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Messages - gerrtunk

1
New Projects / Re: [XP]The last night(8 bit styled rpg)
November 23, 2014, 01:09:16 pm
Public prototype 1.5 publicated. This version like we said before is multilanguage and includes two languages with it's owns walkthroughs and manuals. It also have a few improvements over the original spanish version.
Note that the traduction i suppose that will have some mistakes that i will correct if anyone report but i think it have a decent state and the game is fully playable.

Finally there are a lot of things that aren't totally implemented or polished in this version and that i already know. You can check them in the manual and in the main topic of the game.

Later i will update this new version a little if it have mistakes, and then i will work for the second protoype, wich will include more contents and all the other scripts and systems and the final polishment of the actuals, including creating maybe a total custom graphics. After that i will wait for the final version.

Download: http://www.mediafire.com/download/2x5wza1e2s7zaw1/The+last+night+1.5.zip
2
New Projects / [2k]Peyot War
April 26, 2014, 05:55:44 pm
Introduction
A very old, old story is behind this game. It is based on a shared and humorous/parodic/fantasy world created by a group of friends (usually having their basic level of high quality) from which it drinks deeply, however, the version now playing is the "International", more accessible to other people, better introduced, with further explanation of the world and ambience, and away from that too much self-reference point.

However, you should read the manual for some extra history, although not essential as you will be presented all in the game itself.

When some characters will appear or for some special things, these will be presented to you with a screen of description in which you can also change their name.

Notice that everything  that is here is pure humor, parody and fantasy and have to take it as such. Nobody hates independence, Catalonia or anything like that, is more nearly the opposite.

However , the case of Joan should be taken apart, of course .

Overall the game have a lot work, including many original graphics (which will go to more in future versions), content, game design, originality and quality story at least in his style.

Im going to traduce this history to english and i will introduce some extra things to the traduction and version to adapt it.

History
Long ago, the world fell into a war that had always been eternal. Important features such as underground moles, wicked melodicd  and the saviors day of the CMV caused such a catastrophe that sank the U.S. and Japan.

With the fall of that great powers and much more, the world has suffered a rebalance. Europe and China are spreading for world domination, the latter dominated by an ancient sect of unknown origin. And in general, new problems arise with factions and enemies around the world, as well as new adventures... and new heroes.

Join the resistance.

In Barcelona, ??a Spanish city(a Catalonian one, to be more exactly), that's now controlled by the OGI(Organical Government of Independence ), an old veteran rebel group has decided to meet again and act once again, this time his ultimate goal is to defeat Peyot, which participates in a conspiracy to take the Generalitat and Spain... if you leave him.

This guy in addition to being leader of the independentists, has kidnapped the girlfriend of one of the rebels, and because of the betrayal of a former colleague, has taken over the unpredictable ball, an ancient artifact of immeasurable power. Although still do not know quite how he has done that, Peyot injected the ball in itself, achieving a brutal power and going increasing as his affinity with the same increases.

Someone must stop him before he becomes invincible with a high level affinity!

Gameplay
This game uses the system default rpgmaker 2000, with these frontal and strategic combats. However there are some new things and details to consider, among many others:

- There are several subsystems / places to go at any time , The Zombie Realm, from a member of the party, the area of Trainers thats very complex and a beta testers Cemetery... all with more things to unblock in the future
- Many secondary things to do.
- The game system is based on 3 main characters that have hardwork and have complex skills, design and engines and subsystems behind them(and in coherence with the ambience of each). Note that there are some minor characters who enter here and there from time to time of course.
- Two difficulty levels , normal and Lazy mode, the Lazy is for sooo lazy , XD, or absolute novice , really and you can up the difficulty level when you want, but not the opposite. Also includes a guide , manual and tutorial area.
- Gameplay with a broad of minimum depth , options, variety and strategy as well as challenge.
- Many adventure things, plot stages and phases, things to consider, scenes, minigames, and details, the some enemies are on the map while not are fixed events , there are things to do in the dungeons that  are realted to his ambience , etc. etc.

Among other things of course.


Characters

In the game there are two types of characters, main and secondary ones . The 3 protagonists are used for most of the game, and have more weight.
And then there's a large group of secondary, that you can handle the majority, and with less complexs skills, like the legendary spy robot posh Pere_87 which combats againts Peyot in the prelude.

Victor
The leader of the group due to the nature of his mission: Kill Peyot and rescue his girlfriend thats "kidnapped". He is in the 7th Kung Fu Kiei arts , training day and night to keep in shape, but not get carried away by his powerful critical attack rate and high strength, is also part of the trio of founders of the CWL(Confederation of World Lazyiers), besides had created their own branch of magic Ultima, among other things.

Although it is the best fighter, with his skill Kung Fu that make a particular damage to an enemy or group, also has other qualities as the use of some powerful magic and a good balance in general. Also has the option to use special items that are received in a very strange way and can not be obtained in any other way.


Galiana:

It is another member of the old CWL. One of its biggest advantages is undoubtedly its extensive experience in the world of the game and in particular the jrpg, so it will be the perfect guide the group in many situations. Fan of ukuleles, always carries one with him and can organize a concert or use a powerful musical attack. His favorite attack is Lightning 1 since he played his first game in a Final Fantasy, and from overuse of it, its now perfected and taken to brutal levels of damage.

In combat, is notable for its use of a legendary magic with ukulele playing songs that last the entire battle, thus helping the group in various ways. It also has a number of different arts that has learned during the game and in general that may be used mostly in the map but sometimes also with some enemies and serve as very useful unique skills map.

