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Souloux
  Wed Dec 10, 2008 8:21 am
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Oh wow.  I hope you could figure out the problems it's having and when you do it would be great if you posted an in depth demo/explanation on how to utilize such an Ally System.

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riskVSreward
  Wed Dec 10, 2008 10:22 pm
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Location: Rhode Island
I have a project in 2.0 and want to upgrade. Is 3.3 less stable than 3.0? It seems people loved 3.0 but then future revisions have all sorts of bugs. Could someone clarify this for me? If 3.3 is standard, I can probably translate the script.


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xgamexfreakx
  Wed Dec 10, 2008 10:27 pm
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I'm pretty sure the translation on the page before this is for 3.3 so I don't think that you would have to translate it if you were to use that. As for 3.3 being stable, I think it fixed quite a few bugs in the 3.0 version of the script. I would definitely switch up to the 3.3 version of this script over the 2.0 version.

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riskVSreward
  Wed Dec 10, 2008 11:48 pm
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You mean Hackel's post? Thanks.


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CMacDady
  Fri Dec 12, 2008 1:16 am
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@Hackel Your AI system works very good. Impressed since I have been looking for an action RPG AI system for a while.
Im just a bit concerned with a problem. The way your system is set up with your allys apearing on each map.
I am curently trying to implement a change Ally system so that there are only two characters on the field while you have one or two reserve in your party.
If this were the case having predetermined events on the map would prove inefective if I were to switch Allys during a map...

Is there a way to intefrate your AI with a newly spawned Ally/event when an ally is switched.. or does your whole party have to stay on every single map?

Edit: And LegacyBlade. If you ever visit this tread again. Reallllly looking forward to the progress you have made in your char switching script. It seems to be just what im looking for.

New Q @ Hackel. I created events for following characters and after i deleted them because of debugging issues there are still allys following me around..
They take damage and die/disapear, and they require character sprites that I defined a while ago. Im not sure how the data from the past is being stored
but I do not know how to fix it.

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Last edited by CMacDady on Fri Dec 12, 2008 1:02 pm, edited 1 time in total.

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xxXBeatXxx
  Wed Dec 17, 2008 5:25 pm
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hey guys yes i heave been posting quite alot these days but thats becouse i'm very much a noob at this and nothing really seems to work for me on this system but whenever i try to attack it cut to black and says script'xrxs - xas' line line 87:no method error occured.

undefined method '+' for nil:nilclass
can anybody help?


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Exouthing
  Thu Dec 18, 2008 12:41 am
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So we can say this is one of the best ABS ever, right?, because is Awesome, the only thing I don ´t like Is it have some lag.


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Souloux
  Thu Dec 18, 2008 3:13 am
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@xxXBeatXxx: Did you copy over the script to a new project? If you did then you'll to copy or change all of the switches and variables that are incorporated within the ABS.

@Exouthing: The lag can be fixed with an anit-lag script.

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lome0
  Thu Jan 01, 2009 4:51 pm
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Does anybody know where to get the diagonal characters that it uses? I want to make a game using this were you choose the character, i just can't find a diagonal version of this:


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Souloux
  Fri Jan 02, 2009 9:52 am
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I don't believe you are looking in the right area and what exactly do you mean by "diagonal"?


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calvin624
  Fri Jan 02, 2009 12:43 pm
http://xasabs.wordpress.com
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@Souloux :- You'll find a version of the original "diagonal" sprite within the Characters folder, its named "Hero_quarter" (versions 3.0+ I think). lome0 wants to know where they can find a similar sprite for the character they uploaded. I suppose lome0's comment should be in a resources forum post.

@lome0 :- I would have thought you'd have to ask someone to make it for you since its only for use with XAS and other eight-direction systems, but as these systems gain popularity I have no doubt some clever, generous folks out there will create them for all the characters. Let us know how you get on.


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lome0
  Fri Jan 02, 2009 11:04 pm
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Just found out there was a resource request forum, still no reply. I'll try to make it myself but it will take forever.


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calvin624
  Sat Jan 03, 2009 4:02 pm
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Version 3.4 is up :straightthumb:

http://www.atelier-rgss.com/RGSS/Demos/XAS_Hero_3_4.zip


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Link in Pink
  Sun Jan 04, 2009 9:06 pm
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Awesome ^O^


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Souloux
  Mon Jan 05, 2009 3:34 am
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sweet some bugs have been fixed with v3.4!


