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Guardian
  Wed Jul 09, 2008 11:40 pm
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Location: NY
Those were problems I've been having, too, but I was away for a while and hadn't tested it before I left.  I'm going to notify Dargor about the bugs.  I'm not sure about the menu customization compatibility, but I'll mention that, too.

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V-Chaos
  Fri Jul 11, 2008 9:16 am
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darian wrote:
i am totally digging the ability grid! i've found some problems though.

first of all, this weird bug:
i use ralph first, and go to his ability grid and do shit, then leave pressing the X button. then i try to do ylva's ability grid, and it flashes her grid on the screen for a moment then goes right back to the menu.
this happens with ralph's grid if i use ylva first.

second, is there a way to do this with KGC's menu customization script as opposed to dargor's? x_x i don't know anything about scripting, myself... but KGC's script is the one already implemented into my game, so i kinda can't use the ability grid system even though i really want to.

finally, if i try to save, this happens:
Content Hidden

and the game quits.

great job though, i hope these things can be fixed!


Oh I'm having those too.. also it doesnt matter whose you go into, you can go into Ralphs go out and try to go back in and it still does it.

I use Dargors though

and yes that save thing happens to me too...

I hope your PM with Dargor gets through or he is able to fix it (Since he seems good at scripting for how old he is @.@

I'm using 4 things from his, with no problems =]

EDIT: also love this, I was figuring out away to make it so the character is not super powerful at half through my game (I plan to make it long)

also...can you make it so you earn points from battles? just a suggestion.


Last edited by V-Chaos on Fri Jul 11, 2008 9:18 am, edited 1 time in total.

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Guardian
  Sat Jul 12, 2008 2:38 am
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Location: NY
V-Chaos wrote:
also...can you make it so you earn points from battles? just a suggestion.

You could add an event in the troops menu that awards each character a point after a monster is defeated.  It would take a while, but it should work.

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V-Chaos
  Sat Jul 12, 2008 3:41 am
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Guardian1239 wrote:
V-Chaos wrote:
also...can you make it so you earn points from battles? just a suggestion.

You could add an event in the troops menu that awards each character a point after a monster is defeated.  It would take a while, but it should work.

Ok.. so I take it would be variables or w/e, thanks for the tip


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boglemiester
  Thu Jul 17, 2008 1:14 am
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I love this ability grid! Thx a lot for posting this because i'm a big fan of the Sphere Grid from FFX.

I was just wondering if there is a way for the game to remember exactly what spot you were standing on before you leave the ability grid? So that when you go back to the ability grid, you're automatically back in that spot?
(My method for leaving the ability grid is by pushing the X button)

Is it possible to make a script that solves this problem?
Any help would be appreciated.


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Guardian
  Thu Jul 17, 2008 1:54 am
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Well, the VX script does this, but if you're using XP, then it won't work.  What you want to do, then, is create three variables.  The first records the player's map id, the second his map x, and the third his map y.  Then, when you use transfer, use these three variables instead of a direct transfer.

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boglemiester
  Thu Jul 17, 2008 7:11 am
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thanks guardian1239. I was stuck for a while. I owe ya one!


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Samhatake
  Fri Jul 18, 2008 3:51 am
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Location: Brooklyn, New York
Very Good TuT!  :thumb:
I now understand 99% of this.
I'm gonna make three starting paths for the Player (ex. Warrior, Alchemist or Defender)
Then there well be a Ability Guardian for the Player to duel along the way,
this keeps the player from easily killing enemies and master everything before their
first quest. And players can take on another profession after a time.

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RuGeaR
  Wed Jul 23, 2008 3:23 am
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Guardian1239 wrote:
Well, the VX script does this, but if you're using XP, then it won't work.  What you want to do, then, is create three variables.  The first records the player's map id, the second his map x, and the third his map y.  Then, when you use transfer, use these three variables instead of a direct transfer.


umm... can u put up a demo... I'm really noob in variables... thanks! i love this script!


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Guardian
  Wed Jul 23, 2008 4:14 am
<3 Army of Love <3
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Location: NY
RuGeaR wrote:
Guardian1239 wrote:
Well, the VX script does this, but if you're using XP, then it won't work.  What you want to do, then, is create three variables.  The first records the player's map id, the second his map x, and the third his map y.  Then, when you use transfer, use these three variables instead of a direct transfer.


umm... can u put up a demo... I'm really noob in variables... thanks! i love this script!

It's really pretty simple, so I don't think it requires a demo.  Just set one variable to Map ID (found in the Other category) and two other variables to the player's Map X and Y.  Then, use a transfer event with those variables:
http://img292.imageshack.us/img292/824/67516703yc8.th.png[/img]

I hope that will suffice.  I'm a little too busy at the moment to make a demo.