Ian
It is the largest of the laziests that have given the story and a powerful former member of the CWL. It carries everyware a sleeping gear and always gets sleepy in the worst situation possible. Fan of comics, zombies, and this and that, is rather oriented skills and magic character as it has dangerous shortcomings, like its mutant tin-plate shoulder.

Ian is also the mage of the group, being weak and not very agile, possesses skills that cause laziness on the enemy as well as his own ability to sleep the whole group to recover them, but also has elemental magics and other very useful. Note that also has the capabilities to invoke certain beasts in combat by using summoning stones that have limited uses, so as to obtain benefits from its Realm of Zombies...
Besides various other future additions and new surprises.

Captures(the most part of the graphics are original)
Spoiler: ShowHide


The dungeon of the demo, the tiles and wolf the only no original.

A combat with a orignal boss

The chapter conection system, with very custom ngs

The final boss of the game
A prologue scene

The tutorials area, full custom graphics

The character presentation system, in spanish for now


State

The game is completed in the prototype 3.1 version, it needs a traduction and then i have to include a new scene to it, to adapt the history a world level, and then, i will publicate it. About the traduction i will make the full work and later it will give a final test to gamer o to a expert person...

Notice that is a prototype used to show and test things so are some basic things that will change in next versions, like the escalation of access to parallel worlds which is very fast, and some content that are cutted. Im doubting if design enemies of 0 apart from the boss and little else, like bosses. Note that use rtp npcs for now, but not much.

The game have many things about FF or other references that makes sense in that world and that particular style and parody.

After this, the game will be made ??from start to finish, despite being made ??by chapters, and probably presented in its final version only, that will be the duration of a short game, about 8h at best, and will also include improvements to the current section now you are going to play among other things, like more original content here and there.
3
Introduction
This is my more complex and longest to create project(3+ years from now). It have a lot of design and script work, and a old 2k project. This is also my only 'normal' project, like a traditional adventure, with its mapamundi, decent duration, etc.
Note that altought im spanish, i will traduce it as best i can.

This game is a tribute to the calssics. Im going to add a very classic charm in any way, but refreshing and improving it(and originality), and not using simple history althought just for the sake of being classic (but i will have a simple and open main script, of course).

I also want to create a world and systems without any generic or filler things. The intensity is the key.
Finally, this game tries to narrate at maxium using the gameplay. It will exist always strong coherence with history and gameplay.

Scripts:

Im developing a lot of complex scripts for this game. 99% of my published scripts where originally created to be used with this game, and they will have its finals versions for this game.

Graphics and sound
Im going to use 16 bits styled gaphics in XP, because i love pixel and because i want to tribute the classics.
With the music althought, no original soundtrack, at least for now.
This is the project where i debate if use totall custom graphics or not. One of the problems are the enormous locations types that exist and will require a custom tileset.
My idea is that my spriting skills grow and grow more when working in each of the short games, that will have more and more custom things. But the problem will be the time needed. Anyway i will get with that in the future and release or work without custom tilesets at the start.

History

Ghy quitly sleeps in his room. But something happens, a intense explosion flood the house. His city is burning, and the noise and the lights increment at each moment.
When all seemed lost appears a extrange cat, cast a spell to the window and scape from it. Ghy cant a choose and he follow the cat in his new adventure.

The game script is very relaxed, dont look for very intensive or overloaded script, or a main complex argumental thread that guides you. In this game subhistory rules. What i try is that each part of the world have his own personality and be very intense, without any filling.
The history is based in the more surrealist or infantil fantasia like Ende, Carroll, Lewis, and even Grim or Andersen.
Note that this game have TONS of humor also.

Characters

-Ghy: His immediate objective is to find the cat to return to his world, but that wont be easy.
In combat is a complicated character, having a hidden immense power for large place. He is the only that can use the items from his world, that have strange powers here.

-Ralaa: Is the girl who Ghy meets when enters in the new world. Is the son of clan boss and she will have to leave beacuse she opposes to the slave desttiny of it.
In combat is the more flexible character and can talk with the enemies, using a very complete system for that.

-Naiala: Is a exiled pursued by the two kings and that hidde a ancient power.
She is a defensive character that can read the enemies information. She also have predictions that will help the party in the adventure.

-Iua: A little animal spirit that travels with Naiala and is also is exiled.
In combat can summon giant colossus, althought she have atribute ranges inverted and cant use the normal resources.

-Rarlie:
Is a thief kid . His main objectivo is to rescue the secret closed in a magic book.
He can steal from the enemy and have useful skills to evade enemies.

-Eldrik: A powerful warrior from the dominating city of the world.
He's strong point is the physycal combat, with skills more simpler and with less resources consume.

-Alisa: Is a misterious kid that you will meet in your adventure.
In combat his main value is randomes, althought she is the most powerfull character in the game.

Gameplay

This game is so classic, with the balance and basic ideas of DQ, althouht it have a lot from FF and PS also. It will use classic mapamundi, dungeon, and frontal/turn combat system. Anyway, a lot of the combat ideas are original and much of the systems and interactions too. They are based a lot in the occidental rpg complexity and features but without the things that i dont like from they: the fault of a strong desing, making them too generic and empty.

-Argumental tree, replayability:
One of the basis of the game is the freedom and the replayabilty. Each of the characters class tree is also a argumental one, but the main idea is that the game is going to have a lot of decisions and changues that you wont see just in the ending(althouth there are like 15) but in the full game.

-Exploration, secrets: Obviously it will give you a great freedom to replay the game, explore, find secrets, sidequests, etc. Note that this game will expand classic NES mapamundi exploration and will be more like zelda or PS or DQ where you will make little adventures in the mapamundi.

-Characters system:
17+ characters in the game. 7 main characters and 10+ secundaries. Each character have 3 skills. Note that this game dont use any complex skill system, the basis of this game are the characters that have very complex custom skills and roles.

