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Messages - mobiusclimber

1
OIC, thanks for the clarification! I actually missed the blizz mouse script even tho I already had installed it before.  :facepalm: I found two different scripts that make use of it, so I was just really confused and thought the mouse function was in the ABS and I just couldn't figure out where to configure it. (I was using a different mouse script earlier but it wasn't compatible with the ABS, so I kinda thought that's what I still had installed and that's why it wasn't working.)

I do have a couple other questions:

1) How do I configure it so that when I mouse over an enemy, the cursor will change to a sword icon. I have the icon ready to go, and I see in the instructions to use "\cursor[graphic]" but... where do I put that?

2) How do I get pixel movement to work? As it is, the actor keeps bumping into invisible borders. Also, how can I get the roots of the leafless tree to look right when the actor walks over them? They're either floating in front of him, or else he's standing on top of part of the tree trunk.

3) Is there something special I need to do to get a very large graphic to move? I have this huge ship I want to have move across the water, but I can only get the very bow to show up and then it stops.
2
Troubleshooting / Help / Blizz-ABS Mouse Control?
July 01, 2018, 01:51:03 pm
Could someone possibly walk me through, step by step, what I need to do to get mouse control with Blizz-ABS? I've tried to figure it out but I just can't. There are two different scripts that have to do with mouse control but I don't know which to use or how to use them, since they both say they require something else to work and I end up just going around in circles trying to figure it out. What do I need? How do I get it working? I found a script for a mouse, but it doesn't seem to work for much beyond selecting from a menu.
3
General Discussion / Re: RPG Maker Fes
May 21, 2018, 04:16:40 pm
It is definitely a streamlined Maker, but that can be a good thing for n00bs. It has pre-built towns, houses, interiors, etc, that can then be customized, taking the guesswork out of what this tile or that tile is supposed to be used for. You'd have to go out of your way to make something truly ugly. It's also nice that right out of the box you can use any and all tiles on any and every map, except world maps which have their own tileset. I'll be honest, I think the map editor in FES blows away any computer RPG Maker map editor, with just one fatal flaw: the inability to import your own graphics. If Enterbrain would just include a decent map editor on their computer Makers this wouldn't be an issue, but frankly, they all suck.

The other nice feature is the move event command. Not only does it display on the map the the route the player or event will take, but it can also be set to either follow the route exactly with a start and end point of your choosing, or set to start at where the player or event is at and end at where you designate it to end. Can you do that in XP or VX or MV? I'm... sure you can with scripting but probably not out of the box (unless I'm missing something).

But it does have some serious problems, beyond the limitations. For one thing, the program will randomly crash for no apparent reason. I also encountered a huge problem which I'm almost positive NISA is well aware of (the US publisher) if not Enterbrain (but probably them to). From what I can gather, if you make something on one 3DS and then move the save file over to another 3DS, the game will think it's someone else's work. That's fine until you try to upload it and you can't. And then the game thinks you downloaded it and locks you out of editing your own damn game. Yeah, this happened to me.

So basically, if you're a scripter or really well-versed in the computer RPG Makers, then FES will seem rudimentary and unnecessary. But if you can put up with the random crashes and know about the bug I mentioned and don't do the things to encounter the bug, and if you want something that's easy to use, FES is a nice little program. I've made in hours things that would take weeks or months to do in XP. Hell, it's easy to get far along in game that in XP you'd still be looking around for plugins to make the game not so ugly and stupid.
4
I found a bug in the demo. On the Cat_To_Player map (the one about followers and orienting characters when moving between maps, and pathfinder), when I talked to the kid who wanted me to help him find his momma, he doesn't follow me and I could go to the map to the left and talk to people (who said things like "I wanna go to the cave, but you already have a follower"). When I went back to the other map and talked to people, they all said and did their stuff. The professor looking person showed the orient caterpillar thing, but I had no one following me so it didn't really make sense ( I mean, it did, I knew what the effect was, but I couldn't see it cuz no one was following me). After that, I could not walk off to other maps bc a message would pop up saying I can't leave without my party. When I tried to talk to the boy again, he didn't say anything. So I was just stuck on that small map.
5
Awesome, thanks! Not getting the error anymore!
6
I'm getting an error from line 202: "no implicit conversion from nil to integer."
7
OK thanks, I'll try asking over there. I wasn't sure if you guys were mostly XP or a little bit of everything, and I did see some MV forums so kinda figured I'd just post on here since everyone's been welcoming and helpful. I did download the demo, it's basically the only reason I was able to implement as much of it as I was. When I first looked at it and read the help blurb in the plugin, I couldn't make heads or tails of how to set everything up.
8
Hopefully someone can walk me through this so I can see what I'm doing wrong. To start with, I can't get enemies to die when hit. They don't have the tag that makes them impervious. Not really sure what I'm doing wrong. I did change the variable number in the plugin, but for the most part, I just copied all the code out of the demo while making small changes. For instance, I just used premade animations instead of making new ones (I will at some point, I just wanted to get things set up first). Is there another place where I need to change the variable number besides in the plugin itself? Or is it something else? Am I using the wrong code for the "custom move" in the event itself? Which leads me to my next question...

How do I set it up so that the enemies both shoot projectiles and move towards the player. I'm trying to set up a horizontal shmup and don't want all/most of the enemies to be stationary.

On a similar note, how do I make it so that the player can only shoot in one direction, straight ahead, regardless of which direction is pushed. (The player ship's sprite always looks ahead regardless of which direction it is pushed in.)

