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Topics - Fantasist

Pages: [1] 2 3
1
Electronic and Computer Section / Samsung Galaxy S3
« on: June 03, 2012, 03:23:05 PM »
So who's planning to get one?

2
Welcome! / Life got real.
« on: May 12, 2012, 12:30:11 AM »
Howdy! Good morning, good afternoon, good evening!

So here I am again, letting you gals and guys know that I'm still alive :D "But wait", you ask. "Where have you been?" Well, long story short, I got a job. And being the introverted recluse I've been the last couple of years, being thrown into an environment where I am forced to interact with people on a daily basis is taking it's toll on me. Good news is, I'm discovering new things about me that I never even considered possible. For instance, it turns I am actually talkative. I'm faring MUCH better in a team (and the general public) than I ever thought I could.

The time before I got a job was one of the toughest times of my life. I was overwhelmed with self-doubt, a sense of worthlessness. The grim clouds of depression were always upon me. But it gave me a chance to introspect. I've realized that I was taking everything way too seriously. I stressed out a lot because I held on to trivial things. I resisted change, and thus a chance to make myself better, to grow as a person. I've even felt it, like I was somehow... "stuck". But when push came to shove, I managed to do just fine. I always avoided challenges, but I out-performed myself when I was forced into one. I experienced first hand how stress can be a good thing should we decide to work with it rather than against it. Life, in all it's glory, has forced me out of a bottleneck, and now I'm finally on the other side... 2012, I believe, doesn't signify the end of the world. It signifies the end of an era. And beyond lie the waves of great change. Even with all the shit that I'm having to deal with, life never looked so promising to me. And you guys are a part of inspiring that feeling.

Since I started to work, I realized that my time on Chaos Project has been very fruitful. I've learned a lot from you guys (a shoutout to you Blizzard, for being my inspiration! :) ), and I am not just talking about coding. I may have been inactive for a long time, and it'll probably be like this for a while, but I'll always be here in spirit. For me, Chaos Project isn't just an online forum. For me, it's an important part of my life and a part of who I am. So yeah. You guys are awesome!  :buddy:

BTW, Tino's (Subsonic_Noise) music has gotten me through some stressed out times. Pretty neat stuff, bro. I love your style :) Let's hope we hear more of KSCIAA in the future :D


PS: GOD, how I miss the smileys here!
:rockit: :dance: :w00t: :beer: :wong:

3
Chat / Bash Ignorance
« on: November 22, 2011, 11:49:48 AM »
Quote from: Blizzard
Casual gamers are basically idiots. And I don't even mean that in a bad way.
They are honestly just plain stupid, aren't they? Tell me about it. I remember years ago when I showed my friend Chaos Project Final Demo. He didn't even have an idea of what was going on, basically had no idea of what an RPG was. I thought the battle scene will be sure to impress him, so I showed him. He asked me: What? Where is the battle?" I said: "You see, you get turns. This is how you select your commands, and when you're done, damage is dealt, like so." He literally burst out laughing. "You call this battle? I was expecting something like Mortal Kombat."
Then there was this other guy. I showed him Chrono Trigger and he said: "So what, those little dolls are people? Seriously man, how can you play something like this? It doesn't make sense".
Then there was one more guy. He apparently completed both the Mass Effect games, but when I asked what alignment he had chosen, Paragon or Renegade, he was like "Um, what?" :facepalm:
The list goes on and on >_<

EDIT: They aren't necessarily stupid. I was letting out some steam, sorry about that :^_^':

Note: This topic was split off another one.

4
Electronic and Computer Section / Microsoft Sidewinder X4 any good?
« on: November 03, 2011, 08:55:27 PM »
Do any of you have this keyboard? The MS Sidewinder X4? I've done a lot of research and decided this is as good as I can get for what I'm willing to spend. My only complaint is the nondetachable arm rest. I use that space on my desk for keeping other things. I'm still going to buy it, of course, unless any of you give me a good reason not to. I'm also curious about the longevity. If you have it, how long have you had it and how is it performing now? What's your over all impression on this keyboard?