-Special custom skills: One of the best things of this project, at least for me. Each character will have custom skills and features that are pretty original and can be very, very complex, being each one like small systems iteself. Each main character have 3 and each secundary 2.

-Class system: Each of the main character can develop to 7 subclasses.

-Tactics system. The enemies and party share a table, with 3 basic positions with different effects based on the situation. Include a menu to changue it. Note that characters positions affect the relations system.

-AI system. My hardest script to create and my personal challengue with RGSS, a complete AI script usable for all battlers. It will make that enemies have improving inteligency based in his role, so if you fight with a sage-human for example, he will estimate the complete battle strategy, use and register elemental or status resistencies, help his allies, etc(like 14 things in total).

-Item system. Uses a improved DQ inventory, where also exist a weight for items. With each actors bag, improved menu display with the 4 actors and the same time, and use of item weight. I also added a lot of interface improvement so its really nice to manage items in any situation, with a lot of functions, ordering, equipment in the menu, discarding, transfering groups of items of each players between players, etc.

-Challengue: This game will be very hard to beat, having 3 difficulty levels: one like ffvi, other little more hard than ffv, and the other like old NES RPG's. Im planning to add a few systems to balance challengue each time(a script i created) or just a small status autobalance, custom difficulty systems and the option to changue it any time.

Captures
Spoiler: ShowHide







Note that all is improvable and temporal, i will do full custom things probably.

Status

This game is my more complex thing to create. It started in rpmaker 2k with SMP and SBP but i moved to XP.
Note that i try to make two projects at the same time, ore more simplier and short, but more original and risky, and then this, that i will have to work in it for a lot more years. I will be releasing some short projects when working in this complex project(i have like 3 or more).

To have a prototype, althought without the AI(and some patches for the occasion, AI is the more complex system to create) and custom graphics, For that i have all the design created but for the 2k version, but it dont take a lot to changue that. That will let me atleast check the gameplay and all in a non design document way.

Note althought that this isnt the full description. I reserve a lot of things and a lot extra surprises, and more complexity for each one of the writed here.

Finally, the screens are of the spanish version, and the old 2k one, except the item menu, where all the graphics are temporal.

After completing the first two rpgmaker prototypes(i have to traduce them only), im working on this one as the main one, and Ordra as secondary one, but now i switch more.

The game will have its own prototype with its two versions, and the other, more complete, including the worldmap and a dungeon.

Now im correcting the graphic conversion from 2k to XP(autotile's are the main problem) and finishing original graphics. I think that i will do the majority original except of xp autotiles that i dont understand very well for now.

Im creating the maps and gameplay basically, because the desing is very advanced. The first prototype will include two battles, a prologue and a town, and will last like 40m. The second one, like 1,30h.

The scripts have to be poluted something. I have to switch my compatibilitzet scripts with Improved Battled 4.0 from Larderan/The last night and make small changues here and there. Not much work, anyway.

I cant give a real date, but im not taking a lot.

Well, im advancing a lot with this game because this is my principal project now.

I have created some new graphics, i have to depurate and terminate the tileset and the boss.
Spoiler: ShowHide



A little serpent. For now i will use imported battlebacks or created from the tilesets.

The main problem its the scripts. I have to do a prologue section and the village, but the most
time consuming is to debug the scripts i have actually created lots of years ago.

I will cut some other things for the prototype as there are like 2 battles only, but the tactics system have to be there, of course.
4
OPS i forgot this tread people in this forum.

The game prototype 2 is completed in the spanish version and im traducing it, now im have to polish the script a little, make the database and some menus, and some phrases here and there and thats all. But the script its not mine and im waiting somewhat to the scripter to show up if not i will make my corrected version.

The state its at 99,99%.

The screens and graphics are somewhat improved,




Note that the traduction need a final test or feedback of the community buts ok for now i think.
5
I will release the english version for sure.

I have done all the animations including sounds and graphics, and some more tiles, icons, and monsters. I was thinking that in a prototype is important to test how the combat feels in every aspect. Note that i have uploaded a new capture and the combat layout have changed a little with the battlers as charas showing in front of enemies. Note that in future versions they will have step down or up when doing things.


I added some more extra systems to the combat, now enemies have differents levels, exist effects that start in turn 0 of combat or a boss system im testing, where the game is saved after the combat, letting more depth combats in a game without save in dungeons.

Im thinking in difficulty levels and im going to include them to test in proto. Im putting 2 maybe, the normal and easy. Normal is like hard games in 8 and 16 bits. Easy is a little more hard than FFVII and will have less gameplay and story content.

Normal is the basic level and more polished. It have a great challenge and also you will have to seek for clues and deduce, giant worldmap and freedom, limited inventory, no save in most dungeons, deaths in some places, limited items, some level grind here and there, making maps of worldmap and labyrinhts, etc, etc, but polished and adding some news too.

Note that in easy level not only enemies are less powerfull but the game is simplified in these type of things and for example it will exist a savepoint in dungeons, but the essence is here anyhow.

Finally i dont have to much to do for now. Polish here and there, compatibilitzy difficulty levels, introduce a system of exploration, end a little map, test, and thats all. It dont have bugs, except a medium of one and maybe a think with the MCI script audio.

6
Man i somewhat forgot some of my posts for this. After ending the private prototype time ago i was thinking in release the public one in weeks or days, but...Well i had a mistake in my predictions and it took me like 6 months more to "finish" this. I had two cursed bugs that maked me stop doing this but anyway i have putted a lot of hours and i have been upgrading and polishing new things each time...

