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Messages - MindOnFire

21
That's actually kind of cool. So, that out in the open, does it mean a system like that is perfectly plausible in RMXP or was it scrapped for other reasons as well?  Before I get as ambitious as a Nintendo 64 game designer and have all of my ideas shattered partway through the development process. >.>

Also, random but I feel strangely humbled by getting a reply from you right off the bat. Probably because I'm new here and because you're a legend on RRR. :^_^':
22
Yeah, just take a look at my edit and you'll see where I screwed up lol.

EDIT:

Soooo... I guess I'm not done yet. What I've added is pretty basic, and yet RMXP can't seem to handle it. It works fine as an action key event but if I try to make it a parallel process I get the following error message:

QuoteNoMethodError occurred while running script.

undefined method 'effect' for #<scene_title:0x1648c60>


It's on a separate event. And like I said, the script works just fine as an action event and follows the instructions in the code as well as what I was given by F0.

Here's my script event:
Quote$scene.effect(004, 'fire', 'event', 8,
3)


>_<
23
Quote from: AliveDrive on September 19, 2011, 02:16:14 am
Herobiscuit xD


That was my placeholder since I couldn't think of a real name yet :haha:

Now I'm noticing that that script I used doesn't seem to actually do anything. Calling the effect doesn't seem to actually perform anything, even if I switch the effect. Any idea what could be causing that? The script itself no longer causes the gamefile to crash, which is a good thing.

EDIT: Never mind, I'm just not allowed to try and code at 3:30 am. I'm an idiot and forgot that the 'event' text was part of the script and swapped it for the number 1 :facepalm:

Everything's working fine now. :)
24
Ah, thank you very much. I feel like a total tool that it was something that basic haha. And I'll go from your sig, for sure :D

glad it wasn't a hard problem to fix. I just figured the half quotes were on there for the sake of it being an example. Like I said, I'm a scripting noob, and the last/only thing I ever worked with was java where that wasn't used within code too often, unless I was trying to get a message to display.

Again, thanks for the help. Greatly appreciated.
25
Haha. I already use 4Shared for most-everything I upload that isn't a photo and I haven't ever had a problem with it. But I can look into dropbox in the morning, for sure.

And yes, I'm pretty sure that whatever I'm doing wrong is in the event as his instructions in the script aren't the best at points.
26
Was told to post my project and the issues I'm having here. I literally just started it a couple of hours ago and am trying to get some scripts in it. Right now it has the default map and 2 events on the page, which you can look at in the project file. One's blank with a character graphic and the other is a gray tile which is action based and contains the script I thought would activate a random particle effect (just so I could get it working. I actually worked through five or 6 errors on my own before I finally got stopped here. And all it is is me trying to figure out what the hell I'm supposed to type in to select one of the particle effects in the script. I tried typing the various names it game me and it simply doesn't seem to work. I must be doing something wrong as I know the engine works from seeing other projects use it.) I have the graphics for it as well.

There are some other codes implemented but they shouldn't really affect this since they're just codes for modifying the save screen and adding pause functionality/shadows. Oh, and one for updating the character sprite depending on equipment but that's been untouched since I pasted it in. I copied the audio folder from a blank project since I haven't used anything I had in the folders yet and it would have brought the size of the upload up needlessly by about 245 mb.

I'm intending to use particle effects for blood if possible, flames, and basically just some weather effects (think the world map in Chrono Trigger's 2300 A.D.)

Here's the download link for the project. Just try running it first and you'll see the error message that I get. It doesn't tell me to refer to a specific line in the code, though the name in the error changes along with any particle effect in the default script that I try to reference in the event.

http://www.4shared.com/file/kkLG8Kvd/Particle_Engine_Project.html




EDIT: I accidentally submitted this without tagging on the upload :facepalm:, gimme a minute.

EDIT 2: Fixed topic title and added the download link.

EDIT 3: If anyone would like to take a look at this without downloading the project, I'll post the code, as well as what I have in the event, and a screencap of the error message tomorrow. It's not a big file though.
27
Okay. I'd be very interested in a different engine so keep me posted XD. Thank you for your help and I'm doing that now.

My project is basically just a default game at the moment, one map and 2 events where I tried to implement the particle effect on a sprite. But I'll post all that stuff in its own thread. And again, thank you. :)
28
AliveDrive suggested I post this here, so I'm trusting his judgement. I better not get in crap for this. XD

I'm actually just having a lot of difficulty finding a Particle engine I can actually USE in RMXP. The one I have right now was created by arevulopapo of rmxp.org, and it keeps referring to a demo that it doesn't actually come with for help. I get an error whenever I try to test an effect that I'll go into if anyone wants to help with that. I've seen the engine used to great effect in a video demo of a game but can't actually get it to work at all.

