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Topics - Dweller

Pages: [1] 2
1
General Discussion / Icon to BlizzABS
« on: December 05, 2012, 01:23:39 PM »
Hi all (long time since my las post  :shy:). Working on weapons in my BlizzABS game I created a tool to convert icons to BlizzABS weapon attack files.  You can see two examples on the next video:

(click to show/hide)

Now I´m working on a new feature so you can move each frame to adjust the final weaponsheet. Also I have a few more ideas to add, like a optional Slash effect layer.

If someone is interested I will upload the current version (this little tool saves me a lot of time when dealing with weponsheets).

2
Script Requests / [Resolved] Item tracker and Blizz-ABS
« on: April 03, 2012, 09:21:27 PM »
I´m looking for a script to track items. The idea is that the player can select any item on inventory and show it on the game HUD, so he can track it when doing a quest or farming. You can see an example on the next screen of my game 7 Islands:

(click to show/hide)

I have no problem to add the item to my HUD but I´m not very familiar with Windows_Selectable so I need help with this. Hope some scripter could help me.


3
Projects / Games / [XP] Gooord
« on: March 28, 2012, 02:45:37 PM »

GOOORD
a A Blizz-ABS platformer game


Concept
This is a short platformer game designed to be played by Kids. I made it to my little son (3 years old) and he was very exited playing it. I used BlizzABS because the jump and enemies are easy to configure (and other features like idl sprites). This is a very short game, I plan to add a few more levels in the future.


Features
  • Movement: run left/rigth, jump, leadders up/down
  • Collect 19 pink bubbles to win
  • Enemies and falls decrease your HP.


Characters
- Gooord is your playable character
(click to show/hide)
- Bubble Bobble (enemies)
(click to show/hide)



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


Downloads
Version 1.0


Credits
  • Dweller (concept, map, eventing, etc...)
  • Graphics (Dweller, Bubble Bobble Revolution)
  • Scripters (Blizzard, Winkio, game_guy, stripe, Dweller)
  • Music (Street Fighter 2 - Guile's Stage, To Zanarkand - Final Fantasy X)
  • Testers (raulxito99 and ivanchiru)


4
General Discussion / Looking for tester (Actorsprite Maker)
« on: March 13, 2012, 02:31:33 PM »
Actorsprite Maker is close to have a public version and I'm looking for a few people that want to test the current version and help me to improve it and correct bugs (the program have a tool to send feedback). I´m a noob programmer and this is the first tool that I'm going to share, so the testing part is new to me, and I want to take my time and also learn on the process.

If you are interested  please reply on this topic and I will send you the current version so you can test it (I hope I can get at least 5 people).

Testers:

- game_guy, ShadowPierce (from Chaos Project forum)
- Orochii, akyratorr, Dragón x3, saulodeabreu, Paco  (from Mundomaker forum)
- raulxito99
- Protogeo
- Jdlp

Thanks,

(I don't know if this forum is the correct one to looking for this, sorry).


5
Sea of Code / ClickOnce
« on: March 11, 2012, 10:13:34 PM »
I´m finishing Actorsprite Maker (on Visual C#) and now I´m thinking on a way to update the program. I have 120 resources ready to launch with the first version (I use imagelist/listview to manage with them inside the program), and I want to update those resource online. ClickOnce looks like what I'm looking for, so I want to ask if any of the programmers here have ever use it or at least now if it's suitable for my objetives.

6
Resources / Actorsprite Maker
« on: March 05, 2012, 11:35:01 PM »
Last year I learned C# just to make a few custom tools to use in my work. Also I began 2 game projects; one is a XNA space game and the other is a RPGMaker XP character maker (I called Actorsprite Maker). Right now I´m very close to public this sprite tool that I think it could be usefull to rpgmaker XP users. In the next video you can see how it works:

(click to show/hide)

Features:
- 6 shapes to combine (head, body, leg, accesories 1, acc 2 and acc3)
- Save png charactersheet (RPGMaker XP format, 4x4)
- Spritesheet preview, 2x Zoom preview and animated preview with 4 diferents backgrounds
- Moving tool (you can move each shape)
- Reset button
- Accesories 1, 2 and 3 contain the same list of sprites so you can combine mora han one of this list

Basically the program is done and I´m now adding sprites to combine. I hope in a few weeks I can make a public version.

(click to show/hide)

7
Resources / Blizz-ABS sword attack + Visual Equipment video
« on: June 03, 2011, 07:04:07 AM »
I was playing with Blizz-ABS + Visual Equipment and I made a Video thats shows a sword attack. I think I got the effect that the character take the sword from his back to use it

http://youtu.be/rPuIB53QrRw

I used these images:

(click to show/hide)

[4/06/2011]
Added a new video. Attack animation using a Steel Armor.

