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Messages - Blizzard

21
Script Requests / Re: [XP]Refreshing Battle Scene Earlier
December 22, 2020, 04:31:53 am
Actually it's a quirk of how status effects are treated. The engine checks for the status effect counter when the actor does an action rather than at the end of an actual turn in battle. e.g. If your actor is poisoned and the counter is already 0, the actor will stay poisoned until their next action in battle where the status effect will then be removed and no poison damage will be applied.

I actually did some custom changes for my own game as well. If you want to change this behavior, you need to remove the "@active_battler.remove_states_auto" call from Scene_Battle#update_phase4_step1 and you should add an iteration of all battlers and call "remove_states_auto" further above before to call of "start_phase2". Something like this should do the trick:

($game_party.actors | $game_troop.enemies).each {|battler| battler.remove_states_auto}

I can't remember if you need to do any additional things.
22
General Discussion / Re: HTML Canvas - Repeat a Tile
November 24, 2020, 06:09:59 am
Yeah, I'm good in these trying times. Working from home for the past few weeks and so on. You take care, too. :)
23
General Discussion / Re: HTML Canvas - Repeat a Tile
November 23, 2020, 04:33:36 am
This is what G_G wrote for MOXIE (it's C#):

		private void UpdateEllipse()
{
if (MouseLeftButtonDown)
{
UndoTileChanges(MouseDownTileChanges);
MouseDownTileChanges.Clear();

MouseRect = Extensions.RectFromPoints(new Point(MouseStart.X * RPGData.TileSize, MouseStart.Y * RPGData.TileSize),
new Point(MouseTile.X * RPGData.TileSize, MouseTile.Y * RPGData.TileSize));
Vector2 pos = ScreenToMap(Vector2.Zero);
int startTileX = MouseStart.X;
int startTileY = MouseStart.Y;
int startX = Math.Min(MouseStart.X, MouseTile.X).Clamp(0, Map.Width - 1);
int startY = Math.Min(MouseStart.Y, MouseTile.Y).Clamp(0, Map.Height - 1);
int endX = Math.Max(MouseStart.X, MouseTile.X).Clamp(0, Map.Width - 1);
int endY = Math.Max(MouseStart.Y, MouseTile.Y).Clamp(0, Map.Height - 1);

if (EyedropperActive)
{
if (!eyedropperIsLeftCorner) startTileX -= eyedropperAreaWidth - 1;
if (!eyedropperIsTopCorner) startTileY -= eyedropperAreaHeight - 1;
}

float radX = (1 + endX - startX) / 2f;
float radY = (1 + endY - startY) / 2f;
float centerX = startX + radX;
float centerY = startY + radY;
for (int x = startX; x <= endX; x++)
{
float xrad = (0.5f + x - centerX) / radX;
for (int y = startY; y <= endY; y++)
{
float yrad = (0.5f + y - centerY) / radY;
if (xrad * xrad + yrad * yrad > 1)
continue;

if (EyedropperActive)
{
int dx = (x - startTileX) % eyedropperAreaWidth;
int dy = (y - startTileY) % eyedropperAreaHeight;

if (dx < 0) dx += eyedropperAreaWidth;
if (dy < 0) dy += eyedropperAreaHeight;

int index = dy * eyedropperAreaWidth + dx;
var newTile = eyedropperTiles[index];

var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else if (AutotileSelected)
{
var tileChange = Map.SetTile(SelectedLayer, x, y, AutotileSelector.Tile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else
{
int dx = (x - startTileX) % TilesetSelector.SelectionWidth;
int dy = (y - startTileY) % TilesetSelector.SelectionHeight;

if (dx < 0) dx += TilesetSelector.SelectionWidth;
if (dy < 0) dy += TilesetSelector.SelectionHeight;

int selectorIndex = dy * TilesetSelector.SelectionWidth + dx;
var newTile = TilesetSelector.Tiles[selectorIndex];

var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
}
}

}

}

It's basically just some standard math. The code takes the area, calculates the center, then calculates an ellipse radius from that center and fills all the tiles that are within that radius.
24
I haven't tried MZ yet, but I can already agree with what a reddit user said:

QuoteFrankly, you listed 29 pretty valid reasons for it to have the score it currently has.