I write this because im pretty sure that this time im going to release in a few time. Now i dont have any noticiable bug, no grafics, sound, music, etc, to create, im just tweaking the gameplay and polishing the playable part a lot, and trying a few ideas...

Note that im not publishing the english version and the spanish one in the same time, i will make the english later, with a polished release with some feedback. But anyhow, it wont a take a lot to do that.

I have added a new contents, systems, and i have a very prototype too XD version of the faceset. Anyhow note that all is upgreadable a lot.

There are new screencaps, very prototype too of course.


And the improved worldmap
7
i update this looking for help for the latency again!
8
Very interesting alternative. I already convert songs but not in bulk. I suppose that you need to convert al rtp sounds and music and reimport they no? and the songs work perfect with the encoding of that program? i say that because  some mp3 songs dont play very well in rpgmaker xp. Like for example not playing at all or never looping...

9
For that i created a plugin that fixes the problem. Note that it isnt fully tested and it dont changue sound for now but is a lot easy to make that. It have a turn on off function also. You can use it and forevezer can plug it in the script just getting credits.

=begin
Este script hace que las musicas del mapa no se reinicen cuando ya esta sonando
la misma cancion. Osea, imaginate que en el mapa 1 y 2 tienes las mismas canciones,
si vas del mapa 1 al 2 la cancion se reinicia al entrar aqui dando un salto
de continuidad. Este script elimina ese problema.

NOTA QUE queda implementar los sondios bgs

This  fixes a problem
=end
module Wep
  No_restart_map_music_mode = true
end

class Game_Map
#--------------------------------------------------------------------------
  # * Get Map Data
  #--------------------------------------------------------------------------
  def bgm
    return @map.bgm
  end
end

class Scene_Map
#--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
   
   
      # Run automatic change for BGM and BGS set on the map
      #p "map test bgm bug no reload", $game_system.playing_bgm, $game_map.bgm, Wep::No_restart_map_music_mode
      # Solo si la musica actual no es igual a la nueva y no se esta
      # en modo reiniciar musica se reinciiar la musica
      if Wep::No_restart_map_music_mode
        #p "mode restart actiu"
        # Si no te cap reproduitnse comporta normal
        if  $game_system.playing_bgm == nil # pensar or $game_map.bgm == nil
          $game_map.autoplay
        elsif $game_system.playing_bgm.name != $game_map.bgm.name
          $game_map.autoplay
        end
      else
        #p "noemal"
        $game_map.autoplay
      end
   
      #p "silenced mode on"
      $game_map.autoplay
   
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end
10
RMXP Script Database / Re: [XP][VX][VXA] MCI Audio Player
December 20, 2012, 06:49:20 am
Hi im who suggested the audio plugin for continue map music in rpgmxunlimited but that page is off for now.
I have to report a suggetion to that plugin: the map music start when the sound of the battle end starts and it sounds very rare. Not trully a bug but a thing to improve maybe?

And the other bug. I found also the  problem that the sounds of the rtp arent working. I think i did have some problems with some songs repetaing, others not, etc and then installed the codec pack you posted here.

Now it seems to work all, but the problem is that exist a latency in the game when a sound or music is started. When im moving in the map i dont see it because no sounds or the music is already started but if im in the main menu every time i move in it i find a delay for the systems sounds. It dont kill it absolutely but i think is noticable... i moved the cursor in the menu in a two projects, one with the script and other without it and new, and the speed of moving in the menu is better in the new and without the script.

Anyway it dont kill the thing but...

About the plugins is a problem of course to need to install this... maybe we can put a option so it can read directly the DLLS from a directory of the game?

If not i will or make a installer that also install it or put the executable,small, with the game and explaing the need of the codec install, in the game.
11
Introduction
This project also start with the idea of more little and simple project. I'm constantly having new ideas and testing things and i selected this.
Note that i'm spanish and for now i will by traducing it as good as i can.
The game have a nes or 8 bits style. Note that i wont limit to that game recipe.

Engine & Programing
I'm using RPG Maker XP because it saves a lot of time when creating RPG's and you can also can customize everything. But i am a skilled RGSS scripter with more than 40 scripts created for now and i am using a full set of custom scripts for my games.

Graphics and sound
My plan is to have a full custom graphics and music. I have started to make my own graphics and i will try with the music later, or hire someone, or use special free music. Note that for the prototype i don't use all custom and they are worse than in the final version

Plot
The game plot is situated in the place where a lot of other games wouldn't want to end: when the devil have triumphed and rule the world. Its also in a perpetual night.

You form a group of shadow anti-heros that served Effe, who have shadowed the world.

And one of the his used methods have been give special talents to his allies so they serve he better and defeat the light forces. But with the main war ended, Effe demands his talents, and he will send you to recover and bring them.

Characters
The group that i was talking later is composed of four powerful shadow warriors. Anyway after the war and the Larderan(the shadowing of the world) all have after-effects and also the group-s girl have felt in a strange comatose state.

Anyhow it will have some more characters and some secret ones. But for now i will only show the three main characters.

Hanow
A Sagash warrior and the adventure protagonist. Its a mute character although it will be in a new improved way.
Sagash's are magic warriors but mediocre and rare in combat. They are very good resisting altered states. At last Hanow have also a relation with Enna that now is broken.
 
Klide
A cursed man that now is trapped transformed in a monster. Is a agile and versatile character although somehow limited in that all his equipment is unique. Stands out in the altered states use.

Tebar
A strong men that have a legendary and powerful mallet, that he cant use now because he lost his arm. Hi will substitute this will some options and custom systems.