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RuGeaR
  Wed Jul 23, 2008 4:25 am
Member
Guardian1239 wrote:
RuGeaR wrote:
Guardian1239 wrote:
Well, the VX script does this, but if you're using XP, then it won't work.  What you want to do, then, is create three variables.  The first records the player's map id, the second his map x, and the third his map y.  Then, when you use transfer, use these three variables instead of a direct transfer.


umm... can u put up a demo... I'm really noob in variables... thanks! i love this script!

It's really pretty simple, so I don't think it requires a demo.  Just set one variable to Map ID (found in the Other category) and two other variables to the player's Map X and Y.  Then, use a transfer event with those variables:
http://img292.imageshack.us/img292/824/67516703yc8.th.png[/img]

I hope that will suffice.  I'm a little too busy at the moment to make a demo.


uhh... okies... i'll try... :smile: i'll ask again if i have any problem... thanks!


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RuGeaR
  Sat Jul 26, 2008 2:37 pm
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somehow i feel like a total noob... i cant figure out how to do it... i think i would like to request for a demo... i'll wait... :smile:


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Guardian
  Sat Jul 26, 2008 8:09 pm
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Location: NY
RuGeaR wrote:
somehow i feel like a total noob... i cant figure out how to do it... i think i would like to request for a demo... i'll wait... :smile:

Would you like it in XP or VX?

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Kaimi
  Thu Jul 31, 2008 9:18 am
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Location: Poland
Guardian1239, I've got a problem: I've got RPG Maker VX. I downloaded demofor VX version but it doesn't work. When I'm starting the game message: "RGSS202E.dll could not be found." and when I'm trying to open it in RPG Maker VX it says something like this: "It was made in an older version of RPG Maker and it might not open." Could you help ne with this?

(Sorry, if my English isn't good at some places because I'm not English or American.)


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Guardian
  Thu Jul 31, 2008 9:26 pm
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Location: NY
That's strange.  It sounds like you don't have the VX RTP data for some reason.  I tested it out, and it works fine for me.  Do your other games work, or does the problem only occur with the demo?

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RuGeaR
  Fri Aug 01, 2008 8:58 am
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Guardian1239 wrote:
RuGeaR wrote:
somehow i feel like a total noob... i cant figure out how to do it... i think i would like to request for a demo... i'll wait... :smile:

Would you like it in XP or VX?

owh... i keep forgetting to specify for VX or XP... i want it for VX... thanks! ^_^


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Kaimi
  Sat Aug 02, 2008 3:54 pm
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Location: Poland
Maybe the problem is that, that my version of RPG Maker VX is not in English but in my language (I'm Polish). Maybe translated version is problem?

If you want link to the page from what I've downloaded it just ask.


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Guardian
  Mon Aug 04, 2008 1:05 am
<3 Army of Love <3
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Location: NY
RuGeaR wrote:
Guardian1239 wrote:
RuGeaR wrote:
somehow i feel like a total noob... i cant figure out how to do it... i think i would like to request for a demo... i'll wait... :smile:

Would you like it in XP or VX?

owh... i keep forgetting to specify for VX or XP... i want it for VX... thanks! ^_^

I actually made it into another tutorial here.

Kaimi wrote:
Maybe the problem is that, that my version of RPG Maker VX is not in English but in my language (I'm Polish). Maybe translated version is problem?

If you want link to the page from what I've downloaded it just ask.

That's probably the problem, then.  The script is trying to call on the English RTP, but it can't find it, so you come up with an error.  My suggestion would be to either find someone who can translate the script or download the English RTP.

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Samhatake
  Mon Aug 04, 2008 6:14 pm
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Location: Brooklyn, New York
Hey Guardian, is there some way to make more than one path for the player to choose for the actor like lets say Arshes can take path of a Defender, Knight or Paladin????

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Guardian
  Mon Aug 04, 2008 11:43 pm
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Sure.  That's easy enough.  Just split the grid, either in the beginning or further down the road.  If you want, you could let the player decide upon entering the grid and then shutting off the other paths after they've made their decision.  Or, you could make a quiz that decides what path the player takes.  It's only limited by your imagination, which is why I prefer event systems over scripts.