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calvin624
  Mon Jan 05, 2009 10:09 am
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Yeah, a lot of stuff has been fixed, gave me an excuse to clear out a lot of stuff I didn't need in my graphics folder too.

But 2 things I have noticed though (they are very small problems, petty really but for you perfectionists out there):

* Even when you're out of SP and try to cast fire you still get the knock-back effect despite obviously not casting anything.

* And moving those boulders looks weird with that sprite (especially when you're moving down - Arshes looks like he's heiling Hitler)

I've been looking for a good sprite of Arshes "pushing" without success, if anyone comes across one I'd appreciate the link :smile:


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TashanDragon
  Mon Jan 05, 2009 10:47 am
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phew, the final boss and the true final bosses are hard on XAS Hero edition
Story of what happened to me

Screenies of my failure xD

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[embed]<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,0,0" type="application/x-shockwave-flash" width="200px" height="73px" id="InsertWidget_8dc8fead-46ca-432d-a230-86104e6756c0" align="middle"><param name="movie" value="http://widgetserver.com/syndication/flash/wrapper/InsertWidget.swf"/><param name="quality" value="high" /><param name="wmode" value="transparent" /><param name="menu" value="false" /><param name="flashvars" value="r=2&appId=8dc8fead-46ca-432d-a230-86104e6756c0" /><param name="allowScriptAccess" value="sameDomain" /> <embed src="http://widgetserver.com/syndication/flash/wrapper/InsertWidget.swf" name="InsertWidget_8dc8fead-46ca-432d-a230-86104e6756c0" width="200px" height="73px" quality="high" menu="false" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" wmode="transparent" align="middle" allowScriptAccess="sameDomain" flashvars="r=2&appId=8dc8fead-46ca-432d-a230-86104e6756c0" /></object>[/embed]I needz scripters xD
website for my game †’ http://www.chaossouls.synthasite.com
Content Hidden


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Souloux
  Mon Jan 05, 2009 12:31 pm
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calvin624 wrote:
Yeah, a lot of stuff has been fixed, gave me an excuse to clear out a lot of stuff I didn't need in my graphics folder too.

But 2 things I have noticed though (they are very small problems, petty really but for you perfectionists out there):

* Even when you're out of SP and try to cast fire you still get the knock-back effect despite obviously not casting anything.

* And moving those boulders looks weird with that sprite (especially when you're moving down - Arshes looks like he's heiling Hitler)

I've been looking for a good sprite of Arshes "pushing" without success, if anyone comes across one I'd appreciate the link :smile:


1. I didn't have a problem with casting when out of SP. Were you being attacked?
2. Graphics aren't that big of a deal when you could make your own.


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calvin624
  Mon Jan 05, 2009 12:49 pm
http://xasabs.wordpress.com
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Location: Manchester, UK
Souloux wrote:

1. I didn't have a problem with casting when out of SP. Were you being attacked?
2. Graphics aren't that big of a deal when you could make your own.


Hey,

1. Well I've just tried it again, I'm definitely being knocked-back one space when I cast Fire even when I have no SP. I just checked the XAS demo, its the same with that, so at least I know I'm not going mad haha.

2. I just thought that since Arshes is the default character on RPGMXP there would already be a "pushing sprite" out there for him.


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Ragnarok
  Mon Jan 05, 2009 7:41 pm
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Location: Luxembourg
Could someone add the Ally System to 3.4 please? Because I don't know how to :X
Since I'm not able to test it for the next days, what exactly is fixed etc?
~Ragnai


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Souloux
  Tue Jan 06, 2009 9:29 am
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One that I know of is the 8-directional movement. When moving diagonally there is an isometric sprite rather than typical sprite.


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calvin624
  Tue Jan 06, 2009 12:11 pm
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Location: Manchester, UK
@Ragnarok

Copied and pasted from XAS and then translated by me:

Fixed in Hero Edition 3.4 -

- Cast Time System.
- New Status.
Hero (CT-UP, CT-DOWN - Linked to the speed of CT)
Enemy(Seal Attack ,Seal skill, Mute, Berserk)
- Update the scripts of Add-ons (XAS).
- Improving the system of actions with movement
- Cost effective in SP enemies.
(Now enemies can not use skills without SP)
- Increase Invunerabilities.
(Avoid taking damage while the user is in the position of action)
- Improvement in the presentation of damage (Damage Popup).
- Fixed some bugs for:
- Hit Reaction and the Status Invincible.
- Start the game without character.