Gameplay
Obviusly the game is inspired in the 8 bits rpg's. Frontal turn combat and no save in dungeons or worldmap, limited item number, open worldmap and adventure, deduction and search of pistes, mazes, etc. Anyhow the game will include some original things:

-We can equip the dones that we recibe
-The altered states have been improved and grow in importance
-A improved combat positions system
-It will have a diversity in gameplay
-A collect items system for a lot of things
-A lot of freedom, sidequest and also three small worlds to discover
-You can interact with the dark zones of the world and try to restore or enter in them
-Some gameplay and plot decisions unique for each playthrough.

Other things
Note although that this isn't the full description. I reserve a lot of things and some extra surprises, and more complexity for each one of the wrote here.

The game will have also a improved paid version, but it will be in all terms a opensource and CC game.

Actual state
Public prototype 1.5 publicated. This version like we said before is multilanguage and includes two languages with it's owns walkthroughs and manuals. It also have a few improvements over the original spanish version.
Note that the traduction i suppose that will have some mistakes that i will correct if anyone report but i think it have a decent state and the game is fully playable.

Finally there are a lot of things that aren't totally implemented or polished in this version and that i already know. You can check them in the manual and in the main topic of the game.

Later i will update this new version a little if it have mistakes, and then i will work for the second protoype, wich will include more contents and all the other scripts and systems and the final polishment of the actuals, including creating maybe a total custom graphics. After that i will wait for the final version.

Download:

http://www.mediafire.com/download/2x5wza1e2s7zaw1/The+last+night+1.5.zip

About screen captures
They are from the spanish version and have a mixed of original graphics and not. Anyhow the originals graphics are the majority for now, but i have to be improving and upgrading them a lot, some of them are just temporal ones.









Some things at a partial state or to improve in general(And to solve it in future versions):

-The graphics of green small beach areas in the map of the island. They are shown over the characters. But what do not how to do it because with the system of xp is very rare i will rethink and redo that in some moment. For that reason the coast are not made ​​of the world map.

-After taking a chest it disappears instead of being open. No graphics of open chest and the same, i will not change now if im not going to do my owns. Note that some old classics games use this and im thinking if im going to make it or not, its not that bad.

-At the end of the battle there is a moment in which the growing music and postbattle sound coincide, it's nothing very serious but might take it off, i wanted to contact the author of the script but the website where this was temporarily off, and in another is reported but unanswered. We will have to wait.

-The game generates a small text file called Primer prototopio 2.0-0-Diario or something. This document is a diary of the game with information about your game in various important moments as well as the end to it. Obviously it is useful to test and develop and see how the game has gone. You can post it or if you want to read it its ok.

-When naming the character I get some strange characters in the blanks spaces. I was unable to locate the bug but im making another version, just type the name and do not worry as these are not seen in the game itself then only in that scene. Note that im looking to see if any other people see that good or bad.

-There are missing accents and stuff like that in the game. But they are not just misspelled, just  missing some details as accents that are not me and because my keyboard or computer has a problem and write the rare keys. This will correct for in some next version that will be traduced and let more easy way to deal with that.

-About the MCI and the subject of codecs and such can annoy and i have already sent a suggestion to the scripter to put them in a pack, besides that if it give testing problems or something, and that solve the majority of bugs of convertion and compatibility. But i could make an installer for the game or a general installer version. Anyway being a super small installer should not bother much or i could seek for other alternatives, such as being able to choose between using or not using another script or  whatever.

-The game will have a limited script and system objects but for this version uses default as it was not necessary, because of its low duration and do not access the people, so save me implement it for now.

-The save and die system is also test, and I've been thinking of putting a variable that has some kind of penalty to lose the fighting, for example, 5 percent of your total money that will be multiplied for each time you lose. Although it is not easy to do and can jump. Im doubting.

-Some things are half make or quick fixed, like post combat chests and some other like traps are made by hand by now simply, then i will finish. Like with most things, such as faces, especially that of Hanow, or a pair of transitions when changing colors. There are also other details to get better that I will include for example the menu, some graphics or system interface positions, a unique exploration system among many more. Maybe I also included a climber difficulty and even a unique sense this configurator.

-Includes guide and manual. Use the guide with wisdom.

-I suppose that last about 40m or a little more.

-It also gives me a small error but only seems to happen to me, if I deactivate the musics in the configurator of the game, can still be heard, I have to do from the windows audio control or via script. Rare because only happens in this... i will see if the error is mine alone or not.

-The cutscene skip system have a rare bug, because if after a scene with a combat you press to jump it will immediately not load the monster graphic, more rareey is that this does not seem to happen if the graphic is in the rtp (and not by the file format). In any case having a elections system after combat with boss system, and you can save too, but still try to wait a few seconds before pressing it or it wil prevent more or skip that scene.

-The save script seems to have a bug when loading and not just quite remember what was the last saved game and it defaults to 3.

-In the future the language selection will appear only one time and it will be configurable in the menu. It will include english as default too.

Credits, resources and licenses:

-Using free music basically, especially from free internet and sites like modarchive and FreeMusic. The sounds I've made ​​all by myself with http://www.bfxr.net/ program. Will detail this better later complete with all major credits. All with free licenses. There is a sound of dragon quest nes, to take the box. The music of Ordak is of a commercial game.

-The game includes 19 scripts fully mine, 4 modified or created between several and 3 of other people. Now uses the improved battle 4.0 script which has millions of corrections and improvements though half of this done. Use the default battle system which im adding my small scripts and details over time too. By gerkrt, gerrtunk.

-Graphics. FF and DQ nes games used as a base (taken from the dragon fantasy game basically) for inspiration for mine but i use some in the game itself too. More than half of the enemies are mine. No chara is mine, but the faces, and many tiles of the maps, almost almost the majority. As for animations i have done all sounds and resources are all made ​​by me, except a couple (the chest and the animation which use temporarily for various altered states, but they are edited of course). In the future, I will make more.

