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Messages - Parkman202

1
New Projects / Re: Dreaming - A Psychological RPG Game
November 29, 2015, 03:00:17 am
Quote from: KK20 on November 29, 2015, 01:50:14 am
There's definitely some potential here. I always appreciate projects that use their own custom resources. Took a look at the demo--not really sure what was going on, but I understand it's mainly just a rapid-prototype of testing elements and getting used to the new engine. Once you develop more on the story, I'll be sure to take another look at it. Characters could probably use a better bio as they are following some common tropes. It also doesn't make sense how a character that sleeps for long periods of time, and is late as a result, can be doing well in school. Also not a fan of characters that are "ignored and/or bullied by everyone"--unless the entire community (or the character herself) are total schmucks, there's no real way I'm going to feel sympathy for the character (it's also a lazy way to make a character seem helpless/weak).

Also, it's JavaScript, not Java. People will give you massive lectures if you keep saying that. :P


Thank you for the advice! I'll keep it in mind for when I make the full game as I agree with you on everything here; me and my friend thought up this story in about ten minutes, so it's pretty flawed. Also, the bullied character thing is part of a twist you'd have to understand in the ending of the game, trust me on this one; all I can say is you won't suspect the truth at all. ;)

It also is logical that Carly wouldn't do good in school because of her hypersomnia, and I kind of "blacked out" making that part, if you know what I mean (basically, I was in one of those trances if you are doing the same thing multiple times and you kind of "hang" like a crappy computer).

I also had a question for you, and I know it's kind of a harsh move on my part (since you made it for me before), but I thought I'd ask it. I don't know if you remember, but nearly a year ago I requested a script for RPG Maker XP that saved specified switch states in a .rxdata file for when the game would start up. I don't know if it would be possible to convert this to JavaScript, especially if it's to be made for iOS/Android/etc. (though I don't think that that would affect it). I know JavaScript can be used more universally than RGSS (obviously), so I'm assuming it's use could work the same. I've tried to learn JavaScript on my own (even converting the script - lets just say it didn't go well at all), but I work best from examples (like the default scripts), but I can't understand a single string from it.

Thank you for reading my gigantic post; I can't stop writing in such unnecessarily long paragraphs that rant on about the same aspect of something. I will definitely take your words to heart and apply them to the storyboard. Thank you for the help! ;)

P.S. The demo was all a dream devised by Carly's mind; just a little twist to allude the basis of the full game. The door at the end signified her regaining control of her dream and "changing her mind" about the door being locked. The books were her conscience going rampant (why it is rampant will be explained in the full game) and trying to keep her in sleep paralysis.
2
New Projects / Dreaming - A Psychological RPG Game
November 29, 2015, 12:43:52 am
Dreaming - A Psychological RPG Game


"What about you...?"
"What did your past write to your mind?"
"What did it tell you?"
"What did it do to you?"
"More Importantly..."
"Did you wake up?"




Introduction
Dreaming is a psychological RPG game being made with RPG Maker MV that is under development for both PC's and mobile phones. It rises a question most people don't think of asking; "what does our mind want to tell us," and has people questioning every dream they had ever had. Dreaming surrounds a girl named Carly Beverlin, an idiopathic hypersomniac, in a sleep-paralyzed lucid dream. She cannot wake up from this world her rampant mind is forcing her to endure until her mind is appeased with the solace it desires. But what is it? There might be more to it than just that...

This game will HIGHLY depend on the player's choices throughout the story and how much they learn of the backstory of this troubled girl. Even the smallest error could alter the outcome.

Credits (as of the current time)
Graphic design (tiles, GUI, effects, etc.), primary development, a few songs, and some coding by Parker Lippstock.

