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Topics - X-Law

1
Projects / [GameMaker] AlbatrosStorm
July 23, 2012, 09:53:38 pm
Hello everyone,



-Technical info-
Game: AlbatrosStorm
Developed by: DYFSOFT
Genre: Arcade, Shooter

Minimum requirements:
OS: Windows XP, Vista y 7 (x86, x64)
DirectX 8-compatible graphics card with at least 128MB of video memory
Pentium or equivalent processor
DirectX 8-compatible sound card
512MB of memory or greater
1280x720 or greater screen resolution with 16-bit or 32-bit colors
250MB of free space on HDD

Recommended requirements:
OS: Windows 7 (x86, x64)
DirectX 8-compatible graphics card with at least 512MB of video memory
Pentium or equivalent processor
DirectX 8-compatible sound card
1GB  of memory or greater
1280x720 or greater screen resolution with 16-bit or 32-bit colors
250MB of free space on HDD

Platform of development: Gamemaker
Platform release: PC
Weight: 173Mb
Status: Completed
Languages: English & Spanish
Players: 1
Development: May 2012 - July 2012
Release date: Jul 21, 2012
Last updated: 1.0.0.4
Classification: All Ages
Price: 2.60$ (2€)

-Features-
The game contains:
-Competition mode:
10 stages
2 fuelling stages
And something more ...
-Stages selector
-3 extra modes
-connectionto the DYFSOFT Web
-Soundtrack with 24 songs

-Game system-

Make your way through space circuits destroying all the asteroids, enemies and obstacles of all kinds in your path.
To do so you will have at your disposal, in addition to your reflexes, more than 10 kinds of Mejoras, over 5 different types of weapons and a total of 6 Automejoras that you can unlock if you manage to win a stage.
You should try to finish each stage with the highest number of points possible, but watch out, time is running against you and the enemies will try to stop you at all cost.

-History-

-Scenario:
In the very distant future, mankind has colonized and / or explored much of the known universe today. But humans still act the same way.
The Intergalactic Federation, formed by leaders of the planets with more resources, rules in one way and another the fate of the universe.
On the other hand, a mysterious organization known as Escarlata Agency maintains a shadow war against the Federation to take the control of all the Sharkoonita fragments, the most powerful material, and even, more scarce in the universe.
The ordinary people, meanwhile, live their daily coexisting with the new beings that populate the universe and a new race, the Hume, beings half human, half machine that have been created to assist the humans in the most complex tasks of everyday life, like pilot models of spacecraft.
The most popular sport in the future, Intergalactic Race, a race of ships which takes place once a year and is sponsored by the Intergalactic Federation.
This phenomenon of masses moves huge amounts of money and offers generous rewards to the winners. Now the date is approaching, are you ready to participate?

-History:
Alex was one of the best racing drivers, until a tragic accident made ??him leave his successful career and live like a bum. One day two strangers appeared in front of him and using force and blackmail forced him to participate again in the Intergalactic Race which takes place this year.
At the controls of the AlbatrosStorm and accompanied by the Hume-art, Kuu, Alex will participate in a race that will make him face not only rivals but also his ghosts from the past.

-Characters-
These are the participants of the race:

         
    • Spaceship...........Pilot..........Hume

    •       
    • Albatrosstorm.......Alex............Kuu

    • FalconSade..........Lucian.........Kauneus

    • SeemeeuLug.........Ruptuur.......Mooi

    • WindSturmvögel....Schwer........Schlau

    • CraneRe...............Finok..........Bukur

    • OnnEmbesil...........Chasé.........Zeta

    • PagputokMaya......Karibal.........Kaibigan

    • ToucanMaavarin....Otsija.........Kooselek

    • DoveSolrig............Kamp..........Fred

    • VencejoCiclón.......Dan.............Fran




    -Media-

    Screens
    Spoiler: ShowHide













    Trailer
    Here

    Demo
    Here you can download a small demostration of the game.
    Link
    ** Demo link updated fixing a bug only present in the demo (not in the game). Btw don't fear to download it, it's free xD

    For more info about the game and about us visit our homepage. To buy the game click this Link

