Showing posts with label RGSS3. Show all posts
Showing posts with label RGSS3. Show all posts
13 March 2015

Fix: Gold Comma Separators Scriptlet

In reference to the Gold Comma Separators Scriptlet, a bug was found. It was pointed out that in RMVXA, the commas worked fine in the main Gold Window, but opening up a shop and buying items resulted in a "Comparison of Fixnum with string failed" error.

And, since the previous method worked in RMXP and RMVX, but not in RMVXA, I was quite interested in finding a solution (not being one to shy away from a challenge), since I did overlook this in the first place.

Thanks to Dahcster for finding it and pointing it out.

04 March 2015

Scripts/Scriptlets Updates

I have two days off (from tomorrow) so will spend the time tweaking and updating all Scripts/Scriptlets. They'll also be uploaded to Pastebin, providing the option to copy and paste them directly or download a text version from the site.

Saturday is my last work-night before I have a week's holiday, which will give me the chance to finally make some proper progress on my project, Otherworld.

I'm hoping to finally publish Version 4.0 of the Q-Engine, along with its add-ons, following some additional testing and tweaks.

We'll see how things go. My priority IS Otherworld, however, and creating something of more substance.
14 January 2015

Karma (Good vs Evil) Script - Game Notes

The Karma (Good vs Evil) script was created for Otherworld to present a number of moral dilemmas that Anna, the main character, faces.

Hence, because of the nature of Otherworld and ultimately its underlying moralistic theme, I decided to have some kind of system in place where actions and interactions are influenced by alignments. After searching around for a decent "good vs evil" script, however, none of them quite fit in with these requirements.

Most of them were the simple generic Good and Evil scripts that only really showed characters' alignments and that's pretty much it. There were a few "morality" systems that gave some scope for reactions from people depending on alignment, but these were still limited.

25 April 2014

Just For Fun: Shut Down The Game With A Keypress

This just-for-fun (and seemingly pointless) scriptlet enables you to shut down the game by pressing a key. This is what happens when boredom kicks in. It might come in handy for a very quick shutdown, rather than going through the Status Menu and exiting that way. (This was created in RMVX, but it'll probably also work in RMVXA.)

Title Screen

So, from the Title Screen, add this bit of code:
#============================================================
# ** Scene_Title
#============================================================
class Scene_Title < Scene_Base
  #----------------------------------------------------------
  # * Frame Update
  #----------------------------------------------------------
  alias cwkpsds_scnttl_update update
  def update
    cwkpsds_scnttl_update
    if Input.trigger?(Input::Z); exit; end
  end
end

Map

Alternatively, it can be used on the map.
#============================================================
# ** Scene_Map
#============================================================
class Scene_Map < Scene_Base
  #----------------------------------------------------------
  # * Frame Update
  #----------------------------------------------------------
  alias cwkpsds_scnmap_update update
  def update
    cwkpsds_scnmap_update
    if Input.trigger?(Input::Z); exit; end
  end
end

Available Keys

You can use other keys too: Z, SHIFT, CTRL, ALT, F5, F6, F7 and F8.

Note

Using this scriptlet means that you WILL lose your progress after any save point. Where this script might be most useful is if you're at work and playing, and the boss is nearby, you'll be able to quickly shut down the game with just one button. That is, if you don't mind replaying from the last save point.

The full, updated scriptlet can be downloaded here.
27 November 2013

Visual Equip Script (RMVXA)

The Visual Equip script allows you to change the graphic of the character according to equipment and other conditions. It's also possible to set custom graphics to actors, classes, weapons, armours and events.


You can also head over to Candy Coded Response for some additional graphics sets, including armour, hairstyles and accessories.

Note: This requires the Victor Engine - Basic Module to run.
29 September 2013

Paranormality: Darkling Official Projects Site

Since I've now bought a copy of RPG Maker VX Ace, I've been focusing on familiarising myself with its features, functions and script.

The projects site for Paranormality: Darkling is now online and will be updated as and when updates to the project are finished.

Here is the final opening (animated) title screen:



I've been writing most of the scripts myself, porting over some of the RMVX scripts I've done, particularly the Extra Stats script, which is being updated for both and will be updated after my interview.
28 September 2013

Scripts Updates and News

New Site Formula

RPG Maker Times Companion has been going through a metamorphosis. This is the front page for the entire blog, highlighting some of the major sections. It also acts as an index for some pages, leading directing to the blog.

