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Messages - GasolineWaltz

1
General Discussion / Re: inspiration?
September 23, 2011, 12:54:23 pm
 :shy: yeeaah I know... I think that's why I'm so obsessed with the idea.
2
General Discussion / Re: inspiration?
September 23, 2011, 11:25:16 am
 Yeah I'm leaning toward a larger scale thing, I guess. I've seen some of you're configuration apps, which rock btw. The reason I've been thinking about emu programming is that it seems like such a massive task, and even though I can imagine how bits and pieces are done, the coding process as a whole is a bit mystifying to me...

There are a couple of great/scary resources for coding an NES emulator, but even the NES is still a pretty huge task.
3
General Discussion / inspiration?
September 22, 2011, 10:12:02 pm
So, I guess I've hit a roadblock with programming.

I used to dabble with coding back in high school, I've always been interested in writing programs etc... But I really started to learn with Ruby, first as a means to write RMXP scripts and then just to learn the language. Then, I switched over to C++ (which I was familiar with) and started to re-learn the fundamentals. Everybody says that it's difficult to go from a dynamic language to C++, but I'm not having a hard time with it. So, I'm in this class right now (Object Oriented Design in C++, has nothing to do with my major) that I tested into and it's interesting. It's it's fun to code stacks and make linked lists and delve into the technical details, but I need a practical project that I can work on.

Writing an emulator has been on my mind for a while, but I don't even know where to begin...

Kind of a broad topic I understand if nobody has anything for me. Any ideas?
4
RMXP Script Database / Re: [XP] Particle Weather Engine
December 31, 2010, 07:31:02 pm
kind of, if you set the wind and not the weather, the wind would be going but there would be nothing to see.
5
RMXP Script Database / Re: [XP] Particle Weather Engine
December 30, 2010, 10:58:51 am
Quote from: megaman30796 on December 30, 2010, 02:33:02 am
what can the wind do?


it affects the speed of each particle currently on screen in 8 possible directions. So for example, if you had something like $game_screen.p_wind([4, 0], 15, [4, 2]), every fifteen frames the x-speed of each particle would gradually increase and then decrease 4 points to the left. This, makes it look like a windy day. Wind with rain has to be stronger than with snow, because the rain particles move faster. If you set duration to 0, the wind is constant... 1 and 2 also make for sem-constant wind.
6
RPG Maker Scripts / Re: alias placement question
December 30, 2010, 10:45:06 am
Quote from: ForeverZer0 on December 30, 2010, 08:51:10 am
Methods are objects. They belong to the Method class. Classes are objects.

http://www.ruby-doc.org/core/classes/Method.html



hahaha damn... that's me just overthinking. I've looked at that page so many times now, and it just never dawned on me in the course of this convo  :shy:
7
RPG Maker Scripts / Re: alias placement question
December 30, 2010, 02:12:27 am
hey thanks, I've actually been reading/scripting a lot more with ruby lately than RGSS. I've been cracking open the pick axe, pocket reference and also WHY's excellent reads.

my last post was kind of on an impulse, and so I did a little research... Someone on stackoverflow says that methods aren't objects but then this guy explains the whole sitch a little better
8
Quote from: Power Hungry Midget on December 22, 2010, 05:39:51 pm
Is fighting a war of indepence justifiable? Is killing in name of freedom justifiable?


I think that these two questions are more important than wondering about the 'justness' of a war. A lot of the time the outcome of any given war writes the history, not the actual wars. And that's completely understandable... of course the winner will always believe that what they had fought for was not in vain. I'm not trying to take too relativistic of an approach, but I always get a little iffy when it comes to morals... and even if Plato disagrees, I think that when we talk about Justice, we're talking about morals to some degree.
Perhaps it would be better to frame the question as one of necessity? Nuclear proliferation comes to mind. As in, if it ever came down to it, should there be a war in order to prevent nukes from getting into the wrong hands? I would say probably yes. Because the consequences of a nuclear war far outweigh one that would be fought to prevent one.
Notice though that this poses only the choice between two wars, as if war was inevitable... which, is sort of implied in the original question. Additionally, the tricky thing about something like a "war of necessity" is that it's war fought to prevent war... But it's -- in my mind -- the only way to rationalize modern warfare. War fought for gain should be unacceptable, it's just that that gain may sometimes be very hard to notice.