The product has to improve. No way around it.

All in all, that's the point of reviews.
25
Can you please double check the beginning of your post to match the topic template? https://forum.chaos-project.com/index.php/topic,17.0.html
(I think you're missing the center tags.)
If you don't set up the beginning properly, your plugin won't show up in the database: https://forum.chaos-project.com/index.php?action=script_database&rm=rmmz
26
I just quickly fixed your Key Term and topic title. Spaces do matter for the database to pick it up properly.
27
IDK why I thought MZ hasn't been released yet. O_o I added the MZ database.
28
RMXP Script Database / Re: [XP] Blizz-ABS
July 23, 2020, 04:06:52 am
Try making sure that you aren't loading an old save game that's been created before you added Blizz-ABS.
29
Lexima Legends - Paths of Strife


INTRODUCTION

This game is a strategic RPG inspired by the games Ogre Battle: March of the Black Queen for the SNES and Ogre Battle 64: Person of Lordly Caliber for the N64.

The core game mechanic revolves around moving and placing units on a map in semi-real-time (it's possible to pause the game). Units are comprised of several characters. When one of your units meets an enemy unit, they engage into a short and mostly automated RPG-style turn-based battle.

You can create and organize units from a wide variety of characters as you see fit. The characters themselves have RPG-style stats and grow stronger as they attain more experience.

The game is planned as a commercial release. The first release will be on Steam and possibly itch.io. Android and iOS versions are planned later on as some GUI changes will be required in order to make the game work better on the small screens of mobile devices and touch interfaces.

SCREENSHOTS

Spoiler: ShowHide






























THE STATE OF THIS TECH DEMO

This playable tech demo is meant to show off a majority of the features that will be present in the final game.

The game was designed to be played with mouse and keyboard.

  • You can move the map either with arrow keys, WASD or by moving the mouse cursor to the edge of the screen. You can rotate the camera by holding the middle mouse button (usually scroll wheel button).
  • In the Move unit menu where you place waypoints, you can remove the last waypoint with the right mouse click.
  • Certain menus also have hotkeys (currently only the game speed menu) and certain menus have default confirm and/or cancel actions that can be triggered using the Enter or ESC keys.

Most menus are done or require only minor changes. Some menus are bare-bones and will be redesigned entirely.

The gameplay includes the most important features such as map movement, battles, handling of units and characters, classes, etc., but there are still some finer features missing such as a day and night system, a weather system, etc.

A good deal of the graphics are also final (menus, character art, map tiles, etc.), but there are obviously still many placeholders. Please keep in mind that the placeholders are not bare-bones! That means that you are free to give feedback on any graphics you want even if it is potentially a placeholder.

Some of the music and sounds are final. Others won't be used where they are now in the game.

The demo features one simple mission on a large map with basic enemy AI in place. The mission takes 30-90 minutes to complete, depending on your playstyle and how far "off course" you want to explore the map with your units.

For simplicity's sake, there is a single Quick Save slot that can be accessed from the in-game menu in order to save. To load your game, select the Continue from the title screen.

As this tech demo does not include any tutorials whatsoever, you are encouraged to experiment and explore the menus at your own convenience. There are a lot of minor details and features that will not be explained here.

IMPORTANT GAMEPLAY MECHANICS

Again, as this demo has no tutorials, the most relevant gameplay mechanics are explained here.

Information about the map:

  • Units can be moved around the map via a waypoint system.
  • The map is comprised of various terrains and units will have movement speed penalties if they don't have the proper terrain affinity. Grassland and roads have no penalty.
  • The game can be paused at any time on the map. It's also possible to fast-forward time. While navigating menus on the map, the game is automatically paused separate from your game speed setting.
  • Units have a view range (which is larger in front than in the back) and enemy units are only visible if they are within view range of any of your units. (Through some playtesting it was determined that this is confusing without visual feedback so a feature similar to Fog of War is planned in the future, but it's not available in the game right now.)