Alternatively I'd like to find a particle engine I can use easily (if such a thing even exists) for things such as flames, blood, and possibly weather effects. (Think the effect from the world map in Chrono Trigger when you're in the apocalyptic future.) I keep finding references all over this site and the rest of the internet to one called Near Fantastica's Particle Engine (sometimes v2) but I can't find the actual engine and attempts to find games running it have come up short as well. The only one I found didn't have an editable project file (same goes for one I found using arevulopapo's.)

To be honest, I think I'd prefer to find a different particle engine if possible.

Also, I'm not using the SDK. I don't even know what the heck it is. I only started using XP really a few months ago and then stopped after running into an unfixable bug in my project. Plus life just kinda stalled me from doing anything RM related in general. >_<

If there's anyone on here who'd be able to help me, I would greatly, greatly appreciate it.

And no, I'm not just going to disappear after this help request again. Like I said, I stopped using RM for awhile so I didn't go on any related sites for quite some time.
29
Just out of curiosity, has anyone ever considered using this (or a similar script) and modifying it into something for creating custom character sprites? Like, having separate layers for hair and eyes, then the attire as this is meant for? Honestly, I kind of want to make a system like that, even with no prior knowledge of how to code RGSS. Unless someone else has already done it, I might try this lol.
30
Quote from: ForeverZer0 on March 19, 2011, 01:07:14 am
From the sounds of it, something is calling the update method twice for each time the game cycles. I am an unsure what would cause it do that, but I would pick on the face graphic script first.

I would first start with mirroring script and face graphic scripts. Simply comment them out one at a time and see if the problem persists. They shouldn't cause any crashes by being removed, nor would it be hard.  Also, Blizz's scripts have been tried and tested by countless people without any problem like this because. He goes out of the way to maintain compatibility, while I know as a fact that the author of mirroring script did not. I don't know the exact reason without testing it myself, but I have a hunch that it is one/both of the first scripts causing the problem.


So I tried both your and DesPKP's suggestions but the problem still persists even when Blizzard's scripts are the only ones running. I also tried modifying the event, as I had a mini script in it before that was there to disable the ABS controls, and I removed it but it didn't change anything. There aren't miniscripts running in the event anymore and nothing in the event, added or removed seems to make a difference. I did try adding a miniscript to disable the ABS controls but it has this interesting thing it does where if I run a script, it won't do anything after that in the event.

I'm at the point now where I'm copying the scripts into a new project to see if I can recreate the glitch (starting with the blizz scripts), in case any of the engine scripts somehow got modified, but admittedly I'd rather get my own working as doing it this way means I'll lose all of my map data. >_>

Thank you for all of your help so far, I just have no idea what to do at this point.

EDIT: *sighs* I tried what I just said and copied over the ABS only to a new project and the glitch recurred. Meaning that it likely lies in the modified first script of the ABS that I generated using the config app. :/

EDIT 2: I tried activating the 'disable RMXP default controls' option in the config app and copied the script over but the problem still persists. Should I send my copy of the script to someone to take a look at? I tried it in both my game and the empty project with just the ABS, so I know it's the script causing it.
31
Quote from: ForeverZer0 on March 19, 2011, 12:07:15 am
1) If you start a new project and do not add any scripts, does it still do it? If not, you can immediately rule out a problem with the editor.

2) Have you tried removing the above mentioned scripts and tested it?

3) Are you using any other scripts? If so, you need to list them all, and in the same order that they are in the editor.

4) Is this the only time that you get this weird bug? For example, when navigating menus, does the cursor sometimes move twice, or require two presses just to get it to move?


Lol, I love this site. I waited 3 hours on RRR and got nothing, and here I got help within 10 minutes :roll:

Okay, I've looked into the problem a bit more since being asked these questions. I can rule out that it's an editor based problem as it worked in a new project. :annoyed:

I haven't tried removing any scripts yet just because it would take a bit of time, but that doesn't mean I can't.  I am using two other scripts: one to allow face graphics in the message window as long as a code is input in the message box, and the other to create a reflection effect for mirrors. I don't know how either of them could cause the problem but I guess it wouldn't hurt to check. The order that they're in is as follows:

Faces
Mirror_Reflection
--------------------*
Stormtronics CMS
Blizz ABS Part 1
v  v  v Part 2
v  v  v Part 3
--------------------*
Main

(* - A blank script separating Blizz's from the other ones since they're broken up and I needed to place the Stormtronics CMS above the ABS to get it to work as stated in its instruction manual. The second one was for convenience.)

Before I go and start removing entire scripts, is there anything I should try first?

