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Messages - KRoP

1
You should be able to do it without a script, actually.

Set a combo for the weapon/item/armor.  In the combo, use the Change Equipment command and set the player's weapon to none.  Then remove the weapon from the player's inventory.  I haven't played ocarina of time, though, so if there's something I'm missing or you have a question about it, let me know. o:
2
Bug: if enemies swarm an actor and the actor dies, the enemies will continue to try and surround the dead actor, rather than moving on to any living party members.  This basically means the enemies will sit there around the dead party member while the party beats them to death.  I'm running 2.79 but I assume it also happens in 2.8.
3
RMXP Script Database / Re: [XP] Quest Log System
July 18, 2010, 01:56:45 am
  For some reason Ultimate Font Override from Tons isn't working with this script. D: I looked through the Quest Log script but the only things that seemed related to that Tons script were bitmap.new and font.color = system_color.  The line that returned an error was init_font_override_later(w, h)
  Any ideas on why this is happening?  I apologize for bringing up a seemingly unrelated script in this thread but I really don't get why this would happen.
4
I'm not sure, but it looks like part 2 might link to the wrong file. o:

The file linked to is fileutils.rb.  I skimmed through the code and didn't find anything related to the climate system.  Can you please check the file again?  Thanks.
5
Script Requests / Re: [XP] Killing the SDK.
July 11, 2010, 04:53:53 pm
I tested this out and it works wonderfully, thanks!
I didn't quite realize that it only uses Scene_Base; I had tried isolating that part of the SDK previously but it only threw errors at me. :x At least I know how to do that properly now.
6
Script Requests / Re: [XP] Killing the SDK.
July 11, 2010, 03:02:24 pm
 :negative:
@SBR: I realizes the script requires SDK.  My request is to modify it so it no longer needs the SDK to work.  That's all. :/
@earthnite: It would take a hell of a lot more work to get everything else to work with the SDK than to mod a script so it no longer needs it.  Sorry but that's just not an option at this point.
7
Script Requests / Re: [XP] Killing the SDK.
July 11, 2010, 12:15:17 am
Here.

#==============================================================================
# ** Lockpick Minigame
#------------------------------------------------------------------------------
# Your Name   : Eilei
# Version     : 1.0.0
# Date        : September 9, 2007
# SDK Version : Version 2.3, Part I
#==============================================================================

=begin                    Installation Instructions

0.) Get SDK if you don't have it; Part I is required for this script.

1.) Copy this script and paste it into your script list, just above Main.

                          Editing Instructions

1.) Change the main background by swapping out
      Graphics/Pictures/lockpick_background.png
    for whatever you want.  Change the audio file at
      Audio/BGM/lockpick_music.mp3
    Change the color of the tumblers by messing with
      Graphics/Pictures/lockpick_pins.png,
    but I don't recommend changing the sizes of the pins.  Finally, change the
    minigame lock background colors by editing both
      Graphics/Pictures/lockpick_cylinder.png
    and
      Graphics/Pictures/lockpick_pin_background.png

2.) This script isn't otherwise very customizeable at the moment.  Feel free
    to tinker with the number of tumblers per difficulty and such.
   
                          Usage
                         
1.) See the two chests for the two ways to use this script; one method puts
    the lockpicking result in a specified event's self switches, the other
    puts it in a specified global switch.

                          Legal Notices
                         
    This script is Copyright © 2007 C. Schrupp.

    This script is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 3 of the License, or
    (at your option) any later version.

    This script is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    A copy of the GNU General Public License is in gpl.txt in the main
    directory.  If not, see <http://www.gnu.org/licenses/>.
=end

#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log( 'Lockpicking Minigame', 'Eilei', '1.0', '2007-09-08')

#--------------------------------------------------------------------------
# * Begin Requirements Check
#--------------------------------------------------------------------------
SDK.check_requirements( 2.3, [1] )

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.enabled?( 'Lockpicking Minigame' )

#----------------------------------------------------------------------------
# Begin Game_Temp Edit
#----------------------------------------------------------------------------
class Game_Temp
  attr_accessor :lock_difficulty   # difficulty for the next lock to be picked
end
#----------------------------------------------------------------------------
# End Game_Temp Edit
#----------------------------------------------------------------------------

#==============================================================================
# ** Scene_LockpickMinigame
#------------------------------------------------------------------------------
#  Scene_LockpickMinigame is the scene to call when you want to run the
#  lockpicking minigame
#
#  NOTE: Scene_LockpickMinigame.set_result MUST be called before $scene is
#  set, or the minigame will not work.
#==============================================================================
class Scene_LockpickMinigame < SDK::Scene_Base