Information about units:

  • Units are organized in a 3x3 grid that can be populated by characters. Positioning of characters their classes are important as they influence how battles play out (number of attacks, possible targets, etc.). It's possible to engage enemies from the side or from the back which throws their formation out of balance and gives you an advantage in battle. Though the same goes for enemies as they can flank or back-attack your units as well.
  • Terrain affinity depends on character composition of the unit. e.g. Hound-type monsters are good in forests and your unit won't get any penalty in forests if you have enough Hound-type characters in it.
  • Units have their own limited item inventories. Their size is determined by the characters in the unit. A larger number of characters and higher class characters contribute to more inventory slots.
  • Character decision making in battle is mostly automated, but it's possible to change the Unit Tactic so characters prioritize different targets in accordance to the Unit Tactic setting.


Information about characters:

  • Each character belongs to one of multiple class trees ranging from humans (male and female) over humanoid entities (mermaids, birdmen, etc.) to various types of monsters (dragons, golems, chimeras, etc.). The player can change a character's class to get access to better attacks and stat growth, but most classes have certain requirements that need to be met before a character can change into that class.
  • Characters have multiple stats and characters themselves are generally separated into physical and magical fighters. Physical fighters take less damage from other physical fighters while they take more damage from magical ones and vice versa. The same system applies to magical ones.
  • Characters have equipment. (The weapon is mandatory and cannot be removed.) Certain equipment has so-called Soul Rage abilities. Please see further below for more information.
  • Depending on their class, characters have certain attacks available. The attack they use and the number of time they will use that attack during a battle is determined by the row (front, middle, back) in the 3x3 unit grid. Keep in mind that getting attacked from the side or back does influence which actual row the character will belong to during a specific battle instance.
  • Characters have a special stat called SR percentage. When a character wears equipment with SR abilities and receives damage, their SR percentage will increase. This stat can be consumed to use special attacks during battle (accessible via the Soul Rage option in the battle interrupt menu). It's planned to allow characters to increase their SR percentage in other ways as well.

Information about battles:

  • Battles are mostly automated.
  • During the battle, actions done by the characters increase the battle score of the unit. Certain conditions and actions provide a bonus (which is already integrated into the displayed score). e.g. Normal attacks increase the battle score by a flat value, healing also incurs a penalty percentage, units under 5 characters get a bonus for every missing character, etc.
  • The player can open an interrupt menu which pauses the battle. (This menu can opened by simply clicking anywhere on the screen during battle.)


OTHER INFORMATION

As this tech demo is intended to showcase gameplay only, I will refrain from going into detail for the planned story and keep things more on a conceptual level.

The core idea is to explore the concept of choice and consequences. I have crafted a dynamic story with multiple paths and multiple endings. Your behavior as a player and the choices you make during both missions and cutscenes will influence how the story progresses, what events take place and how it ultimately concludes. In the story I am also exploring other interesting concepts and opposing perspectives and morals between protagonists and antagonists.

There are a number of main characters (including you, the player character) that carry the story itself. But there is also a high number of recruitable side-characters (I expect at least 30) with their own backstories and side-quests that you can do during missions. IMO the original Ogre Battle games had a lackluster mechanic of this and I wanted to iterated and improve upon this.

Sounds too ambitious? Not really. As the game will have a mission-like structure, it's easy to contain individual side-stories. It's also not much of a problem to include certain characters in events or cutscenes later on. Obviously the number of paths the player can take is limited and so is the number of endings. But compositing all the player's actions, all the side-quests they did and characters they recruited into a satisfying epilogue is not that hard. A quality delivery of the story in itself is much harder.

How did it all even start?