Scripts Updates

I've developed a "Universal Configurations Module", which consolidates all of the settings for my scripts (past and present) and makes it easier to set them all up, rather than going into each one individually.

Other features include a "Required Modules Checker", where you can set modules to become required. If any are missing, the Required Modules Checker will throw a corresponding error message.

Also, the "Extra Stats VX" script has undergone a slight makeover, with a few additional stats added as well (including the shop count). The VXA version will be brought up-to-date as well.

These will all be updated next week (particularly after my interview).
09 May 2013

RMVX Ace Windowskins - Tutorial

There has been a flurry of questions about RMVXA windowskins. Essentially they are the same as RMVX, so any windowskin designed for RMVX will also work with RMVXA. As with RMVX, use the Resource Manager (F10) in RMVXA to import the chosen windowskin into the Graphics/System folder.

When used in a game, they will look almost the same (see the comparisons below). However, RMVXA has additional colour settings that override the background graphic normally displayed in RMVX, resulting in only the border and cursor from the windowskin showing and the background becomes the default window colors.


RMVX Windowskin

RMVXA Windowskin

As you can see, the windowskins are the same, but with the background overridden by the default colors in RMVXA.

There is a script "cheat" to overcome this problem. Insert this snippet between Material and Main:

class Window_Base < Window
  # "true" to enable override, "false" to use default
  USE_WINDOWSKIN = true

  # Update Tone
  def update_tone
    self.tone.set($game_system.window_tone) unless USE_WINDOWSKIN
  end
end


The end result is this:


This is the Status Screen using the RMVXA windowskin, which is the same as the original RMVX one, without needing any conversion.
02 November 2012

Press Any Key Script (RMXP/VX/VXA)

You know how some games have a "Press Any Key" on the title screen in place of or before the main menu? Now, I've been wanting to write a script like this for a while. In fact, I started writing one for the Q-Engine.

Here's a script that does just that. And the best thing it works with RMXP, RMVX and RMVXA.

25 September 2012

HUD Designer (RMVXA)

A HUD (Head Up Display), which is an interface overlaying the screen to display parameters and other information, always adds aesthetics to a game. In fact, many SNES games have HUDs. One in particular comes to mind: Zelda. The hearts container at the top of the screen is a HUD.

There is an online WYSIWYG HUD generator for RMVXA, where you can create your own by dragging and dropping elements into place to create one of your own.


There are only four options at present - Rectangle, Gradient Rectangle, Image and Text - but I'm sure more will be added at a later date. Notwithstanding, each has its own set of sub-options, including HP/Max HP and MP/Max MP, making it quite customisable.

Once you've created your HUD you can then click "Generate Script" and you'll be able to copy and paste the script into your game. You can also Export/Import your creations for later use and modification.

01 September 2012

Melodia (Rpg Maker VX ACE)

Here's another awesome script from Moghunter. The Melodia script for RMVXA is a "rhythm game" in a similar vein to Guitar Heroes, where you press keys with the notes as they travel down the "note highway".

I've played Guitar Hero and many of its clones, and thoroughly enjoy it, but that's not to say I'm any good. My hand-to-eye coordination is rubbish! That said this is an excellent addition to your RMVXA script collection and will give your game an extra dimension.
12 August 2012

Simple Animated Title (RMVXA)

This simple script manipulates the title (defined in the Database) and animates it, from the top of the screen to the centre of the screen above the menu. It was written specifically for the Paranormality 1: Darkling before the Trial ran out.



Note: This version does not have the mouse system or the "Continue" feature implemented.
02 May 2012

Music Box (RMVXA)

This fantabulous script from the one-and-only Moghunter (who brought you various Animated Titles, among many other things). It's a Music Box, which is a feature I've wanted in my games since RM2K3, where every time you hear new music it's playable in the music player.

18 April 2012

RMVXA Trial Time Running Out

The last post was on Good Friday, but I've not been able to continue with any projects because I was away for the Easter holidays. And then again for a further week, with no access to RMVXA.

This now means that my RMVXA trial now has 8 days of trial time left. I don't think it's really that useful for a program to have a 30-day trial based on the actual install date rather than the number of days used, especially given that it's not a viable option to access the program every day, thereby maximising the trial period. I've only used the trial a maximum of 9 days out of the 30-day trial thus far.

