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New Projects / MOVED: Rave Heart (Demo available)
« Last post by Blizzard on Today at 09:58:16 AM »
New Projects / MOVED: Elf's Dairy (Completed)
« Last post by Blizzard on Today at 09:57:05 AM »
Projects / Games / Elf's Dairy (Completed)
« Last post by Starmage on Today at 09:29:13 AM »

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- A Short, simple and fun 2 hours long game
- Engaging strategic free turn based battles
- Simple story-line with themes about friendship, faith and determination
- Small but beautiful areas to discover
- Colorful and fun characters to get to know with

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I hope that you guys will enjoy the game as much as I did making it. ^_^
Script Requests / Re: Script Call for changing event graphic.
« Last post by RoseSkye on February 19, 2018, 08:11:16 AM »
Amazing! It works like a charm. Thanks~
Script Requests / Re: Script Call for changing event graphic.
« Last post by KK20 on February 19, 2018, 06:09:07 AM »
set_graphic is defined for Game_Actor objects. $game_player is a subclass of Game_Character, so it does not have access to that method. You could get around this by accessing $game_party.actors or $game_actors[ID] instead, but that gets pretty messy. Not to mention events (Game_Event objects) aren't even Game_Actors, so you'd be screwed there.

There really is no easy script call to do this. So you will need to add this somewhere
Code: [Select]
class Game_Character
  def set_graphic(character_name, character_hue)
    @character_name = character_name
    @character_hue = character_hue
which allows you to do the following script calls:
Code: [Select]
$game_player.set_graphic('001-Fighter01', 0)
Code: [Select]
$[1].set_graphic('002-Fighter02', 180)Granted with some line breaks in between since RMXP likes tiny textareas.
Script Requests / Script Call for changing event graphic.
« Last post by RoseSkye on February 19, 2018, 02:43:15 AM »
I tried searching the database and all I could find was @tile_id and set_graphic. Set graphic seems to give me errors while tile_id feels like it's for terrain. Can anyone give me an example call snippet for changing the in game graphic for events or player?

What I've tried -

$game_player.set_graphic('1139', 0, 2, 0)
$[2].set_graphic('1139', 0, 2, 0)

Awesome stuff Heretic, I've been using a majority of your scripts from this bundle in my project so far and love them.

Just a heads up, it seems there are two bugs was a bug with MMW when used in battle. The first one was when trying to position a message window over an enemy, I was getting "can't convert Fixnum into String" on line 1489, since it was checking for "abcd" first. This was my "fix" but idk if you'd do it a better way:

Code: [Select]
def reposition
    if $game_temp.in_battle
      if @float_id.is_a?(String) && "abcd".include?(@float_id) # must be between a and d
        @float_id = @float_id[0] - 97 # a = 0, b = 1, c = 2, d = 3
        if $scene.spriteset.actor_sprites[@float_id] == nil
          @tail.visible = false
        sprite = $scene.spriteset.actor_sprites[@float_id]
        @float_id -= 1 # account for, e.g., player entering 1 for index 0
        if $scene.spriteset.enemy_sprites[@float_id] == nil
          @tail.visible = false
        sprite = $scene.spriteset.enemy_sprites[@float_id]
#def reposition continues below...

The other thing I noticed was that it seems the message windows are not initially positioned above the battlers correctly until a second window is produced. I noticed this with both the actors and the enemies.

I'm not sure if this is a conflict with my battle system, though, so I can post more details regarding that if necessary.

Edit: Second one is on me. Totally a case for my battle system (SBS Tankentai). It was capturing the sprite's positions as they "entered" the battle, so putting in a 10 frame wait did the trick.
Projects / Games / Re: Rave Heart (Demo available)
« Last post by Starmage on February 16, 2018, 08:25:15 AM »

Hello guys! You may now download the new version of the demo which includes the following changes:

- New battle system: Battle Symphony + CATB by Yami and Battle engine by Yanfly (Good bye, Tankentai SBS :( )
Reasons: While the tankentai sbs of the demo combined the Mog-hunter's atb looked really amazing (to me, at least), it has lots of incompatibility issues that is just too much of a risk in making the game buggy and crash-y. So I had to let it go, even if it hurts. :( But, thankfully, there were talented scripters that I found who have created wonderful battle systems that are able to duplicate the side-view active time battle system that I wanted for the game. They may be simple, but they're very clean and there was a bug fix patch released for the system that is done by DoubleX. So I'll stick with this for now, and hopefully, there won't be any more serious incompatibility issues. :)

- New simpler and cleaner menu as well as some smooth improvements from "Maker Systems".

- Enhanced game camera work from "Maker Systems" for a smoother and immersive experience when exploring the galaxy of Xerxes.

- A few dialogue changes that includes rephrasings and typo fixes.

- Battle system now shows enemy's atb gauge.

- The ATB is no longer real-time, which means that you may now take your time selecting your decisions in battle without the risk of the enemy wrecking havoc on you.

- Intro scroll sequences have been made a lot faster to avoid unnecessary delays.

And that's all of the changes for this version of the demo. (As far as I can remember.)

Download Demo 1.5 here:
DEMO 1.5
Hi KK20!! Thanks for checking it out!

I'm very sorry for the trouble... Again x((

It's actually alright now, though. I've stopped using tankentai and Mog's atb all together in my project. And I'm just going to look some more battle scripts now that have lesser incompatibility issues. x((

This thread may be closed now, I'm sorry for the trouble and thanks so much once again! ^_^
The only thing that we can say is that, somehow, somewhere, is being cleared out (set to nil). I'm speculating that this occurs when an actor is killed by poison, clearing out their actions array:
Code: [Select]
  # * Get Action Being Input
  def input
Code: [Select]
  # * Clear Actions
  def clear_actions
But without a tech demo, it's hard to point at what is the real cause.
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