Showing posts with label Scripts. Show all posts
Showing posts with label Scripts. Show all posts
20 July 2016

Plugin Update: Social Media Buttons/In-Game Website Plugin (RMMV)

Version 1.6 of the Social Media Buttons/In-Game Website Plugin is available.

What's New?

The Twitter button has more options for when visitors click on it - Screen Name and User ID - which go to the corresponding Twitter account.

I also added a Follow option, enabling players to follow your Twitter account directly from within RMMV.

Other Tweaks

Instead of typing the full URL for Facebook, you now only need the page id/name.

Buttons are now defined in a single array setting, rather than as separate settings for each button.

Development Notes

Although the focus has mainly been on Twitter, I'm still conducting experiments with the APIs of other social media sites, notably Facebook, but also Google+ too.

These are ongoing because of the way their share settings work. They use integrated APIs rather than a few short lines of code. They seem targeted more for website integration.

In order for it to work, JavaScript implementation in RPG Maker MV would rely on their SDKs. While this is probably viable, it's not necessarily as easy as it sounds. Facebook in particular requires embedding their SDK to enable the various share options.

Development on this is on-going, but will continue on and off.
29 August 2015

Extra Stats v4.0 Released

The Extra Stats v4.0 is finally finished.



The main feature of the ESS v4.0 is a menu system to categorise sections accordingly. It's now available to download and use in your projects if you find it useful. Some stats are still pending - I haven't had the time to code them yet - but it's still fully functional.

I'm not sure when it'll be updated to v5.0 (the final version). It all depends on what happens between now and then.
22 August 2015

Extra Stats Script v4.0 (RMVX) In Development

The Extra Stats script is being updated to version 4.0 and is nearing completion.

Version 4 will eventually supersede version 3, but the older version will still be available for download for those who prefer it. Several new features have been added, notably that each stat section now has its own display. Each section can include a filler picture as well.

Some of the changes are:

  • Separate Sections - The stat sections are displayed separately instead of in a single window. This makes it easier to view instead of being clumped together, thereby improving aesthetics.
  • Add Pictures - Each section can have their own filler pictures. At the moment, pictures are preset, but a function to add your own pictures will be implemented later.
  • Additional Stats - A few additional stats have been added to the various sections. I'm also working on implementing more in-game stats, such as the number of potions used.
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.
17 February 2015

Gold Comma Separators Scriptlet

If, like me, you hate the way large numbers are displayed without any separators, thus making it hard to read, then you’ll want the Gold Comma Separators Scriptlet for your games.

What this does is separates large numbers with a comma every three blocks of numbers. Thus, 100000 becomes 100,000. That’s way easier to read! (Incidentally, it took me ages to figure out how to successfully do this!)

To achieve this, we attach

.to_s.reverse.gsub(/(\d{3})(?=\d)/, ‘\\1,’).reverse

to the $game_party.gold. This is done differently in each RPG Maker.

Edit: The RMVXA error has been fixed.

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.

29 September 2014

Update: Q-Engine v4.0 Release Notes

The Q-Engine v4.0 is being restructured and rewritten with newer cleaner code before its final release. I'd like it to be perfect first and thoroughly tested before uploading it to the blogsite. This also includes the add-ons:

  • Animated Title Screen Add-On
  • Equipment Add-On
  • Status Screen Add-On
  • Game Over Add-On
  • Combat Add-On

And also eventually:

  • Animated Game Over Add-On
  • Character Add-On
  • Map Add-On

If you'd like to be a pre-release beta tester, write "BETA TEST" in the comments below. Nearer the time, you'll have exclusive access to the script right before its release to test for errors and/or incompatibilities.
23 September 2014

Map/Compass HUD Script (RMXP) - New Script

The Map/Compass HUD script is available. It places a window on the map displaying the current map location and the party's compass direction (the direction in which it's moving), as well as the XY coordinates.

Originally written specifically for my upcoming RMXP project Paranormality: Portals, but I decided to release it as a standalone plug-and-play script.
23 July 2014

Tweaks & Add-Ons Script RMXP (TWAXP)

The Tweaks & Add-Ons script is available. It adds several tweaks to RMXP, including for layout. It also adds some unavailable features and functions and other enhancements.

Read more about it on the Tweaks & Add-Ons page.
22 May 2014

Developer's Mode Script

It can be tedious when developing games to go through the Title Screen each time when playtesting them. Developer's Mode enables you to bypass the Title Screen completely and go directly into the game, without having to select "New Game". Hence, the Developer's Mode Script.