Art (face icons, busts, CG, etc.), secondary development, most of the soundtrack, and support by David Smith/ANx3hProductions on YouTube (https://www.youtube.com/channel/UCGyGTOZE6nAwNIYbbq4quIg)

Current Setbacks

  • Specific scripts that I have no idea in the slightest to code (despite my attempt to learn JavaScript)

  • Obviously, the Apple Developer account issue

  • While it's not really an issue, I don't have a Macintosh (but it won't make iOS exporting impossible)



Tech Demo
The Dreaming tech demo can be played over HTML-5 for browsers (and mobile devices universally) here: https://googledrive.com/host/0BweUUjN5l3OxcmtDMl9ma01TbUU
...and Windows here: https://drive.google.com/folderview?id=0BweUUjN5l3OxMFRmd0pURzNyYmc&usp=sharing
...and Mac here: https://drive.google.com/folderview?id=0BweUUjN5l3OxMFRmd0pURzNyYmc&usp=sharing
...and finally, Android APK here: https://drive.google.com/folderview?id=0BweUUjN5l3OxMFRmd0pURzNyYmc&usp=sharing

I am posting this here because I want to know if people would like to see this game finished and on the App Store. This is because to be able to publish this to the App Store, I would need to purchase a $99/year Apple Development Account, which is a lot of money for two solo developers. I want to know if people would buy this game and play it if I would invest in such a thing, so it wouldn't go to waste. I want to make games people will enjoy, and that is my one and only goal here.

Thank you for reading, and thank you in advance if you support this idea.
3
Script Requests / [MV] Difficult Conversion Request
November 22, 2015, 05:12:43 pm
Hello, all!

I have a request that might be something difficult to convert since it was something KK20, a coder here on Chaos Project, had created for me for RPG Maker XP.

About a year ago, I made a post regarding a certain script that centered around switches being saved even with it not being saved into the usual save file. I know that's confusing, and I will try to make it easier to explain.

Here's an example: I want the player to press a button, and that button will activate switch "A". If the player were to close the game, I would want switch "A" and any other switches I would specify to be saved in their current state (active/disabled) in a file that will be checked on the game's startup (meaning that it would load the switch's state on startup even when the player does not save the game). For more information, here's the original topic for RPG Maker XP: http://forum.chaos-project.com/index.php/topic,14799.msg190370.html#msg190370

The original script is there in a fully functioning state, and I want to know if this can be converted into a plugin for RPG Maker MV.

I don't know if this is possible with what I am doing specifically because of three reasons:

  • I host the game in Google Drive for HTML-5 play

  • RPG Maker MV was just released

  • I have a plugin that automatically skips the title screen again



I put the HTML-5 thing on the first bullet because of the difficulty one would have to write a file to the device (Windows, Mac, iOS, Android, etc.). I don't know much on how Java operates, since I've been used to RPG Maker XP's Ruby variant for most of my development time.

If this actually is possible, what file type would it be stored in? I'd think maybe .txt, but I don't know what Java can do since I'm a big newbie-idiot on the subject.

I actually feel bad requesting this since KK20 wrote me a custom script and now I'm requesting it for another engine altogether. Sorry. :(

Anyway, thank you for reading my annoyingly gigantic post!

~Parkman202

P.S. This is the code of my Skip Title script (by Yami)

/*:
* @plugindesc Skip the title scene for testing purpose.
* @version 1.0
*/

(function() {

    Scene_Boot.prototype.start = function() {
        Scene_Base.prototype.start.call(this);
        SoundManager.preloadImportantSounds();
        if (DataManager.isBattleTest()) {
            DataManager.setupBattleTest();
            SceneManager.goto(Scene_Battle);
        } else {
            this.checkPlayerLocation();
            DataManager.setupNewGame();
            SceneManager.goto(Scene_Map);
        }
        this.updateDocumentTitle();
    };

})();
4
Hello, ForeverZer0! I am using your scrip for my game, and it works great! There's just one thing, however; I use a lighting system that makes your events dark, and that's not what I need. I noticed you have a "show over top of everything" setting which fixed that particular issue, but I didn't expect it to show over top of everything including pictures, the player and even the text boxes. I looked into the script and found the viewport setting for when the setting is set to "true," and after some fixing, it shows above my lighting system and below text boxes, but not the player or the pictures. I don't mind it being on top of the player, because it's easier to see, but the pictures thing is kind of annoying. Is there any way to mend the script to make the pictures show over these icons?

Thanks!
5
QuoteEDIT: Here's the script download, the first link in that topic is broke.
http://www.rpg-palace.com/mewsterus/Pixelmovement-1.6.zip


Thank you, it works like a charm!
6
QuoteEDIT:
Google for Cogwheel's pixel movement. If I remember correctly, he was the author.


