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 What's up, RMers?
yeah, there are too many elderly comedians out here in the snow
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Time for a Lycan ABS W.I.P. update:

Well, I re-included my weapon ammunition system into my ABS and did a bit of trimming to it. You can now use an assortment of 'arrows' for a single bow and have some that can explode on contact. Yes boys and girls, you can go 'RAMBO' and have his warhead tipped arrows. I haven't put in automatic weapons or my delay reaction system, but the weapon system works just fine. It even recognizes enemies you can walk through as viable targets rather than having the bullets fly through them. Actually, I had them go through... so one arrow killed 5 ghosts in a straight line, but I fixed that.

I had to work on the explosion system. Make it work a bit better so the central explosion used one animation effect for the blast while the guys in the blast took their own smaller animated hit. With that, I had to come up the math so everyone in the blast was knocked away from the center of the explosion. Of course, they were restricted by the impassable system I put in place so they don't cross impassable boundaries. Fun stuff.

I re-instituted my companion commands system so a pop-up dialog shows when you walk up to a companion to talk and give that one a particular order. It pretty much mirrors how I did it with MrMo's, so it has the same feel. Along with that, I added the companion PET system so you can have following pets (kitty cats... dragons... pikachu...). And you can set up the pets so some commands don't work with them. Like, your pets cannot be issued a 'destroy' command.

The system now works with Guillaume777's MultiSlot Equipment system, my own MultiSlots and even Fomar0153's Two Weapons system, so you can have your player perform attacks with two different weapons. The attack can be seen first with the weapon in the right hand, and then the next will be the left handed weapon. Along with the cosmetics, it also reads the type of damage from the second weapon. Again, this was a feature I wrote for MrMo's... and reinstituted.

And for those hoping it would be included, yes... MOUSIE support! Point n click on the location and you move there as long as you have it and Near Fantastica's v1 Pathfinding. Point-n-click movement only works with 4 directional movement (not 8 directional), and is only tile-based. So don't expect the player to move pixelbased with the mousie system even if you have pixel movement turned on. Pixel movement will work with if it is turned on while having mousie plugged in, but only works with the keyboard system.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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I'm wondering what the dealio is with the bias against the VX RTP... because, I for one really think it has everything one would ever need for a traditional fantasy game. Houses? Check. Castles? Check. Grasslands? Check. Robotic environments? Somehow, check. Sure, it's unoriginal but I'd rather be unoriginal and functional than original and repetitive.

Seriously... Some RM'ers really need to get over themselves. Sarcasm
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Click for the latest update - and vote for someone to die! >8D
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I can only speek on myself for that matter, but personally I have nothing against the VX RTP in terms of what is there. I do not like it because of the graphic design itself. The old RPG makers had the retro charme, the XP has lovely design possibilitys and the VX...well...has the VX graphic XD'
It's really a matter of taste, nothing else. It's the same with the Facesets of the VX. Again: I do not like the design, while other people do.
=)
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis)
For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie)

If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)

Please don't spell my name "Yamina-chan". It's all small. Thank you =D
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i had not much time the last months but i was not completely idle.
i made some scripts which i release on monday, at the moment i'm checking all of them for bugs.
so expect at least 8 new scripts Grinning
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(09-30-2012, 01:58 PM)yamina-chan Wrote: I can only speek on myself for that matter, but personally I have nothing against the VX RTP in terms of what is there. I do not like it because of the graphic design itself. The old RPG makers had the retro charme, the XP has lovely design possibilitys and the VX...well...has the VX graphic XD'
It's really a matter of taste, nothing else. It's the same with the Facesets of the VX. Again: I do not like the design, while other people do.
=)
Y'see, it's people like you that make me glad to be a part of Save-Point's community. Folks with actual, well-thought out opinions about what they like and don't like... rather than the snooty elite from certain other forums who keep harping on about "LULZRTPSUXUSUX&SODOESURFAVEBANDZ".
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Yeah it's true, I never criticised VX for being VX, I just dislike how it handles certain things - Everything is autotiles, it lacks some key events that others like XP and 2k3 have, I dislike the RTP graphic style. On the positive it has a more recent rgss which makes scripts much more powerful, and if you have a dedicated pixel artist/graphics designer then you should be able to make something awesome no matter what software you use.
A game is only as good as the idea it's based upon no matter what your tool of choice.

Oh and yes, I agree, Save-Point is great for that - the fact that people tend to think things through rather than arguing something is better just because they prefer it. That's why I love this place so much and why I originally wanted to be a moderator here.
I genuinely feel at home here and I think all you guys are pure awesome in human form. ;)
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If VXAce had XP's mapping system, I think I'd be all over it. Or even if it had proper layers. (Make a mistake on the ground? You have to redo the objects.) I wish I could carry over stuff from VXAce to XP but... it doesn't work well. :T Sigh.

Still not sure how to handle my "dice" system that's supposed to not be straight rand(20) or rand(6)... since the seed gets reset every time rand is used. And rand is everywhere. I think I'm just getting distracted. It was a nice idea, but it's not necessary in my current project...

I tried editing XP's Game.exe to have a custom resolution so to not have to use a separate script. It worked. Then it reset back to 640x480 when the title screen loaded. Weird.
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Hm. Your dice idea. Have you thought about having a kind of system where it randomly rolls the dice over and over until you hit [Select] ? That way, it really doesn't make too much difference about a random seed. The player's own timing could act as a supplement.

And yeah... my biggest gripe about VX is the mapping. It's set to 'simple'. Now if they had a toggle in the editor to let you switch from that system to XP's more detailed system, I might not have complained much. Graphics can be replaced. The core editing system... not so much.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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I've been trying to post what's been up since the site came back, but I've been so busy! Just as I was about to make a post last night, I realized I had some last-minute stuff to do on my project for greenraven's contest (I'm late D:)

Such a busy month and I've been all over the place between battler animations, updating old scripts, testing and editing the ATB system, finally importing made tilesets and setting passabilities, yadda yadda it doesn't matter because I could go on and on. Anyways...

*Runs off to do final test plays of the already late contest project that's almost finished and was almost forgot about.*
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NEW ALBUM OUT NOW!

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