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Messages - MetalZelda

41
Entertainment / Re: 3D Printing is cool
August 26, 2014, 10:22:37 am
Quote from: Zexion on August 26, 2014, 03:10:09 am
Why would you want to print your ego? tis joke pls dnt h8


Cuz I feel awesome, but it printed Blizzard instead ... Don't know why .. :wacko:
42
Entertainment / Re: 3D Printing is cool
August 25, 2014, 03:13:55 pm
I was trying to print my you-know-what, the printer said "Too large" :(
43
Quote from: Sgt. Tuggernuts on August 24, 2014, 10:01:01 pm
Just a heads up, Metal:
I am pretty sure you're using Project Zelda Engine, and last I tried, XPAce doesn't work with it. :(
(or maybe I did something wrong, lol, so definitely try)


Maybe XAS or the fact that all the scripts are located in a folder insteal of a .rxdata file ^^
44
Script Troubleshooting / Re: @move_speed(Resolved)
August 24, 2014, 04:23:12 pm
Quote from: KK20 on August 24, 2014, 04:06:22 pm
You're still calling the same amount of code in the long run. There's no way that would make it "faster and efficient". Just lazier.


That's a great plus if you make a lot of cutscene / event that alter game_player speed ^^
45
Quote from: KK20 on August 24, 2014, 04:04:04 pm
I'd suggest reading over your script again. You have a lot of syntax mistakes such as using one & when you should be using && or 'and'. You also have too many 'end's for def character_name.

Also, is the alias for initialize even necessary?


Hmmm, yes, there was it and den ...

THANKS <3

The alias, meh, I was following some RGSS tutorial claiming that it's a plus to put them ... So I did it ...

Solved :)
47
Both of the 2 links are dead ... ;(
48
Script Troubleshooting / Re: @move_speed(Resolved)
August 24, 2014, 11:25:46 am
You could do better, you can shortcut it to be much more faster and efficient, you can for example do

speed = $game_player.move_speed

So in your eventing page you can script call

speed(whatevervalue)
I need to search for the script I customized for dat

:naughty: :naughty: :naughty:
49
HelHoy

So I was messing around to make a little script that can handle a sound effect and a character sprite looping in a certain case.

The sprite mechanism works well, but the sound effect is a mess to do, it always return an error (Undefined method '+' for Nil nilclass) and the error is pointing this certain code  (@waitcount_se += 1)

#===============================================================================
# ■ LOW_LIFE_ANIMATION
#===============================================================================
#If Link's HP is under 40 (1 heart), change his charset if he's not moving after 15 frames
module LOW_LIFE_ANIMATION
 #Suffix of the spriteset
 LOW_LIFE = "_LOWANI"
 #Wait count when he's standing still and seems hurt
 WCOUNT = 15
 #Here, add the sound when Link is suffering
 SE = RPG::AudioFile.new('Link_Huff1', 100)
 
#--------------------------------------------------------------------------
# ● Sound effect initialize - FAULTY
#--------------------------------------------------------------------------  
 alias lowlife_setup_init initialize unless $@
 def initialize
@waitcount_se = 0
lowlife_setup_init
 end
#--------------------------------------------------------------------------
# ● Character Name
#--------------------------------------------------------------------------                                  
 def character_name
   filename = super
for i in 0...$game_party.actors.size
   actor = $game_party.actors[i]
   if @breakacting and not $game_system.map_interpreter.running? & if actor.hp * 100 / actor.maxhp <= 40
      new_name = filename + LOW_LIFE
      filename = new_name if RPG_FileTest.character_exist?(new_name)
   end
end
end
   return filename
 end

#--------------------------------------------------------------------------
# ● Breakact
#--------------------------------------------------------------------------                                
def breakact=(b)
    @breakacting = b
    @step_anime  = b
end

#--------------------------------------------------------------------------
# ● Update  
#--------------------------------------------------------------------------
alias idontknow_update update unless $@
 def update
     super
     if controllable?
        if @breakact_count.to_i > 0
           @breakact_count -= 1
        else
           self.breakact = true
        end

#################################" Faulty
@waitcount_se += 1
if @waitcount_se > WCOUNT
@waitcount_se = 0
end
 if @step_anime and @waitcount_se = 14
Audio.se_play("Audio/SE/" + LOW_LIFE_ANIMATION::SE, 100, 100) rescue nil
end
##################################"
     else
       @breakact_count = WCOUNT
       unless self.action != nil or $game_map.starting? or
              self.knockbacking?
              self.breakact = false
       end
     end
 idontknow_update
 end
end


#===============================================================================
# ■ Game_Player < Game_Character
#===============================================================================
class Game_Player < Game_Character
     include LOW_LIFE_ANIMATION
end

#===============================================================================
# ■ Game_Player
#===============================================================================
class Game_Player < Game_Character
 