A few years ago I realized that a game like this wouldn't require too many graphical resources and a lot less maps than my previous project, yet it could have a lot more playtime. This first realization gave me the initial idea to make a game like this. I first experimented with RPG Maker MV to see if some things were even feasible. After a few months of experimenting, I realized that I basically already started working on a new game. As time passed by, I actually decided to invest some money into custom graphics and licensing some music. From what I can personally say, I think it was a very worthwhile investment.

DOWNLOAD LINK

You can download the game from here:
DOWNLOAD
Simply unzip and run Game.exe.

As the credits are a bit lengthy, they will not be posted here. You can be access them from the title screen and they will be displayed upon demo completion.

MISSING FEATURES

  • day and night cycle (that also affects certain characters and attacks)
  • weather (that also affects certain characters and attacks)
  • Quick Battle functionality
  • tutorials
  • optional perma-death mode for units and characters
  • adaptive enemy level scaling
  • interactive minimap
  • proper save-game system with save slots, auto-saves, manual saves, etc.
  • gamepad support
  • decision-based story progression and cutscenes
  • more hotkeys in menus (e.g. unit selection)
  • various notifications relevant to gameplay (e.g. when a unit has finished moving, when a base has been lost, etc.)
  • more useful options for gameplay flow (pausing after battle, pausing after taking a base, pausing after a unit stops moving, etc.)

PLANNED IMPROVEMENTS

  • Options menu will have sliders for audio volumes.
  • There will be more options (such as battle BGM).
  • Shop menus will be completely redesigned.
  • Characters screen in Army scene will be redesigned completely (it's very basic currently).
  • A lot more character classes will be unlocked and available.
  • The entire class menu will be improved.
  • Battle GUI is currently very basic.
  • Improvements in battle animation timings.
  • Mission screen will be completely redesigned (it will include a side-quest section as well).
  • The current title screen and title audio are placeholders.
  • Overworld mission maps will be reduced in size so that the map overview is better.
  • Improved rendering on higher resolutions than the base resolution of 1280x720.
  • The are some issues with game balance which will be fixed later (e.g. characters with level 3 classes have very high stats while level 1 classes are a lot weaker).
  • Fog of War on the map or an equivalent solution for visual view range info for the player.
  • Improvements to enemy AI.
  • Map AI can currently cause performance spikes.

EXPECTED / POSSIBLE BUGS

  • possible issues with class change menu
  • ESC / Enter might not work as hotkeys in certain menus
  • when switching between windows, audio volume transition might get stuck (can be fixed by switching windows again)
  • some menus might appear / disappear from the wrong direction of the screen
  • possibly getting stuck in battle
  • not all menu items have icons
  • possible short stutters on the map
  • some enemy unit AI behavior on the map may be broken
  • when selecting / hovering over a menu item that's already "selected", no cursor sound is played

REPORTED BUGS

  • Screen remains black after battle.
  • Enemy unit map sprites sometimes disappear.

Critical feedback is much appreciated!
30
I have over 30000 lines of code compared to the standard 9000 lines. That's how many custom scripts I had when porting. It took me about 3 work days to do the port and most of it was fixing cutscene timing of music and minigames. And that was because I switched to 60 FPS, not so much because of XPA. Except for some very specific bitmap handling issues and some other minor bugs, it was relatively easy to do. Actually the majority of bugs were either in the new windowing system and with the tilemap implementation. So KK20 fixed the tilemap bugs and I fixed the window system bugs directly in XPA.

Of course, I'm a programmer. If you're not one, you'll likely have a harder time with porting to XPA. In either case it was very worth it for me. This is why I'm suggesting to at least give it a go. Make a backup of your project, switch to XPA and maybe do 1-2h of testing to see how it works. If you run into issues you think you can't solve, you can always just delete it and keep using your normal XP backup.