  #---------------------------------------------------------------------------+
  # Scene Constants                                                           |
  #---------------------------------------------------------------------------+
  LOCK_VERY_EASY  = 0
  LOCK_EASY       = 1
  LOCK_AVERAGE    = 2
  LOCK_DIFFICULT  = 3
  LOCK_INSANE     = 4

  # The number of tumblers for each difficulty should be prime to maximize the
  # probability that the puzzle will be solveable.
  LOCK_TUMBLERS = {
    LOCK_VERY_EASY => 2,
    LOCK_EASY      => 3,
    LOCK_AVERAGE   => 5,
    LOCK_DIFFICULT => 7,
    LOCK_INSANE    => 11
  }
 
  LOCK_AUDIO_UNLOCK = RPG::AudioFile.new( 'lock_open' )
 
  # Internal constants
  CYLINDER_WIDTH  = 288
 
  #--------------------------------------------------------------------------
  # * Main Processing : Variable Initialization
  #--------------------------------------------------------------------------
  def main_variable

    # Check that the default value is ok
    if not LOCK_TUMBLERS.keys.include?( $game_temp.lock_difficulty )
      $game_temp.lock_difficulty = LOCK_VERY_EASY
    end

    # Initialize the tumbler pins
    @pins = Array.new( LOCK_TUMBLERS[ $game_temp.lock_difficulty ] )
   
    # Initialize the current lock modifier
    # (guarantees @lock_number will be prime)
    n = rand( 40 ) + 1
    @lock_number = n**2 + n + 41

  end

  #--------------------------------------------------------------------------
  # * Main Processing : Sprite Initialization
  #--------------------------------------------------------------------------
  def main_sprite
    # Initialize viewports
    @viewport_background = Viewport.new( 0, 0, 640, 480)
    @viewport_background.z = -500
    @viewport_lock = Viewport.new( ( 640 - CYLINDER_WIDTH ) / 2, 90,
      CYLINDER_WIDTH, 300 )
    @viewport_lock.z = -200
   
    # display background image
    @background_sprite = Sprite.new( @viewport_background )
    @background_sprite.bitmap = RPG::Cache.picture( 'lockpick_background' )
   
    # display lock cylinder
    @cylinder_sprite = Sprite.new( @viewport_lock )
    @cylinder_sprite.bitmap = RPG::Cache.picture( 'lockpick_cylinder' )
   
    # display tumbler springs and pins
    for i in 0...@pins.size
      @pins[ i ] = Tumbler.new( @viewport_lock )
      @pins[ i ].x = CYLINDER_WIDTH * ( i + 1 ) / ( @pins.size + 1 )
      @pins[ i ].y = 0
    end
   
    # display lockpick
    @lockpick_sprite = Lockpick.new
    @lockpick_sprite.tumblers = @pins.size
  end
 
  #--------------------------------------------------------------------------
  # * Main Processing : Window Initialization
  #--------------------------------------------------------------------------
  def main_window
    @help_window = Window_Help.new
    @help_window.set_text(
      'Line up the tumbler pins with the cylinder to pick the lock.' )
    @help_window.back_opacity = 160
  end
 
  #--------------------------------------------------------------------------
  # * Main Processing : Audio Initialization
  #--------------------------------------------------------------------------
  def main_audio
    $game_system.bgm_play( RPG::AudioFile.new( 'lockpick_music', 80 ))
  end

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # game cancelled
    if Input.trigger?( Input::B )
      $scene = Scene_Map.new
    end
   
    # Don't allow other input if animating
    if @lockpick_sprite.move?
      return
    end
    for i in 0...@pins.size
      if @pins[ i ].move?
        return
      end
    end
   
    # move the lockpick left or right
    if Input.trigger?( Input::RIGHT )
      @lockpick_sprite.move_right
      if not @lockpick_sprite.move?
        $game_system.se_play( $data_system.buzzer_se )
      end
    end
    if Input.trigger?( Input::LEFT )
      @lockpick_sprite.move_left
      if not @lockpick_sprite.move?
        $game_system.se_play( $data_system.buzzer_se )
      end
    end
   