EDIT: Right now, I'm using a white version of this keyboard. It served me for 7 years and now the 1 key on the numpad is showing slight signs of old age. God bless mechanical keyboards! xD

5
RPG Maker Scripts / Fantasist's Previously Unreleased Scripts
« on: January 14, 2011, 11:30:51 AM »
Well folks, hello! In my days working with RMXP, I have made several scripts for experimentation or for my own use, which I never posted here. Since I'm done with RGSS for now, I decided I will share them all here :D

Note that this is and will be an informal topic, and I don't plan on using the script submission format just yet. I just want to share all my work so that others can learn/adapt/improve upon them. When I feel like completing these scripts with final touches and documentation, I may post respective topics for each script.

One more note: this is not my complete collection. I have more scripts in my archives (like my version of a Message System, individual menu scenes for Status and Items, and others I don't even remember). I'll post them when I find them, okay?

Caution: These scripts were not meant to be released. Even if they were, they were not released because they were not tested extensively. So expect incompatibility issues, corrupted savegames or random problems if you plan on using these in your game. A simple rule of thumb is, scripts with script headers are less prone to problems. But in any case, some of these scripts will corrupt old save games, so be careful! Now enough talk, let's get down to the good stuff!


1. Dynamic Battle Help

This script makes better use of the help window during battle. This can be useful when special command windows are used instead of the command window in battle, where text is not displayed (like Icon commands, Ring commands, etc). This is inspired partly by Blizzard's Chaos Project and partly by my all-time favorite RPG: Chrono Trigger :D
Configuration instructions are in the script header.

(click to show/hide)


2. Enhanced Equip Scene

Remember my script "Enhanced Shop Status"? I made this along similar lines: to replace the default equip scene of RMXP. The layout is inspired by RPG Advocate's mod, but I believe this is more efficient. At any rate, it's much more efficient than the crummy default equip scene ;)

Instructions:

Set ELEM_ICONS to "true" to enable icons for elemental change display. Name the icon files like "elem_<name of element as specified in the database>". (for the element "White Fire", the icon should be named "elem_White Fire").

Set STATUS_ICONS to "true" to enable icons for status change display. Name the icon files like "stat_<name of status as specified in the database>". (for the status "Sleep", the icon should be named "stat_Sleep").

(click to show/hide)


3. Ring Command

A rotating ring with pictures, can be used as a command window :D Instructions and settings found in the script. I actually made better versions, but I lost them in my archives... But this is functional :)

(click to show/hide)
(click to show/hide)


3a. Ring Command Replacement for Battle Scene

And here is an addon that allows you to replace the command window in the battle scene :D

(click to show/hide)

Here's a demo using the ring command in battle with the dynamic battle help script. Though it's just the DBS, it looks a lot like CP battle system ;)
Demo (287.15 KB)


4. Repeat Battle Actions

Adds Repeat, Attack and Defend functions to Party Command Window. More info in script header. This is made for the default battle system. This will corrupt old save games!

(click to show/hide)


5. Windowskin Viewer

This is a scene which gives detailed preview of windowskins. It automatically reads all the windowsking in your "Graphics/Windowskins" folder. This is only meant for debug purposes, but can be used anywhere and anytime. Call the scene with the script call:
Code: [Select]
$scene = Scene_Winskin.new
(click to show/hide)


6. Battle Phase Prompter

This is not much of a script, just a debug snippet I made to help me analyze the DBS easily. This script shows the phases during battles. Holding CTRL will pause the battle (displays a window).
Set "BATTLE_PHASE_CHECK" to "true" to enable it. Set it to "$DEBUG" to enable it only during debugging.

(click to show/hide)




That's all for now, folks! More will come as I find them. Hope you enjoy these as much as i did :)

6
RPG Maker Scripts / Design-level questions regarding RMXP's DBS
« on: May 24, 2010, 09:05:29 PM »
OK, I've been holding back for some time now, but I need help with this. Here's the deal:

I'm trying to implement the concept of "Stamina", where an actor has no HP or SP, but Stamina. All actions (Attack, using physical or non-physical skills, or getting hit while defending), use stamina. So there's no point for the regular "Attack" option in battle. I want everything to have a stamina cost. So I plan to stop using Game_Battler::attack_effect altogether. For this reason, I want to know the difference between attack_effect and skill_effect. What does attack_effect do that skill_effect doesn't already?

