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Messages - dullman

1
Script Requests / Tone To Color converter
June 07, 2015, 05:01:23 am
Hello i know there was short amount of time since my last request (still no one answered), so my current problem is how to transfer the value of tone in CCTS time sytem to Color value since i want to use CCTS in VX Ace (i convert script myself and for tone it works good, but i wanted to implement Lighting script and from what i understand from code it doesn't modify tone value only draw bitmap with specific color, and all light effects are drawn on that, I find tone value easy to modify (like i added solar eclipses and moon phases to game), so wanted to keep it in configuration of script and just instead of modify tone, convert tone value to color and draw bitmap)
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Script Requests / Multiple Message Window for VXA
June 06, 2015, 04:34:53 am
Hello, it been a while since i last posted but is there a script for VX Ace similar to Multiple Message System for VXA basically i want a bubbles to show over actors on map(or events)?

Edit: Also if possible there is advanced time system + weather like CCTS made for VXA?? since i search and only find simple day/time script or weather script
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General Discussion / Re: RPG Maker Deals on Bundle Stars
December 01, 2014, 04:34:18 am
I want to thank you for information about sale and voucher, since i yesterday decided to buy rpg maker vx ace and move my project to Ace, thanks to your offer i get it ~ 60 % off
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Script Requests / Re: Scaling Tileset to 64x64 Tiles
September 08, 2014, 11:32:32 pm
Quote from: LiTTleDRAgo on August 15, 2014, 09:33:52 am
RMXP
F0's Custom Resolution + Map Zoom
Drago - Custom Resolution II

RMVXA
MGC Map Zoom Ace v1.5


Your scripts doesn't work (For Map Zoom is showed in previous post, as your custom res with map script every res higher than standard one takes forever to load (i waited 2 and 1 minute before i shutdown) so it's not possible), the only one which might work is for VXAce but the real problem lies in that the VXAce doesn't have scripts that supports resolution higher than 640x480.
So i ask if someone could write me a working script for map zooming or tell me how to rewrite tilemap to support 64x64 tiles (although i believe doing this in ruby will cause lags) so the next option is to tell how do i write working script for map zooming.
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RMXP Script Database / Re: [XP] Drago - Custom Resolution
September 07, 2014, 11:22:49 pm
I get an error using your script (Script is Hanging) meaning it's loads map more then 10 sec, is possible to fix it or add anti hang solutions to script (I want to test if in this version works Map Zooming in right way if yes then i consider changing my res script if if it doesn't support fullscreen)
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Script Requests / Re: Scaling Tileset to 64x64 Tiles
September 07, 2014, 08:55:25 pm
So i have more information about that:
first all objects on map doesn't zoom (althought their passability array zoom with map see screen 1 )


second on right and down edges the screen seems to be moved (like the passability of tree is four tiles to right and some tiles to down, and we can walk on black border)


Any solve or idea why it might happen will greatly help me
7
Script Requests / Re: Scaling Tileset to 64x64 Tiles
September 07, 2014, 11:18:11 am
So i copied and fixed some problems with Map Zoom problems, but what left is compatibility with BlizzAbs means, the center of map isn't focused on player instead it moves only when player is on the edge, i tried to modify some methods in blizzAbs but everything doesn't work so i ask here what i need to modify in blizzAbs to center on my character??
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Script Requests / Re: About resolution scripts
September 07, 2014, 03:51:38 am
Quote from: gameus on September 06, 2014, 10:10:01 pm
There isn't a script that can change the way fullscreen works. That's coded into the Game.exe itself.

I must disagree i see two kinds of scripts that uses two approach to fullscreen one presented in forum scripts meaning it's okay to have custom res but in a case when we go fullscreen either display new resources in black box without any stretching or just display 640x480 resolution and dev just tried to disable fullscreen, the other way is presented by goldaryn multiple resolution pack that in full screen is stretched to fill screen (from custom resolution so we have 1024x768 stretched to resolution of monitor)
Quote from: LiTTleDRAgo on September 06, 2014, 11:44:20 pm
if you just want to scale the screen: http://forum.chaos-project.com/index.php/topic,13476.0.html

Graphics.scale_screen(WIDTH,HEIGHT) # Not works on RGSS1


[XP] Using the VX Ace engine in your XP games


is there any function that allows that with res that doesn't have sometimes problems with their dll??
ps. I want res 1024x768 res stretched to fill screen
ps2. i tried yesterday with XPAce but that will cause problems with blizzabs (basically didn't allow to inherit from other superclass if it was inherited previously from different one)
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Script Requests / Re: About resolution scripts
September 06, 2014, 10:07:25 pm
Quote from: WhiteRose on September 06, 2014, 09:31:29 pm
I don't know of any script that's able to scale to the screen size rather than to a set resolution. This could be a feature in a script somewhere, but I'm not aware of it being so. Sorry. :(