-The license of my graphics and resources is Creative Commons At- Nc- Sa. Scripts is MIT.
12
General Discussion / Re: Screenshot Thread
November 14, 2012, 03:10:29 pm
Im working in a new project, more shorter and simplier, expect a demo for weeks, the game uses a 8bits styled graphics and playability(but not totally) in rpgmaker XP. Im making all the resources and most of the graphics are mine:
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Note that they are from the spanish version... and that all of its improvable, xD.
13
Script Requests / Re: Modified Shop Scene
November 02, 2011, 09:55:34 am
I take this idea for my improved shop script future versions, althought i will take time.
14
That dont work too. I added these two lines so i tryed to erase the self.contents in any form, but even that fails.
15
Im trying to modify the equipitem window so each time it refreshes it shows a different type of equipment piece, not using a large number of them for each piece.

This is a modification creted for my golem system. Note that the window is refreshed and changued the slot each time its moved the cursor in the equip right slot window.

My problem is that the bitamp isnt erasing. It draws but there is also the last draw, and so on.
This code is executed so i dont get whats happening:

    if self.contents != nil
      #p'nil'
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.clear
      self.contents.dispose
      self.contents = nil
    end


#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================

class Window_GolemEquipItem < Window_Selectable
  attr_accessor   :slot_index
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor      : actor
  #     equip_type : equip region (0-3)
  #--------------------------------------------------------------------------
  def initialize(actor, equip_type, slot_index=0)
    if actor.is_golem?
      super(0, 256, 272, 224)
    else
      super(0, 256, 640, 224)
    end
    @slot_index = slot_index
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
 
  def changue_slot (slot)
    @slot_index = slot
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
 
  def test
    #p @data
  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
   
   
    if self.contents != nil
      #p'nil'
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.clear
      self.contents.dispose
      self.contents = nil
    end
   
    @data = []
   
    if @actor.is_golem?
      #p'gol'
      # Add equipabble pieces
      for i in 1...$data_items.size
        # Only add pieces that exist, that are pieces, are equippables for
        # the actor and for the slot
        #p i, slot_index
       
        #piece_id = Piece.item_piece_id(i)
        if $game_party.item_number(i) > 0 and Piece.is_piece?(i)
          #p 't'
           if Piece.equipable?(@actor.actor_id, i)
            #p 'tst', i
            #p slot_index, @actor.golemslots[slot_index].type, Piece.item_piece_id(i)
           
            if @actor.golemslots[slot_index].equipable?(i)
               #p 'pushed', i
               @data.push(Piece.new(Piece.item_piece_id(i)))
            end
             
          end
        end
      end
     
      #p @data
    else
      # Add equippable weapons
      if @equip_type == 0
        weapon_set = $data_classes[@actor.class_id].weapon_set
        for i in 1...$data_weapons.size
          if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
            @data.push($data_weapons[i])
          end
        end
      end
      # Add equippable armor
      if @equip_type != 0
        armor_set = $data_classes[@actor.class_id].armor_set
        for i in 1...$data_armors.size
          if $game_party.armor_number(i) > 0 and armor_set.include?(i)
            if $data_armors[i].kind == @equip_type-1
              @data.push($data_armors[i])
            end
          end
        end
      end
    end
    # Add blank page
    @data.push(nil)
    # Make a bit map and draw all items
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
   
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    #
   
    item = @data[index]
   
    #p 'di', index, item, item.name
    x = 0 #4 + index % 2 * (288 + 32)
    y = index * 32 #index / 2 * 32
    if @actor.is_golem?
      number = item.number
     
    else
      case item
      when RPG::Weapon
        number = $game_party.weapon_number(item.id)
      when RPG::Armor
        number = $game_party.armor_number(item.id)
      end
    end
   
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
   
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    # originalment, 240, 256
    self.contents.draw_text(x + 128, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 144, y, 24, 32, number.to_s, 2)
  end
 
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
 
end
16
RMXP Script Database / Re: [XP] Improved Shop
September 21, 2011, 06:01:28 am
Script updated to 2.0!

Quote from: LiTTleDRAgo on July 31, 2011, 10:44:12 am
I meant player will use the value of variable as his gold

ex =

when buying a skill he needs AP, not gold
and the AP is stored in $game_variables[1]

sorry for my bad english


On now all my shop scripts will be called improved shop, and in the new version 2 you can do that.
17
I know a script for this but its only in spanish:

http://mundo-maker.forumn.net/t4356-rmxp-orochii-s-smt-monster-captureishon


You can ask for a traduction or use something like google translator.
18
Retro-Styled Battle Result Window
Authors: gerrtunk
Version: 1.1
Type: Battle result modification
Key Term: Battle Add-on



Introduction
This scripts lets you use a retro styled battle result window, like FFVI for
example, where a small window on the top shows line per line the information.



Features

But i expanded that. You can configure what you want to show or not and how it will
be shown, grouped or not, and what number of lines will have the window.

Finally you can use a wait key mode or a wait time one.



Screenshots



Demo
No.


Script

Spoiler: ShowHide



#==============================================================================
# Retro-Styled Battle Result Window
# By gerkrt/gerrtunk
# Version: 1.1
# License: GPL, credits
# Date: 22/08/2011
# IMPORTANT NOTE: to acces the more actualitzed or corrected version of this
# script check here: http://usuarios.multimania.es/kisap/english_list.html
#==============================================================================

=begin

--------Introduction-----------

This scripts lets you use a retro styled battle result window, like FFVI for
example, where a small window on the top shows line per line the information.