(click to show/hide)

7
RMXP Script Database / [XP] Per-Actor Battle Position
« on: March 16, 2010, 01:11:47 PM »
Per-Actor Battle Position
Authors: Fantasist
Version: 1.0
Type: Battle Strategy Improvement
Key Term: Actor Add-on

Introduction

This script allows you a finer degree of control over the position during battle (i.e, the "Front", "Middle", "Rear" settings). You normally set positions to actor classes, not the actors themselves. With this script, you can decide the battle positions of individual actors. You can also change positions in-game.
By default, there are only 3 positions: Front, Middle and Rear. With this script, you can add as many positions as you want.

Features

  • Per-actor battle position
  • Changeable in-game
  • Possible to use more than 3 positions

Screenshots

N/A

Demo

N/A

Script

Place this script below "Game_Party".
(click to show/hide)

Instructions

Place this script below "Game_Party".

Optionally, I suggest you configure the battle position in the database anyway, despite using this script. This is because if an actor's position is not configured, this script used the database setting for the actor's class.

To change an actor's position in-game, use the following script call:
Code: [Select]
$game_actors[<ACTOR_ID>].position = <POSITION>
Configuration

  • MAX_POSITION: The number of positions you will be using (Default: 3)
  • Look for:
Code: [Select]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# * CONFIG START
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Then add more lines as needed. The format is:
Code: [Select]
when <ACTOR_ID> then <POSITION>
Regarding the value of Position:

POSITION takes the values from 1 to MAX_POSITION (Default: 1, 2 or 3). The larger the number, the farther the position, so 1 is front and MAX_POSITION if rear.
During the config or setting position in-game, if you set it to 0, the database position will be used. Every other out of range value (like -1, -23, 100, 4, 5 for the default) will be corrected.

Compatibility

 - Aliased Game_Actor::setup(actor_id)
 - Rewritten Game_Party::random_target_actor(hp0)

Not tested extensively, but should work with most other scripts.

Credits and Thanks

Credits: Fantasist for making this.
Thanks: Zydragon and MeVII for requesting.

Author's Notes

Maybe a future version will feature a scene where you can set your battle positions without using script calls.

If you have any questions, suggestions or comments, you can find me (Fantasist) in the forums at:

 - www.chaos-project.com

Enjoy ^_^

8
(click to show/hide)

OK. I got the PC. Before I install Windows, I wanted to refresh my partitioning strategies. So here are the key points:

HDD Space: 500GB

Main Usage:
 - Family Usage: My parents need space for their documents, photos, E-Books and tiny videos. Estimate usage is not more than 40GB.
 - My sister uses the PC for checking mail, chatting and listening to music.
 - As for me, I have maintained generations of "Collections" which include software, images, music, videos (clips, not movies) and other stuff like that. It gets big, that's for sure. How big? Let's say 10GB before I backup again. I also play games ranging from 1MB to 12GB. I code, so I install the Visual Studio or similar suites. I will most likely install Photoshop.
 - Misc: I normally don't store movies in my "Collection" but on a separate drive. I store TV Series along with the movies.

I've been doing all this with 80GB and I suddenly jumped to 500GB, so I can't seem to estimate my needs in the future. The drastic change in space will change everything: my backup frequency, my collection size, my movie collection...

All I know right now is that I'll put aside 40GB for system drive (I plan on moving the documents to a separate partition). <---- Wait, you decide this for me too. Any help is appreciated. Cause The sooner I settle this, the sooner I can install XP on my new comp and get to enjoy it :)

9
RMXP Script Database / [XP] Threat System v1.2
« on: July 13, 2009, 06:40:40 PM »
Threat System
Authors: Fantasist
Version: 1.2
Type: Enemy behavior enhancement
Key Term: Battle Add-on

Introduction

During battle, enemies will choose their targets based on their "threat" rather than randomly. The threat for an actor changes depending on what they do. For example, attacking raises threat and defending decreases threat.

Features

  • Players maintain "threat" and the enemies attack the most dangerous actors first
  • Offers a new aspect of control in battles
  • Configurable change in threat for attack, defend, skill and items
  • Configurable "Threat Chance" decides how often enemies choose actors based on their threat (leaving some randomness for those who prefer it)
  • An ignore list for enemies who use random actor selection
  • Temporarily disable the threat system by using a switch
  • A "threat-by-damage" mode where threat is calculated based on damage inflicted
  • Two ways of keeping track of threat: status window mod for DBS and threat window for other battle system mods

Screenshots

N/A

Demo

http://www.sendspace.com/file/rxrtfp

Script

Place this script anywhere above "Main" and below "Scene_Debug".