    All feedback is welcome.
    Thanks,
    regards.[/list]
    2
    RMXP Script Database / [XP] Perspective Sprites
    January 19, 2010, 08:15:01 pm
    Perspective Sprites
    Authors: X-Law (original author SehirothSpawn)
                                        (original SDK Module VR by SephirothSpawn & Near Fantastica)

    Version: 1.1
    Type: Sprite Modifier System
    Key Term: Environment Add-on



    Introduction

    This script was designed to manipulate event sprites to appear with perspective.
    Update - Added a missing module that prevent an error with Drct_Regions, Rect_Regions and Circ_Regions. Now works correctly.

    This work is protected by the following license:
    QuoteCreative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
    ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )

    You are free:

    to Share - to copy, distribute and transmit the work
    to Remix - to adapt the work

    Under the following conditions:

    Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

    Noncommercial. You may not use this work for commercial purposes.

    Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

    - For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

    - Any of the above conditions can be waived if you get permission from the copyright holder.

    - Nothing in this license impairs or restricts the author's moral rights.



    Features

       * You can define perspective regions so when an event is at a specific point within a defined rectangle within a defined circle, they will have altered perspective points and scaling.


    Screenshots
    Spoiler: ShowHide





    Demo

    Not necessary, i think :P


    Script

    Just make a new script above main and paste this code into it.
    Spoiler: ShowHide
    #==============================================================================
    # ** Perspective Sprites
    #------------------------------------------------------------------------------
    # Original author: SephirothSpawn
    # Non-SDK version: X-Law
    # Version 1.1
    # 2010-06-11
    #------------------------------------------------------------------------------
    # * Version History :
    #
    #   Version 1 ---------------------------------------------------- (2010-01-20)
    #   Version 1.1 -------------------------------------------------- (2010-06-11)
    #------------------------------------------------------------------------------
    #------------------------------------------------------------------------------
    # * Description :
    #
    #   This script was designed to manipulate event sprites to appear with
    #   perspective. You can define perspective points on the map and scaling for
    #   each perspective point. You may also define perspective regions, so when
    #   an event is : at a specific point ; within a defined rectangle ; within a
    #   defined circle, they will have altered perspective points and scaling.
    #
    #   How it works:
    #
    #   The events will zoom the distance they are from the defined perspective
    #   point divided by the scale. If the focus point is 400 pixels away and
    #   the scale is 800, the zoom will be 400 / 800. So the sprite will be
    #   half of it's original size.
    #------------------------------------------------------------------------------
    # * Instructions :
    #
    #   Place above Main.
    #   To define focus points, scales and regions, refer to Customization.
    #   To get the current zoom of an event, refer to Syntax.
    #------------------------------------------------------------------------------
    # * Customization :
    #
    #   Focus Points
    #    - Focus_Points = { map_id => [real_x, real_y], ... }
    #
    #   Scaling
    #    - Scaling      = { map_id => n, ... }
    #
    #   Regions alter the focus points & scaling for characters in these regions
    #
    #   Direct Region (Specific Point)
    #    - Drct_Regions = {
    #        map_id => { [x, y] => [real_x, real_y, scaling], ...},
    #        ...
    #      }
    #   Regions (Rectangular)
    #    - Rect_Regions = {
    #        map_id => { [x, y, w, h] => [real_x, real_y, scaling], ... },
    #        ...
    #      }
    #
    #   Regions (Circular)
    #    - Circ_Regions = {
    #        map_id => { [x, y, r] => [real_x, real_y, scaling], ... },
    #        ...
    #      }
    #------------------------------------------------------------------------------
    # * Syntax :
    #
    #   Getting Curren Zoom of character (Returns Float)
    #    - <game_character>.zoom?
    #==============================================================================

