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Messages - MetalZelda

1
Quote from: Blizzard on February 09, 2017, 02:40:01 am
I think you mixed up 16:10 and 16:9, because the latter is the one that's wider. xD

I understand the nostalgia of using A+C-buttons for the ocarina display, but won't this be a problem when playing with a keyboard? Also, I'm not sure what control scheme you want to use since the top right GUI is not the classic N64 from what I can tell. So this mix-up is a bit confusing. You shouldn't use things just for nostalgia's sake if they look weird in your game.

I also understand the nostalgia of having the day/night display in the bottom center, but you should consider that Majora's Mask was a 3D game where a GUI element like that doesn't really cover up anything important on the screen. But your game is a 2D game so it does cover quite a bit of the screen and it might be difficult to see and fight enemies properly like that. I suggest you put it in the bottom right corner at least and may reduce its size a bit, too. BUt my best suggestion, if you really want to keep track of time in the game, is to put together a completely original GUI element that doesn't take as much space and put it in the bottom right corner.

I noticed you have some font troubles, particularly the lower T character. IDK if you can fix this reliably since it depends on the font rendering system and the font itself.

I really hope the English translation is good. xD


Keyboard binding is customizable as well as the joypad binding, there would be no problem with it.
The default commands will be:

D: Pause
X, V : Items
C: Attack
W: Minimap
Q: Quick item selector
Space: Action
Arrows: Movement

Yet, these are defaults, of course, in game, they are customizable, there is a message when you first start the game that encourage you to set your own bindings, and they are modifiable through the in-game pause menu.

For the HUD, I might look for something else, but the native resolution (4:3) doesn't give a lot of liberties on object placement, or else I could make somethng to make the player to decide where he wants the icon to be displayed.

Concerning the clock, it doesn't take that much place, at least in widescreen, I liked the Majora's 64 clock and I need to modify something for it.

And about the "t" letter, this is due to the font itself, I should take a look at this and modify it's height

English translation is currently approximative, but I have a good translator in hand, text is not my current priority.
2
Okay, This is it, 2017 might be the release year of Zelda ES, made with Solarus. This is planned for Q4 2017.
https://www.youtube.com/watch?v=VqFgnIZfPyw

One of the latest addition for the game is widescreen support, you can play the game in meh 4:3 (320x240), glorious 16:9(400x240) or godlike 16:10 (432x240), they looks good, even on very huge screens, plus, you have access to hqx shaders.
https://www.youtube.com/watch?v=4617ygC6f88

The latest addition to date is the new custom fog system, kinda like the RPG Maker one with some subtilitie
https://www.youtube.com/watch?v=yia2Xy_U3_g

The maps are a hell lot more enjoyable, thanks to the layering system Solarus offers, the Lua scripting breaks the limits RPG maker had.
https://www.youtube.com/watch?v=oklQ4xM30Lw

This is how you use the bow / hookshot / etc
https://www.youtube.com/watch?v=Kj7VFjD4lh0

Multilanguage is supported thanks to the Solarus language handling system, Japanese characters are supported
https://www.youtube.com/watch?v=yH5JShjWQkw (Texts might be wrong, google translate used for test)
3
New Projects / Re: [XP]The Legend of Zelda
January 22, 2016, 05:37:23 pm
Okay, it's been a while since there aren't got any news on the project (1 year).
The project isn't dead, in fact, I have moved to another engine (and I don't know if the project need to be moved to "Non-RPG Maker games") and faced everything irl.
The game is now made on the Solarus Engine since October 2015 (mostly due to the RPG Maker's limitations).

Here is a sneek peak of what has been currently done in the project so far, everything from the old project is going to be coded in glorious Lua with mostly improvement on the gameplay compared to the RPG Maker counterpart.

4
General Discussion / Re: Solarus, Engine for A-RPG
November 09, 2015, 06:53:39 am
Quote from: Soulshaker3 on November 06, 2015, 03:36:12 pm
I heard of it somewhere, but that name isn't appealing :V: I might check it out later, see what it offers


This is basically RPG Maker, without limitations and with pre-defined items.
5
General Discussion / Solarus, Engine for A-RPG
November 06, 2015, 09:51:51 am
This is bad that no one has post something about it, yet I know that this engine is not this well known here but here ya go.