I tried getting NSIS to install the font myself as well, but it didn't work. I'm not saying that you should give up right away (I used v2.46), but be aware that this will likely not be the solution.
31
I think you're correct about the internal list IIRC. But that's exactly what AddFontResource, SendMessage and SendNotifyMessage are supposed to handle and change. So I'm not sure what's wrong. I assume it's some internal bug in XP. XP's been around since, well, Windows XP and the tighter permission restrictions have only been added in Windows Vista and later and I wouldn't be surprised if permissions are what's causing the issue in the first place. So it's likely that this is an issue that would require an update to XP to reliably fix. But the original developers don't maintain it anymore so there's not much hope that this will be fixed.

You may want to consider using XPA. Ever since I converted my project to XPA, I haven't had any font issues anymore. The VXA engine handles fonts so much better than previous versions of RPG Maker.
32
IDK, maybe. In any case, if you can't get port forwarding to work properly (by whatever means), you can't run the server on your home PC.

If you're ok with renting a dedicated or virtual server, I've personally been using Time4VPS as a promo content delivery server over HTTPS for about a year and it works pretty well. It's not too expensive either. Though be careful as this does require a bit more knowledge in server-setup. I've had some issues settings up the SSL part for HTTP. But to be honest, just running XAMPP on there worked rather well. So you might be able to setup a RMX-OS server there without too many problems.
33
I am looking for an artist that can create several autotiles and slightly rework a few small tilesets. This is for use in RPG Maker MV, but the format used is RPG Maker XP! I have reference material in form of battlebacks and already created autotiles.

Important Info

I have reference material in form of the previous autotiles and in form of battle backgrounds (for color reference mostly).

To clarify the terminology I will use first:

  • base - This is the base terrain that is used as the lower layer of the autotile.
  • overlay - This is the terrain that goes above and is used as the upper layer of the autotile.
  • terrain - The actual graphic of the autotile. It can be used either as base or as overlay.

As an example, this autotile uses a sand base and a water overlay:

"sand-water autotile": ShowHide




Note the diagonal corners! This is very important: The autotiles must have diagonal corners!

There are a few additional requirements. Here's a list of all of them:

  • XP-styled autotiles
  • tile resolution is 48x48px like in MV (not 32x32px like in XP default RTP!)
  • diagonal corners
  • unlike in XP, the top left tile is used for the end of single-tile-width "channels" (I can show you an example, incidentally the one example from above actually has a broken tile for that)

List of terrains

  • grass
  • barren land (bright brown with cracks)
  • dirt land (dark brown with lesser visible cracks)
  • snow
  • sand (basically desert, but also used for beaches)
  • swamp
  • shallow water
  • medium water
  • deep water
  • road (should be somewhat thinner than normal autotile setups)
  • snow road (basically the same as road, but colored white-ish, probably best as a darker shade than the snow terrain)
  • sand road (basically the same as road, but colored brighter, probably best as a darker shade than the sand terrain)
  • normal trees
  • pine trees
  • snowy pine trees
  • palms

List of autotiles (as final products)

This is a list of all autotiles that only use base:

  • grass
  • shallow water
  • medium water

This is a list of all autotiles that use base + overlay:

  • grass + barren
  • grass + dirt
  • grass + snow
  • grass + sand
  • grass + swamp
  • barren + dirt
  • barren + snow
  • barren + sand
  • barren + swamp
  • dirt + snow
  • dirt + sand
  • dirt + swamp
  • shallow water + medium water
  • medium water + deep water
  • transparent + road
  • transparent + snow road
  • transparent + sand road
  • transparent + shallow water
  • transparent + normal trees
  • transparent + pine trees
  • transparent + snowy pine trees
  • transparent + palms

List of tilesets that need reworking

These mostly need some color corrections to fit with the autotiles you create and with the battle backgrounds.