I think you misunderstood, it's only scales in full screen in windowed mod we have set res to 1024x768 in normal way (meaning the map will be 32x24 tiles instead of standard ones 20x15 with tile size 32x32) it just in full screen we had scaled window to fit fullscreen (we still had a 32x24 tiles map on one screen)
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Script Requests / About resolution scripts
September 06, 2014, 09:19:07 pm
Hi i search a resoulution script that:
- allow to change res to 1024x768
- there is no random problems with dll (that requires to restart game the one i currently use has that problem - GMRK)
- it supports the full screen in way that it scales up game to fit screen without blackborder (all scripts from this site have this problem that doesn't support this)
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Hello i'm not sure if i post in right part of forum, but since it rather general question although it will be used by rpg maker (to be precise dll that is used by rpg maker).
So my question i have a standard height of characters equals 170 cm = 105 px, so i want to my characters have a different height depends on their heights, (so if i have a character of height 150 it will be 150/170 * 105 px, also it will be used to enlarger characters height if their height is more then 170). So i checked the wiki for standard ones algorithm with AA to scale them but all algorithms are used with integer values, so i want to know if there is an description for algorithm that scales images in such small scale (and float factor), Or they might be two algorithms one to scale down one to scale up.
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General Discussion / What RPG Maker choose to use
September 01, 2014, 07:13:41 am
Hello it's me again, month ago i begun developing game, at first i wanted to make in rpg maker vx ace since it's newer and faster but i couldn't find any res script that allows me to use sprites with 105 px height, and decided i return to known to me rpg maker xp, but today i found that there exists script to make res bigger than 640x480, so i'm still on the verge if don't abandon xp engine to VXAce since i have only beginning of work (and dll can be called from both versions or am i wrong?? Also the custom made editor will should also work with VXAce since it probably use the same Marshall, and only thing is change files that are read, or am i wrong and custom editor made with xp as target platform won't work with VXAce). So I have a question for you which rpg maker you propose me to make a highly customizable game (means ABS, many custom build scripts, rewriting basics class, making it sim game genre, visible sprite depends on pose(jobs))?
13
I need a help with editor, what i want is to add item to loot but to do that in proper way i need to find if item is Weapon, Armor Or Item class, if i getType() it returns RubyObject, so is there any way to check in c# what type of ruby object is it??
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Quote from: Zexion on August 18, 2014, 02:30:53 am
I don't think either abs has these by default, but I think XAS would be more likely to have all the plugins online somewhere. Another one you might want to look at is the Lycan Abs at Save-Point. I think it has most if not all of what you asked for. As for looks, if you mean the HUDs and combo counters, most of that has been released for BABS as well.

Also, it seems like you are already leaning towards XAS anyway xD


It's not like i'm leaning towards XAS, it just have better look and summoning, if summoning is easy implement in Blizz-Abs then it's my favourite (by easy i mean if we have an array like $game_allies and it's only need to add monster to array and maybe set AI and we have additional member in party(all changing controlling people in party will be disabled since we control only main character)). Also my personal best rpg maker game use blizz-abs, so i might feel sentiment towards it.

ps. About a look i found someone who is willing to create interfaces for me so i might even if blizzabs redesing it.

Quote from: Blizzard on August 18, 2014, 03:45:12 am
Quote from: dullman on August 18, 2014, 12:08:27 am
- First general look (From screenes it's seems that XAS is better)


Because it comes packed with extra graphics. But that also means that most XAS games look the same.

Quote from: dullman on August 18, 2014, 12:08:27 am
- Ability to transform actor into beast/animal etc. with change in his skills etc. during fight for set time frame


You can use Chaos Drive with Blizz-ABS for that. Actually this can be evented rather easily as well.

Quote from: dullman on August 18, 2014, 12:08:27 am
- ability to customize script by changing damage or how the hit is calculated.


This is independent from ABSes. That is, I'm not sure how XAS calculates the damage, but Blizz-ABS uses the default damage system. That means that if you have a separate script that will alter the defaults, Blizz-ABS should work with it. Just put it above Blizz-ABS in the script editor.