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Samhatake
  Wed Aug 06, 2008 5:09 am
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Location: Brooklyn, New York
What about after a certain amount of tiles or at the end of the path, there'll be a empty grid taht let's the player choose one of the other paths he/she didn't choose. But well need a certain amount of AP to get it to work.
And to make it longer, I think that each level increases AP by 1. And when the player uses 1 AP, the Actors level goes down 1 too. But the "Level"should be replaced with Ability Level, Sphere Level or AP Level, etc. But I think you change the Level Name by script... :huh:

Aluxes (Ability)Level 37 AP: 37
This tile increases your Strength by 20
AP Requirement: 2 Current AP: 37

Now Aluxes is (Ability)Level 35 AP:35

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Guardian
  Wed Aug 06, 2008 5:16 am
<3 Army of Love <3
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Location: NY
I'm not sure what you're saying with that first part, but I can probably explain the complications with the second idea.  Actually, it wouldn't be too hard.  In XP, you need a script change to change the term for "Level", but in VX you can change it in the database.  I'm not sure where to find the vocab in XP, though.  Also, whenever you use an AP, you could reduce the level of the character with the reduction in AP.  The only problem is that the experience curve will reset, so you'll get like 3 AP for each battle at the end of the game.

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Samhatake
  Wed Aug 06, 2008 5:32 am
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Location: Brooklyn, New York
The First Part was that when the player chooses his path, the toehr two well be locked. Then at the end of the path where he has nothing mroe to unlock, the last tile well look like an empty blue one and ask the player what other proffesion does he want to continue.

The flaw about the about the level and AP thing you said is right. Basically the only thing I can think about is making the AP REquirement hgiher throughout the path.
Content Hidden

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Samhatake of rmxp.org is dead. (yay?)
I'm only on Xbox Live under the GT of "l ShadesDeath l" in which I'm active fairly.
If I'm not Online I'm either dealing with life or might be on the PSN under "angelgrade87".


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Guardian
  Wed Aug 06, 2008 11:51 pm
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Oh, I like that idea of the blank tile.  And the increased AP cost would work fine if you wanted to implement that level system.

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Guardian
  Mon Aug 11, 2008 12:08 am
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Location: NY
OK, the Ability Grid script errors have been fixed and I've uploaded the updated demo.  Much thanks to Dargor for being so helpful!

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Versus
  Sun Aug 17, 2008 5:56 pm
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Great job man  :thumb: I think i can use this! Thanks a lot!  :grin:


Last edited by Versus on Sun Aug 17, 2008 8:06 pm, edited 1 time in total.

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Acera
  Mon Aug 18, 2008 3:58 pm
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Location: Holland
I've edited some tiles to make a 'new' tileset. You are (obviously) free to use it but you must credit Moyasiwhite and Axerax for their icons. Feel free to credit me but it is not necessary at all, it's only a few minutes of work and a bit of testing.

http://img145.imageshack.us/img145/5726/agtilemu8.png[/img]

Thanks for the tutorial Guardian  :thumb:

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Samhatake
  Mon Aug 18, 2008 9:02 pm
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Location: Brooklyn, New York
That tileset looks great Acera!  :thumb:
I think I might use this for one of my games, 100% credit to you  :smile:
I like the curved tiles to, makes it look more realistic instead of it being blocky and all.

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Samhatake of rmxp.org is dead. (yay?)
I'm only on Xbox Live under the GT of "l ShadesDeath l" in which I'm active fairly.
If I'm not Online I'm either dealing with life or might be on the PSN under "angelgrade87".


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Guardian
  Mon Aug 18, 2008 11:02 pm
<3 Army of Love <3
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Location: NY
That's pretty good, Acera!  I'm not very good at custom graphics, so I just made something that looked decent.  Maybe I'll try making more tilesets for this some time.

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Krysis
  Tue Aug 26, 2008 1:20 am
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Location: Deep within an abyss of darkness.
i really want to use this in my game but i have a problem...
when you said that you have to change the variableID and mapID for the HUD script, what exactly do i change? this
  Grid_One = 1
  Grid_Two = 4
  Grid_Three = 0
  Grid_Four = 0
 
  VariableOne = 1
  VariableTwo = 4
  VariableThree = 0
  VariableFour = 0

or this?
  if $game_map.map_id == Grid_One
    self.contents.draw_text(120, 0, 32, 32, @variableone.to_s, 0)
  else if $game_map.map_id == Grid_Two
    self.contents.draw_text(120, 0, 32, 32, @variabletwo.to_s, 0)
  else if $game_map.map_id == Grid_Three
    self.contents.draw_text(120, 0, 32, 32, @variablethree.to_s, 0)
  else if $game_map.map_id == Grid_Four
    self.contents.draw_text(120, 0, 32, 32, @variablefour.to_s, 0)
please help, and thanks  :lol:

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