#--------------------------------------------------------------------------
# ● Controllable?  
#--------------------------------------------------------------------------                          
 def controllable?  
     return false if @actor == nil
     return false if moving?
     return false if @move_route_forcing or $game_temp.message_window_showing
     return false if $game_system.map_interpreter.running?
     return false if self.action != nil
     return false if self.battler.stop
     return false if @character_name != @actor.character_name
     return false if terrain_tag == XAS::FALL_TERRAIN
 return false if terrain_tag == XAS::SWIMMING_TERRAIN
 for i in 0...$game_party.actors.size
 actor = $game_party.actors[i]
 return false if actor.hp * 100 / actor.maxhp > 40
 end
     return true
 end
end

$LOW_LIFE_ANIMATION = true


I don't know what I fucked up here ...
50
Script Requests / Re: [Request] Moving Platform
August 22, 2014, 03:52:24 pm
Quote from: LiTTleDRAgo on August 18, 2014, 04:52:08 am
http://www.gdunlimited.net/forums/topic/4908-moving-platform/#entry59012

note that it isn't compatible with other script that alters movement (BlizzAbs, XAS, etc)



Hmmm, i'll try to see if it can be ckeaned to keep only the platform script ^^
thanks ^^
51
General Discussion / Re: Screenshot Thread
August 21, 2014, 01:27:57 pm
Quote from: SpritingNomad on August 18, 2014, 06:17:52 pm
Looks very nice, MetalZelda, i like the layout of the town too.
Are the graphics all edited rips? I see somethings i never saw but i don't keep up with the LOZ games much.

Take my advice with a grain of salt, but i think Links duds look too bland, maybe increasing the lighting, or saturation on the greens would make him stand out some more.
Flags look cool, do they move in four frames or more?


It's from the Project Zelda Engine, so it's ripped from A Link to the Past and Minish Cap, and some Zelda GameBoy tiles too ^^

The flags move in 7 frames ^^
52
General Discussion / Re: Screenshot Thread
August 17, 2014, 04:09:45 pm
It took my old team and me 5 month to get this Castle Town Map for my Zelda Project  :wacko:

Spoiler: ShowHide

Dem flags are animated and react depending on the weather and some items

Regular Sign Post



53
Script Requests / [Request] Moving Platform
August 17, 2014, 02:02:12 pm
Hello peps,

As you know RPG Maker XP (with teh help of eventing) allows the maker to make a moving platform.
XAS include a moving platform script that doesn't really satisfy me, it allows only to move the player to a predefined route but you can't move because it's a 32x32 only event.

RPG Maker VX Ace's Victor script have a moving platform that allow free movement while the platform is moving and it's much more cool, and with my project's progression i can't reimport and rewrite everything

Here's a video with a link to the vx ace script, i really hope someone would make this mechanism a reality in RPG Maker XP

https://www.youtube.com/watch?v=cNCFaYnOr1M
54
It causes some problem with XAS, you can go through some impassable tiles ... But it works !

So if I understant this pixel movement, it reduce the 32x32 tile walk by a 16x16 ?
55
RMXP Script Database / Re: [XP] Palette Script
August 03, 2014, 10:57:32 am


hahahahahahahahahahahhaha
56
Script Requests / Re: [RPG XP]Unlimited Picture
June 30, 2014, 08:42:58 am
Quote from: LiTTleDRAgo on June 29, 2014, 12:40:42 pm
http://littledrago.blogspot.com/2014/06/rgss-picture-index-modifier.html


Thank you ^^

But what's the method to delete that 182th picture ? With $Game_Pictures[182].erase ?
57
Script Requests / Re: [RPG XP]Unlimited Picture
June 29, 2014, 09:45:13 am
Quote from: Zexion on June 29, 2014, 09:42:49 am
I can possibly do this monday night if no one else gets to it

Just curious as to why you even need 50 pictures on the screen lol


It's really useful for people who can't script properly to design a HUD, menu, etc, a HUD already have more than 50 pictures to handle in some games, so it's a benefit for everyone ^^
58
Script Requests / [RPG XP]Unlimited Picture
June 29, 2014, 09:38:47 am
Because fuck the 50 picture limit :facepalm:

Why hello there.
Everything is in the title, is there a script that float around here (I googled, etc but no answer) that can break the 50 pictures limit RPG Maker XP have .?
Draco had a script that allow us to set a picture in a sub-folder, why not taking this script as a starting point ?
59
General Discussion / Re: Unity 3d questions
April 29, 2014, 05:38:54 pm
Quote from: soulshaker3 on April 11, 2014, 07:12:11 am
Never said being a newbie discourage me i said that i need to learn a lot and I'm making my way to it, when i finish the status part of the menu i might post it because the code is a mess and i would like to clean it a lot

The new unity suport 2D and major improvement. Making your game in Unity is more powerful than any game making engine and you can export your project to many platforms (the new Unity include WiiU). Plus there are a lot of tutorials, code, project around the net that is easy to understand.
I tried Unity, but it's a bit complex in the begining (both 2D and 3D), but after it's easy, and C# is quite easy in the Unity engine
60
The genius of GG strikes again ...
Is it me or does this Forum have the best RM scripter xD

PS : No need to credit me for the request, I mean, it's for everyone in this forum. And I'm not the only one that requested it xD