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Messages - karldaylo

1
Resource Requests / Re: RMXP[BABS]Sword Sprite Request
August 26, 2011, 05:54:06 am
 :^_^': on second thought... i need  one that not needed to be edited..

im not entirely good at weapon spriting (but bit experienced with chars)

can sombody do it , with the sword as simple as possible (i donot need the detail of the sword,.. just the right size with the slash trail on it would be perfect)

thank you :)

PS: heres what i have in mind
2
thank you,  :haha: ,this one is great, with a little edit, itll gonna be perfect... (like putting a slash delay aftermovement trails, and resizing the sword by the angles and distance... :) thanks

level ups
3
Resource Requests / RMXP[BABS]Sword Sprite Request
June 06, 2011, 09:49:26 am
sorry if the _atk1 sprite isnt really that good  :^_^': (its my first sprite)
so im requesting a sword for this sprite (located at the zip folder) since i have no experience in weapon sprite makin (and there arent any tut for em :/ ) i wish to use yours as base and make my own weapon in soon future


download the image at the link below,... this one is for display purpose

download: http://www.mediafire.com/?znm3928h2a74iie

THANK YOU!

PS: if you can, will you help enhance the sprite to better ones? :P super thanks
4
i already did, and sir its a manual on how to do stuffs on blizz abs,, yeah it could help me how to make boss
but not a tutorial how to make a good boss,

tutorial,... tutorial... tutorial...

diferent from manual book,

Quote from: karldaylo on May 12, 2011, 11:31:18 am


tips will do :)

thanks
5
awesome segrain, ill try to use this after im done with other elses in my game  :naughty:
6
 :^_^': well the title says it all....

is ther any good tutorial on makin a good boss bliss abs boss or semi-boss?

like some function or ability that isnt same with the usual enemies...

tips will do :)

thanks
7
RMXP Script Database / Re: [XP] Mouse Map Menu
May 11, 2011, 01:10:05 am
Quote from: nathmatt on May 10, 2011, 12:35:24 pm
update: 1.23 added a way to disable/remove the menu and should have fixed graphic error


omg! i worship you! best HUD scripter indeed!
8
awesome... is this workin well with mouse controller?

or its the same as the old hotkey selection...

anyways... this will be  better if compatible with z HUD

for that we cancall it the "ULTIMATE BLIZZ ABS GRAPHIX INTERFACE"

and photoshop will be a really good help with this
9
RMXP Script Database / Re: [XP] Mouse Map Menu
May 10, 2011, 01:04:41 am
wooohoohooo!

nathmatt the best hud scripter ever....


theres only one thing problem here..

i dunno if just me or not... but the mouse cursor graphics only changes at the last icon of the hud

and how to disable it ( not yet sure how to do it with global variable thingie,... i dun wanna mess up with your script... cuz its too awesome to modify) cuz im disabling all the hud on a scene (my game includes a child hood scene... hud arent that required on that scene.. since there are no enemys up ahead :D)

sorry for the english
10
Quote from: Pedomon on May 09, 2011, 10:28:22 pm
Congratulations on your first script!
That is a very proud moment for every beginning scripter,

* Levels +


Thanks,... ill be workin hard and probably will workin with you guys soon (one of my goals :D )
11
Quote from: Pedomon on May 09, 2011, 04:22:58 pm
He knows this. His problem is the lowest value he can use for "speed" is 1, and that is still too fast.


EDIT:

Here's the script.
Spoiler: ShowHide
class Game_Map
   
  alias zer0_slower_scroll_init initialize
  def initialize
    @scroll_modifier = 1
    zer0_slower_scroll_init
  end
 
  def start_scroll(direction, distance, speed, modifier = 1)
    @scroll_direction = direction
    @scroll_rest = distance * 128
    @scroll_speed = speed
    @scroll_modifier = modifier > 0 ? modifier : 1
  end
 
  def scroll_down(distance)
    if (Graphics.frame_count % @scroll_modifier) == 0
      @display_y = [@display_y + distance, (self.height - 15) * 128].min
    end
  end

  def scroll_left(distance)
    if (Graphics.frame_count % @scroll_modifier) == 0
      @display_x = [@display_x - distance, 0].max
    end
  end

  def scroll_right(distance)
    if (Graphics.frame_count % @scroll_modifier) == 0
      @display_x = [@display_x + distance, (self.width - 20) * 128].min
    end
  end

  def scroll_up(distance)
    if (Graphics.frame_count % @scroll_modifier) == 0
      @display_y = [@display_y - distance, 0].max
    end
  end
end


Use this script call:
$game_map.start_scroll(DIRECTION, DISTANCE, SPEED, MODIFIER)


Replace the above values as follows:

  • DIRECTION = The direction the screen moves (2=Down, 4=Left, 6=Right, 8=Up)

  • DISTANCE = The number of tiles to scroll

  • SPEED = The speed. Keep this number of 1 as you normally would.