    # knock a tumbler up - cascades
    if Input.trigger?( Input::UP )
      @pins[ @lockpick_sprite.position ].raise
      if @pins[ @lockpick_sprite.position ].move?
        $game_system.se_play( Tumbler::TUMBLER_AUDIO_UP )
        @lockpick_sprite.tap_up
        if @lockpick_sprite.position > 0 # first pin guaranteed no cascades
          @pins[ ( @lock_number * @lockpick_sprite.position ) %
            @pins.size ].raise
        end
        if $game_temp.lock_difficulty == LOCK_INSANE
          @pins[ ( @lock_number + @lockpick_sprite.position ) %
            @pins.size ].lower
        end
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
   
    # knock a tumbler down - cascades
    if Input.trigger?( Input::DOWN )
      @pins[ @lockpick_sprite.position ].lower
      if @pins[ @lockpick_sprite.position ].move?
        $game_system.se_play( Tumbler::TUMBLER_AUDIO_DOWN )
        @lockpick_sprite.tap_down
        if @lockpick_sprite.position > 0 # first pin guaranteed no cascades
          @pins[ ( @lock_number * @lockpick_sprite.position ) %
            @pins.size ].lower
        end
        if $game_temp.lock_difficulty == LOCK_INSANE
          @pins[ ( @lock_number + @lockpick_sprite.position ) %
            @pins.size ].raise
        end
      else
        $game_system.se_play( $data_system.buzzer_se )
      end
    end

    # game finished, maybe
    if Input.trigger?( Input::C )
      unlockable = true
      for i in 0...@pins.size
        if not @pins[ i ].open?
          unlockable = false
          break
        end
      end
      if unlockable
       
        $game_system.se_play( LOCK_AUDIO_UNLOCK )
        $scene = Scene_Map.new
       
        # change the specified result switch
        if @result_switch == 'X'
          # not a self-switch
          $game_switches[ @result_id ] = true
        else
          $game_self_switches[ [ $game_map.map_id, @result_id,
            @result_switch ] ] = true
        end
        $game_map.need_refresh = true
      else
        $game_system.se_play( $data_system.buzzer_se )
      end
    end

  end

  #--------------------------------------------------------------------------
  # * Main Processing : Ending
  #--------------------------------------------------------------------------
  def main_end
    Audio.bgm_fade( 2000 )
  end

  #--------------------------------------------------------------------------
  # * set_result specifies which game switch is to be changed to true on a
  # successful lockpick.
  # id = event id for a self-switch, or switch id for a global switch
  # self_switch = 'A', etc. for a self-switch.
  # LEAVE self_switch BLANK TO SPECIFY A GLOBAL SWITCH
  #--------------------------------------------------------------------------
  def set_result( id, self_switch = 'X' )
    @result_id = id
    @result_switch = self_switch
  end
 
end # class Scene_LockpickMinigame

#==============================================================================
# ** Tumbler
#------------------------------------------------------------------------------
#  Tumbler represents one of the lock's tumblers
#==============================================================================
class Tumbler < Sprite
  #---------------------------------------------------------------------------+
  # Tumbler Constants                                                         |
  #---------------------------------------------------------------------------+
  # Maximum vertical size (in potential openings) of a tumbler
  TUMBLER_POSITIONS = 6
 
  # Bitmap sources for the pictures
  TUMBLER_PIN_BITMAP    = RPG::Cache.picture( 'lockpick_pins' )
  TUMBLER_SPRING_BITMAP = [
    RPG::Cache.picture( 'lockpick_spring1' ),
    RPG::Cache.picture( 'lockpick_spring2' ),
    RPG::Cache.picture( 'lockpick_spring3' ),
    RPG::Cache.picture( 'lockpick_spring4' ),
    RPG::Cache.picture( 'lockpick_spring5' ),
    RPG::Cache.picture( 'lockpick_spring6' )
  ]
  TUMBLER_BACKGROUND_BITMAP = RPG::Cache.picture( 'lockpick_pin_background' )
 
  # Source rectangles inside the tumbler pin bitmap
  TUMBLER_DRIVER_TOP    = Rect.new(  0,  0, 20,  2 )
  TUMBLER_DRIVER_MIDDLE = Rect.new(  0,  2, 20, 27 )
  TUMBLER_DRIVER_BOTTOM = Rect.new(  0, 29, 20,  3 )
  TUMBLER_KEY_TOP       = Rect.new( 20,  0, 20,  3 )
  TUMBLER_KEY_MIDDLE    = Rect.new( 20,  3, 20, 17 )
  TUMBLER_KEY_BOTTOM    = Rect.new( 20, 20, 20, 12 )
 
  # Audio for ratcheting
  TUMBLER_AUDIO_UP   = RPG::AudioFile.new( 'tumbler', 100, 105 )
  TUMBLER_AUDIO_DOWN = RPG::AudioFile.new( 'tumbler', 100,  95 )