But i expanded that. You can configure what you want to show or not and how it will
be shown, grouped or not, and what number of lines will have the window.

Finally you can use a wait key mode or a wait time one.

------Instructions-------------

First you have to select what you want to see. To do that use the option
Things_to_show. This is a list of codes so if the code is here that option
will be shown. The codes are:

:level_up, :gain_skill, :win_phrase, :gold, :exp, :treasures

Later you can configure the number of lines of the window in Lines_to_show.
The retro games used 1, but you can add more lines to the window so the
messages are shown faster.

Show_levels_in_one_line = true

These options define if for example it says , actor level up! actor level up!
or actor level up!(2). true/false, active and inactive.

------Vocabulary-----

The last options are the words the system show in the window. You can changue
that.

Also you can configure battle wins phrases for each enemy troop.

  Battle_wins_phrases = {
    2=>'Wep winned again2',
    3=>'Wep winned again3',
  }
Where X=> is the troop id number and 'text' is th eprharse, respect the syntax.
Note that exist a default option for the ones that dont have a entry here.

-----Compatibility----

You can desactivate the modification of the battle status windows, thats the one
used for draw character info in battle.

Modify_window_battle_status = false

=end

module Wep
  Show_levels_in_one_line = true
  Lines_to_show = 1
  Things_to_show = [:level_up, :gain_skill, :win_phrase, :gold, :exp, :treasures]
  Modify_window_battle_status = true
  Gain_level_phrase = ' level up'
  Gain_skill_phrase = ' learned'
  Gain_gold_phrase = ' gained.'
  Treasure_gain_phrase = ' gained.'
  Gain_exp_phrase = ' Exp gained.'
  Battle_win_default_phrase = 'Wep! You win!.'
  Battle_wins_phrases = {
    2=>'Wep winned again2',
    3=>'Wep winned again3',
  }
 
end


if Wep::Modify_window_battle_status
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
   #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_x = i * 160 + 4
      draw_actor_name(actor, actor_x, 0)
      draw_actor_hp(actor, actor_x, 32, 120)
      draw_actor_sp(actor, actor_x, 64, 120)
      if @level_up_flags[i]
        #self.contents.font.color = normal_color
        #self.contents.draw_text(actor_x, 96, 120, 32, "¡Sube Nivel!")
      else
        draw_actor_state(actor, actor_x, 96)
      end
    end
  end
end

end


#==============================================================================
# ** Window_BattleResult
#------------------------------------------------------------------------------
#  This window displays amount of gold and EXP acquired at the end of a battle.
#==============================================================================


class Window_BattleResult < Window_Base
  attr_reader   :messages_max
  attr_reader   :messages_index
 
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     exp       : EXP
  #     gold      : amount of gold
  #     treasures : treasures
  #--------------------------------------------------------------------------
  def initialize(br)
    @br = br # get battle result
    @messages_index = 0 # shows the actual mesage of the window
    @messages = [] # array of mesages: exp, gold,e tc
    super(0, 0, 640,  (Wep::Lines_to_show * 32) + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.y = 0
    self.back_opacity = 160
    self.visible = false
    generate_messages
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Generate messages
  # This extracts all the information of the battle result and push it in the
  # messages list as phrases
  #--------------------------------------------------------------------------
  def generate_messages
    i = 0
   
    # Win phrase
    if Wep::Things_to_show.include? :win_phrase
      if Wep::Battle_wins_phrases[$game_temp.battle_troop_id] != nil
        @messages.push Wep::Battle_wins_phrases[$game_temp.battle_troop_id]
      else
        @messages.push Wep::Battle_win_default_phrase
      end
    end
   
    # Gold & exp
    @messages.push @br.exp.to_s + Wep::Gain_exp_phrase if Wep::Things_to_show.include? :exp
    @messages.push @br.gold.to_s + ' ' + $data_system.words.gold + Wep::Gain_gold_phrase  if Wep::Things_to_show.include? :gold
   
    # Actors iteration
    for br_actor in @br.actors_data
     
        # Check diff so can gain levels or exp
        if br_actor.gained_levels > 0
         
          # LEVEL UP. If actived to show levelup, use configurated method
          if Wep::Things_to_show.include? :level_up
            if Wep::Show_levels_in_one_line
              @messages.push (br_actor.actor.name + ' ' + Wep::Gain_level_phrase +
              "(#{br_actor.gained_levels}).")
            else
              for lv in 0...br_actor.gained_levels
                @messages.push (br_actor.actor.name + ' ' + Wep::Gain_level_phrase)
              end
            end
          end
         
         
          # SKILL GAIN UP. If actived to show skill learn, use configurated method
          if Wep::Things_to_show.include? :gain_skill
             for skill_id in br_actor.gained_skills
                @messages.push (br_actor.actor.name + ' ' + Wep::Gain_skill_phrase + ' ' +
                   $data_skills[skill_id].name + '.')
              end
     
          end
       
        end
       
      i += 1
    end

    # Tesoros
    if Wep::Things_to_show.include? :treasures
      b = Hash.new(0) # use this hash to count duplicates
     
      # iterate over the array, counting duplicate entries
      @br.treasures.each do |v|
        b[v] += 1
      end
     
      b.each do |k, v|
        @messages.push k.name + '(' + v.to_s + ')' + Wep::Treasure_gain_phrase
      end
    end

  end
 
  #--------------------------------------------------------------------------
  # * Refresh
  # Refresh with new messages each time.
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if @messages[@messages_index] != nil
      # Use lines configuration
      if Wep::Lines_to_show == 1
         self.contents.draw_text(0, 0, 640, 32, @messages[@messages_index])
      else
         for i in 0...Wep::Lines_to_show
           # It adds the line count to message index to show more lines
           if @messages[@messages_index + i] != nil
             self.contents.draw_text(0, i * 32, 640, 32, @messages[@messages_index + i])
           end
         end
      end
      @messages_index += Wep::Lines_to_show
    end
    # When false, it will end battle
    if @messages_index >= @messages.size - 1
      return false
    else
      return true
    end
  end

end


module Wep
  Scripts_list = [] unless defined? Scripts_list
  Scripts_list.push ('Retro-Styled Battle Result Window')
end