Thats my two cents at least...  What do you guys think? Is making war part of the human psyche? I tend to go back and forth on that one. There's the ideological side to me that wants to say "no! if only we could all learn to work together..." but then there's the cold cold rational side that wants to disagree. On a side note, a friend of mine who was in the Marines once told me at a bar "man, getting people to stop fighting wars would be like telling a man not to f***, you can say it.. but is he going to do it? Not unless you cut his balls off."
9
RPG Maker Scripts / Re: alias placement question
December 29, 2010, 10:14:17 pm
Quote from: Blizzard on December 29, 2010, 05:07:15 pm
The Class class is a class the describes the structure of a class. Basically when you create a new class, what actually happens is that a new instance of class Class is created into which all information about your class is stored.


brilliant!

just to bring another non sequitur into the mix, what isn't an object in Ruby? Only things that come to mind are blocks? methods?
10
RPG Maker Scripts / Re: alias placement question
December 29, 2010, 12:49:09 pm
ah, I think I got it.. @window_HUD.update is in #update which gets called in the main loop, so @window_HUD needs to be defined before #main is executed.
11
RPG Maker Scripts / alias placement question
December 29, 2010, 12:26:37 pm
so, I thought that I had a good grasp on aliasing, but then I started thinking about it a little more and confused myself...

example: a basic HUD alias
class Scene_Map
  alias mainHUD_main main
  alias mainHUD_update update
 
  def main
    @window_HUD = Window_HUDMain.new
    mainHUD_main
    @window_HUD.dispose
  end
  def update
    @window_HUD.update
    mainHUD_update
  end
end


so, what is the deal with the aliased method placement? It usually works out for me in the long run, because I can just switch them around if anything is acting up... but what exactly is going on here? Is it that @window_HUD has to be defined before the main method is called so it can be disposed? But if thats the case, why is update above mainHUD_update?
12
RMXP Script Database / Re: [XP] Particle Weather Engine
December 28, 2010, 11:17:02 pm
thx! sorry about that haha
13
RMXP Script Database / Re: [XP] Particle Weather Engine
December 28, 2010, 11:01:03 pm
@gg
  fixed, I skipped over the "Authors Notes" part because I don't have many notes to put down?

@zero
  sooo, I thought about that too.. maybe it's too much for something so simple like RMXP weather? but, then again, the engine lets you do a lot more with the individual weather effects. You could make a pretty interesting dynamic weather system based on the script... would people notice it? perhaps.. but it still looks prett cool IMHO  8)
14
RMXP Script Database / [XP] Particle Weather Engine
December 28, 2010, 10:21:54 pm
Particle Weather
Authors: GasolineWaltz
Version: 3
Type: Particle Engine for weather effects
Key Term: Environment Add-on



Introduction

As of right now, this script does two things: creates particle weather and wind effects. Both of these functions are independent, which I think makes for pretty good control over the environment in your game.  

Makes use of particles in the Graphics/Pictures/Particles folder

here's some particles http://www.mediafire.com/?f4dl7aj8zfmml7m


Features


  • Weather Particles

  • Wind





Demo

http://www.youtube.com/watch?v=FsA9ycYqGyM

this is just to give you an idea... the screen cap software I used only records at 30fps, and makes the game seem a little choppy.. It looks soooo much better in game. Especially the rain, you can't really see the wind effects in the video cos of the low fps.

http://www.mediafire.com/?6kfyh4l68f944fj


here's a very simple demonstration of the particles at w3rk



Script

https://docs.google.com/leaf?id=0B5AnMItZ28l8N2Y3Y2Y0ZTktZTBmYS00MTY0LTg5OGYtMzczYjEyZWU5NDI3&hl=en



Instructions
Two things:

$game_map.p_weather(type, power, duration)
       type:     enter as a string. ex: 'rain'
       power:    number of particles to appear on screen,
       duration: amount of time in frames weather takes to reach its max (buggy)

$game_map.p_wind(strength, duration, direction)
      strength:   enter as an array: [x power, ypower] (as of right now this number has to be a multiple of four)        
      duration:   amount of frames between gusts
      direction:  enter as array w/ numbers:
                   [4= left; 6 = right, 2 = down; 6 = up]
                          note: x may be reversed... just mess around with it

#particle_struct at line 214 is h youow build new particles, I tried my best to lay them out in a readable fashion... it's pretty self explanatory, just make a new 'type' and then give that type a bunch of features.