  • MODIFIER = A number that will slow it down. Must be 1 or above, or you can omit it and things will behave normally. It limits the number of times the map scrolling will be updated.

    ex. A value of two will update the scroll every other frame, a value of 3 will update the scroll only every third frame. Any values to high will make it appear to move kinda jerky, but I found that values of 2 and 3 have a pretty good effect.




:oops: i thought its simple that itll take only 3 to 5 line scripts
:^_^': sorry for botherin you to solve this  :sorry:

and this is exactly what im lookin for..... thanks :bow:


:stupid: :knight:
12
well erm, let say i want to scroll a graphic on a scene.. i have the scripts and the things to do it(yes,... those things :naughty:)

the speed "1" is a bit faster for what i want for my graphics to scroll
i tried 0.5 but it wont work(it freezes)
i tried @speed = OH_YEAH / 2 (lol i run out of "variable name" ideas) still it runs same as "1"
i only know few basics of ruby scripting... not really what you call a "ruby scripter",but apprentice........... maybe :P

:facepalm: ughh what am i saying....... anyways... help will be trully appriciated

thanks :)
13
 :^_^': not his fault, my bad... i thought i dun have to include the other part of that term, ill fix it :)
14
 :^_^': hahah basics....

i forget to change everything else after adding new statement :P sorry

*updated*
15
ahahah :^_^': ididnt see that part... re-re edit the script  :P
16
thanks,... im updating my script.. thankyou for the help sir gg

EDITED: but there are problem that didnt show up on my previous script... when you die at new game, the game wont quick restart(if you didnt save at the new game,)

BUT, i could fix that befor making the hero gone to the dangerous wild world wothout saving :D

thanks again mr gg
17
thank you, im remakin it now :)
18
Thanks, and yes it is my first script :) well im not bit familliar with "varible" till this noon (my timezone)
and i just put things together up (the scene which has option menu in it is actually a copy of scene_end, i modify it so its usable to gameover scene :P ) and im not yet much fammiliar with ruby scripting,

and thats the reason why i made new class scene gameovers, the whole thing is actually just a put up together peices and modify it so it produce what i want it to do,...
but hey, im learning thanks to you :D now im able to make it better
(but there is onething bugging me, is this method of yours work even the game were closed after saving? is this part of the script will be it what state it was befor the game were closed?)

sorry for the bad english :)
19
Quote from: Zexion on May 08, 2011, 02:20:31 am
what does the quick restart do?


it loads last saved game... the latest one... instantly
20
Gameover Menu
Authors: Karl D
Version: 1.30
Type: GameOver Add-on
Key Term: Title / Save / Load / GameOver Add-on



Introduction

Inspired with Alundra's Gameover Scene,
this is my first script that i made, if you found a problem or logical error within my script, please tell me how should i resolve it :P