    #==============================================================================
    # Module Required to work properly
    # View Range
    # No-SDK version by X-Law
    # Original version by SephirothSpawn & Near Fantastica
    #==============================================================================

    module VR
     #----------------------------------------------------------------------------
     # * Within Range Test
     #----------------------------------------------------------------------------
     def VR.in_range?(*args)
       # If 3 Arguments (Element, Object, Range)
       if args.size == 3
         x = (args[0].x - args[1].x) ** 2
         y = (args[0].y - args[1].y) ** 2
         r = args[2]
       # If 5 Arguments (Elementx, Elementy, Objectx, Objecty, Range)
       elsif args.size == 5
         x = (args[0] - args[2]) ** 2
         y = (args[1] - args[3]) ** 2
         r = args[4]
       else
         p 'Wrong Defined Number of Arguments'
         return
       end
       return (x + y) <= (r * r)
     end
     #----------------------------------------------------------------------------
     # * Within Rect Range Test
     #----------------------------------------------------------------------------
     def VR.in_rect_range?(*args)
       # If 2 Arguments (Object, Rect)
       if args.size == 2
         x_, y_ = args[0].x, args[0].y
         x, y, w, h = args[1].x, args[1].y, args[1].width, args[1].height
       # If 3 Arguments (Objectx, Objecty, Rect)
       elsif args.size == 3
         x_, y_ = args[0], args[1]
         x, y, w, h = args[2].x, args[2].y, args[2].width, args[2].height
       # If 5 Arguments (Object, Rectx, Recty, Rectwidth, Rectheight)
       elsif args.size == 5
         x_, y_ = args[0].x, args[0].y
         x, y, w, h = args[1], args[2], args[3], args[4]
       # If 6 Arguments (Objectx, Objecty, Rectx, Recty, Rectwidth, Rectheight)
       elsif args.size == 6
         x_, y_, x, y, w, h = *args
       else
         p 'Wrong Defined Number of Arguments'
         return
       end
       # Return Object Within Rect
       return x_.between?(x, x + w) && y_.between?(y, y + h)
     end
     #----------------------------------------------------------------------------
     # * Range
     #----------------------------------------------------------------------------
     def VR.range(*args)
       # If 2 Arguments (Element, Object)
       if args.size == 2
         x = (args[0].x - args[1].x) * (args[0].x - args[1].x)
         y = (args[0].y - args[1].y) * (args[0].y - args[1].y)
         integer = true
       # If 3 Arguments (Element, Object, Integer
       elsif args.size == 3
         x = (args[0].x - args[1].x) * (args[0].x - args[1].x)
         y = (args[0].y - args[1].y) * (args[0].y - args[1].y)
         integer = args[2]
       # If 4 Arguments (Elementx, Elementy, Objectx, Objecty)
       elsif args.size == 4
         x = (args[0] - args[2]) * (args[0] - args[2])
         y = (args[1] - args[3]) * (args[1] - args[3])
         integer = true
       # If 5 Arguments (Elementx, Elementy, Objectx, Objecty, integer)
       elsif args.size == 5
         x = (args[0] - args[2]) * (args[0] - args[2])
         y = (args[1] - args[3]) * (args[1] - args[3])
         integer = args[4]
       else
         p 'Wrong Defined Number of Arguments'
         return
       end
       r = Math.sqrt(x + y)
       return integer ? r.to_i : r
     end
    end

    #==============================================================================
    # ** Perspective
    #==============================================================================

    module Perspective
     #--------------------------------------------------------------------------
     # * Options
     #
     #  ~ Focus Points
     #     - Focus_Points = { map_id => [real_x, real_y], ... }
     #
     #  ~ Scaling
     #     - Scaling      = { map_id => n, ... }
     #
     #  Regions alter the focus points & scaling for characters in these regions
     #
     #  ~ Direct Region (Specific Point)
     #     - Drct_Regions = {
     #         map_id => { [x, y] => [real_x, real_y, scaling], ...},
     #         ...
     #       }
     #  ~ Regions (Rectangular)
     #     - Rect_Regions = {
     #         map_id => { [x, y, w, h] => [real_x, real_y, scaling], ... },
     #         ...
     #       }
     #
     #  ~ Regions (Circular)
     #     - Circ_Regions = {
     #         map_id => { [x, y, r] => [real_x, real_y, scaling], ... },
     #         ...
     #       }
     #
     #--------------------------------------------------------------------------
     Focus_Points = {
       1 => [1020, - 720]
     }
     Scaling      = {
       1 => 1600
     }
     Drct_Regions = {
       # Example
       2 => { [3, 3] => [0, 0, 200] }
     }
     Rect_Regions = {
       # Example
       2 => { [4, 4, 5, 5] => [1000, -200, 500] }
     }
     Circ_Regions = {
     }
     #--------------------------------------------------------------------------
     # * Get Focus Point
     #--------------------------------------------------------------------------
     def self.focus_point?(map_id)
       return Focus_Points.has_key?(map_id) ? Focus_Points[map_id] : nil
     end
     #--------------------------------------------------------------------------
     # * Get Scaling
     #--------------------------------------------------------------------------
     def self.scaling?(map_id)
       return Scaling.has_key?(map_id) ? Scaling[map_id] : 1
     end
     #--------------------------------------------------------------------------
     # * Direct Regions
     #--------------------------------------------------------------------------
     def self.drct_regions?(map_id)
       return Drct_Regions.has_key?(map_id) ? Drct_Regions[map_id] : {}
     end
     #--------------------------------------------------------------------------
     # * Rect Regions
     #--------------------------------------------------------------------------
     def self.rect_regions?(map_id)
       return Rect_Regions.has_key?(map_id) ? Rect_Regions[map_id] : {}
     end
     #--------------------------------------------------------------------------
     # * Circ Regions
     #--------------------------------------------------------------------------
     def self.circ_regions?(map_id)
       return Circ_Regions.has_key?(map_id) ? Circ_Regions[map_id] : {}
     end
     #--------------------------------------------------------------------------
     # * Focus & Scale at Point
     #--------------------------------------------------------------------------
     def self.focus_and_scale?(map_id, x, y)
       # Sets Key
       key = [map_id, x, y]
       # If Search Contains Key
       if @searches.has_key?(key)
         # Returns Saved Data
         return @searches[key]
       end
       # Checks Direct Locations
       self.drct_regions?(map_id).each do |xy, xys|
         return xys if x == xy[0] && y == xy[0]
       end
       # Checks Rect Regions
       self.rect_regions?(map_id).each do |xywh, xys|
         x_, y_ = xywh[0],      xywh[1]
         w, h = xywh[2], xywh[3]
         return xys if VR.in_rect_range?(x, y, x_, y_, w, h)
       end
       # Checks Circular Regions
       self.circ_regions?(map_id).each do |xyr, xys|
         return xys if VR.in_range?(x, y, xyr[0], xyr[1], xyr[2])
       end
       # Save & Return Map Scaling
       f, s = self.focus_point?(map_id), self.scaling?(map_id)
       return (f.nil? ? [nil, nil, 1] : [f[0], f[1], s])
     end
     #--------------------------------------------------------------------------
     # * Get Searches (DO NOT ALTER)
     #--------------------------------------------------------------------------
     # Create Search Data
     @searches = {}
     # Load Map Data
     load_data('Data/MapInfos.rxdata').keys.each do |map_id|
       # Get Map Data
       map = load_data(sprintf('Data/Map%03d.rxdata', map_id))
       # Pass Through Map Dimensions
       for x in 0...map.width
         for y in 0...map.height
           # Save Map Scale
           @searches[[map_id, x, y]] = self.focus_and_scale?(map_id, x, y)
         end
       end
     end
    end

    #==============================================================================
    # ** Game_Map
    #==============================================================================

    class Game_Map
     #--------------------------------------------------------------------------
     # * Public Instance Variables
     #--------------------------------------------------------------------------
     attr_reader :p_focus_point
     attr_reader :p_scaling
     attr_reader :p_drct_regs
     attr_reader :p_rect_regs
     attr_reader :p_circ_regs
     #--------------------------------------------------------------------------
     # * Setup
     #--------------------------------------------------------------------------
     alias setup_later_xlaw setup
     def setup(map_id)
       setup_later_xlaw(map_id)
       # Sets Perspective Properties
       @p_focus_point = Perspective.focus_point?(@map_id)
       @p_scaling     = Perspective.scaling?(@map_id)
       @p_drct_regs   = Perspective.drct_regions?(@map_id)
       @p_rect_regs   = Perspective.rect_regions?(@map_id)
       @p_circ_regs   = Perspective.circ_regions?(@map_id)
     end
     #--------------------------------------------------------------------------
     # * Focus and Scale?
     #--------------------------------------------------------------------------
     def focus_and_scale?(x, y)
       return Perspective.focus_and_scale?(@map_id, x, y)
     end
    end

    #==============================================================================
    # ** Game_Character
    #==============================================================================

    class Game_Character
     #--------------------------------------------------------------------------
     # * Perspective Zoom?
     #--------------------------------------------------------------------------
     def perspective_zoom?
       # Gets Focus Points
       f_x, f_y, scale = $game_map.focus_and_scale?(@x, @y)
       # Calculates X & Y Difference
       x_diff = (@real_x / 4 - f_x).abs
       y_diff = (@real_y / 4 - f_y).abs
       # Calculates Distance From Focus
       distance = Math.sqrt(x_diff ** 2 + y_diff ** 2)
       # Returns Zoom
       return distance / scale.to_f
     end
    end

    #==============================================================================
    # ** Sprite_Character
    #==============================================================================

    class Sprite_Character
     #--------------------------------------------------------------------------
     # * Alias Listings
     #--------------------------------------------------------------------------
     alias seph_spritepersp_schr_update update
     #--------------------------------------------------------------------------
     # * Frame Update
     #--------------------------------------------------------------------------
     def update
       # Original Update
       seph_spritepersp_schr_update
       # Unless No Focus Point
       unless $game_map.p_focus_point.nil?
         # If Visible
         if self.visible
           # Sets Zoom
           zoom = @character.perspective_zoom?
           self.zoom_x = zoom
           self.zoom_y = zoom
         end
       end
     end
    end



    Instructions

    Inside the script in the first comment.


    Compatibility

    Maybe can cause incompatibility with any other related sprite system. Put it below any script that overwrite Game Map (method "setup") and/or Sprite character (method "update")


    Credits and Thanks

       * SephirothSpawn (original version for SDK)
       * Near Fantastica (Module VR co-creator)
       * X-Law (Non-SDK version)
       * Seraphim Falling (for reporting that bug to me =D)


    Author's Notes

    This is my first try to contribute to this community. I'm not a pro scripter, but i'm trying my best to learn. So if you find any bugs, please report them here.
    Thanks ^^
    3
    Script Requests / [XP]Zoom Map Requesting help
    November 19, 2009, 05:49:59 am
    Hi everyone!
    Well I'll try to be as clear as possible
    I´m looking for a zoom map script. I've got this http://rmxp.trebor777.net/rmxp/Zoom_map.exe but well it has 2 main errors:
    -First this script uses SDK  :<_<:
    -Second if you play the demo, you can see an strange error in the below part of the map. I mean you can walk above every object.
    I tried erasing every trace of SDK, creating some methods like innit_tilemap, setup scroll, etc and aliasing others like Setup ing Game_Map or Initialize in Spriteset_Map to add those new methods (even if they are done in other ways byt the default script). But then i get a 'undefined method bitmap for nil:Nilclass' and couldn't get rid of it (yeah i'm a noob at scripting lol)
    So my request is as follow:
    (Just one of the 2)
    ºCan this script be (re)made SDK independently? (i mean without have to use other than the main script Zoom_Map)The main problem in this is that the script uses SDK but the Tilemap Clase script too. So it maybe too hard transforming Tilemap to 'non-SDK' and then Zoom_Map to 'non-SDK'  :P
    ºA complete new script to be able to zoom in the map, like this script can do. Maybe based in that script but without using SDK (of course XD)
    Credits would be given of course.
    Thanks to everyone who helps in advance ^^
    4
    Hi, i have a little (or not xD) request
    Program: RPG Maker XP
    Explanation: Well i was thinking in it as a development system like the one in RE5 for weapons and armors (for those of you who haven't played this game, look at this http://www.youtube.com/watch?v=-t-A9DVs0EM&feature=related). I mean is something like a shop, where you use your money to upgrade your parameters to fixed values for every weapon. Thing that it should have mmm, a configuration part (in the script i mean, so just for the config of the system not for the player) where you set the maximum values you can reach for every parameter (so then i can have the 999 limit break), and then (maybe an array) a constant or variable where you set, the ID for every weapon/armor you wanna have available to upgrade and the values you have in every parameter (as example, in the materia system script is there a part of the config where you set the AP needed in this form [1000, 2500, 8400, 9999] this way it determines the number of times you can upgrade that parameter and the value added for the parameter in every 'level'. I want that the neccesary money got increased for every level, and be different for every weapon/armor. And one more thing, as i said it must be a shop like, so then you can only upgrade the weapons/armors you have, not all of the database (until you have all of it xD).
    I think it's all explained. I hope that this not too hard :S. If i just could understand how to use arrays completly xD.
    Other scripts in use: CRLS, Tons of Add-ons, Bestiary, SO3 Shop system, and others more, but just linked to the battle specifically (like Minkoff's anim battlers, etc)
    Thanks in advance ^^
    If you've any doubt about it just ask.
    5
    Hi there!
    Well, this is hard to explain, at least for me.
    I'm making a little script. It works like when you equip an specific armor, then a global variable get a value.
    Then my problem comes, when i just want to persist the highest value. I mean, the variable is like a percentage, but i just want the highest percentage to persist. Don't know how to explain it better. A little example
    Armor - New parameter = 25
    Armor2 - New parameter = 50