  # Rate at which the tumbler pins move up and down
  TUMBLER_MOVE_SPEED = 2  # this should be a factor of 20 (ie, 1, 2, 4, 5 )

  #---------------------------------------------------------------------------+
  # Tumbler Methods                                                           |
  #---------------------------------------------------------------------------+
  def initialize( *arg )
    super *arg
    @opening = rand( TUMBLER_POSITIONS )
    while @level.nil? or @level + @opening == TUMBLER_POSITIONS - 1
      @level = rand( TUMBLER_POSITIONS )
    end
    self.bitmap = Bitmap.new( 22, 262 )
    self.bitmap.blt( 0, 0, TUMBLER_BACKGROUND_BITMAP,
      TUMBLER_BACKGROUND_BITMAP.rect )
    @current = ( @level + 1 ) * 20 - TUMBLER_MOVE_SPEED
  end
 
  #--------------------------------------------------------------------------
  # * raise moves the tumbler up a number of clicks
  # distance = maximum distance raised
  #--------------------------------------------------------------------------
  def raise( distance = 1 )
    @level -= distance
    if @level >= TUMBLER_POSITIONS
      @level = TUMBLER_POSITIONS - 1
    elsif @level < 0
      @level = 0
    end
  end

  #--------------------------------------------------------------------------
  # * lower moves the tumbler down a number of clicks
  # distance = maximum distance lowered
  #--------------------------------------------------------------------------
  def lower( distance = 1 )
    @level += distance
    if @level >= TUMBLER_POSITIONS
      @level = TUMBLER_POSITIONS - 1
    elsif @level < 0
      @level = 0
    end
  end

  #--------------------------------------------------------------------------
  # * open? determines if the current level is the same as the opening
  # between the driver and key pins
  #--------------------------------------------------------------------------
  def open?
    return @level + @opening == TUMBLER_POSITIONS - 1
  end

  #--------------------------------------------------------------------------
  # * move? determines if the pin is currently moving
  #--------------------------------------------------------------------------
  def move?
    return @current != ( @level + 1 ) * 20
  end
 
  #--------------------------------------------------------------------------
  # * update updates the current display of the tumbler, ratcheting it up
  # or down depending on its current position vs. desired
  #--------------------------------------------------------------------------
  def update
   
    super
   
    # See if we need to update position
    if not move?
      return
    elsif @current - ( @level + 1 ) * 20 > 0
      @current -= TUMBLER_MOVE_SPEED # move up
    else
      @current += TUMBLER_MOVE_SPEED # move down
    end
   
    # Fill in the background
    self.bitmap.fill_rect( Rect.new( 1, 1, 20, 260 ),
      Color.new( 255, 255, 255 ) )
   
    # Draw the spring
    spring_level = ( ( @current + 10 ) / 20 ) - 1
    self.bitmap.stretch_blt( Rect.new( 1, 1, 20, @current + 1 ),
      TUMBLER_SPRING_BITMAP[ spring_level ],
      TUMBLER_SPRING_BITMAP[ spring_level ].rect )
     
    # Draw the driver pin
    self.bitmap.blt( 1, @current + 1, TUMBLER_PIN_BITMAP,
      TUMBLER_DRIVER_TOP )
    self.bitmap.stretch_blt( Rect.new( 1, @current + 3, 20,
      ( @opening + 1 ) * 20 - 5 ), TUMBLER_PIN_BITMAP,
      TUMBLER_DRIVER_MIDDLE )
    self.bitmap.blt( 1, ( @opening + 1 ) * 20 + @current - 2,
      TUMBLER_PIN_BITMAP, TUMBLER_DRIVER_BOTTOM )
   
    # Draw the key pin
    self.bitmap.blt( 1, ( @opening + 1 ) * 20 + @current + 1,
      TUMBLER_PIN_BITMAP, TUMBLER_KEY_TOP )
    self.bitmap.stretch_blt( Rect.new( 1, ( @opening + 1 ) * 20 + @current + 4,
      20, ( TUMBLER_POSITIONS - @opening ) * 20 - 15 ), TUMBLER_PIN_BITMAP,
      TUMBLER_KEY_MIDDLE )
    self.bitmap.blt( 1, ( TUMBLER_POSITIONS + 1 ) * 20 + @current - 11,
      TUMBLER_PIN_BITMAP, TUMBLER_KEY_BOTTOM )
   