During development (unless you're modifying the Title screen itself), you can turn "Developer's Mode" on and then switch it off to playtest the game all the way through. Then, when the game is finished, the script can be deleted. Or it can be kept in if players want to skip past the title and any beginning cutscenes.

I originally created this during the development of The Gladiator Project, where it became necessary to playtest frequently to fine-tune the layouts and positions of items.
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.
20 January 2014

Q-Engine 3.1 and Q-Engine CBS Add-On Complete

The Q-Engine has been updated to version 3.1, now fully integrated with the Universal Settings and Universal Colors modules. Each script (past and future) has an integrated required modules checker to determine if their required scripts/modules are installed.

The Q-Engine CBS has also been updated, with several new features added, with several bugs fixed, and will be released shortly.

I'll be updating RPG Maker Times Companion on one of my days off from work. (Note: The page/post hasn't been updated yet, but will be when I upload the script. Also, the root website will become a portal page, redirecting to the corresponding pages on the blog.

I'm also hoping to have a video demo, as well as the updated manual, available soon.
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.
08 November 2013

Q-Engine Version 3.0 Release Date

The Q-Engine version 3.0 is finally complete. It will be released (replacing the current version on the site) on 20 November 2013, if not sooner. Subsequent add-ons will most likely be included as add-on modules.

The primary aim of the Q-Engine is to extra features and functions to RMVX. It was originally built to incorporate all of the scripts from the Scripts/Addon-Ons Compendium (no longer updated, since it’s been completely integrated into the Q-Engine). It's designed as a plug-and-play script. A comprehensive manual (for RMVX) is available in both DOC and PDF formats. The current version on the site is 1.0, with version 2.0 still cited as a "Release Candidate", which will be updated soon. Version 3.0 is ready and will be fully integrated with the Universal Settings Module, as will all of my scripts.
19 October 2013

Extra Stats VX v3.0 Updated

The Extra Stats VX v3.0 has been updated. The manual is also ready (DOC and PDF).



Note: The script might not work yet because the required Global Colors and Universal Configuration modules aren't uploaded. I only realised this after I'd closed the site down, so work will begin on that tomorrow and upload the completed modules later in the week..

RPG Maker VX Ace Tutorials - Overhead Mapping (+playlist)

This is a remarkable tutorial on Overhead Mapping by TheUnproPro. He has a LOT of tutorials on RPG Maker VX Ace, conveniently split into "Season Episodes". It's well worth watching if you're starting out or even if you're an expert for the ideas alone.



You can visit his RPG Maker VX Ace Tutorials Youtube channel here.
15 October 2013

Scripts Almost Ready

In between work, maintaining a second blog and an online store, as well as a bit of playtime, there aren't enough hours in the day. That said, I have managed to update a few scripts.

The following scripts are almost ready for release:

Universal Configuration Settings

- This is to consolidate all of the settings for my various scripts, all in one convenient place. It also includes a module checker to check if the required modules (predefined in the settings) are present or installed correctly. Currently, this is absorbing the Q-Engine settings. This will eventually be required for all of my scripts.

Q-Engine

- This has been updated to version 2.5, which includes a module checker in case the Universal Configuration Settings module is not installed. I won't now be releasing it - version 1 is still available for download - until version 3.0 is complete. An RMVXA version might follow sometime in the future.

Extra Stats

- This has been updated to version 3.5, which has been completely integrated with the Universal Configuration Settings module. It's undergoing a few more tests before it's uploaded. Version 3 can be downloaded here. The RMVXA version is being updated and will be re-released soon.

For further updates and news, you can visit the brand new RPG Maker Times Companion. (I will try and update something RPG Maker related on this blog every few days as well.)
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).
22 August 2013

No Updates For A While

There haven't been any updates on the blog for a while. This is because I've been focusing primarily on my other blog, Paranormal Footprints.


The Q-Engine v3.0 will be uploaded around the end of this month. It's been restructured, with additional features and functions installed. I'll put together a video showcasing the major features.

I've also been deliberating how exactly to proceed as far as writing articles. What I've started doing for Paranormal Footprints is scheduling articles and posts. It might be worth me doing that with this blog, although it does take time to write them. So, if I can employ better time management, this should work out much better.
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