Quote from: dullman on August 18, 2014, 12:08:27 am
- I want to use for semi-commecial game (crowdfunding will be used to finance animation for game so during developing phase only donators will have access to current version, free version will be released after completed game with source code and maybe some demo during developing phase). I know the blizz-abs has a term that are for non-commercial usage but if i decided to use blizz-abs i ask blizzard for permission and if rejected i go to second option


I have never turned down a permission request so far so no worries there. :)
I actually just put it there so people can't go ahead and claim they made Blizz-ABS. If they try, this way I can sue their asses.




Look at it like this. If you need heavy, heavy customization, XAS might be better. If you are going to script a shitload yourself and change the ABS a lot, XAS might be the better choice even if the code is a mess, because as a coder you will have the flexibility you need. On the other hand Blizz-ABS provides well-defined features and high compatibility with existing 3rd party scripts. It's easier to understand and minor and medium edits shouldn't be a problem. But changing certain things such as the AI is difficult, because it's a huge subsystem which was carefully designed and debugged and has dependent sections of code. Regardless, I still think that the AI code is still simpler to understand than all of XAS. I've seen and tried to understand XAS. The code scares me, because code sections look like they are doing something, but then it turns out that they are doing something completely different.


I must say about XAS there is a problem with availability since last version 3.91 isn't available on theirs blog/site (seems like everything was either removed or they have problems with site) so i need to find it from other sites, similar situation with eventual additions to XAS, entire downloads section is empty. So i found 3.8x version and i try to understand how it works at least to make minor changes.
As for ABS i would prefer simple and powerful ABS (since making ABS from scratch is besides me, i can make a dynamic sprite since it changes code in few places at most, but heavy modifications especially on the code that i doesn't understand is besides me - since truthfully i'm to lazy to spend half a month trying to understand code just to add one features)).

As for blizz-abs i thought maybe AI would be easier, since if i go i need to create new route for druid when he should shapeshifting (either at the beginning of fight or when he loses more than 50% he change into something more durable), also to move some configuration option (currently i'm guessing that is something like range of skill stored in array, so i would move for example into data_skills to have it also available in my editor because setting for one thing in two (three places if we include base DB skills import from them animations although i'm thinking about loading a list of available animations from DB into editor, and user can choose animation by name) seems overdoing).

As for battle i do not plan making heavy customization, rather i change the way how always is calculate, the only customization is planned by me are those who are wrote earlier (meaning summoning, shapeshifting, binding with time system the speed between attacks, as for "squade" moving few years ago i found a script so the ability to import it into ABS and the most important creating new enemies by calling base Game_Enemy.new and use new formulas to check dmg, health, loot, exp, level, traits, skills etc. since i plan it to be modable by scaling enemies to party level in some places), so it doesn't seem to me like heavy modding, the other parts of my game will be heavy modded not battle system.
15
Hello it's my question again, since i'm near the end of writing editor for game, i ask the basic question what ABS is the best i found two on internet that are popular XAS and Blizz-Abs but maybe there is another who will fit better for my projects here the criteria i want to be able to do in battle system:

- First general look (From screenes it's seems that XAS is better)
- Ability to summoning adittional creatures in fight (from what is written the XAS has also this ability)
- the team move in "squad" not catepillar (i really didn't like how catepillar looks)
- Ability to transform actor into beast/animal etc. with change in his skills etc. during fight for set time frame
- Compatibility with Time system (i want that one round last one minute in CCTS or more also scalable if user change flow of time to slower the time between attack takes longer)
- Ability to create large scale battles between two different factions (not counting player faction, the example is the arena when you can look for battle between two monsters, or attack on town where you are part of large defending forces (in this case it must be possbile to turn off all anti lag scripts since i want all characters fight on map not only those who are close to player)). From what i know the factions settings is available in Blizz-Abs
- when the map is loaded all enemies are created through script call Game_Enemy.new since i want to customize enemy class to have each instance og enemy have different bonuses, stats, loot etc.
- ability to change factions during fight (but it can be also use as state to attack friends, want to charm enemies)
- ability to call a script call to all enemies in a range (like every male who attack sexy female receives penalty to attack)
- ability to customize script by changing damage or how the hit is calculated.
- I want to use for semi-commecial game (crowdfunding will be used to finance animation for game so during developing phase only donators will have access to current version, free version will be released after completed game with source code and maybe some demo during developing phase). I know the blizz-abs has a term that are for non-commercial usage but if i decided to use blizz-abs i ask blizzard for permission and if rejected i go to second option
- Ability to use potions during fight
- And many more that will appear during developing phase

I appreaciate all opinions that will be said here, and if you know some other ABS write it.
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Script Requests / Script that creates a random dungeon
August 16, 2014, 03:26:41 am
Yes i know it wasn't last even 24 hours from last question, but i search for script that will randomize dungeons that i have in game (by randomize i mean some will be randomized on game beginning and some will be random every time player clear them from monster, the only one i founded was a script translated from japanese which created a beautiful maps although it lack the ability to create an entries so only way to go is teleport option to some random place.