  end

 
  def set_result_switch( event_id, switch_id )
  end
 
end # class Tumbler

#==============================================================================
# ** Lockpick
#------------------------------------------------------------------------------
#  Lockpick represents the game's lockpick
#==============================================================================
class Lockpick < Sprite
 
  attr_accessor :tumblers
  attr_accessor :position
 
  #---------------------------------------------------------------------------+
  # Lockpick Constants                                                         |
  #---------------------------------------------------------------------------+
  LOCKPICK_X_OFFSET = ( 640 - Scene_LockpickMinigame::CYLINDER_WIDTH ) / 2 - 482
  LOCKPICK_MOVEMENT_SPEED = 8  # This can be any integer; higher is faster
 
  #--------------------------------------------------------------------------
  # * initialize sets the starting lockpick x coordinate
  #--------------------------------------------------------------------------
  def initialize( *arg )
    super *arg
   
    self.bitmap = RPG::Cache.picture( 'lockpick_lockpick' )
    self.x = LOCKPICK_X_OFFSET
    self.y = 355
   
    @position = 0
    @current = 0
    @tumblers = 1
    @tap_count = 0
  end
 
  #--------------------------------------------------------------------------
  # * move_right moves the lockpick right one tumbler
  #--------------------------------------------------------------------------
  def move_right
    if @tap_count != 0
      return
    end
    if @position >= @tumblers - 1
      @position = @tumblers - 1
    else
      @position += 1
    end
  end
 
  #--------------------------------------------------------------------------
  # * move_left moves the lockpick left one tumbler
  #--------------------------------------------------------------------------
  def move_left
    if @tap_count != 0
      return
    end
    if @position <= 0
      @position = 0
    else
      @position -= 1
    end
  end

  #--------------------------------------------------------------------------
  # * tap_up moves the lockpick in an upwards tapping motion
  #--------------------------------------------------------------------------
  def tap_up
    @tap_count = 8
  end

  #--------------------------------------------------------------------------
  # * tap_down moves the lockpick in a downwards tapping motion
  #--------------------------------------------------------------------------
  def tap_down
    @tap_count = -6
  end
 
  #--------------------------------------------------------------------------
  # * move? determines if the lockpick needs to move
  #--------------------------------------------------------------------------
  def move?
    current_x = Scene_LockpickMinigame::CYLINDER_WIDTH * ( @position + 1 ) /
      ( @tumblers + 1 )
    return ( @current != current_x or @tap_count != 0 )
  end

  #--------------------------------------------------------------------------
  # * initialize sets the starting lockpick x coordinate
  #--------------------------------------------------------------------------
  def update
    super
   
    # See if we're animated up or down
    if @tap_count != 0 # down
      if @tap_count < 0
        self.x = @current + LOCKPICK_X_OFFSET
        self.y = 354 - @tap_count
        @tap_count += 1
      else # up
        self.x = @current + LOCKPICK_X_OFFSET - @tap_count
        self.y = 356 - @tap_count
        @tap_count -= 1
      end
      return
    end

    # See if we need to update position
    if not move?
      return
    elsif Scene_LockpickMinigame::CYLINDER_WIDTH * ( @position + 1 ) /
        ( @tumblers + 1 ) > @current
      @current += LOCKPICK_MOVEMENT_SPEED
    else
      @current -= LOCKPICK_MOVEMENT_SPEED
    end
   
    # if we're close, just set it to the right value
    if ( @current - Scene_LockpickMinigame::CYLINDER_WIDTH * ( position + 1 ) /
        ( @tumblers + 1 ) ).abs <=
        LOCKPICK_MOVEMENT_SPEED / 2
      @current = Scene_LockpickMinigame::CYLINDER_WIDTH * ( @position + 1 ) /
        ( @tumblers + 1 )
    end

    self.x = @current + LOCKPICK_X_OFFSET
    self.y = 355
  end
 
end # class Lockpick
 
end # if SDK.enabled?