(click to show/hide)

Instructions

Look for the configuration section in the script and configure the following.

  • ATTACK_THREAT: Threat to increase when actor attacks
  • DEFEND_THREAT: Threat to decrease when actor defends
  • THREAT_CHANCE: The chance of enemies attacking based on threat
  • THREAT_DISPLAY: Display players' threats besides their name
  • THREAT_WINDOW: Whether to enable or disable threat window. To enable it, set it to "true". If you want to set it's position and width, you can also set it to an array with it's X position, Y position and width (eg: [0, 64, 160]).
  • ENEMY_IGNORE: List of enemy IDs which ignore the threat system

Skill Threat Configuration:

   Look for "SKILL THREAT CONFIG BEGIN" and follow the example. In the given example:
Code: [Select]
when 57 then [10, -2]
the skill 57 (Cross Cut) increases user's threat by 10 and decreases the rest of the party's threat by 2.

Item Threat Configuration:

   Works exactly the same as skill threat configuration.

Compatibility

Might be incompatible with other battle systems or battle addons.

Credits and Thanks

Credit Fantasist (me) for making this.

  • Fantasist, for making this script
  • KCMike20, for requesting this script
  • Blizzard, for helping me
  • winkio, for helping me
  • Jackolas, for pointing out a bug
  • yukiharu for fixing force action bug
  • Fenriswolf for requesting enemy ignore list
  • Kagutsuchi, for requesting threat-by-damage feature

Author's Notes

If you have any problems, suggestions or comments, you can find me at:

   forum.chaos-project.com

Enjoy ^_^

10
Most of you must be familiar with how we can define setting and getting attributes in a class:

Code: [Select]
class Foo

   def initialize(val=0)
      @var = val
   end

   def var
      return @var
   end

   def var=(val)
      val = [[0, val].max, 100].min # Binding the value
      @var = val
   end

end

I would like to do the same in a Python class. What is the syntax for defining the "var=(val)" method in Python?

11
So here it is. After some tinkering with FL Studio this is what I came up with. I know it's too short and could do with better editing, but I couldn't resist posting it here :shifty: . I feel the tunes are a bit dull, I'll have to improve on that.

http://www.sendspace.com/file/tdv8y1 (1.29 MB, 1:25 minutes)

So what do you guys think?

Rules: This is for evaluation only and should not be used anywhere. You can store it for listening only.

12
RMXP Script Database / [XP][VX] Animation Sheet Maker
« on: March 10, 2009, 10:53:34 PM »
Animation Sheet Maker
Authors: Fantasist, www.66rpg.com
Version: 1.0
Type: Resource Utility
Key Term: Game Utility

Introduction

This script can read image files from a folder and compile them into an animation sheet for use with RMXP and RMVX.

Features

  • Easy to use.
  • Handles transparency.
  • Saves a lot of time while making animations.

Screenshots

N/A

Download

http://www.sendspace.com/file/6rq31f (924 KB)

Script

Put the script at the very top of all the scripts.
(click to show/hide)

Instructions

  • Put all the frames of one animation in a folder and paste it in the program's directory.
  • Include the names of the folders in quotes in the "Config.txt" file.
  • Run "MakeAnimSheet.exe" and wait.

NOTE: The contents of Config.txt will be directly loaded, so do not make errors of any sort. Include the folder names in the "List" array.

Example:
               List = [ 'Animation1', 'folder2', 'anim' ]

Compatibility

Needs file writing permissions to save the temporary and output files.

Credits and Thanks

  • Fantasist - For making this.
  • www.66rpg.com - For the PNG output script.
  • Viviatus - For requesting this.

Author's Notes

You should find the program where you found this script. It is recommended that you use the program, since it is minimal and prevents a possible crash (when this script is used in RMXP).