I want it to be also placeable enemies (or events in other words) that will adjust to existing passable area. What i asking is if you know any script that do it, or you might know any algorithm that are useable to create random dungeons in rpg maker?
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Script Requests / Re: Scaling Tileset to 64x64 Tiles
August 15, 2014, 12:50:32 pm
Quote from: ForeverZer0 on August 15, 2014, 09:07:15 am
Its going to require a Tilemap rewrite, which using RMXP's engine, is not something that can be accomplished perfectly.

Probably be simpler and less bugs to get a map zoom script.

thanks i didn't think about zooming although i'm thinking how it will be looking when we zoom tiles to 64, i have hope it will look good enough to pass. Also one thing if i use XPAce the tilemap will looks better for rewriting tilemap class?? (also it's one of class definition (entire definition) in editor since i don't have access to rpg maker and i don't really remember or it's a mix of C code and ruby code??
Quote from: LiTTleDRAgo on August 15, 2014, 09:33:52 am
RMXP
F0's Custom Resolution + Map Zoom
Drago - Custom Resolution II

RMVXA
MGC Map Zoom Ace v1.5


as for scripts the map zoom after i checked the code i think i will be able to adapt it to resolution script that used in my game, also if i'm not wrong i need to write exception for characters that using non standart sprites because it also will enlarge them (also the change for their movement since it won't be enlarged).

Also it's a better option to use custom made zoom with antialiasing (by C dll) that make tiles better looking or use standard one (I ask because i'm not sure if standard zoom use AA already, and if i access external library so many times in code it's might be slower by access time although i'm not sure if it's a issue with how ruby handles access through win32api)

Quote from: Zexion on August 15, 2014, 11:32:41 am
Drago's is good, but there is also this exact thing
[XP] Change Tile Size

It's something similar to what i look, when i have a time i actually take a look on it and think if possible to make it for tiles bigger than 32px


Thanks for all answers it will help me greatly with my project
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Script Requests / Scaling Tileset to 64x64 Tiles
August 15, 2014, 08:50:08 am
Welcome, here my request for today, what i need is a script that makes tile size to 64x64 reason is simple i use 120 pixel height sprites so the world needs to be bigger. I know one thing that i need to have two tilesets one normal one for editor and one double size for game to get tiles for game (i saw on one forum script for rpg maker vx ace but didn't check it). So my question is simple is there any similar script on internets or is someone willing to make one or is someone willing to say in what places i need to write custom script to support this?
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Thanks for answer it's something that i suspected but wanted to share my scripts that i create for game with community, since they aren't any script that modify rpg maker base classes.

Quote from: ForeverZer0 on August 14, 2014, 08:13:07 am

EDIT:
And by the way, lol, RMXP porn...

i found one which was quite good, and it's nothing strange since they say from everything in internet they create a porn, also not a pornography but rather games with mature elements since pure porno games don't give me feelings that i want to try them.

Edit: for why i get interest in gamest with mature contents it's a simple in baldurs gate series or any other rpg games from black isle studio(which created the best rpgs that i ever played) i always wanted to have a possibility to simply seduce quest important npcs or have many different ways to gain gold besides loot, so thats why i choose a game which contain an adult oriented elements since that i feel that if i didn't do it myself i never see the game like that.

ps. The best battle system for rpg maker xp ARTBS it's a shame that it never completed since the first choice was try to go with that system but after a while i decided to go with simple systems like ABS (which one i didn't decided yet)

ps2. Even though i don't post any information of game it won't stop me from posting answers and requests in forum.
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So what i want to create is a game which will contain a mature stuff like sex, but since i mostly dissatisfied with sex theme games (and i can say it's not only rpg maker but general), the only ones that i found fun was a sim games, so i decided to make my own sim game where sex will be one of theme, so i want to gather people who help with design, (maybe programming a little but i have enough skills to make anything besides ABS), writing (since i'm really bad with it), spriting, (i know the base, and have a skills to make 50+ sprites for another project that i helped to develop but it was all based on one template and hairs was modified from other sprites),  mapping and many more so i wanted to ask if okay for me to make a recruitment topic and maybe Add a topic with project itself (since the base of game will be totally re-write by me so it not like the only point in which it will have will be an adult content). So i will wait for answer, thanx for your attention.