[XP] Blizz-ABS

Started by Blizzard, January 09, 2008, 08:21:56 am

Previous topic - Next topic

tSwitch

hmmm....
are you using FIT_WINDOW_TO_TEXT mode?

and have you used the basic evented window settings at all? (hide/show/top/middle/bottom)


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

elmangakac

Quote from: Blizzard on December 21, 2008, 02:20:09 pm
Not really. MCGaladtogel actually released an unfinished plugin that makes Blizz-ABS work with his Mode7. Check out the Mode7 thread.


how can i find him???? somebody have his mail?

tSwitch

stupid me, I had the UMS below BlizzABS


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Hellfire Dragon

Quote from: NAMKCOR on December 28, 2008, 06:42:01 pm
hmmm....
are you using FIT_WINDOW_TO_TEXT mode?

and have you used the basic evented window settings at all? (hide/show/top/middle/bottom)

Yep

Quotestupid me, I had the UMS below BlizzABS

Ah that's why, lol :haha:

Aqua

When the player uses a skill on himself, for example, heal, the target animation doesn't play on the player.
The user animation & the skill effect happens.
Tested on a new project :P

G_G

anyway to make it where say you shoot a gun and the bullet misses but the bullet lands and when you touch it you get the bullet back. Is there anyway to turn it off?

tSwitch



FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

winkio

Spoiler: ShowHide


I just couldn't resist. :^_^':

G_G

I looked a few times in the manual but it doesn't say anything about turning off what I said. I'll try to make it more clear(maybe I'm looking over it)
I am making a game in modern times with guns and knives. The guns consume ammo of course but when that bullet misses its just dropped on the ground giving the player his bullet back to shoot someone again. I don't want this so is there a certain line I can erase or something?

Makasu

Quote from: game_guy on December 29, 2008, 06:05:13 pm
I looked a few times in the manual but it doesn't say anything about turning off what I said. I'll try to make it more clear(maybe I'm looking over it)
I am making a game in modern times with guns and knives. The guns consume ammo of course but when that bullet misses its just dropped on the ground giving the player his bullet back to shoot someone again. I don't want this so is there a certain line I can erase or something?


Read the earlier pages I asked the same thing and Blizz gave the code to remove it. Its in this thread just search around for a bit. Like 3-4 pages back.
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

Me on deviantart.com
My talents: ShowHide

  • Spriting
  • drawing
  • html coding
  • website design
  • skating
             PM now for a personal quote!
[[Will draw character art for you for $$$ or scripts!]]




Memor-X

December 29, 2008, 09:01:34 pm #1350 Last Edit: December 29, 2008, 09:04:03 pm by Memor-X
yeh blizzard, i download the latest version of the ABS yesterday and when i went to start up my game, i got this error

script Blizz-ABS 2.21 Part 2, line 2841: ArgumentError Occurred
wrong number of arguments(1 of 0)

on line 2841:
          actor.refresh(true)


now when i comment our the catapiller addon in Tons and Map as Battleback (that gets some error to when i comment out the first addon but that's unrelated to this) i get the following error

script Blizz-ABS 2.21 Part 2, line 2841: NoMethodError Occurred
undefined method 'vx' for #<Hud:0x3b7dcb8>

on line 2841:
          if $game_player.screen_x < s.vx + s.vw + 16 &&


this error only shows up when i have the hud enabled in Part 1, i used version 2.2 and i get the same errors, i don't know if i've done something wrong, i use sdk 1.x, the EXP bar script for the ABS and no other script i have can mess with the hud (because the other script or an al bhed script, a mail script, tons, your DDNS and a couple of script that mess with scene_title) and the ony addon i have active is the Scene_Item calling

oh, and i was wondering a couple of things, 1. what's the default speed of a projectile and 2. if i made a projectile sprite that was 3 tiles wide, would it hit enemies on all 3 tiles or would it only hit enemies on the middle tile

tSwitch

December 29, 2008, 09:46:32 pm #1351 Last Edit: December 29, 2008, 09:56:26 pm by NAMKCOR
GAH! this is getting really annoying :(

I want this boss to shoot homing missiles at you constantly until he recharges.
But he either doesn't shoot them, or they go through walls.
I want the player to be able to hide behind the 'walls' (crates and barrels) on the map, and force the boss
to recharge, before they attack.

damnit :(

the boss uses the skill all 5 times like tehy're supposed to, then when I go to attack while it reloads, THEN they go!
I want them to shoot at you even while you're behind a wall, and for the projectiles to do what they normally do and stop at the wall.

*sighs*  I'm not sure what part of the ABS has to be changed, nor am I able to do it :/


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Blizzard

December 30, 2008, 08:08:48 am #1352 Last Edit: December 30, 2008, 08:13:58 am by Blizzard
Quote from: elmangakac on December 28, 2008, 07:44:35 pm
Quote from: Blizzard on December 21, 2008, 02:20:09 pm
Not really. MCGaladtogel actually released an unfinished plugin that makes Blizz-ABS work with his Mode7. Check out the Mode7 thread.


how can i find him???? somebody have his mail?


Try www.rmxp.org.

Quote from: Aqua on December 29, 2008, 04:11:10 pm
When the player uses a skill on himself, for example, heal, the target animation doesn't play on the player.
The user animation & the skill effect happens.
Tested on a new project :P


And how is it supposed to play two animations at once? -_-

Quote from: winkio on December 29, 2008, 04:50:34 pm


I just couldn't resist. :^_^':


This is too epic to be spoilered. xD

Quote from: Memor-X on December 29, 2008, 09:01:34 pm
yeh blizzard, i download the latest version of the ABS yesterday and when i went to start up my game, i got this error

script Blizz-ABS 2.21 Part 2, line 2841: ArgumentError Occurred
wrong number of arguments(1 of 0)

on line 2841:
          actor.refresh(true)


now when i comment our the catapiller addon in Tons and Map as Battleback (that gets some error to when i comment out the first addon but that's unrelated to this) i get the following error

script Blizz-ABS 2.21 Part 2, line 2841: NoMethodError Occurred
undefined method 'vx' for #<Hud:0x3b7dcb8>

on line 2841:
          if $game_player.screen_x < s.vx + s.vw + 16 &&


this error only shows up when i have the hud enabled in Part 1, i used version 2.2 and i get the same errors, i don't know if i've done something wrong, i use sdk 1.x, the EXP bar script for the ABS and no other script i have can mess with the hud (because the other script or an al bhed script, a mail script, tons, your DDNS and a couple of script that mess with scene_title) and the ony addon i have active is the Scene_Item calling


Either you haven't copy-pasted the script right or your scripts aren't in the right order. http://forum.chaos-project.com/index.php?topic=23.0
Those error seem to be appearing because stuff hasn't been defined which probably means the former.

Quote from: Memor-X on December 29, 2008, 09:01:34 pm
oh, and i was wondering a couple of things, 1. what's the default speed of a projectile and 2. if i made a projectile sprite that was 3 tiles wide, would it hit enemies on all 3 tiles or would it only hit enemies on the middle tile


1. It's 5, but I was going to add a feature where you can define projectile speeds.
2. No, only the middle one would get hit. Projectiles are only 16x16 pixels wide. Tempering with that would cause me to have half the system changed again. Or maybe not... Maybe some of the recent changes I did in the system have created a much easier way to do it... I might add event/projectile size later.

@NAMK: Homing projectiles go through walls. You should check out Map_Projectile#update_projectile for that. Can you be more clear with the rest? I didn't understand you at all. You referred to the boss as 'they' a few times, I'm confused. ._.;
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

tSwitch

December 30, 2008, 08:49:11 am #1353 Last Edit: December 30, 2008, 08:50:52 am by NAMKCOR
ok, the boss is stationary.

I have it set so that the boss uses their homing projectile skill 5 times, then reloads for several seconds.
The boss uses the skills (apparently) then starts reloading, without playing the skill animations or firing the projectiles.

I move out (from behind my wall) to attack the boss while it is reloading, only to have the skills THEN activate and pwn me.

I want the skills to activate immediately (so I suppose the enemy needs to see through walls or something) and to stop when they hit a wall.  That way your opening is when the boss is reloading.

They have to be homing skills because the enemy doesn't move at all and there's a nice large empty space around it.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Sin86

Just downloaded the latest version but I got a problem fighting enemies with a melee weapon.

It isn't really an error, but what happens is the moment you strike an enemy, the enemy will run at you and hit you. Making it where you are almost forced to take damage as you try to fight it. With a ranged weapon, this isn't a problem but enemies used to beable to either stop for a few seconds or get "pushed back slightly" after being hit.

Blizzard

Dammit. I've been playing the test game for like 5 minutes just to be sure that the enemies are being knocked back and it seemed to be working normally. I just started up and it didn't took me a minute to notice that it's not working right. -_-
I'll put up v2.22 as soon as I can.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

tSwitch

is it just me, or do enemies with ranged skills just...well...not want to attack you at all?


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Makasu

Quote from: NAMKCOR on December 31, 2008, 09:07:51 am
is it just me, or do enemies with ranged skills just...well...not want to attack you at all?


It has to be just you. They attack me. Thing is they only do it sometimes. No let me correct that. They attack its just they get really really close to do so. But other than that do you have their attack pattern in the Database set up so they'll use the skill/attack command?
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

Me on deviantart.com
My talents: ShowHide

  • Spriting
  • drawing
  • html coding
  • website design
  • skating
             PM now for a personal quote!
[[Will draw character art for you for $$$ or scripts!]]




tSwitch

yes, I do have their stuff set up in the database, give me some credit .-.

I just stand there, perfectly in range of their skill, and they wait to attack me until they're a square and a half in front of me.  this only happens to me, when the enemy's basic attack is a melee attack, even though the skills have 7 block ranges.

If the enemy has a basic attack with a larger range, then they'll attack from a distance. 


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: tSwitch.us | Twitter | Tumblr

Aqua

Set the skill on a higher priority than the attack in the DB.

Hope that works.