Let me know if you need anything else. c:
8
Script Requests / [RESOLVED] Killing the SDK.
July 10, 2010, 10:00:26 pm
  I'm trying to get this script to work without needing the SDK.  It's a relatively short script, but as I know basically nothing about the SDK and its methods this is completely beyond my ability.  It'll be a while before I'm capable of decent coding. >_<'
 Here's a demo.  For the record, the script is Elei's Lockpicking Minigame:
http://www.megaupload.com/?d=OS5YQT50
 If you want me to upload to a different site, just let me know.  Hope this isn't too much trouble.
9
Projects / Games / Re: Ice
April 20, 2009, 10:13:32 pm
Also, yeah, could someone move this to the main projects section?
10
Projects / Games / Ice
April 20, 2009, 08:49:30 pm







 You awaken in a frozen tower, filled with statues.  You cannot remember a before, if a before ever existed; you do not know what will happen after, if you live to see that day.  You only know that you must leave this place.
 Ice, when one attempts to classify it to a genre, is a free roaming puzzle game.  There can be more than one way to solve a puzzle, each solution holding it's own consequences; there is an alternate ending, for those talented enough to reach it; many areas in the tower are optional, and hold rewards in the form of plot.  There are no battles, but there is one method through which you can die.  To truly understand Ice, you'd have to play it, and moreso than that, complete it more than once (which shouldn't be much of a problem, as the game is only half an hour to an hour).  With that said, I'll now provide media in the form of screenshots, and a download to the project.
 I realize I'm not providing much information in the way of story and the like, but as the game is so short in length and I really did provide anything that isn't an interpereted part of the plot, I feel this thread does it justice.

Spoiler: ShowHide



Spoiler: ShowHide



Spoiler: ShowHide



 The game may be downloaded here (click).  The file is only 5 MB.  And a special thanks to Forgotten Bard for betatesting; without him I wouldn't have been able to post this up here.
11
  As long as the final product isn't a VX clone with crappy physicics slapped on, RPG Maker is going to become, by far and away, forgotten and obsolete.  Granted Enterbrain never really makes anything good so I don't expect a revolution.
12
  Sickness dreams should occur whether or not you have a certain status ailment and not just by sleeping at the infarmary/healer/whatever.
13
Video Games / Re: Cave Story ~ Doukutsu Monogatari
March 21, 2009, 11:47:06 am
Quote from: Diokatsu on March 19, 2009, 05:36:20 pm
That 4th ending was so hard to get :/

Wait that last part of Star's post was at least partially serious?
14
Video Games / Re: Cave Story ~ Doukutsu Monogatari
March 18, 2009, 04:41:11 pm
  Sweet, I've finally beat the game.  Took me long enough. :l
The ending is kind of lame though.
15
It really lags that much huh?

Somewhere out there, someone's dreams just got broken.
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Event System Requests / Re: Helping...
March 15, 2009, 09:21:27 pm
Quote from: game_guy on March 14, 2009, 12:57:30 pm
maybe use google translator than just paste the message in here.

  You can't tell?  That is Google Translate, it would explain why some of those words aren't even translated.  Either way, I haven't the slightest clue what this dude is trying to say.
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Video Games / Re: Cave Story ~ Doukutsu Monogatari
March 13, 2009, 06:01:32 pm
  On the hilarious contrary, I only get through the first floor half the time, but if I get through that I always make it to Ballos.  This may be because at the beginning of B3, there are two hearts that respawn when you leave and enter the room again, essentially restoring all your health.  This means all the other hearts at the beginning of the level are surplus and I can just go back and collect those when I get damaged enough.  That's about the limit to my strategy. :x
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Video Games / Re: Cave Story ~ Doukutsu Monogatari
March 13, 2009, 05:21:24 pm
  It's probably the first?  I dunno but since I usually suck at any game that takes skill (how many weeks did it take to even get through Sacred Ground? @_@) and since the nearest save point is back in the little house place, even with a walkthrough I've only ended up getting to his third form once.
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New Projects / Re: Dead March : Quarantine
March 13, 2009, 04:03:45 pm
D:

-Why is there a Quotes section?  Moreso, why does it hold such meaningless quotes?

-Horrid engrish makes the Story (and most of the post) near unreadable.  Not to mention that from what I understand there are no unique plot points within it.

-Why do you have Race: Human if all (or rather both, ew only two characters) of them are human?  Redundant?

-If I put a compelling scene in my game about a character dying or a government takeover of Forest Town I wouldn't call it a feature.  So why is "door scene from Resident Evil" listed under features, or listed at all?  Also is this an RE fangame?  I haven't read all of the thread but if this is put it in the first post.

-S.A.G. (Stupid Acronyms Go!)  Please, please don't do stuff like L.E.M.E.S. because it seems king of L.A.M.E.

So once again, D:
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Video Games / Re: Cave Story ~ Doukutsu Monogatari
March 13, 2009, 03:06:58 pm
  Figures.  Vista automatically set the comp back to 32 bit rate.  I turned it back to 16 and the game works again.

. . .

Ballos is hard. :wacko: