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Messages - Shek

41
Splendid.  This is exactly what I was looking for!

Is there a quick way to make it so that the skills version also can differentiate between Skill.id?

+1
42
General Discussion / Re: Show off Your Before/After's
December 01, 2013, 03:34:01 am
After:
Spoiler: ShowHide
43
Thanks so much KK for resolving this issue:

What this does:
Checks to see if you've hit an enemy with X character using a regular attack -> Performs an action (e.g. Call common event, change variable etc)

and

Checks to see if you've hit an enemy with X character using Y skill -> Performs an action (e.g. Call common event, change variable etc)


Original Post:

I'd like to set up a rage building system, I can't seem to figure out how to check with Blizz Abs if you've just attacked an enemy.  

What I am looking for:
Within a parallel common event:
Script/command to check if you've just attacked an enemy THEN IF TRUE -> perform a common event/or change a variable/switch
(Not any specific enemy, I just want you to build rage as you hit enemies, then you can expend rage to use special attacks)

But I have no idea how to check if you're hitting an enemy or not, it's gotta be simple; I'm just clueless.
44
Heretic,

Thank you so much for posting this man!

I've been clocking 4-8 hours per day for the past month working on my game, and I'm starting to burn out.  I needed a break to step back and look at what is possible in order to gain some perspective.  This was very inspiring because I got to see a lot of cool features I could add to my game to improve its polish.
45
Thanks for taking the time!
Levels up!
46
$BlizzABS.create_event(X,Y.........


I want X and Y to be game variables, (or even better, just the co-ordinates of the parent event).  Not sure how to insert variables in place of constants.
47
Script Requests / Re: Database and Prices
November 24, 2013, 01:52:58 pm
I'm sure that this is possible, but I have to ask, can't you just adjust the curve of prices in your game?

99,999g is rather arbitrary, does the amount of gold in your game have to scale that high?  If you simply lowered the amount of gold dropped from monsters you could set the numbers to a much more manageable amount.
48
General Discussion / Re: Screenshot Thread
November 24, 2013, 04:08:53 am
Bloom Effect:
http://en.wikipedia.org/wiki/Bloom_%28shader_effect%29

... but it's not really a bloom .. Not sure how that would truly be achieved in XP, if it's possible at all.

The effect I use is more like a source light emanating from the player, combined with burned edges on the borders of the screen, and animated fog.
49
General Discussion / Re: Screenshot Thread
November 24, 2013, 03:04:42 am
Definitely; it looks better in-game with the light bloom effect and animated fog.
50
General Discussion / Re: Screenshot Thread
November 24, 2013, 12:57:29 am
Made another cool map today. Jumpity Jump.
Spoiler: ShowHide

51
This existence of this script is extremely important to me:

1) The Problem
Spoiler: ShowHide

In my game, I'm experimenting with a smithing system that let's you generate items in game, also I'm experimenting with having enemies drop generative weapons/gear like in Diablo.  Because when weapons are generated they do not have attack animations already made for them, they will cause a missing file error. 


2) Script Description
Spoiler: ShowHide

a) Be able to assign what Weapon animation a weapon uses.  i.e. config file at the top of the script (Weapon 023, use animation for weapon X)
b) Any weapon which does not have an attack animation file, or an animation assigned to it, defaults to using weapon animation X

optional c) Any weapon with the word "sword" in its title uses animation X, any weapon with the word "club" in its title uses weapon animation Y, etc.


The existence of this script would open up the possibilities of Blizz Abs games a lot, I really hope someone is able to tackle this particular issue!
52
Resources / Shek's Resource Thread [Update: 11/25]
November 23, 2013, 12:02:06 pm
I've been making a ton of resources while developing my new game, and while I don't plan on posting all of them, I will definitely post some that I feel will be useful to the community at large.  Follow this thread for periodic updates.


Blizz Abs Weapons:

Katana Weapon (modified from VX Icon)
Spoiler: ShowHide


Slashing Weapon  (original)
Spoiler: ShowHide


Animated Fireball  (modified)
Spoiler: ShowHide


Blizz Abs Enemy Sprites:

Animated Ghost (modified from VX Battler)
Spoiler: ShowHide



Props:

Animated Pillar (modified from VX tileset)
Spoiler: ShowHide

53

I think the script I need is this:
http://forum.chaos-project.com/index.php/topic,9784.0.html

---I knew this was an RFTM situation/a more searching the forums needed

I looked a bit for this, and couldn't quite find what I was looking for.