As it stands today, I have 8 days left to the trial. I don't know what's now going to happen with the Paranormality 1: Darkling demo, since I'm not sure if a week is sufficient to produce enough material for a playable demo. Probably only a basic one. So now the quandary is whether to continue with it, for which I'm only able to spend about an hour each day on the project, and attempt to produce a small playable demo or another storyline video. After the trial period expires, the project will be deferred until later.

I simply can't afford $90. It's not viable for me; work doesn't pay enough for creature comforts above basic rent, utilities and food. The paycheck I was expecting, which would pay for two-thirds of it, has been deferred a month (the rest I'd be able to fund on my own). The "makers of the maker" have offered a one-week-remaining discount of 15%, but I'm short. Oh, the vicissitudes of life!

I don't know at this point where it's going. I am currently taking a Ruby script course (another one), so even after the trial ends and even if I can't finish the Darkling project, I still have RMVX, which will be the main focus for a while afterwards.
06 April 2012

RMVXAce - Ruby Tutorial 1 RGSS3 Review

Following on from the Ruby Tutorials in RPG Maker Videos series, Gubid has started a tutorial for RMVXA/RGSS3. Here's the first video, which takes a look at some of the changes in RGSS3 from RGSS2.


The rest of the tutorials, along with the RMVX/RGSS2 ones, are on GubiD's YouTube Channel.
04 April 2012

Paranormality 1: Darkling - Project Demo #2

Continuing the Paranormality 1: Darkling project, this is the second video demo of the introduction.

Events are set in motion when a series of strange events and encounters occur. Ralph, a paranormalist, who lost his sister three years ago, is still dealing with her death. His partner, Diona, is tolerant of his creeping depression, but even that is starting to fray at the edges. How will things turn out? Find out in the next demo update, which will be a playable, downloadable one.



(Again, apologies in advance for the poor sound quality. I'm still getting used to this microphone; it's so powerful that it picks up all background noise and I don't know how to filter those out yet.)
01 April 2012

Have You Bought RPG Maker VX Ace? - March 2012 Poll Results

Last month's poll results are in, conducted the second half of March, and the results are surprising yet are not surprising at the same time. Out of 23 votes, only 18% (4 voters) either preordered or bought RMVXA when it was released. An overwhelming 61% (14 voters) said they couldn't afford it.

Indeed, at $90 RMVXA punches a huge hole in many enthusiasts' pockets, mine included. Not everyone is able fork out that kind of money, especially in today's economic climate. However, I have to say that Enterbrain did the right thing with their newest RPG Maker.

For all intents and purposes, RMVXA is an extension of its predecessor, but it goes beyond what RMVX was capable of with RGSS3 and feature-rich additions. In my opinion, RMVXA is not for "noobs", it's for the die-hards, for those who practically grew up with RPG Maker since RM2K and mastered each and every one of them since, and for programmers whose passion for producing some awesome scripts have made RMXP, RMVX and RMVXA what they are today.

Let's face it, VX Ace is good! So is it worth the $90 price tag? I have to say, although I personally can't afford it, yes it is!
29 March 2012

Paranormality 1: Darkling - Project Demo #1

Further to yesterday's post, I decided to go a little further and see if I can create a game before the Trial version expires.

Unfortunately, the microphone is so "powerful" as to pick up on the background noises and traffic (I might redo this video later, with improved sound quality). You might want to turn down the volume slightly before playing the video.


Scripts Used (So Far):
Music:
27 March 2012

Title Screen Animation (Experiment) - RMVXA

This is an experiment using RPG Maker VX Ace trial for an animated title screen I did. If there's no saved game the "Continue" option will not show, but when a game is saved "Continue" will be shown in the menu, as demonstrated in the video.



The mouse script is Jet's Mouse System (RGSS3) using a custom made cursor. The name of the font is "SF Gushing Meadow".
16 February 2012

Extra Stats Script - VXA

This is my first actual script for RMVXA and my first properly released (full) script.

This is the same as the Extra Stats Window Script for RMVX, but with a lot of additions and improvements.

Extra Stats Script - RMVXA

To be honest, I only did this to see if I could do it. As a result there are inevitably areas for improvement. It was made doubly more difficult by the fact that, since I've been using the trial version of RMVXA, writing the scripts directly in its editor isn't possible. Instead, I used a combination of Notepad and the "RMVX workaround" to produce a working script.

This is actually a big deal for me because it's a measure of my scripting progress (which a lot of die-hard scripters take for granted!), so if you do use the script, please be sure to read the Terms of Use and credit me accordingly. Thanks!
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