If you have any questions, suggestions or comments, you can find me at:

 - www.chaos-project.com
 - www.quantumcore.forumotion.com

Enjoy ^_^

13
General Discussion / Best open-source 2D game engine out there?
« on: March 02, 2009, 06:35:47 PM »
Current considerations



What I'm looking for

  • Free and/or open-source. Anything that I don't have to pay for using or distributing/selling the games I make with it.
  • Object oriented.
  • Preferably multi-platform. Games I make should be playable in Linux OSes especially.



Information I gathered during my search

Note: I'm not necessarily supporting and/or agreeing with the information below.



Note: I will most likely settle for Pygame, but if you have anything to say, please do so :)

14
RMXP Script Database / [XP] Missing File Logger
« on: March 01, 2009, 07:44:38 PM »
Missing File Logger
Authors: Fantasist
Version: 1.0
Type: Game Debug Utility
Key Term: Game Utility

Introduction

This script prevents the game from crashing due to missing files. It also maintains a list of missing files. It can create a text file listing all the lissing files, the latest time they were used and the number of times they were used. It can also check for all the missing files. It any files are found, they are removed from the list.

Features

  • Creates and maintains a dynamic list of missing resources, both graphics and audio.
  • Prevents the game from crashing due to missing files.
  • If any of the missing files are found, they are removed from the list.
  • You don't have to look through the log; all files will be sorted properly.
  • No repetitions: instead, the number of times the file was used will be displayed.
  • Date and time when a missing resource was last used will be stored.
  • Rescue bitmap which lets you know that a graphic is missing.

Screenshots

Not really needed.

Demo

http://www.sendspace.com/file/z8a1lt

Script

Place this script anywhere above "Main". I recommend you place it on top of all scripts.
(click to show/hide)

Instructions

You can save the collected data by using the following code:
Code: [Select]
FTSConfig.save_missing_file_data
You can create a readable log file by using the following code:
Code: [Select]
FTSConfig.write_missing_file_data
You can check if any of the missing files are found by using:
Code: [Select]
FTSConfig.check_missing_files
Remember to mod "Main" if you set the "SAVE_FREQUENCY_TYPE" setting to 0. Even if it is 1, there's no harm in applying this mod.

Instructions to mod "Main":

Go to "Main". Erase the last line ("end") and paste the following code:
Code: [Select]
#===========Start copying from here===========
ensure
  FTSConfig.save_missing_file_data
  FTSConfig.write_missing_file_data if $DEBUG
end

If you set the SAVE_FREQUENCY_TYPE to 0:

The data will be saved when:
  • You close the game normally.
  • You use Alt+F4 to close the game.
  • The game crashes but an but some error message is displayed.

The data will NOT be saved when:
  • You close the game by using the "End Task" command from the Task Manager

Compatibility

Should be compatible with almost everything.

Credits and Thanks

  • Fantasist, for making this.

Author's Notes

If you have any questions, suggestions or comments, you can find me (Fantasist) at:


Enjoy ^_^

15
Welcome! / Taking a break from RMXP
« on: February 06, 2009, 05:33:26 PM »
About time too. If I don't, things will go downhill real fast. I have a few script requests to complete and after that, POOF! I won't come even close to RMXP anytime soon. I really need a break. I decided to channel that time towards music making. I found comfort with that: no goals, no worries, no multiple things to take care of. Just one thing in mind at a time, and it's really rewarding. I'll probably get back after a couple of months or maybe a year, I really have no idea.

Of course, this doesn't mean I'll leave CP, I instinctively visit this site when I'm bored. I won't be taking any requests or participate in anything much. I'll just linger around.

So that's it. To everyone who I promised scripting help, sorry I delayed things. I'll end everything by this weekend, the next Saturday at most.

16
Electronic and Computer Section / Annoying explorer problem
« on: January 19, 2009, 02:38:58 PM »
Everytime I close a window, this damn error shows up and explorer.exe restarts. Sometimes, some explorer processes won't get terminated, they're still there in the task manager consuming memory.



I don't even know where to start. Of course, it might have something to do with an improper uninstall of Visual Studio, maybe, but it's driving me crazy. :argh:

17
General Discussion / Quantum Core CMS: Suggestions and criticism needed
« on: January 15, 2009, 07:38:36 PM »
Basically what the title says. Anything is appreciated, from graphics issues, layout issues, functionality, visibility, ease of use and of course, lag.