Does anyone know of a script, or could anyone make a script that:

Has an event (an enemy for example) walks to a set of co-ordinates (or another event), and flips a switch to ON.

Making this compatible with BABs pathing might be hard, pathing calculations aren't a must for this script, I'd be fine if it just walked in a straight line.
54
Projects / Games / Re: [FULL] Nightmare Johnny
November 22, 2013, 05:00:54 am
Played for about 20 minutes,
this game has a fantastic presentation and great story telling.  Less=more

The issue I had is that it's obnoxiously hard right off the bat.  By the time I assembled the first bridge I had barely any hp remaining.  And you just keep getting mobbed and mobbed by enemies without any sort of way to sustain your health.

Was this made with blizz abs? If so, how did you get the enemies to surround you like that? When I use Babs the enemies tend to all stack up on top of each other to hit you, rather than swarming around you.
55
Troubleshooting / Help / Re: Item Drop Error: Help!
November 22, 2013, 04:30:40 am
KK you're awesome! I set the constant value to +6 instead of +1 (6 was an arbitrary choice... I just wanted to give myself a lot of buffer) and it works now!
56
Troubleshooting / Help / Resolved: Item Drop Error: Help!
November 22, 2013, 01:00:14 am
Sometimes when an item is dropped, you can't pick it up.  To fix this bug, simply go to part 2 of the abs script and change:

event.id = (keys.size == 0 ? 1 : keys.max + 1)

to

event.id = (keys.size == 0 ? 1 : keys.max + 6)    #6 is an arbitrary number, could be 2 theoretically, or 90... 6 seemed to work for me.


Thanks KK!

OP:
About 20% of the time, when an item drops from an enemy, it can't be picked up.

Is anyone else experiencing this? And is it fixable?
57
General Discussion / Re: Screenshot Thread
November 21, 2013, 10:09:12 pm
Painted a cool map this morning, green poison cave of doom!
I really need to get a stylus; this mouse thing is starting to limit me.

Spoiler: ShowHide
58
Troubleshooting / Help / Re: Sprite Sheets?
November 21, 2013, 04:36:23 am
@Op

How to make a sprite work:

RPGMaker XP interprets sprite source images the following way:

 >>it takes "blah.png", slices it up into 16 equally sized pieces. [4x4]

RPGMaker VX interprets sprite source images the following way (methinks):

 >>it takes "blah.png", slices it up into 12 equally sized pieces. [3x4]


So... for XP...

Take any source image, open it in photoshop, go to:

       Image>Canvas Size>(set the dimensions to pixels)

Now you know the canvas size, if it's not a perfect square you'll have to crop/resize it.
Once you've found the desirable dimensions, the best way to edit each frame of the sprite without accidentally having the frames bleed into each other is to:

        Open up your calculator app, divide the height and width by of your canvas by 4, then in Photoshop go to:

  View>New Guide>(Make vertical and horizontal guides at 25%, 50%, and 75% of your canvas size) e.g. (Canvas size is 200px height, 200px width, so you'd make guides at 50px, 100px, 150px)

now that you've rigged your image with guides, you are ready to paint your sprite from scratch

       BUT SHEK! I just want to convert a sprite I found online!

Then cut and paste the different sprite frames you found online into the rigged/measured sections of the image you just created.  It is already divided into 4x4 for you.

or


Using the rectangular marquee tool, select one of the frames of the spriteset you want to use, CUT it.  Go to File>New; make an image in the recommended dimensions.

Go to Canvas Size and increase it by (in XP: 400% horizontal, 400% vertical) .. (in VX: 300% horizontal, 400% vertical) .. [Make sure that you anchor yourself to the top left before increasing canvas size]

Make markers to be safe, then cut and paste the remaining frames into the cells you've created.


--Hope this helps

Cheers,
Shek
59
Troubleshooting / Help / Gamepad with BABS
November 21, 2013, 04:05:27 am
Has anyone discovered a way to use a gamepad with Babs (without using 3rd party programs)?

60
Correct me if I'm wrong, but doesn't that adjust how much knockback they do to you?

I need to adjust how much knockback they receive, so I can set it to 0.