major and mostly used ones)? I'm sure this would be a huge help for many people.

20
I just took the RGSS301, renamed it to RGSS102E and put it in my project's folder. The exe uses a local DLL if there is one. Otherwise it tries various system directories. This seemed like the simplest and most straightforward solution for a project-by-project basis.

There is an alternative for a solution on a global scale though. You could put a copy of that DLL in the "System" folder in RMXP's installation folder. This is a project template and if you edit that template in any way, every new project will use that edited template when you select "New Project" in RMXP. You can even put together an initial setup with various scripts that you're sure to use for every project (e.g. Tons of Add-ons).

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