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Topics - OracleGames

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I would like to know if it is even posible to insert these two scripts and make them avaiable in the game menu as buttons (BABS included):

http://forum.chaos-project.com/index.php/topic,6783.0.html  (Journal script)

http://forum.chaos-project.com/index.php/topic,114.0.html (Stat Distribution System)

So far i can add or remove buttons but i donĀ“t actually know what it takes to make them do something. A little help will be greatly appreciated.

2
New Projects / Exogenesis
« on: November 28, 2009, 04:26:38 AM »



Prologe:

I proudly announce my second project, it will be survival horror shotter. The main story concept is based in the panspermia hypotesis which states that "seeds" of life exist already all over the Universe, that life on Earth may have originated through these "seeds", and that they may deliver or have delivered life to other habitable bodies, in this case our planet earth...


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To define...



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Will post some examples later


(click to show/hide)

3
Script Requests / HUD request
« on: November 18, 2009, 04:46:42 AM »
I want a HUD that looks exactly like this one:
 
http://www.youtube.com/watch?v=YgQQ82R5U4s

i looked everywhere in these forums but found none >_<

the only diference between this and the classic one is the exp bar,Status (whit text), and gold

4
General Discussion / About skills
« on: September 25, 2009, 12:18:10 PM »
I have this skill  "call mother nature" in mind .. i planned it to be just a summon skill at first, but i would also like it to be an atack spell where clouds of poisonous gas invade the air, affecting enemies, while you summon 1 or 2 servants, is that possible?  :roll:
If not i would just call a skill "Killcloud" and another one called "Summon Claygolem".
What do you think??

5
Projects / Games / [RMXP] Astyanax: Wrath steel: UPDATE 27/11/2009
« on: June 01, 2009, 04:11:15 AM »
             
         
           (I was planning to name it "Fantasy Crystal Chronicles 4 :Eternal Dragon Quests, but that would piss off alot of people")


Prologe:


So!! here it is.. the biggest project i have ever started (and will finish hopefully), what makes this project big its not just the vast resource database i have been creating to make it complety unique, but the game that is behind the idea.. an old NES classic:


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The game was side-scroller plataform game, many people found it kind of annoying because of its difficulty while others consider it as one of the best "go save the princess" games ever made; my game will be based (vaguely)on this magical world & its inhabitants while adding plots & stuff of my own, the idea is to make a worthy remake for a game that deserves it. :roll:

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DEMO

Version 1.0:
First version
Version 1.1:
-Fixed error that crashed game in the first battle scene
-Fixed puzzle
-Relocated various events that were not so accesible
Version1.2:
-More help for the maze
-Fixed Characters colors a bit
-Added Quest Book
-SP cost Lowered for some skills
-Boss is now more dangerous
-Fixed Status Fade-Out Times

http://www.sendspace.com/file/zreb9g

Maze Guide

(click to show/hide)
Enjoy :D

(Note: may contain small bugs or typos, please report any anomaly.)

6
I will post all the unused Battlers, Animations & Resources from my old project that are PLENTY i must say:
*90 animated battlers, enough to make a game itself.
*aproximately 1100 frames of animations, not even half of work i was about to do for skills
*63 icons for skills
*A complety custom Menu/save-game layout (you will need MOG script and put each file in the right folder to make it work)
*Various System sounds and ME


Here are 2 examples for the batlers:
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And
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NOTE: As you can see the battlers have 8 frames of animation and the death pose.. all you need to do is to
modify your script to make it work correctly... for example (Using Minkoff animated battlers script):

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Now a example of the animations:

(click to show/hide)

As all of the animations are ripped images theres not a lot you can do in the game editor but add flashes and SE... some of them need to be centered manually tough.

DOWNLOAD LINK:


7
Script Troubleshooting / [Resolved] Cant create "Critters"
« on: May 19, 2009, 03:49:29 AM »
when i put a critter on any of my maps...
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I recieve this error

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The scripts are untouched, the only thing i have changed:


i added:

HUD_OMIT = 0

to the Config module (part 1) and

def hide
    self.z = 0
  end
 
  def show
    self.z = 1000
  end

To the hud-class (part 3) and

if BlizzABS::Config::HUD_OMIT == 1 && @hud != nil
      @hud.hide
    elsif @hud != nil
      @hud.show
    end

To the check_huds def.

8
some of my skills need to complete the animation before launching (like Homing skills), but when i use the "Charge Type" feature on any skill like "Trigger after charge" the enemies wont even cast them, they just stand there staring at me, walking, running & dancing.. i got a cool "Fireball in the making" animation but i cant use it in game because everything gets launched instantly, and looks just ugly D: .. am i missing something??

PS: i already tried an extra script i found on "Tons of addons - Part3" but it just makes the monster stand still for some desired time and then instanly cast/launch the spell like it normally does  :haha:, i just want some time between the casting animation and the execution

HAlp please  :wacko: Thanks

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