(click to show/hide)


8
Script Troubleshooting / Change icon on a custom menu
« on: April 11, 2011, 04:04:06 PM »
I´m using this script to add icons to my custom menu:

Code: [Select]
#=============================================================
# ** Redd's MenuIcons
#=================================================================

class Window_MenuIcons < Window_Command
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
      # Draw the icon associated with the index.
      draw_icon(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    # rect = Rect.new(x, y, width, height) Note the x is 32, not the default 4.
    rect = Rect.new(32, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Draw Icon
  #--------------------------------------------------------------------------
  def draw_icon(index)
    # Case index
    case index
    # Conditional branch
    when 0
      # Sets the icon name (Case Sensitive)
     icon = '1'      
    when 1
     icon = '2'
    when 2
     icon = '3'
    when 3
     icon = '4'
    when 4
     icon = '5'
    when 5
     icon = '6'
    
    else
      # Don't draw anything.
      icon = ''
    end
    # Create the bitmap image for the icon
    bitmap = RPG::Cache.icon(icon)
    # Make the rectangle for the image to be in
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    # Draw the bitmap inside the rectangle, at 4 pixels across,
    # and down according to the index
    self.contents.blt(4, 32*index+5, bitmap, src_rect)
  end
  end

Also changed Scene_Menu script adding
Code: [Select]
@command_window = Window_MenuIcons.new(160, [s1, s2, s3, s4, s5, s6]) to display the icons.

Now I want to change icons if an option is active (not selected). I added a global variable to the Window_MenuIcons  script to select between the two different icons (one when the option is active and the other when is not):

Code: [Select]
def draw_icon(index)
    # Case index
    case index
    # Conditional branch
    when 0
      # Sets the icon name (Case Sensitive)
     icon = '1a' if $Icon_popup  = 0
     icon = '1b' if $Icon_popup  != 0        
    when 1
     icon = '2a' if $Icon_popup  = 1
     icon = '2b' if $Icon_popup  != 1
    when 2
     icon = '3a' if $Icon_popup  = 2
     icon = '3b' if $Icon_popup  != 2
    when 3
     icon = '4a' if $Icon_popup  = 3
     icon = '4b' if $Icon_popup  != 3
    when 4
     icon = '5a' if $Icon_popup  = 4
     icon = '5b' if $Icon_popup  != 4
    when 5
     icon = '6a' if $Icon_popup  = 5
     icon = '6b' if $Icon_popup  != 5
    
    else
      # Don't draw anything.
      icon = ''
    end
    # Create the bitmap image for the icon
    bitmap = RPG::Cache.icon(icon)
    # Make the rectangle for the image to be in
    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
    # Draw the bitmap inside the rectangle, at 4 pixels across,
    # and down according to the index
    self.contents.blt(4, 32*index+5, bitmap, src_rect)
  end

The next step is to change the global variable if the menu option is active or not. I think I must use something like:
Code: [Select]
case @command_window.index
      when 0  # item
        $Icon_popup = 0
      when 1  # skill
       $Icon_popup = 1
      when 2  # equipment
        $Icon_popup = 2
      when 3  # status
        $Icon_popup = 3
      when 4  # save
        $Icon_popup = 4
      when 5  # end game
        $Icon_popup = 5
      end

But I`m a bit confused about where I must use this code. I tried inside  update_command and update (inside Scene_menu) but fail.

I´m on the right way doing this or I´m completly wrong from the begining?

9
Lexima Legends - Chaos Project / no gamepad option?
« on: April 04, 2011, 11:05:41 AM »
I´m playing LLIV and after 3 hours I´m shocket about the gameplay (the battle system is awesome). I wondering if it's posible to play it using a gamepad?

10
Graphics & Music / Cultist sprite
« on: April 02, 2011, 08:26:48 AM »
This one is a Sithjester's sprite edit made by me:

(click to show/hide)

If we could use it on the project I´ll finish the whole spritesheet.

11
Sea of Code / [C#] Declare variables (Resolved)
« on: March 21, 2011, 11:36:01 PM »
I moving a game project from Visual Basic to Visual C#. I use global variables and arrays that loads in a Visual Basic module. Visual C# don´t have something like VB modules (at least I can´t find something similar). So to declare my global variables and arrays I made a GlobalClass and declare all of them inside it. Then I work with them using GlobalClass.variablename.

Is working fine but I´m not sure if this is a correct way to declare global variables in Visual C#. Is there something like VB modules in Visual C#? Is there a better way to declare global variables that inside a class?

12
Resources / Custom male template
« on: March 12, 2011, 04:47:46 PM »
I´m working on a custom male template and wan't some feedback before working on it. The main idea is to create a new style template but that fix with most of the RTP tilesets.

Size comparation (pixels):
- Kaizer --> 35x74
- RTP --> 23x42
- Dweller --> 22x46

(click to show/hide)

Movement test ( frontal and back view):

(click to show/hide)

Example character:
(click to show/hide)

13
Script Troubleshooting / Blizz ABS respawn disable (Resolved)
« on: September 30, 2010, 09:24:20 PM »
I´m working on my first script (using game_guy Kill Count BABS Add On script), a hunter rank script where you gain ranks of hunter when you kill a certain number of mobs. At the moment is working fine but I noticed that mobs don´t respawn anymore. If I remove my script, the mobs respawn again, so I´m doing something wrong that affect the blizz-abs respawn feature. I hope that a scripter could take a look at the script code because I can´t find the error.

Code: [Select]
#- Mob count by G_G
#- Modificado por Dwellercoc para añadir rangos de cazador segun mobs matados
#- Sonido cuando se sube de Rango de cazador
#- 17-09-2010
if BlizzABS::VERSION < 2.51
  raise "Blizz ABS Version isnt high enough. Now Closing."
end

#- Play a sound when you reach a new Hunter Rank
module Sound_Change
  Sound = "022-Dive02"
end


class BlizzABS::Processor
  
  KillCountVariable = 1
  
  alias exp_result_kill_count_later exp_result
  def exp_result(enemy)
    $game_variables[KillCountVariable] += 1
    
        case $game_variables[KillCountVariable]
        when 1
          $HunterRank = "n00b"
          Audio.se_play("Audio/SE/" + Sound_Change::Sound)
          $scene = Scene_ShowWindow.new
        when 2
          $HunterRank = "Hunter"
          Audio.se_play("Audio/SE/" + Sound_Change::Sound)
          $scene = Scene_ShowWindow.new
        when 3
          $HunterRank = "Assasin"
          Audio.se_play("Audio/SE/" + Sound_Change::Sound)
          $scene = Scene_ShowWindow.new
        when 4
          $HunterRank = "Triturador"
          Audio.se_play("Audio/SE/" + Sound_Change::Sound)
          $scene = Scene_ShowWindow.new
        when 5
          $HunterRank = "Master"
          Audio.se_play("Audio/SE/" + Sound_Change::Sound)
          $scene = Scene_ShowWindow.new
        end
      
      return exp_result_kill_count_later(enemy)
  end
end

$BlizzABS = BlizzABS::Processor.new

Code: [Select]
#==============================================================================
# ***Hunter Rank Window***
# Hunter Rank level up window
# by dwellercoc - 17/09/2010
#    
#==============================================================================

class MyCustomWindow < Window_Selectable

  #----------------------------------------------------------------------
  # * Object Initialization
  #----------------------------------------------------------------------
  def initialize
    super(242, 90, 195, 275)
    @column_max = 3
    self.contents = Bitmap.new(width - 32, height - 32)
        refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 26
    cx = contents.text_size("123123123123123123123").width
    
    self.contents.font.color = Color.new(225, 215, 255)
    self.contents.font.bold = true
    self.contents.draw_text(11, 0, cx, 32, "  Hunter Rank")
    self.contents.draw_text(11, 20, cx, 32, "Now you are a:")
    self.contents.font.color = normal_color
    self.contents.font.bold = false
    
    case $game_variables[1]
        when 1
          @bitmap = RPG::Cache.battler("n00B.png", 0)
        when 10
          @bitmap = RPG::Cache.battler("Hunter.png", 0)
        when 20
          @bitmap = RPG::Cache.battler("Assasin.png", 0)
        when 30
          @bitmap = RPG::Cache.battler("Triturador.png", 0)
        when 40
          @bitmap = RPG::Cache.battler("Master.png", 0)
    end
        
    self.contents.blt(11, 47, @bitmap, Rect.new(0, 0, @bitmap.width, @bitmap.height), 160)
      
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 64, 0, 64, 64)
    end
      end
  end

 $BlizzABS = BlizzABS::Processor.new
#==============================================================================
# * Scene_ShowWindow
#==============================================================================

class Scene_ShowWindow
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    
    #call the window
    @window = MyCustomWindow.new
    @window.opacity = 0
    
    # Execute transition
    @spriteset = Spriteset_Map.new
    @sprite = Sprite.new
    # @sprite.bitmap = RPG::Cache.picture("Hunter")
    Graphics.transition
    
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
     end
    
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @window.dispose
    @spriteset.dispose
    @sprite.dispose
    #@sprite.bitmap.dispose
    
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to Menu screen
      $scene = Scene_Map.new
      return
    end
    end
  end
 

14
Tutorials / [C#] Beginner guide
« on: September 14, 2010, 01:50:06 PM »
I installed MV C# 2010 express and begin to work with it. I made in the pass a few programs with Visual Basic (best I don´t say which version  :'() and now want to return to programming but with a new lenguage (just for a hobbie). I read that a few of CP members works with C# and want to ask you to good internet resources for a begginer (tutorials, forums, etc..). Actually I´m using Microsoft learning resources.


15
Resource Database / Orcs template
« on: September 10, 2010, 11:55:18 PM »
A friend ask me for an orc template that match with RTP resources so he can make differents orcs sprites for a game. I´m working on the template and want to have some feedback.

I decided to work on G-Judo male template cause i like the walking animation (thinking on orcs) :
(click to show/hide)

- First step was changing the template skin to a dark green. After that I worked on the head (jax, eyes, ears, mouth and nose). I didn´t want a rude face expresion nor a happy one.
- The second step was to work on chest and hip because G-Judo template ones are too thin for an orc (also I made the template 1 pixel taller).
- Third step was to work on arms and legs. The shoulders size were increased and added more muscles to the arms. The legs and feets got more details and finally detailed the chest muscles and the adominal muscles (also I separated the hands from the body 1 pixel)
The result at this point:

To test the sprite I added lether cloth, shoes and put hair, bear and eyebrows.
(click to show/hide)

I´m happy with the results but before continue spriting the whole animation I want some feedback.

Thanks for your help.

Full template:
(click to show/hide)

(now working on attack, idle and static poses for this template)

16
RPG Maker Scripts / [RESOLVED] Moving events
« on: August 18, 2010, 12:45:08 PM »
Can someone tell me how can I move an event using code?


17
Resources / Sprites animation software
« on: August 14, 2010, 12:22:26 AM »
I`m using Gif animator and Beneton Movie Gif to anime some of my sprites (out of RPGMaker). I´m wondering if exist a software that recognize RPGMaker 4x4 sprites format and anime them on a gif ( I searched on google but didn´t find anything)

18
Script Troubleshooting / [RESOLVED] Menu crash
« on: August 10, 2010, 07:02:57 AM »
Hi, I tried to make a option menu (like Blizz-ABS premenu):

(click to show/hide)

Looking into Scene_Menu and Command_Menu I finally do it (I´m not a scripter but like to play with code sometimes):

Code: [Select]
#==============================================================================
# ** My_Window
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class My_Window < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Compute window height from command quantity
    super(100, 100, 205, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
    #Shows the picture on the window
    #Stores the picture into the battler
    @bitmap = RPG::Cache.battler("t1.png", 0)
    self.contents.blt(2, 5, @bitmap, Rect.new(0, 0, @bitmap.width, @bitmap.height), 160)
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end
#==============================================================================
# ** Scene_123
#------------------------------------------------------------------------------
#  This class performs Options 123 screen processing.
#==============================================================================

class Scene_123
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  
  
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = "    Option 1"
    s2 = "    Option 2"
    s3 = "    Option 3"
    s4 = "    Option 4"
    s5 = "    Option 5"
    s6 = "    Option 6"
    @command_window = My_Window.new(205, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.opacity = 255
    
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    
    #Fondo del menu = MAPA
    @spriteset = Spriteset_Map.new
        
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  
  
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
    
      case @command_window.index
      when 0  # Option1
        $Victory =+ 1
        $scene = Scene_Map.new
      when 1  # Option 2
        $scene = Scene_Map.new
      when 2  # Option 3
        $scene = Scene_Map.new
      when 3  # Option 4
        $scene = Scene_Map.new
      when 4  # Option 5
        $scene = Scene_Map.new
      when 5  #  Option 6
        $scene = Scene_Map.new
        return
      end
      return
    end
  end
  end
    

But I have a problem. After I use the menu and go back to scene_map, if I open again the menu or do a map transition, the game crash (no error message, just crash).

I hope that someone can take a look at this and help me (RPGMaker XP and not using any other scripts).

19
Resource Requests / [RESOLVED] Road autotiles
« on: August 02, 2010, 06:34:25 PM »
I need a road autotile, may someone have one on his resource database and want to share it with me.

I have this one, but need a few more to combine differents roads.

(click to show/hide)

20
Resource Database / Weapons (Blizz-ABS)
« on: June 03, 2010, 10:37:38 PM »
I'm working on weapons for my game. (adapted and original icons to Blizz-ABS format).

Swords
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(original, no edit)
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(original, no edit)
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(original, no edit)
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Lances
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Maces
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Flails
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Daggers
(original, no edit)
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(original, no edit)
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Staffs
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(from WoW Benediction Staff)
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(original, no edit)
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Gunswords
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Axes
(original, no edit)
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(original, no edit)
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Other Weapons
(original, no edit)
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Projectile Skills
(original, no edit)
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Projectile Weapons
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- If someone need a weapon to be adapted to Blizz-ABS, just send me the icon.
- Also I´m acepting original weapons request.

(I'll update this post with more weapons)

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