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Messages - OracleGames

101
Yeah that seems to be the problem :P..
i guess i updated the Blizz ABS to the latest version but never noticed  the new alignment functions.
My bad for not reading the new manual.
sorry and thanks everybody ^_^
102
when i put a critter on any of my maps...
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I recieve this error

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The scripts are untouched, the only thing i have changed:


i added:

HUD_OMIT = 0

to the Config module (part 1) and

def hide
    self.z = 0
  end

  def show
    self.z = 1000
  end

To the hud-class (part 3) and

if BlizzABS::Config::HUD_OMIT == 1 && @hud != nil
      @hud.hide
    elsif @hud != nil
      @hud.show
    end

To the check_huds def.
103
Man, already tried to check that stuff in your database??..
i had the same problems whit the endless states and that did the trick, dont think its a scripts problem..  :roll:
104
In your game database Check "relase at end of battle" on every State, then the turns determine how much the skill take to vanish, not sure how much time takes a turn in ABS.. check for yourself
105
some of my skills need to complete the animation before launching (like Homing skills), but when i use the "Charge Type" feature on any skill like "Trigger after charge" the enemies wont even cast them, they just stand there staring at me, walking, running & dancing.. i got a cool "Fireball in the making" animation but i cant use it in game because everything gets launched instantly, and looks just ugly D: .. am i missing something??

PS: i already tried an extra script i found on "Tons of addons - Part3" but it just makes the monster stand still for some desired time and then instanly cast/launch the spell like it normally does  :haha:, i just want some time between the casting animation and the execution

HAlp please  :wacko: Thanks
106
General Discussion / Re: Screenshot Thread
May 11, 2009, 02:54:24 pm
Quote from: Stealth on May 11, 2009, 07:55:10 am
...wait, has it been that long since BG2:SoA/ToB came out? Dang.


Yup BG2:SoA was relased in 2000 so it has been some time by now xP.. the artistic work is very good tough, i even have the chance to animate the maps (ieportals, liquid surfaces, torches, fireplaces, fishes, fans etc..)

Quote from: Rival Blizzard on May 11, 2009, 07:56:07 am
Great use of Blizz-ABS. :) I hope you post the game soon and finish it as well. I have seen many promising games that were abandoned at some moment.


thanks mate :) i hope so too, i may need some help after the demo.. people often leave good projects because they try to make them too complex for one person alone..
107
some games have difficulty settings you can change during the game
108
General Discussion / Re: Screenshot Thread
May 10, 2009, 11:51:07 pm
I ripped the images from a very old PC RPG, using various modding tools (wich im using to extract sounds, animations too).. then i made a template to paste its parts in it, rezized the images to 65% of its original zize because they can weight up to 30 mbs =S and then very carefully cut its parts and arranged them inside the template, for each piece of map i placed another one to be the second layer..
then i put them in my game, simple draw them and then all the hard work wich is chosing passable tiles, and priorities.
After all that i open the file again in photoshop and cut around every object, arcs, statues in the second layers..
depending on the map zize it takes about 2 to 10 hours to complety finish them and make them playable, but to make them complety bug free takes some more time, and testing whit the character itself :P
and mm im trying to use "Passabily direccions" as often as i can specially around small objects and such..
i would hate a botchy map too haha so dont worries xD

Will relase a demo soon  of the first stage if i can.. once i can solve some ridles whit the Blizz ABS o_o..
It consumes alot of time indeed, but beauty and visual awesomnes has its price xd
109
General Discussion / Re: Screenshot Thread
May 10, 2009, 10:34:11 pm
Wuzup :D take a look at my maps, they all are ripped isometric images.. but first heres the logo of the "company"
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And then my title screen (used MOG script):
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The game will be vaguely based on a very old dead NES title wich i loved  :P
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it was not as easy as "copy paste" since you have to be very carefull when cutting the images so theres 0 mistakes, if you screw up whit a single inch the whole map will look glitchy
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Then after i got all the layers i want compiled in a long tileset .png i paste them in the editor, the 1st layer, then the second layer.. that was the easiest part, now i must set the priorities, passeable tiles, wall tags Etc.. wich is the real pain in the ass since you gota do it individually on each map xD and Step3 is to cut and reduce pixels on second layers using photoshop.. on this image you see a very neat library
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And finally the Roof, where your first boss will appear :)
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tadaaaah!!
110
RMXP Script Database / Re: [XP] Blizz-ABS
May 10, 2009, 09:32:08 pm
Hi Aqua :D well.. enemies being hit before they cast doesnt seem to be the problem, when i turn on the "charge type" whit any skill they just wont use it at all, will either use another skill/Hit or just stare at me  :o I let them do their stuff whitout atacking or hurting them, keeping distances etc.. i think theres something im still missing, are charging sprites a must to make the skills work?   Wacko

PS: OOps i made a mistake by repling the same stuff in another post sorry :P
111
RMXP Script Database / Re: [XP] Blizz-ABS
May 09, 2009, 09:20:51 pm
Help!!
some of my skills need to complete the animation before launching (like Homing skills), but when i use the "Charge Type" feature on any skill like "Trigger after charge" the enemies wont even cast them, i got a cool "Fireball in the making" animation but i cant use it in game because it gets launched instantly, and looks just ugly D: .. am i missing something??

Thanks