Additional notes:

 If you like this script, help out! It's still in its initial phase, I'm sure there are some bugs to work out... but that aside, more particles/new more realistic particles, effects etc... it could be a pretty cool thing :^_^':


Compatibility
 Seeing as this script just aliases #game_screen and #spriteset_map, it should work with most scripts...


Credits and Thanks


  • GasolineWaltz

  • check out Avelpopo's particle engine




Author's Notes

None
15
RMXP Script Database / [XP] Run / Dash / Jump
November 19, 2010, 02:36:05 pm
Run / Dash / Jump
Authors: GasolineWaltz
Version: 1.0
Type: Run and Jump System
Key Term: Custom Movement System



Introduction

This script started as part of a bigger project from a game that I'm working on, but it was getting too big and I decided to break it up for the moment. Basically, this provides the ability to run while pressing the A key, and jump when pressing the S key. For the first few seconds while running, the character is 'dashing' and can bump into things. Also, you can jump one more tile while dashing. The jump feature can be disabled with terrain tag #2.

I'm still kind of new to scripting so I wanted to get some opinions, I'd like to make it better... such as disabling jump when a message box is present but I'm not exactly sure how to do it. any feedback would be appreciated.


Features


  • use the "A" and "S" keys to run and jump
  • use terrain tags to make walls
  • script calls for many useful functions
  • <AND SO ON>



Screenshots

<REQUIRED IF IT MAKES SENSE, IF NO PLEASE MENTION IT SO PEOPLE DON'T ASK>


Demo

http://www.mediafire.com/?fifxhfx5jk8fzci



Script

Spoiler: ShowHide

#Run/Dash/Jump by GasolineWaltz
#=================================================
#This script allows you to dash, run and jump by pressing
#  the 'A' and 'S' keys. You can also have events interect
#  while dashing by calling $game_player.hit_wall.
#
#Jump can be disabled with the terrain tag 2.
#Run or Jump can be disabled / enabled by calling
#  $game_player.toggle_act('disable/enable', 'jump/run').
#
#$game_player.run_count accesses the players run counter
#  for status bars / event interactions
#
#$game_player.disable_jump/disable_run returns
#  the status of running of jumping.
#=================================================

class Game_Character
 attr_reader :run_count
 attr_reader :hit_wall
 attr_reader :disable_jump
 attr_reader :disable_run
 

alias move_initialize initialize
def initialize
move_initialize

@disable_jump = false
@disable_jump_check = false
@disable_run = false

@hit_wall = false
@hit_wall_effect = false
@running = false
@run_count = 300

@route = RPG::MoveRoute.new
end
end
#=======================

#=======================
class Game_Player < Game_Character

alias movement_update update
def update
movement_update

terrain_check
input_check
end
#-------------------------------------------------------------------------
def input_check

unless @disable_jump
jump_shoes if Input.trigger?(Input::Y)
end


unless @disable_run
if Input.press?(Input::X)
 if !@hit_wall
@running = true
running_shoes
run_counter(@run_count)
 else
@move_speed = 4
 end
else
 if @run_count < 300
restore_run(@run_count)
 end
 if @running
@move_speed = 4
@running = false
@hit_wall = false
@hit_wall_effect = false
 end
end
end

end
#-------------------------------------------------------------------------
def direction_get
x_dir = (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
y_dir = (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
return [x_dir, y_dir]
end
#-------------------------------------------------------------------------
def terrain_tag_get(x = @x,y = @y)
return $game_map.terrain_tag(x,y)
end
#-------------------------------------------------------------------------
def terrain_check
t_tag = terrain_tag_get
dir   = direction_get
case t_tag
when 2           #tiles that cannot be jumped on
if !@disable_jump           #checks to see if jump is already disabled.
@disable_jump = true
@disable_jump_check = true
end
end

if t_tag != 2 && @disable_jump_check == true
@disable_jump = false
@disable_jump_check = false
end

end
#-------------------------------------------------------------------------
def toggle_act(function = '', act = '')
case function
when 'disable'
 a = true
when 'enable'
 a = false
end
case act
when 'jump'
 @disable_jump = a
when 'run'
 @disable_run = a
end
 end


#=============================================
#Jump Shoes
#=============================================

def jump_shoes

x_dir = direction_get[0]
y_dir = direction_get[1]


jump_skill = $game_variables[30]
jump_distance = 0
passable_jump = $game_map.passable?(@x + (x_dir * 2), @y + (y_dir * 2), @direction)
passable_run_jump = $game_map.passable?(@x+(x_dir * 3), @y+(y_dir*3),@direction)
game_events = $game_map.events[$game_map.check_event(@x + (x_dir * 2), @y + (y_dir * 2))]
run_jump_events = $game_map.events[$game_map.check_event(@x+(x_dir*3),@y+(y_dir*3))]
clear_a = true
clear_b = true

if game_events
clear_a = game_events.through
elsif run_jump_events
clear_b = run_jump_events.through
end

if clear_b && passable_run_jump && Input.dir4 > 0 && @move_speed == 6
jump_distance = 3
else
if clear_a && passable_jump && Input.dir4 > 0
jump_distance = 2
else
jump_distance = 0
end
end

jump_move(x_dir, y_dir, jump_distance)
Audio.se_play("Audio/SE/016-jump02")
end
#-------------------------------------------------------------------------
def jump_move(x, y, d)
@route.list.clear
@route.list.push(RPG::MoveCommand.new(37))
@route.list.push(RPG::MoveCommand.new(14, [x * d, y * d]))
@route.list.push(RPG::MoveCommand.new(38))
@route.list.push(RPG::MoveCommand.new(0))
@route.repeat = false


$game_player.force_move_route(@route)
end

#===========================
#Running Shoes
#===========================

def running_shoes

x_dir = direction_get[0]
y_dir = direction_get[1]
hit_wall = $game_map.passable?(@x + x_dir, @y + y_dir, @direction)
hit_event = $game_map.events[$game_map.check_event(@x + x_dir, @y + y_dir)]
event_through = true
if hit_event
event_through = hit_event.through
end

case @run_count
when 260..300
 @move_speed = 6
if !hit_wall && moving?
@hit_wall_effect = true
elsif @hit_wall_effect && !moving?
wall_hit
end

if hit_event && event_through == false && moving?
@hit_wall_effect = true
elsif @hit_wall_effect && !moving?
wall_hit
end
when 2..259
 @move_speed = 5
when 0..1
 @move_speed = 3
end
end
def run_counter(run_time)
if run_time > 0 && moving?
 run_time -= 2
 @run_count = run_time
 return run_time
end
end
def restore_run(run_restore)
 run_restore += 1
 @run_count = run_restore
end
#-------------------------------------------------------------------------
def wall_hit
Audio.se_play("Audio/SE/052-cannon01",80,130)
$game_screen.start_flash(Color.new(200,0,100,35), 2)
$game_screen.start_shake(4, 6, 10)
@hit_wall_effect = false
@hit_wall = true
end
end




Instructions

In the script



Compatibility

No issues known.



Credits and Thanks


  • GasolineWaltz



Author's Notes

[EDIT]
sorry about not using the template :^_^':

"I would Like to thank Ryex for properly applying the template" or at least that is what I would say ~ Ryex
16
Welcome! / Re: Whatupp
November 17, 2010, 06:40:37 pm
Quote from: Cait Sith on November 17, 2010, 05:45:48 pm
Hi! Does this rag smell like chloroform to you?


like, idk.... can i see?
17
Welcome! / Re: Whatupp
November 17, 2010, 04:59:06 pm
Quote from: Lobstrosity on November 17, 2010, 04:16:15 pm
Hello there and welcome to Chaos Project. Everything here is free of charge. Everything...


everything?

@stripe
thx!
18
Welcome! / Whatupp
November 17, 2010, 02:15:55 pm
Whats up all? I'm coming over from RPG Revolution forums, I think I like it better here. I'm mainly down with scripting right now, still learning etc...

So, anywayz, how is everyone doing?