Solarus, yeah, sounds strange for a engine. But what is it ?

Solarus has started being developped in 2006 by Christopho for Zelda : Mystery of Solarus DX (ultra close to ALTTP gameplay), it is written in C++ and can run LUA code for user-quests. At first the engine was pretty hard to master and a little bit limited, but today, the engine feature a well crafted map editor / script editor, a online documentation and a growing community.

Plus, the engine's code (c++) is totally open source, so it mean that you can hard code stuffs in c++ and recompile, it was ported to Android, GCW Zero. Compile tutorial is also on their page.

The thing is, if you're a good programmer, you can make a lot of extraordinary things in LUA (or C++), not only A-RPG, but all kinds of things.

If you are interested, you can check here.
http://www.solarus-games.org/

And hope that people will, maybe do some games with this engine  :naughty:

6
Quote from: KK20 on March 14, 2015, 04:07:33 pm
Quote from: Blizzard on March 14, 2015, 01:07:32 pm
You should just try F0's resolution script if you want a different resolution for your game (regardless whether it's widescreen or not).

Quote from: MetalZelda on March 14, 2015, 07:31:36 am
I wanna ask someone to port a VX script to VX ace

Plus, he's more than aware of F0's and my XPA Tilemap script.


It's been a while lèl, anyway, thank for the script, solved
7
Script Requests / Re: [XP] BGM Change by Call Script
March 14, 2015, 07:38:59 am
Quote from: soulshaker3 on February 15, 2015, 08:38:17 pm
Audio.bgm_play('Audio/BGM/' + "bgm_name", volume, pitch) 



It's right but he were asking for battle bgm, Audio.bgm_play is for map right ?

$data_system.battle_bgm(blabla) +
$game_system.bgm_play($game_system.battle_bgm)


before transitionning into battle might be the thing he wants, i dunno if this work, need experts
8
Hi

I wanna ask someone to port a VX script to VX ace, it is a Widescreen script. This was done by XRXS, it works in VX ace only if you delete a lot of lines in the script and so some scenes aren't widescreened properly.
This is the script, if anyone is interested by porting this script, it would be awesome