I found it, but it still limits passability. I need a script that does something kind of like this, but for XP and not VX:

https://www.youtube.com/watch?v=8RUANqmxQ2k

From what I know, it uses a black and white copy of the tileset for collision (e.g. black is what you walk on, white is what you collide with, or vice-versa, ect.)
7
QuoteI don't remember who wrote it, but I remember clearly seeing a pixel movement script for rmxp that used collision maps just as you are talking about. I don't know if it is on this site, though.


I think that was someone asking for something with an ABS. I actually think I ran into that one, but there wasn't any script there. I could be wrong, though.
8
Hello, everyone! I've been trying to figure out how to do this for some time now; and I keep running into things that either don't work or run in RPG Maker VX\Ace.

What I've been trying to do is to modify a simple pixel movement script to allow the player to collide with the objects by, instead of a 32 x 32 tile, the pixel itself using a black and white color map. The reason why is because I am attempting to make isometric-ish maps with both Blender and pixel-by-pixel tracing and tiling.

I don't know if RGSS1 can do this, but I have seen it in RGSS2/3A. I've also seen similar black and white tiling done with H-Mode 7, a limited (but very awesome) third-dimensional script for RPG Maker XP. However, H-Mode 7 used them for a different aspect, but it's kid of the same.

If anyone can find a script for me anywhere, that would be great! Thanks!

P.S. If it's needed, here's my pixel movement script:

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# DRG - Pixel Movement
# Version: 1.03
# Author : LiTTleDRAgo
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
($imported ||= {})[:drg_pixel_movement] = 1.03
#==============================================================================
#
# Introduction :
#
#   This script makes player's movement became pixel movement
#
#==============================================================================
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :pixel_movement
  #--------------------------------------------------------------------------
  # * Constant
  #--------------------------------------------------------------------------
  ALIASING_PIXEL = lambda do |x|
    [:move_down,:move_left,:move_right,:move_up].each do |meth|
      $@ || alias_method(:"#{meth}_unpixel_#{x}", :"#{meth}")
      define_method(:"#{meth}") do |*a|
        pixel_disable ? reset_pixel &&
        send(:"#{meth}_unpixel_#{x}",*a) : send(:"#{meth}_pixel",*a)
      end
    end
    [:move_lower_left,:move_lower_right,:move_upper_left,
     :move_upper_right].each do |meth|
      $@ || alias_method(:"#{meth}_unpixel_#{x}", :"#{meth}")
      define_method(:"#{meth}") do |*a|
        reset_pixel && send(:"#{meth}_unpixel_#{x}",*a)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * xy_pixel_correction
  #--------------------------------------------------------------------------
  def xy_pixel_correction(direction)
    case direction
    when 2
      unless passable?(@x.ceil, @y.ceil, 2)
        @x = @x.floor if passable?(@x.floor, @y.ceil, 2)
      end
      unless passable?(@x.floor, @y.ceil, 2)
        @x = @x.ceil  if passable?(@x.ceil, @y.ceil, 2)
      end
    when 4
      unless passable?(@x.floor, @y.ceil, 4)
        @y = @y.floor if passable?(@x.floor, @y.floor, 4)
      end
      unless passable?(@x.floor, @y.floor, 4)
        @y = @y.ceil  if passable?(@x.floor, @y.ceil, 4)
      end
    when 6
      unless passable?(@x.floor, @y.ceil, 6)
        @y = @y.floor if passable?(@x.floor, @y.floor, 6)
      end
      unless passable?(@x.ceil, @y.floor, 6)
        @y = @y.ceil  if passable?(@x.ceil, @y.ceil, 6)
      end
    when 8
      unless passable?(@x.ceil, @y.floor, 8)
        @x = @x.floor if passable?(@x.floor, @y.floor, 8)
      end
      unless passable?(@x.floor, @y.floor, 8)
        @x = @x.ceil  if passable?(@x.ceil, @y.floor, 8)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Pixel Disable
  #--------------------------------------------------------------------------
  def pixel_disable
    return true unless self.pixel_movement 
    return true if @move_route_forcing
    return false
  end
  #--------------------------------------------------------------------------
  # * reset_pixel
  #--------------------------------------------------------------------------
  def reset_pixel
    @x,@y = @x.floor,@y.floor
  end
  #--------------------------------------------------------------------------
  # * Move Down
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_down_pixel(turn_enabled = true)
    @quarter = false
    turn_enabled && turn_down
    if passable?(@x, @y.floor, 2)
      turn_down
      xy_pixel_correction(2)
      @y += 0.5 if passable?(@x.floor, @y.floor, 2)
      increase_steps
    else
      check_event_trigger_touch(@x, @y+1)
    end
  end
  #--------------------------------------------------------------------------
  # * Move Left
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_left_pixel(turn_enabled = true)
    @quarter = false
    turn_enabled && turn_left
    if passable?(@x.ceil, @y, 4)
      turn_left
      xy_pixel_correction(4)
      @x -= 0.5 if passable?(@x.ceil, @y.floor, 4)
      increase_steps
    else
      check_event_trigger_touch(@x-1, @y)
    end
  end
  #--------------------------------------------------------------------------
  # * Move Right
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_right_pixel(turn_enabled = true)
    @quarter = false
    turn_enabled && turn_right
    if passable?(@x.floor, @y, 6)
      turn_right
      xy_pixel_correction(6)
      @x += 0.5 if passable?(@x.floor, @y.floor, 6)
      increase_steps
    else
      check_event_trigger_touch(@x+1, @y)
    end
  end
  #--------------------------------------------------------------------------
  # * Move up
  #     turn_enabled : a flag permits direction change on that spot
  #--------------------------------------------------------------------------
  def move_up_pixel(turn_enabled = true)
    @quarter = false
    turn_enabled && turn_up
    if passable?(@x, @y.ceil, 8)
      turn_up
      xy_pixel_correction(8)
      @y -= 0.5 if passable?(@x.floor, @y.ceil, 8)
      increase_steps
    else
      check_event_trigger_touch(@x, @y-1)
    end
  end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================
class Game_Player
  #--------------------------------------------------------------------------
  # * Constant
  #--------------------------------------------------------------------------
  ALIASING_PIXEL.call(0)
  #--------------------------------------------------------------------------
  # * Alias Method
  #--------------------------------------------------------------------------
  unless method_defined?(:pixel_check_touch)
    alias_method :pixel_initialize,   :initialize
    alias_method :pixel_check_here,   :check_event_trigger_here
    alias_method :pixel_check_there,  :check_event_trigger_there
    alias_method :pixel_check_touch,  :check_event_trigger_touch
  end
  #--------------------------------------------------------------------------
  # * Pixel Movement
  #--------------------------------------------------------------------------
  def initialize(*args)
    pixel_initialize(*args)
    @pixel_movement = true
  end
  #--------------------------------------------------------------------------
  # * Touch Event Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    result = pixel_check_touch(x, y)
    return result if $game_system.map_interpreter.running?
    event = $game_map.events.values.select do |e| 
      (x-e.x).abs < 1 && (y-e.y).abs < 1 &&
      [1,2].include?(e.trigger) && !e.jumping? && e.over_trigger?
    end
    (result = true) && event.first.start unless event.empty?
    return result
  end
  #--------------------------------------------------------------------------
  # * Same Position Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_here(t)
    result = pixel_check_here(t)
    return result if $game_system.map_interpreter.running?
    event = $game_map.events.values.select do |e|
      (@x-e.x).abs < 1&& (@y-e.y).abs < 1 &&
      t.include?(e.trigger) && !e.jumping? && e.over_trigger?
    end
    (result = true) && event.first.start unless event.empty?
    return result
  end
  #--------------------------------------------------------------------------
  # * Front Envent Starting Determinant
  #--------------------------------------------------------------------------
  def check_event_trigger_there(t)
    result = pixel_check_there(t)
    return result if $game_system.map_interpreter.running?
    x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
    y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
    event = $game_map.events.values.select do |e|
      (x-e.x).abs < 1 && (y-e.y).abs < 1 &&
      t.include?(e.trigger) && !e.jumping? && e.over_trigger?
    end
    (result = true) && event.first.start unless event.empty?
    if result == false && $game_map.counter?(x.round, y.round)
      x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
      y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
      event = $game_map.events.values.select do |e|
        (x-e.x).abs < 1 && (y-e.y).abs < 1 &&
        t.include?(e.trigger) && !e.jumping? && e.over_trigger?
      end
      (result = true) && event.first.start unless event.empty?
    end
    return result
  end
end
9
Quote...RPG Maker uses its own audio library (and thus its own "soundfont")...


It has it's own library? It sounds like it's just Microsoft's default .DLS library with the default reverb...

I could be wrong, though. I did notice that it sounds a bit better than most MIDIs I hear.
10
Hello, everyone! I have an odd question and don't know exactly if it's possible with RPG Maker XP.

If you've worked with a music production studio like FL Studio, you (may) know what Soundfont (.SF2) files are. If you do, you know that some can take the whole MIDI library and give it more realistic-sounding samples to use as the instruments. That being said, would it be possible for a script to tell the MIDIs to point to a specified soundfont or other sound libraries similar to .SF2 (.sfArK, .SFZ, .DLS, ect.) or not?

As I said before, I'm not sure if this would be possible. I wanted to ask just be sure, though.

Thanks in advance,

Parkman202
11
Script Requests / Re: Switchy-Thing Script Request
January 30, 2015, 01:06:10 pm
I meant that it could scare the player because they would think it would be the save file interpreter or something.
12
Script Requests / Re: Switchy-Thing Script Request
January 29, 2015, 06:24:11 pm
IT WORKS! IT WORKS! Thank you so much! I didn't even know this would have been possible!

I'll make sure to credit you in the game!

QuoteAll someone has to do is delete your switch file to reset everything.


Simple! Just rename this:

FILENAME = "Switch_States"


To something official-ish to scare the player away:

FILENAME = "SaveGame"

13
Script Requests / Re: Switchy-Thing Script Request
January 29, 2015, 04:18:53 pm
It does exactly as I need. However, I don't need it to look for 'Scene_Title'. As I had mentioned, I have a script that skips the title, so it needs to call 'Scene_Map' instead. I'll try and play with it a little, but here is my title skipping script.

Spoiler: ShowHide


#==============================================================================
# Xenres' Title Skip
# Version 1.0
# 2010-11-24
#------------------------------------------------------------------------------
#  Loads necessary objects and skips to the start map to use as a title screen
#  or whatever.
#==============================================================================

class Scene_Title
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # If battle test
   if $BTEST
     battle_test
     return
   end
   # Load database
   $data_actors        = load_data("Data/Actors.rxdata")
   $data_classes       = load_data("Data/Classes.rxdata")
   $data_skills        = load_data("Data/Skills.rxdata")
   $data_items         = load_data("Data/Items.rxdata")
   $data_weapons       = load_data("Data/Weapons.rxdata")
   $data_armors        = load_data("Data/Armors.rxdata")
   $data_enemies       = load_data("Data/Enemies.rxdata")
   $data_troops        = load_data("Data/Troops.rxdata")
   $data_states        = load_data("Data/States.rxdata")
   $data_animations    = load_data("Data/Animations.rxdata")
   $data_tilesets      = load_data("Data/Tilesets.rxdata")
   $data_common_events = load_data("Data/CommonEvents.rxdata")
   $data_system        = load_data("Data/System.rxdata")
   # Make system object
   $game_system = Game_System.new    
   # Make each type of game object
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   
   # Set up initial party
   $game_party.setup_starting_members
   # Set up initial map position
   $game_map.setup($data_system.start_map_id)
   # Move player to initial position
   $game_player.moveto($data_system.start_x, $data_system.start_y)
   # Refresh player
   $game_player.refresh
   # Run automatic change for BGM and BGS set with map
   $game_map.autoplay
   # Update map (run parallel process event)
   $game_map.update
   # go to REAL title screen
   $scene = Scene_Map.new
 end
end

14
Script Requests / Re: Switchy-Thing Script Request
January 27, 2015, 07:51:28 pm
Quote from: ForeverZer0 on January 27, 2015, 12:36:45 am
See how this works, I barely tested it, so I will leave that up to you.

