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General Discussion / Re: RPG Maker Fes
« Last post by mobiusclimber on May 21, 2018, 10:16:40 PM »
It is definitely a streamlined Maker, but that can be a good thing for n00bs. It has pre-built towns, houses, interiors, etc, that can then be customized, taking the guesswork out of what this tile or that tile is supposed to be used for. You'd have to go out of your way to make something truly ugly. It's also nice that right out of the box you can use any and all tiles on any and every map, except world maps which have their own tileset. I'll be honest, I think the map editor in FES blows away any computer RPG Maker map editor, with just one fatal flaw: the inability to import your own graphics. If Enterbrain would just include a decent map editor on their computer Makers this wouldn't be an issue, but frankly, they all suck.

The other nice feature is the move event command. Not only does it display on the map the the route the player or event will take, but it can also be set to either follow the route exactly with a start and end point of your choosing, or set to start at where the player or event is at and end at where you designate it to end. Can you do that in XP or VX or MV? I'm... sure you can with scripting but probably not out of the box (unless I'm missing something).

But it does have some serious problems, beyond the limitations. For one thing, the program will randomly crash for no apparent reason. I also encountered a huge problem which I'm almost positive NISA is well aware of (the US publisher) if not Enterbrain (but probably them to). From what I can gather, if you make something on one 3DS and then move the save file over to another 3DS, the game will think it's someone else's work. That's fine until you try to upload it and you can't. And then the game thinks you downloaded it and locks you out of editing your own damn game. Yeah, this happened to me.

So basically, if you're a scripter or really well-versed in the computer RPG Makers, then FES will seem rudimentary and unnecessary. But if you can put up with the random crashes and know about the bug I mentioned and don't do the things to encounter the bug, and if you want something that's easy to use, FES is a nice little program. I've made in hours things that would take weeks or months to do in XP. Hell, it's easy to get far along in game that in XP you'd still be looking around for plugins to make the game not so ugly and stupid.
I found a bug in the demo. On the Cat_To_Player map (the one about followers and orienting characters when moving between maps, and pathfinder), when I talked to the kid who wanted me to help him find his momma, he doesn't follow me and I could go to the map to the left and talk to people (who said things like "I wanna go to the cave, but you already have a follower"). When I went back to the other map and talked to people, they all said and did their stuff. The professor looking person showed the orient caterpillar thing, but I had no one following me so it didn't really make sense ( I mean, it did, I knew what the effect was, but I couldn't see it cuz no one was following me). After that, I could not walk off to other maps bc a message would pop up saying I can't leave without my party. When I tried to talk to the boy again, he didn't say anything. So I was just stuck on that small map.
RMXP Script Database / Re: [XP] Blizz ABS Active Action Info
« Last post by mobiusclimber on May 21, 2018, 05:06:37 AM »
Awesome, thanks! Not getting the error anymore!
RMXP Script Database / Re: [XP] Blizz ABS Active Action Info
« Last post by KK20 on May 21, 2018, 02:11:35 AM »
Seems like, at the time, Drago forgot Arrays are 0-indexed. How this went unnoticed for years is beyond me.
For the sake of keeping the fix easy, find this around line 38 and make sure it looks like this
Code: [Select]
def mpit() @mpit ||= [nil, 0, 0, 1, 1, 0, 0] end
@Drago: Problem lines are
Code: [Select]
# Scene_Map#main
@mpit.visible, @mpit.contents_opacity = true, $game_system.mpit[6]

# Scene_Map#update
@mpit.contents_opacity, @mpit.visible= $game_system.mpit[6], true
$game_system.mpit[6] -= 3
The mpit variable was only an array of 6 elements, hence mpit[6] returned nil.
RMXP Script Database / Re: [XP] Blizz ABS Active Action Info
« Last post by mobiusclimber on May 20, 2018, 09:44:49 PM »
I'm getting an error from line 202: "no implicit conversion from nil to integer."
OK thanks, I'll try asking over there. I wasn't sure if you guys were mostly XP or a little bit of everything, and I did see some MV forums so kinda figured I'd just post on here since everyone's been welcoming and helpful. I did download the demo, it's basically the only reason I was able to implement as much of it as I was. When I first looked at it and read the help blurb in the plugin, I couldn't make heads or tails of how to set everything up.
Script Troubleshooting / Re: RMMV - Galv Map Projectiles Help - Several Questions
« Last post by G_G on May 16, 2018, 10:18:43 PM »
You are better off asking for help from the creator of the script. While this community here does what it can to help, we are primarily RMXP users. Few of us have used and played around with MV but not enough to help with other people's scripts.

RPG Maker Web Forums is going to be your best bet to get help with this. And asking in the thread of the script creator itself might help too.

I noticed the creator has a demo and I'm sure you have already looked through it and played with it, but I would always recommend going back and seeing how things were accomplished in it.

On a similar note, how do I make it so that the player can only shoot in one direction, straight ahead, regardless of which direction is pushed. (The player ship's sprite always looks ahead regardless of which direction it is pushed in.)

Have you tried using Direction Fix already? This is the only thing I can think of without looking at the demo or playing around with it.
Hopefully someone can walk me through this so I can see what I'm doing wrong. To start with, I can't get enemies to die when hit. They don't have the tag that makes them impervious. Not really sure what I'm doing wrong. I did change the variable number in the plugin, but for the most part, I just copied all the code out of the demo while making small changes. For instance, I just used premade animations instead of making new ones (I will at some point, I just wanted to get things set up first). Is there another place where I need to change the variable number besides in the plugin itself? Or is it something else? Am I using the wrong code for the "custom move" in the event itself? Which leads me to my next question...

How do I set it up so that the enemies both shoot projectiles and move towards the player. I'm trying to set up a horizontal shmup and don't want all/most of the enemies to be stationary.

On a similar note, how do I make it so that the player can only shoot in one direction, straight ahead, regardless of which direction is pushed. (The player ship's sprite always looks ahead regardless of which direction it is pushed in.)

Sorry if these are all simple things that I just am too n00b to understand. I don't know Javascript (or any scripting language) so parts of this plugin are tough for me to really understand.
RMXP Script Database / Re: [XP] Blizz-ABS
« Last post by mobiusclimber on May 15, 2018, 08:22:09 PM »
Yeah you are right. I'll see what's possible and go from there. Hopefully there's a decent way to get transparency to work like this. It would really open up the possibilities of different things on the map. I'm hoping for a Diablo effect where things become transparent when you walk behind them so you can hide treasure boxes behind walls and stuff like that.
RMXP Script Database / Re: [XP] Blizz-ABS
« Last post by KK20 on May 15, 2018, 07:59:14 PM »
Yeah, explore with events first. You don't want to cheese a HUD script to affect the environment.
Besides, I think the alternative would be a custom tilemap script that allows you to alter individual tiles dynamically.
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