# ¤¤¤ XRXSv1. ƒI[ƒgƒŠƒTƒCƒU[^ƒƒCƒh ¤¤¤
#
# publish 2010/ 3/ 2
# update     -   /27
#
#
# ‰æ-ʃTƒCƒYÝ'è
 Graphics.resize_screen(640, 416)
#
#
#==============================================================================
# Ý'è
#==============================================================================
class Game_System
 attr_accessor :wide_screen
end
#==============================================================================
# ƒEƒBƒ"ƒhƒEƒTƒCƒYŽ©"®'²®
#==============================================================================
module XRXSV1_WindowResizeIntruding
 def initialize(x, y, width, height)
   original_width = width
   x_minus    = 0
   width_over = (x + width > 544 ? x + width - 544 : 0)
   if x < 0
     x_minus = x
     x = 0
   end
   x        = x      + ((Graphics.width  - 544) * x      / 544)
   y        = y      + ((Graphics.height - 416) * y      / 416)
   if not self.is_a?(Window_Command) or self.is_a?(Window_TargetEnemy)
     width -= width_over
     width += x_minus
     width  = width  + ((Graphics.width  - 544) * width  / 544.0).ceil
     width -= x_minus
     width += width_over
     height = height + ((Graphics.height - 416) * height / 416.0).ceil
   end
   x += x_minus
   if $game_system.wide_screen
     m = [(Graphics.width - width) / 4, width / 4].min
     unless self.is_a?(Window_Command)
       m = (width - original_width) if (width - m) < original_width
     end
     width -= m
     n      = [x / 4, m] .min
     x     += n
   end
   super(x, y, width, height)
 end
end
class Window_Selectable < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_SaveFile < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_Help < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_SkillStatus < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_Status < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_NumberInput < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_EquipStatus < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_ShopStatus < Window_Base
 include XRXSV1_WindowResizeIntruding
end
class Window_Gold < Window_Base
 include XRXSV1_WindowResizeIntruding
end
#==============================================================================
# ƒƒCƒh•â³ [Ä'è‹`]ŠÜ,Þ
#==============================================================================
module XRXSV1_SpriteinWide
 def initialize(viewport)
   super(viewport)
   self.zoom_x = 0.75 if $game_system.wide_screen
 end
end
class Sprite_Battler < Sprite_Base
 include XRXSV1_SpriteinWide
end
class Sprite_BattleFloor < Sprite_Base #¦
 include XRXSV1_SpriteinWide
end
class Game_Picture
 alias xrxsv1_zoom_x zoom_x
 def zoom_x
   return xrxsv1_zoom_x * ($game_system.wide_screen ? 3 : 4) / 4
 end
end
class Window_Base < Window
 def draw_actor_name(actor, x, y)
   width = [self.contents.text_size(actor.name).width+2, 108].min
   width = width * ($game_system.wide_screen ? 3 : 4) / 4
   self.contents.font.color = hp_color(actor)
   self.contents.draw_text(x, y, width, WLH, actor.name)
 end
 def draw_actor_class(actor, x, y)
   width = [self.contents.text_size(actor.class.name).width+2, 108].min
   width = width * ($game_system.wide_screen ? 3 : 4) / 4
   self.contents.font.color = normal_color
   self.contents.draw_text(x, y, width, WLH, actor.class.name)
 end
 def draw_actor_level(actor, x, y)
   width = 32 * ($game_system.wide_screen ? 3 : 4) / 4
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, width, WLH, Vocab::level_a)
   self.contents.font.color = normal_color
   self.contents.draw_text(x + width, y, width * 3 / 4, WLH, actor.level, 2)
 end
 def draw_item_name(item, x, y, enabled = true)
   if item != nil
     width = [self.contents.text_size(item.name).width+2, 172].min
     width = width * ($game_system.wide_screen ? 3 : 4) / 4
     draw_icon(item.icon_index, x, y, enabled)
     self.contents.font.color = normal_color
     self.contents.font.color.alpha = enabled ? 255 : 128
     self.contents.draw_text(x + 24, y, width, WLH, item.name)
   end
 end
end
class Window_Command < Window_Selectable
 def draw_item(index, enabled = true)
   rect = item_rect(index)
   rect.x += 4
   rect.width -= 8
   self.contents.clear_rect(rect)
   self.contents.font.color = normal_color
   self.contents.font.color.alpha = enabled ? 255 : 128
   rect.width = self.contents.text_size(@commands[index]).width
   rect.width = rect.width * ($game_system.wide_screen ? 3 : 4) / 4
   self.contents.draw_text(rect, @commands[index])
 end
end
#==============================================================================
# [Ä'è‹`]
#==============================================================================
class Game_Map
 def scroll_down(distance)
   if loop_vertical?
     @display_y += distance
     @display_y %= @map.height * 256
     @parallax_y += distance
   else
     last_y = @display_y
     @display_y = [@display_y + distance, (height * 32 - Graphics.height) * 8].min
     @parallax_y += @display_y - last_y
   end
 end
 def scroll_right(distance)
   if loop_horizontal?
     @display_x += distance
     @display_x %= @map.width * 256
     @parallax_x += distance
   else
     last_x = @display_x
     @display_x = [@display_x + distance, (width * 32  - Graphics.width) * 8].min
     @parallax_x += @display_x - last_x
   end
 end
end
class Game_Player < Game_Character
 CENTER_X = (Graphics.width  / 2 - 16) * 8     # ‰æ-Ê'†‰›,Ì X À•W * 8
 CENTER_Y = (Graphics.height / 2 - 16) * 8     # ‰æ-Ê'†‰›,Ì Y À•W * 8
 def center(x, y)
   display_x = x * 256 - CENTER_X                    # À•W,ðŒvŽZ
   unless $game_map.loop_horizontal?                 # ‰¡,Ƀ‹[ƒv,µ,È,¢H
     max_x = ($game_map.width * 32  - Graphics.width) * 8            # Å'å'l,ðŒvŽZ
     display_x = [0, [display_x, max_x].min].max     # À•W,ðC³
   end
   display_y = y * 256 - CENTER_Y                    # À•W,ðŒvŽZ
   unless $game_map.loop_vertical?                   # c,Ƀ‹[ƒv,µ,È,¢H
     max_y = ($game_map.height * 32 - Graphics.height) * 8           # Å'å'l,ðŒvŽZ
     display_y = [0, [display_y, max_y].min].max     # À•W,ðC³
   end
   $game_map.set_display_pos(display_x, display_y)   # •\Ž¦ˆÊ'u•ÏX
 end
end
class Spriteset_Map
 def create_viewports
   @viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
   @viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
   @viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
   @viewport2.z = 50
   @viewport3.z = 100
 end
end
class Spriteset_Battle
 def create_viewports
   @viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height)
   @viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
   @viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height)
   @viewport2.z = 50
   @viewport3.z = 100
 end
 def create_battleback
   source = $game_temp.background_bitmap
   bitmap = Bitmap.new(640, 480)
   bitmap.stretch_blt(bitmap.rect, source, source.rect)
   #bitmap.radial_blur(90, 12)
   @battleback_sprite = Sprite.new(@viewport1)
   @battleback_sprite.bitmap = bitmap
   @battleback_sprite.ox = 320
   @battleback_sprite.oy = 240
   @battleback_sprite.x = Graphics.width  / 2
   @battleback_sprite.y = Graphics.height / 2 #(352 * Graphics.height / 416) / 2
   #@battleback_sprite.wave_amp = 8
   #@battleback_sprite.wave_length = 240
   #@battleback_sprite.wave_speed = 120
 end
 def create_battlefloor
   @battlefloor_sprite = Sprite_BattleFloor.new(@viewport1) # ¦
   @battlefloor_sprite.bitmap = Cache.system("BattleFloor")
   @battlefloor_sprite.x = Graphics.width / 2
   @battlefloor_sprite.y = (192 * Graphics.height / 416)
   @battlefloor_sprite.z = 1
   @battlefloor_sprite.ox = @battlefloor_sprite.bitmap.width / 2
   @battlefloor_sprite.opacity = 128
   @battlefloor_sprite.zoom_x = @battlefloor_sprite.zoom_x * Graphics.width / 544
 end
end
class Scene_Battle < Scene_Base
 def create_info_viewport
   x = 128 * Graphics.width  / 544
   y = 288 * Graphics.height / 416
   w = Graphics.width
   h = 128 * Graphics.height / 416
   @info_viewport = Viewport.new(0, y, w, h)
   @info_viewport.z = 100