Sorry if these are all simple things that I just am too n00b to understand. I don't know Javascript (or any scripting language) so parts of this plugin are tough for me to really understand.
9
RMXP Script Database / Re: [XP] Blizz-ABS
May 15, 2018, 02:22:09 pm
Yeah you are right. I'll see what's possible and go from there. Hopefully there's a decent way to get transparency to work like this. It would really open up the possibilities of different things on the map. I'm hoping for a Diablo effect where things become transparent when you walk behind them so you can hide treasure boxes behind walls and stuff like that.
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RMXP Script Database / Re: [XP] Blizz-ABS
May 15, 2018, 01:38:58 pm
Quote from: Blizzard on May 15, 2018, 04:58:23 am
I don't know of any HUD makers, but you could also use one of the Blizz-ABS HUD scripts. Just find them under the "Blizz-ABS Plugin" category. https://database.chaos-project.com


Is there one that will do what I need it to do, ie, put an image on screen that is triggered by an event? I had a look at a bunch of the HUD scripts but for some reason, when I click the spoiler tag to view the photos nothing happens. If I was working in MV, I could use SumRndmDde's HUD Maker to do that: http://sumrndm.site/hud-maker/ I don't need anything as fancy as all that, but just the ability to toss up a pic on screen b/c I'm thinking I could solve the issue of not being able to see things behind large trees by just making an opaque tree and using the HUD to place it on the screen when the character gets close enough to it.

... The more I think about it, tho, the more I think there might be a better way just by eventing. I should probably just play around with stuff for awhile and see what works.
11
RMXP Script Database / Re: [XP] Blizz-ABS
May 15, 2018, 01:27:25 am
Ugh! You'd think the first place I'd go look is to see if Blizzard had made a mouse script.  :facepalm: In my defense, it wasn't something I was looking for until I saw a video on Youtube about it and I was like ... I need that! LOL

Thanks for the info about the gold! I couldn't figure out what was meant by "animated spritesheet." I had what I thought was an animated spritesheet, but not the right dimensions, I think.

Also, do you know of a HUD maker for XP that let's you place a picture on the screen and change the opacity? Or would it be possible to use events to change the opacity ... of the tree? I could set it up so that when you walked closer to it, it would turn opaque. I mean, that would be ideal if it were possible.
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Welcome! / Re: New Kid In Front Of The Computer
May 15, 2018, 01:19:25 am
Oh that's definitely true. Making certain puzzles takes a lot more work, and some things are just not possible. I've got a bit of plugin set up in my MV game that equipment drops have prefixes and suffixes like in Diablo games (tho mine have four tiers: the base name + a person's name + a type of metal/crystal/etc + an "of the..." suffix.) I also have some code set up whereby skills level up with use, and on the first level up give the player the option of choosing between two new skills to add. I'm working on getting an age counter as well so the main character ages as the game progresses, complete with a slight stat boost and every ten years a new picture and sprite. On XP I'm working on a action-RPG using the Blizz-ABS. None of that stuff is possible in FES, that I'm aware. So yeah it's certainly limiting and for some things it's a lot easier to do if you know how to do it. But in FES, for instance, when you want to move characters or events, it has blocks that show the route rather than having to go down, down, down, left, left, etc. Of course, there's less features with that as well, so it's probably not for the best. But because it's so streamlined, it's easy to get in and make something quick. There's also just a lot of little things that you'd think should be baked into the Maker at this point: pixel movement, 8-way movement... I dunno, it just seems weird the amount of scripts/plugins that are made for things that should be a given. But FES has it's share of that too. There's no way to create a weapon that damages and does a status effect as well. I guess for someone like me, who doesn't know Ruby or Javascript, they both have their pluses and minuses. If I could code, tho... that would be a different story. It's like, when I fired up XP and immediately complained about the horrible graphics and tilesets.  I have to keep reminding myself that you aren't supposed to use the default junk. But it means I can't just pick up and build something.

Ugh, sorry for the wall of text. XD
13
Welcome! / New Kid In Front Of The Computer
May 14, 2018, 03:16:49 pm
Hi, I'm new to the forums and just wanted to say "hi." So... hi.

Ummm... about me? Besides the fact that I make references to things no one is gonna get? Uh.... let's see...

Been working on RM projects since the PS1 game, but only recently started work on PC ones. I'm currently making games in FES, XP and MV. They are all fuggin complicated and will take the rest of my life to finish, I'm sure. One is so complicated, I'm thinking in terms of dividing into parts and chapters (with each chapter featuring a different protagonist and setting). I dunno why I get myself into this kinda nonsense. I really wanted to make a short game to just show off my writing in the hopes of attracting artists and programmers. Yeah... not gonna happen. XD I'm still getting a feel for XP and MV. I had hoped to port my first FES game to either XP or MV (since I can't still work on it due to hitting a bug that locked me out of editing), but I can't seem to figure them out yet and it really seems like a lot of the things that are simple to do on FES are difficult to do on XP or MV. Ah well... maybe if/when I finish the other game I'm making on FES, I'll just redo the first one.

What else do ya wanna know? :D
14
RMXP Script Database / Re: [XP] Blizz-ABS
May 14, 2018, 02:54:58 pm
First off, wanted to say thanks for making this awesome ABS! I've been slowly trying to implement it, but I'm pretty much a n00b to XP and some things are taking me longer to understand than they probably should, LOL. Hopefully, someone knows the answers to these questions:

1) What do I have to do to get the gold drop to display properly? Is there a certain size the image needs to be, or a certain way to get it working?
2) I've tried a couple mouse scripts, but none seem to work with the ABS. Does anyone know of one that will?
3) When characters/enemies go behind things like large trees, it's impossible to see them. Does anyone have a solution to this? (I know, I know "don't use large trees." LOL)

Sorry if one or all of these questions have been asked a million times alread... XD