Spoiler: ShowHide
#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :save_filename
  attr_accessor :save_data
end

#==============================================================================
# ** Game_Switches
#------------------------------------------------------------------------------
#  This class handles switches. It's a wrapper for the built-in class "Array."
#  Refer to "$game_switches" for the instance of this class.
#==============================================================================

class Game_Switches
  #--------------------------------------------------------------------------
  # * Set Switch (alias method)
  #     switch_id : switch ID
  #     value     : ON (true) / OFF (false)
  #--------------------------------------------------------------------------
  alias zer0_set_switch []=
  def []=(switch_id, value)
    # Original method
    zer0_set_switch(switch_id, value)
    # Return if game has not yet been saved
    return if $game_temp.save_data.nil?
    # Change $game_switches only to last saved data
    $game_temp.save_data[3] = self
    # Save game, with only change being $game_switches
    File.open($game_temp.save_filename, 'wb') {|file|
      $game_temp.save_data.each {|data| Marshal.dump(data, file) }
    }
  end
end

#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save
 
  #--------------------------------------------------------------------------
  # * Decision Processing (alias method)
  #--------------------------------------------------------------------------
  alias zer0_on_decision on_decision
  def on_decision(filename)
    zer0_on_decision(filename)
    # Store last used save file
    $game_temp.save_filename = filename
  end
  #--------------------------------------------------------------------------
  # * Write Save Data (alias method)
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  alias zer0_write_save_data write_save_data
  def write_save_data(file)
    # Original method
    zer0_write_save_data(file)
    # Store characters
    characters = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      characters.push([actor.character_name, actor.character_hue])
    end
    # Store current data
    $game_temp.save_data = [characters, Graphics.frame_count, $game_system,
      $game_switches, $game_variables, $game_self_switches, $game_screen,
      $game_actors, $game_party, $game_troop, $game_map, $game_player]
  end
end



It didn't work. I think what I am asking may be very difficult if possible at all. It's hard enough to explain. >.<
15
Script Requests / Re: Switchy-Thing Script Request
January 27, 2015, 02:40:49 pm
Well, I'm not a good script reader, but if it saves all switches, it can work. I'll test it when I get home. That's for scripting that, though!
16
Script Requests / Re: Switchy-Thing Script Request
January 27, 2015, 01:06:07 pm
I need to try and explain this a little better.

I don't need it to do anything when I save manually. I just need it to save certain switches into a file (.rxdata or .txt; whichever works better) when they are turned to 'ON'. The game should then load the file once Scene_Map is loaded in "New Game", and since the title is skipped, "New Game" is loaded instantly.

I hope I discribed it a little better; I am kind of making a very odd request.  :uhm:
17
Script Requests / Re: Switchy-Thing Script Request
January 26, 2015, 11:05:51 pm
Quote from: ForeverZer0 on January 26, 2015, 11:00:32 pm
Sounds like all you have to do is save the switches data when they are changed, not the whole game. This is a simple thing. Does your game allow the player to choose the save file to save, or just automatically pick the file to save to?


It allows the player to save to any file.

I should also mention that I am running on RPG Maker XP.
18
Script Requests / Re: Switchy-Thing Script Request
January 26, 2015, 06:38:26 pm
Quote from: KK20 on January 24, 2015, 05:30:20 pm
I don't quite understand the second one entirely. Give an example of its use.


Let me try and explain.

I would like it to, when the user would save, it would save the activated switches into some sort of file that the game could read from when opening it.

An example would be as follows:

Say that, by skipping the title screen, it would make the player go to my custom title screen. Then let's say the player does something in the game that turned on a switch. This switch makes something on the custom menu change, be it a button or an art aspect. Now, after the event that calls the switch has ended, the player decides to close the game. This means that the change to the title screen is not present due to the fact that when the player begins the game again, they are started at a point in the game (the title screen map with the player's starting position) where the switch isn't identified as 'ON'. Would there be a way for specific switches to be saved outside of the game when they are triggered and when the game would start, have that list of switches be defined as 'ON'?
19
Script Requests / Switchy-Thing Script Request
January 23, 2015, 11:30:51 pm
Hello, everyone! I'm making a game that requires a system that is a little... different. I'll just list it all out because I would ramble on about what it would need.  :wacko:

I need a script that can

- Skip the title screen
- Save switches so, when their state would change from ON/OFF to OFF/ON anywhere in the game, it would save it even when they would close and re-open the game and start at the skipped title screen.

I don't know if this is possible (as to me, it sounds pretty impossible), but if it is, I'll definitely need some help.

Thank you!