    Player1 - Equip Armor
    Global.Variable = 25
    Player2 - Equip Armor2
    so now
    Global.Variable = 50
    but if now
    Player1 - re-equip Armor
    then
    Global.Variable = 25 again
    So what i want is that how to analyze the armors equipped before changing the "variable" value, to see what of the armors equipped has the highest "new parameter"
    I hope it's a little more easy to understand now :/

    Thanks in advance
    (i'm a nub scripter as you can see :( )
    6
    Hello, long time i didn't post here. but i enter here almost every day ^^
    Well, my request...
    I need a script to have more frames in the charsets, and the option to control the speed how the animation cycle is played.
    Well, i know there already exist script for this so
    I tried "PixelMovement Script" by f0tz!baerchen, the demo works, but when i tried in other project or just trying my own sprite, the script gives me a weird effect, showing 2 differents anims at same time, i mean, it shows "down animation" and "right animation".... something strange, i'll put a screenshot if it's neccesary, and in my project with the rest of the scripts i'm using, it gives me an error.. :S
    I tried also DerVVulfman's "Eight Directional / Multiple Frame Movement Script", it worked in the way that it show my charset fine (without weird things like the other) but, 2 probs. First, in diagonals the charset moves fast than the normal directions, and Second, It's not possible to control the speed of the animation, so then i created a sprite with 15 frames per direction, and using it with this script, results in a horrible effect in the game, an animation too slow...
    I need help with this.
    Pixelmovement... i don't need this too much, but would be aprecciated (i know it's too hard to make, so just don't do this ^^)
    Well, scripts i use:
    XRXS Libraries, development System, CMS, Double Drops, CBS
    Minkoff Animated Battlers
    (Blizz scripts ^^) Tons Of Addons, CRLS, Advanced Analyze system, Bestiary, Stat distribution System (modified by me, to use with weapons and equipment instead of players stats), Full Reflection system
    A script i made to show icons in battles, in the window command
    Oh, and i also use one script to use Panoramas, unknown author for me :/ it's from www.66rpg.com
    And that's all XD
    With all of this scripts if i use Pixelmovement (the one i said before) i got an error "undefinied method ´+´ for nil:NilClass" in this script at line 2756.
    I'm using High-Quality Panoramas (i think xD) that's why i need 8dir and more frames to charsets to make good animations. And as i said, pixelmovement is neccesary for some Panoramas, but i know is hard todo (and too much hard if it has to be compatible with all other scripts :/). So i have enough with The tittle says (More Frames(&8dir)+SpeedControl.
    thanks in advance, credits would be given
    I know it's too hard to make this, so, i don't insist :(. If someone wanna try, thank you very much

    PD: Sorry for my bad english :P