   @status_window = Window_BattleStatus.new
   @party_command_window = Window_PartyCommand.new
   @actor_command_window = Window_ActorCommand.new
   @status_window.viewport = @info_viewport
   @party_command_window.viewport = @info_viewport
   @actor_command_window.viewport = @info_viewport
   @status_window.x = x
   @actor_command_window.x = Graphics.width
   @info_viewport.visible = false
 end
 def update_info_viewport
   x = 128 * Graphics.width / 544
   @party_command_window.update
   @actor_command_window.update
   @status_window.update
   if @party_command_window.active and @info_viewport.ox > 0
     @info_viewport.ox = [@info_viewport.ox - 16, 0].max
   elsif @actor_command_window.active and @info_viewport.ox < x
     @info_viewport.ox = [@info_viewport.ox + 16, x].min
   end
 end
end
#==============================================================================
# [ƒGƒCƒŠƒAƒX] 'Ç‹L•"•ª
#==============================================================================
class Game_Troop < Game_Unit
 alias xrxsv1_setup setup
 def setup(troop_id)
   xrxsv1_setup(troop_id)
   for enemy in @enemies
     enemy.screen_x = (enemy.screen_x * Graphics.width  / 544)
     enemy.screen_y = (enemy.screen_y * Graphics.height / 416)
   end
 end
end
class Scene_Item < Scene_Base
 alias xrxsv1_hide_target_window hide_target_window
 def hide_target_window
   xrxsv1_hide_target_window
   @viewport.rect.set(0, 0, Graphics.width, Graphics.height)
 end
 alias xrxsv1_show_target_window show_target_window
 def show_target_window(right)
   xrxsv1_show_target_window(right)
   w = @viewport.rect.width - 544 + Graphics.width
   @viewport.rect.set(@viewport.rect.x, 0, w, Graphics.height)
   @target_window.x = right ? w : 0
 end
end
class Scene_Skill < Scene_Base
 alias xrxsv1_hide_target_window hide_target_window
 def hide_target_window
   xrxsv1_hide_target_window
   @viewport.rect.set(0, 0, Graphics.width, Graphics.height)
 end
 alias xrxsv1_show_target_window show_target_window
 def show_target_window(right)
   xrxsv1_show_target_window(right)
   w = @viewport.rect.width - 544 + Graphics.width
   @viewport.rect.set(@viewport.rect.x, 0, w, Graphics.height)
   @target_window.x = right ? w : 0
 end
end
class Scene_Title < Scene_Base
 alias xrxsv1_create_title_graphic create_title_graphic
 def create_title_graphic
   xrxsv1_create_title_graphic
   bitmap = Bitmap.new(Graphics.width, Graphics.height)
   bitmap.stretch_blt(bitmap.rect, @sprite.bitmap, @sprite.bitmap.rect)
   @sprite.bitmap = bitmap
 end
 alias xrxsv1_create_command_window create_command_window
 def create_command_window
   xrxsv1_create_command_window
   @command_window.x = (Graphics.width  - @command_window.width)  / 2
   @command_window.y = (Graphics.height - @command_window.height) - 32
 end
end
class Scene_End < Scene_Base
 alias xrxsv1_create_command_window create_command_window
 def create_command_window
   xrxsv1_create_command_window
   @command_window.x = (Graphics.width  - @command_window.width)  / 2
   @command_window.y = (Graphics.height - @command_window.height) / 2
 end
end
class Scene_Equip < Scene_Base
 alias xrxsv1_create_item_windows create_item_windows
 def create_item_windows
   xrxsv1_create_item_windows
   for i in 0...EQUIP_TYPE_MAX
     y = @item_windows[i].y
     y = y + ((Graphics.height - 416) * y / 416)
     @item_windows[i].y = y
     height = @item_windows[i].height
     height = height + ((Graphics.height - 416) * height / 416)
     @item_windows[i].height = height
   end
 end
end
#==============================================================================
# --- ƒQ[ƒ€ƒI[ƒo[‰æ'œˆø,«L,Î,µ‹@"\ ---
#==============================================================================
class Scene_Gameover < Scene_Base
 alias xrxsv1_create_gameover_graphic create_gameover_graphic
 def create_gameover_graphic
   xrxsv1_create_gameover_graphic
   @sprite.zoom_x = 1.0 * Graphics.width  / @sprite.bitmap.width
   @sprite.zoom_y = 1.0 * Graphics.height / @sprite.bitmap.height
 end
end


Cheers
9
Quote from: ForeverZer0 on March 04, 2015, 05:50:18 pm
It really depends on what you are trying to accomplish, but for most circumstances, if it is possible to do on a relatively simple common event, then that is fine, there is not much benefit one way or the other.


I'm trying to do an Zeldaish A-RPG ABS for VX ace using eventing only
10
Hi
Is there's any performance benefits if I wanna turn common event that use parallel process into a single script ?
If yes, I wanna learn how to turn common event into a script.


Common Event
Spoiler: ShowHide
Start

The whole system


Thanks
11
Hello.

As I moved to VXAce engine for my Zelda game (gosh the performances are here), I need someone to modify this script, this is basically a Zelda Hud script made by Moghunter.

The script + demo :
http://www.atelier-rgss.com/RGSS/Demos/U_Hud_Zelda.zip

The thing is, I want this script to use 4 HP for 1 heart like moderns Zelda

So instead of these



I want these


Thanks in advance
12
Script Requests / Re: Use GBA MAP
January 25, 2015, 09:13:56 am
Quote from: Sgt. Tuggernuts on January 21, 2015, 11:22:01 pm
I think he's asking if you can take maps from GBA games and import them into an RMXP project.

And that's a big fat no.


If he rips all tiles then it is possible to remade it ^^
It is possible to remake a GBA game map, but not in the way he wanted :haha:
13
Electronic and Computer Section / Re: Pirate Bay Seized
December 16, 2014, 11:00:04 am
If the governement think that this is gonna stop illegal download they're wrong.

1 site closed = 10 more created with the same goal.  :naughty:
14
Quote from: Heretic86 on November 20, 2014, 04:55:11 am
Title says [Solved], was this problem solved?  Just curious what script was used...


I just tried to fit the picture and player on the screen to avoid scrolling :P
15
RMXP Script Database / Re: [XP] XP Ace Tilemap
November 19, 2014, 09:25:09 am
Quote from: LiTTleDRAgo on November 17, 2014, 10:28:49 pm
try cut this part from the script and place it in a new slot below XAS and above main


It partially fixed the zoom, the player zoom works but not the event, XAS Sprite was the culprit for the player



16
New Projects / Re: Kingdom Hearts: Age of Guardians
November 17, 2014, 12:18:45 pm
God it looks gorgeous.
Waiting for a demo or maybe a trailer
17
RMXP Script Database / Re: [XP] XP Ace Tilemap
November 17, 2014, 11:05:40 am
Still have probs with zoom, and I know it's due to the XAS engine I'm using, but after hours and hours of tweaks of the XAS main scripts I wasn't able to make it to work  :???:
18
RMXP Script Database / Re: [XP] XP Ace Tilemap
November 15, 2014, 12:03:47 pm
Quote from: Zexion on November 15, 2014, 11:57:52 am
Edit: oh wait, I just noticed that it doesn't affect character/event sprites


Not using the same engine but same problem
Anyway it got heavily improved, no more probs
19
Script Requests / [Idea] "Heat Effect" with FOGS
November 15, 2014, 08:14:12 am
Hoy !

So I came up with this idea long time ago but I forget to post it here.
My idea is to create a post "shading effect" consisting of a heat effect, and it is, generally, a bitmap distortion, as know as fast waving effect.

Heretic86 (zecomeia) ported a VX Ace feature in XP that allow bitmaps waving -> http://forum.chaos-project.com/index.php?topic=13549.0

So my idea is to add the waving effect function in the fog plane, as fogs is in top of every layers it can make the effect working without problems, I guess ...

Multifogs script should be the script to start with.

Kk, I might be crazy but to me it's far possible for any scripters, zecomeia already does the major thing.
Thanks for reading
20
Video Games / Re: Dolphin Wii Emulation
November 14, 2014, 08:36:08 am
Quote from: Heretic86 on September 21, 2014, 05:18:04 am
I've tried dolphin, but mostly for gamecube games.  Not much luck on the Wii, but I've tried.  I mostly used the emulator for cheats that couldnt be pulled off on a real console.

The "Sensor Bar" is actually very misleading.  It isnt a sensor at all.  The sensor is the Wiimote itself.  The bar can just as easily be replaced literally with two candles since the real sensor bar just emits infrared light.

The bluetooth issue is a different story.  It sometimes requires different bluetooth stacks.  The native drivers for my bluetooth device I had wouldnt work, but forcing windows to use a different stack was possible, but a pain.  Once a compatible stack is in place, the Wiimote works just fine on windows and the emulator.


The sensor thing can be fixed. Try to find a faulty sensor bar (wire fault), cut it, cut an old usb, take an AA battery and place it between the Sensor and the USB  and plug it in.
Congrats, you have a working sensor bar for Dolphin, works hell great with Skyward Sword