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Ragnarok
  Tue Jan 06, 2009 4:39 pm
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Location: Luxembourg
Thank you very much, you two =D
~Ragnai


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Rainbird
  Thu Jan 08, 2009 7:05 pm
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Can someone of you help me integrating the following resolution script into XAS? I guess it's gonna work but there still occur visual bugs so that I need the help of a good scripter. For there are some very good ones around here, I first thought about aksing you :)

As you will see, it will already work but some things will still have to be done, for example centering the screen when a map is smaller than the screen resolution.

When finished, I guess it's gonna be a big improvement for everyone of us using XAS as then XAS can be played nearly any resolution you liked to.

The script's topic is the following one:
viewtopic.php?t=32703.0

As the download links for the demo are not valid anymore, I uploaded it again:
http://www.filefactory.com/file/a0136b8 ... script_rar

So would be great if someone of you could take a look at it - just think about the improvements for your own projects when finished!!


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calvin624
  Thu Jan 08, 2009 9:51 pm
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Location: Manchester, UK
The way I understand it, the SDK (which you need certain parts of to run this particular script) is incompatible with XAS so it can't be done, correct me if I'm wrong guys.


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Rainbird
  Fri Jan 09, 2009 12:06 am
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Well it seems to me that if you make your map's size fit to your chosen resolution everything's working except for the hero's hp-meter, sp-meter and all the other ingame displays showing the hero's condition/equipment. Now if I decide for a certain resolution (e.g. 1024x768), any ideas how to attach them to the screen corners as normal? I guess after managed that, everything's working properly.


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Star
  Mon Jan 12, 2009 3:15 am
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Location: I go where I please, I please where I go
http://files.filefront.com/CSL+Producti ... einfo.html

I also have created an Ally system with this script using only events. It's hella complicated. And I've been trying to do this for 6 freaking months. Finally I put my head together and finally came up with the perfect way to do it.

Still needs a lot of fixes. Since enemies don't target the ally. But the Ally can still get hurt.

Basically what I do is a register the ally as an enemy and make all attacks from the main character do no damage to the ally and the ally does no damage to the main character using Elements

Oh. yes I know you can change your leader in the menu. Please don't do it. I need to find a way to take that script out.

If anyone would like a detailed explanation or is interested in learning how to place these events just tell me


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Link in Pink
  Tue Jan 13, 2009 1:00 am
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Holy crap, that's a nice system you got going there. I died though ^O^
I'd definitely credit you if I decided to implement this into my game (although it's unlikely, my game follows a character going it solo). Very well done, 2 thumbs up to ya. :thumb: :thumb:


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Star
  Wed Jan 14, 2009 6:44 am
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Link in Pink wrote:
Holy crap, that's a nice system you got going there. I died though ^O^
I'd definitely credit you if I decided to implement this into my game (although it's unlikely, my game follows a character going it solo). Very well done, 2 thumbs up to ya. :thumb: :thumb:

Thanks LiP

Update folks. I have implemented everything into V3.3 English Translation of XAS. I also fixed the Ally dies but magically comes back to life when you exit the battle bug. I also made it to where enemies target both you and your ally.

Unfortunately due to the new 3.3 version making Enemy attacks not hurt other enemies without putting it under ENEMY ALLY [], I was forced to make some enemy attacks attack the player and others attack the ally. But they always do the attack that hurt the ally when facing the ally. So that's good.

I've also run into another small problem. Which is attacking the Ally (Even if it does no damage) Increases your OVD gauge. So you can technically beef yourself up by hitting on your ally and then unleash a powerful attack. I'm going to get around this by not letting you use OVD until all Allys are dead

I've also made the attacks more random. Using Rand_shoot Thing. And I also made the ally attack in more directions than just one.

I'm going to upload a new version tomorrow. Because right now I kinda want to get a 3rd Ally in the party that casts magic when your HP is low


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Souloux
  Wed Jan 14, 2009 8:08 am
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What your are doing is awesome. Would your Ally System eventually be compatible with V3.4?


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