  • 4 mountain tilesets in different colors
  • 2 cliff tilesets in different colors

Artist Requirements

  • some experience in drawing tiles and tilesets
  • this is for commercial use so the artist needs to be ok with that

Payment

  • Paypal
  • Transferwise

Offers

Please send any offers directly to my email boris.blizzard[at]gmail.com. Include a price for every graphic (category-wise or otherwise) and the time required to make all the graphics. Please also include links to a portfolio so I can check out previous work that you have done. I'll be looking forward to your messages. :)

Other Notes

It probably makes sense that the road autotiles have slightly rounded corners instead of diagonal ones because of how mapping works. Though, it would be great if diagonal roads could somehow be made to work without having to use a normal tileset.
34
Have you set up port forwarding properly? I suggest you take a look at the FAQ. There's a lot of these kind of questions already answered.
36
Weird, I could have sworn that, too. O_o
37
RMMZ Script Database / Re: [MV] Ultra Mode 7
September 12, 2019, 04:13:41 am
Unfortunately making events with tile graphics work is not as easy as it may seem. The map rendering code is completely separate from the sprites on the screen and map tiles in events are rendered as sprites. In order to make them work, a complete rewrite of the sprite system in PIXI would be required to support 3D coordinates properly. Since a lot of code depends on the sprite system, it requires rewriting a lot more other code just to make the sprites work and not break everything else. So this is a feature that I won't be implementing.



Can you explain the event rise? If it's what I think it is, this plugin might help you solve that issue: https://forums.rpgmakerweb.com/index.php?threads/character-anchors.105599/



If you want to use zooming, you should use UM7 directly. Other plugins will likely cause issues, because the map rendering in UM7 had to be rewritten completely so it's mostly incompatible with map zooming plugins.
As for the path indicator, I'll fix that. It slipped my mind to apply proper zooming to it. xD

As for the additional stuff for the path indicator, this can be done as a completely separate plugin and it's actually outside of the scope of this one. I don't actually intend to make any more plugins for MV (except for maybe a good localization system). I mostly shared this plugin since I already created it for my own game and I know that people have been looking for a good Mode 7 script since the RMXP days.



You can zoom into the map by changing the camera Z distance coordinate. The rest requires a little bit of extra coding. I likely won't be implementing it, because it's a very, very specific feature and it changes the controls. I was actually asked the same question recently so you can look up some extra info here in these posts: https://forums.rpgmakerweb.com/index.php?threads/ultra-mode-7.94100/page-36#post-991164



As for the sprite priority, this is yet again a 3D issue. Since mountains are flat tiles and sprites are rendered after/above the map, this isn't fixable in a classic sense. Those are simply technical limitations of essentially using a 3D map in a 2D engine/game. Besides limiting the pitch angles the player can have in the game, I can suggest two ways to go about this:

1. When using a flat map, you might want to consider turning UM7 off for them. That way the standard code for maps will be used and the tiles that appear above characters will be rendered properly.
2. Create events for "upstanding" graphics likes mountains or trees. If you run into event render order issues, this is because MV doesn't use a Z coordinate for render order anymore as RMXP did. This guy had the same problem: https://forums.rpgmakerweb.com/index.php?threads/ultra-mode-7.94100/page-37#post-1000156 and Arend suggested to use MOG Event Sensor to fix it.

I actually had a similar issue in my game. I solved it by limiting the pitch to a value that still makes everything look good while also adding a bit of code to make sure characters are rendered from top to bottom on the screen to create the illusion of depth for sprites (along with scale obviously).
38
News / Suggestions / Feedback / Upgrade to SMF 2.1 RC2
August 25, 2019, 09:25:10 am
Due to issues with PHP 5.3 on our host, we had to upgrade SMF to v2.1 RC2. Because of this we'll be using a different theme until our old theme is restored. I slightly edited the current theme so that the colors fit our original color scheme. There will likely be issues around so feel free to post them here if you find them.
39
You can probably do something like "$game_variables[ID_HERE] = $game_map.name" or however the map name was implemented in that script. Then you just display the variable with \v[ID_HERE] in the event text. I suggest you pick one variable for this and don't use it for anything else.
40
Try running the game as administrator.