Features


  • Fade to black Before Gameover Graphics to show up

  • Optional Menu on Game over

  • Quick Restart/Quick Load last saved Game




Screenshots

Spoiler: ShowHide



Demo

-None-


Script


Spoiler: ShowHide
Quote
#==============================================================================
# Gameover addon thingie
# by Karl D
#------------------------------------------------------------------------------
# ver 1.3
#==============================================================================
class Scene_Gameover
#------------------------------------------------------------------------------
# Main Processing
#------------------------------------------------------------------------------
 def main
   # Make game over graphic
   @sprite = Sprite.new
   # Stop all unnesesary sound
   $game_system.bgm_play(nil)
   $game_system.bgs_play(nil)
   $game_system.me_play(nil)
   $game_system.se_play(nil)    
   # Execute transition
   Graphics.transition(75)
   # Prepare for transition
   Graphics.freeze    
   # Play game over ME
   $game_system.me_play($data_system.gameover_me)
   # Creates gameover graphic
   @sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name)
   # Execute transition
   Graphics.transition(120)
  @sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name)
   # Make command window
   s1 = "Quick Restart"
   s2 = "Load Game"
   s3 = "Return to Title"
   @command_window = Window_Command.new(192, [s1, s2, s3])
   @command_window.back_opacity = 200
   @command_window.x = 320 - @command_window.width / 2
   @command_window.y = 370 - @command_window.height / 2
   # Saved Game data determinant
   # Disable "Load Game" option
   @continue_enabled = false
   for i in 0..3
     # If any save file exist
     if FileTest.exist?("Save#{i+1}.rxdata")
       # Enable "Load Game" option
       @continue_enabled = true
     end
   end
   # if "Load Game" option is enabled
   if @continue_enabled
     # Enable "Load Game" button
     @command_window.index = 1
   else
     # Disable "Load Game" button
     @command_window.disable_item(1)
   end
   # Enable "Quick Restart" option
   @restart_enabled = true
   # Last Saved Game from present session determinant
   # If save file from present session exist
   if $game_system.last_save < 1
    # Disable "Quick Restart" options
    @restart_enabled = false
  end
   # If "Quick Restart" options disabled
   if @restart_enabled == false
     # Disable "Quick Restart" button
     @command_window.disable_item(0)
   end    
   # Execute transition
   Graphics.transition(120)
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame Update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose everything
   @sprite.bitmap.dispose
   @sprite.dispose
   @command_window.dispose
   Graphics.transition(40)
 end
#------------------------------------------------------------------------------
# Frame Update
#------------------------------------------------------------------------------
 def update
   # Update command window
   @command_window.update
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 0  #to quick restart
        command_to_Restart
     when 1  #to load
       command_Load
     when 2  #to title
       command_title
     end
     return
   end
 end
#------------------------------------------------------------------------------
# Process When Choosing [Quick Restart] Command
#------------------------------------------------------------------------------
 def command_to_Restart
   # If Restart is disabled
   unless @restart_enabled
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   #Play decision SE
   $game_system.se_play($data_system.decision_se)
   #Quick Load save data
   file = File.open("Save#{$game_system.last_save}.rxdata", "rb")
   read_save_data(file)
   file.close
   # Restore BGM and BGS
   $game_system.bgm_play($game_system.playing_bgm)
   $game_system.bgs_play($game_system.playing_bgs)
   # Update map (run parallel process event)
   $game_map.update
   # Switch to map screen
   $scene = Scene_Map.new    
 end
#------------------------------------------------------------------------------
# Process When Choosing [Load Game] Command
#------------------------------------------------------------------------------
 def command_Load
   # If Restart is disabled
   unless @continue_enabled
     # Play buzzer SE
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   #Play desicion SE
   $game_system.se_play($data_system.decision_se)
   #Load Scene_load
   $scene = Scene_Load.new
 end
#------------------------------------------------------------------------------
# Process When Choosing [Return to Title] Command
#------------------------------------------------------------------------------
   def command_title
    #Play desicion SE
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_Title.new
   end
#------------------------------------------------------------------------------
# * Read Save Data
#   file : file object for reading (opened)
#------------------------------------------------------------------------------
 def read_save_data(file)
   # Read character data for drawing save file
   characters = Marshal.load(file)
   # Read frame count for measuring play time
   Graphics.frame_count = Marshal.load(file)
   # Read each type of game object
   $game_system        = Marshal.load(file)
   $game_switches      = Marshal.load(file)
   $game_variables     = Marshal.load(file)
   $game_self_switches = Marshal.load(file)
   $game_screen        = Marshal.load(file)
   $game_actors        = Marshal.load(file)
   $game_party         = Marshal.load(file)
   $game_troop         = Marshal.load(file)
   $game_map           = Marshal.load(file)
   $game_player        = Marshal.load(file)
   # If magic number is different from when saving
   # (if editing was added with editor)
   if $game_system.magic_number != $data_system.magic_number
     # Load map
     $game_map.setup($game_map.map_id)
     $game_player.center($game_player.x, $game_player.y)
   end
   # Refresh party members
   $game_party.refresh
 end  
   # If battle test
   if $BTEST
     $scene = nil
   end
 
end
#=============================================================================
# * game_guy's cool script
#   it actually exist!!!!
#=============================================================================
class Game_System
 attr_accessor :last_save
 alias gg_init_quick_restart_lat initialize
 def initialize
   @last_save = 0
   return gg_init_quick_restart_lat
 end
end
class Scene_Save
 alias gg_save_last_save_lat on_decision
 def on_decision(filename)
   $game_system.last_save = @file_index + 1
   gg_save_last_save_lat(filename)
 end
end




Instructions

Plug and Play


Compatibility

PLEASE LIST AS MANY COMPATIBILITY ISSUES AS YOU CAN IF THERE ARE ANY


Credits and Thanks


  • Karl D - creator

  • Game_guy - for helping me out how to figure thing out

  • Darklord and Blue Elf - for their autosave script(removed)




Author's Notes

My first time scripting, sorry if its full of bug(if ther is one)