Things to remember while judging:
 - That weird orb thing is the actual intended ring command, I'm using the command window temporarily.
 - The graphics are still experimental, but those might be what i'll be using with some improvements. Mistakes like the green vertical stripes will be taken care of.
 - The windowskin is pretty weird (with the metallic frame and the glass cursor...) sorry about that, I'll fix it asap.
 - About the lag. Since this is still in development, the code is not optimized. If there isn't much lag, that's well and good. If it's too bad, then I'll have to look into it
 - Thanks for taking the time, I appreciate it :)

Here's the encrypted demo (704 KB):

http://www.sendspace.com/file/3onz7z

And screenshots to spark interest:






18
RMXP Script Database / [XP][VX] Key Simulator
« on: December 11, 2008, 08:55:28 PM »
Key Simulator
Authors: Fantasist
Version: 0.1
Type: Low-level Functionality Addon
Key Term: Game Utility

Introduction

This script can simulate the pressing of the keyboard and mouse keys. You can use this, for example, to switch to fullscreen by simulating the ALT and ENTER keys.

Features

  • Simulates the most common keyboard and mouse keys.
  • More of a development tool than a script.

Screenshots

n/a

Demo

Place this piece of code just below this script and you're game goes fullscreen on start. If you still want a demo, I'll put it up, but remember, respect my laziness O:)
(click to show/hide)

Script

Place it in the very first slot. If you don't like that, you can paste this virtually anywhere before main.
(click to show/hide)

Instructions

This script can simulate most of the common keyboard and mouse presses. You can simulate three things:
"key down" (press), "key up" (release) and "trigger key" (press and release). The syntaxes respectively are:
Code: [Select]
VK.down(VIRTUAL_KEY)
VK.up(VIRTUAL_KEY)
VK.trigger(VIRTUAL_KEY)
where VIRTUAL_KEY is the constant representing the required key.
For the exact name of the constant, check the script.
Number keys work a little different. For the number n, VIRTUAL_KEY is:
Code: [Select]
NUM[n]So 2, 6 and 0 are "NUM[2]", "NUM[6]", "NUM[0]" respectively.
Note that this is only the case with the number keys above the letter keys. Numpad keys have individual constants. So the constant for Numpad 4 is NUMPAD4

Example: Simulating "Alt + Enter"

     Scroll down to find the constants for alt and enter keys. They are ALT
   and ENTER respectively. Now, we need to simulate "alt down", "enter down",
   "enter up", "alt up". The following code does that:
Code: [Select]
VK.down(VK::ALT) # ALT down
VK.down(VK::ENTER) # ENTER down
VK.up(VK::ENTER) # ENTER up
VK.up(VK::ALT) # ALT up

Compatibility

Should be compatible with almost everything. Might not be compatible with similar scripts.

Credits and Thanks

Credits: Fantasist for making this.
Thanks: Memor-X for requesting this.

Author's Notes

If you have any questions, suggestions or comments, you can find me (Fantasist) at:

    - www.chaos-project.com
    - www.quantumcore.forumotion.com

Enjoy ^_^

19
I need those merged ultimate interior and exterior tilesets. I know they're out there, I remember downloading them long ago. If there are demos with the passabilities set, it'd be MUCH better. Can anyone help please?

20
General Discussion / [RESOLVED]Visual Studio 2008 Dilema
« on: November 29, 2008, 07:32:30 PM »
Here's the deal. I'm upgrading to VS2008 from VS2005. I don't really have any experience but I dug around and it seems VS2008 is better. Now, as a budding computer engineer, what should I go for? I mean Visual Basic, Visual C++, Visual C#, etc. My idea is Visual C# (since Bliz mentioned it's easy). If I want to go for that, do I have to download everything or will Visual C# Express alone will do?

Bah, enough with the confusion >.< I want to learn some Visual <whatever> which will be most benificial (in terms of saving time b/c of easiness or knowing a more common or accepted language) and I want the minimal possible installation. Also I'm open to going aginst the minimal rule if it's worth it. I have limited HDD space in my laptop and I want to get the best deal. Just guide me :)

EDIT:

I've decided to go for Visual C# Express. I just needed a professional opinion and I got it from Bliz :)

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