EDIT: And no, I don't run into that arrow key problem anywhere else.
32
RMXP Script Database / Re: [XP] Blizz-ABS
March 19, 2011, 12:11:42 am
Quote from: heman on March 12, 2011, 08:32:59 am
Quote from: Blizzard on March 12, 2011, 08:29:46 am
Please read the manual. It's literally all in there.

its not man... i checked 10 times already


I just did this myself the other day. Blizz is right, it's in his manual (section 4.1 is all about this, I just looked myself to get the chapter number), but I'll explain it really quickly for you. Firstly, you have to set the monster up in the database (in the actual database, not in the Config App). Once you have the monster created, load up your Blizz ABS file in the config app that you saved to generate the first script and set up the monster's AI from the Enemies tab (Although this isn't necessary to do. If you don't it will use default behaivour.)

Now, all you actually need to do after this is go into the database and find the number that corresponds with that enemy (what slot it's in). For example, the first monster in the database for the game I'm working on is a Hornet, which is in slot one. You create an event for that enemy on the map which contains \e[ # ] (# being whatever number corresponds to that monster, for example, my hornet is \e[1] as part of the event name. And your monster is set up. Nothing else to it.

Hope that helps and didn't break any rules. If you can't remember all of that, like Blizz said, it's in his manual. it's all of section 4.1.

EDIT: How did you manage to post that many times while I was writing this? O_o Or did it open to the wrong page when I clicked newest post? >_>
33
I already posted this on RPG RPG Revolution but I'm getting no assistance of any kind there. I've had a new issue arise that stems from what I think is the editor itself and not any of the Blizz addons I have installed. I'll quote my post from RRR as I believe it sums it up the best. Again, this is in RPG Maker XP. NOT the Postality Knights Edition.

QuoteI'm having a very strange and annoying issue with the Name Input Processing screen when attempting to name characters that renders the name screen relatively unuseable. What's happening is that when the name entry screen pops up, the game won't allow me to select certain letters and it will just skip over them. In addition, when I'm on any letter that I can actually get to, when I hit over, instead of going to the next letter, it skips to its lowercase counterpart and I have to hit over again to get to the next letter. So I'm basically only able to select about a quarter of the alphabet and thus can't even name my hero. I don't know if this is a common issue or not but I did some searching around the forums and read the FAQ before posting this topic. Does anyone know of any kind of fix, patch, or script I can use to fix this? I'm doing this project as a collaboration with my friend and it's kinda stopped me dead in my tracks after getting a lot of different things set up. : /

I'll add this now in case this is the source of the problem: I am running Blizzard's ABS and Stormtronics-CMS. I don't think the ABS has anything to do with it as I've used scripts provided in its help file to disable it completely before the event starts.

Please, if anyone knows of a way around this problem I would greatly appreciate your help. Thank you.
34
Okay, I'll give that a try soon and let you know how the result comes out. Thank you for your assistance today, you've helped me greatly, good sir. :nod:
35
Alright... *has to redo the faces again because I resized the files that were already there* (I'm not hasty or anything XD)

Here's the screenshot.
http://i35.photobucket.com/albums/d175/Xero313/ABSOverlapGlitch.png

I'm actually all right with using smaller face graphics for now, but I'm sure what you're offering to try and do would be really useful to a lot of people, myself included, and I would really appreciate it. So I'm certainly not going to say no XD. But I certainly don't need it- I'm perfectly fine with making due lol. I'm doing this game as a collab with a friend and typically I prefer to use RPG Maker 2003 so I'm used to making due XD

EDIT: Ignore the mistitle. I wasn't thinking right because I've been looking at the Blizz ABS for the last little while and trying to figure out how to get the two scripts to work in Unison >_>

36
Quote from: game_guy on March 11, 2011, 05:36:52 pm
Look for this line in the configuration.
FACESETS = false

Set it to true. Also read instructions on how to name the face files.


*grumbles as I spent half an hour renaming the facesets a shit ton of times to get them to work in the first place but grins and bears it* lol

I appreciate your swift reply. I'll do that right away. Thank you :)

EDIT: I mis-interpreted how they had to be renamed. I should have just looked at the instructions like a good boy XD. Thank you for your help, it worked perfectly.

Only thing I did have to do was resize the face graphics to 50% of what they were (so the default face size from 2003) because at 96x96 the text overlaps the graphic. Is there any way around that, just out of curiousity?

37
I just have a quick question, I'd appreciate it if anyone who knows how to fix this would answer as I'm sure it's been asked before. I'm using face graphics in the same game that I'm using this CMS in and I'd just like to know if it's possible to replace the Actors in the Menu with those facegraphics. Each of them are 96x96 PNG images using a simple script I got off of RRR. I'm a complete noob at scripting, never done RGSS before, so I do need to know what lines I need to edit if this is something I can implement.

For whoever answers this question, thank you for your time. :)