#==============================================================================
# Battle Result
# By gerkrt/gerrtunk
# Version: 1.0
# License: GPL, credits
# Date: 22/08/2011
# IMPORTANT NOTE: to acces the more actualitzed or corrected version of this
# script check here: http://usuarios.multimania.es/kisap/english_list.html
#==============================================================================

=begin

--------Introduction-----------

I created this class so anyone can easily create a custom or more advanced
battle result window. This object gives you all the information need in a simplier
way and without a lot of trouble. It creates a array of party actors with:

-Array of learned skills ids of each actor
-Gained levels
-Actor referen ce
-Origin and ending exp and levels
-All the default info(gold,etc)

------Instructions-------------

You just need to give to it the initial levels of the party. For that, i put
here the sample code i use in scene battle start_phase5

    initial_levels = []
    for ac in $game_party.actors
      initial_levels.push (ac.level)
    end
   
    You only have to pass that array.
   
   
=end



ResultActor = Struct.new( :actor, :origin_level,  :gained_skills,
  :gained_levels)

class Battle_Result
 
  attr_reader :actors_data
  attr_reader :exp
  attr_reader :gold
  attr_reader :treasures
 
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize(initial_levels, exp, gold, treasures)
    @actors_initals_levels = initial_levels
    @exp = exp
    @gold = gold
    @treasures = treasures
    @actors_data = []
    generate_data(initial_levels)

    #p @messages
  end
 
 
  #--------------------------------------------------------------------------
  # * Generate data
  # This method generates the object data.
  #--------------------------------------------------------------------------
  def generate_data(initial_levels)
    i = 0
    # Actors gain level
    for actor in $game_party.actors
      @actors_data.push (ResultActor.new(actor, initial_levels[i], 
      [], 0))
      count = 0
      # Valid actor?
      if actor.cant_get_exp? == false
        difference = actor.level - @actors_initals_levels[i]
        # Check diff so can gain levels or exp
        if difference > 0
         
          # LEVEL UP.
          @actors_data.last.gained_levels = difference
         
          # SKILL GAIN UP.
          for lv in 0...difference
            # If it have skills learning
            for lea in $data_classes[actor.class_id].learnings
              if lea.level ==  @actors_initals_levels[i] + lv
                @actors_data.last.gained_skills.push (lea.skill_id)
              end
            end
          end
        end
      end
      i += 1
    end
  end

end



module Wep
  Scripts_list = [] unless defined? Scripts_list
  Scripts_list.push ('Battle Result')
end



#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias wep_rbr_sb_main main
  def main
    @br_mark_end = false
    wep_rbr_sb_main
  end
 
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  # moded to extract initial levels and call battle result
  #--------------------------------------------------------------------------
  def start_phase5
    # Obtain extra info for battle result object
    initial_levels = []
    for ac in $game_party.actors
      initial_levels.push (ac.level)
    end
    # Shift to phase 5
    @phase = 5
    # Play battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # Return to BGM before battle started
    $game_system.bgm_play($game_temp.map_bgm)
    # Initialize EXP, amount of gold, and treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # If enemy is not hidden
      unless enemy.hidden
        # Add EXP and amount of gold obtained
        exp += enemy.exp
        gold += enemy.gold
        # Determine if treasure appears
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # Treasure is limited to a maximum of 6 items
    treasures = treasures[0..5]
    # Obtaining EXP
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    # Obtaining gold
    $game_party.gain_gold(gold)
    # Obtaining treasure
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    # Make battle result
    br = Battle_Result.new(initial_levels, exp, gold, treasures)
    @result_window = Window_BattleResult.new(br)
    # Set wait count
    @phase5_wait_count = 100
  end
 
  #--------------------------------------------------------------------------
  # * Frame Update (after battle phase)
  # moded so refresh battle result each time until it ends
  #--------------------------------------------------------------------------
  def update_phase5
    # If wait count is larger than 0
    if @phase5_wait_count > 0
      # Decrease wait count
      @phase5_wait_count -= 1
      # If wait count reaches 0
      if @phase5_wait_count == 0
        # Show result window
        @result_window.visible = true
        # Clear main phase flag
        $game_temp.battle_main_phase = false
        # Refresh status window
        @status_window.refresh
      end
      return
    end
   
   

    # If C button was pressed advance battleresutl info
    if Input.trigger?(Input::C)

     # Battle end only if +1 refresh of the window,so, the last have to
     # be pressed
     if @br_mark_end
       battle_end(0)
     end
     
     if not @result_window.refresh
       @br_mark_end = true
     end
     
    end
   
  end
end






Instructions
In the script.


Compatibility
In the script


Credits and Thanks
No.


Author's Notes

I will add more things when i need them in my projects(or i have time), so it will be updated. Again, feedback, bugs,retc, i will listen.
19
RMXP Script Database / Re: [XP] Random enemy parties
September 18, 2011, 04:24:30 pm
nothing, its a bug, i will patch it.
Man i forgot to correct that bug three times at least!  :shy:
20
RMXP Script Database / Re: [XP] Improved Save
September 18, 2011, 04:19:14 pm
I updated the script so it can enter in the databse.