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Medina Stories (On Hold Until November 2012)

  • I like RO sprites, but I don't like your characters

    Votes: 2 40.0%
  • Definitely no

    Votes: 2 40.0%
  • Undecided.

    Votes: 1 20.0%

  • Total voters
    5
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Fine. But I would still like to point at that up to this moment, Sanjuro 94 created an account and logged in for exactly seven minutes to make a single post in my thread, bombarding me with a useless and slightly offensive remark. Who does that?
 
Fine. But I would still like to point at that up to this moment, Sanjuro 94 created an account and logged in for exactly seven minutes to make a single post in my thread, bombarding me with a useless and slightly offensive remark. Who does that?
 

moog

Sponsor

Yeah, I wasnt directing that at you, Juan, you didnt do anything, just telling everyone else (sanjuro, ace of spades and necrile) not to spam. You are free to discuss your game as you were.
 
All of you know how much I enjoy searching for jewel RPG Maker XP games that sadly are not featured in this community. I bring you Prince of Austral, a fan MMORPG Ragnarok Online game. This guy's doing a better job than me. Hopefully, my game will look this good one day.

http://www.youtube.com/watch?v=3GKbnKyj94Q

http://www.youtube.com/watch?v=hQjWn8zIfv0
 
Well, I took some time to revise my old scripts. As you probably know, I added some new functions to my movement script, which is now awesome.

http://www.youtube.com/watch?v=7DJzZRpyV-A

Nonetheless, I think it's time to pick up where I left from a few months ago. That is, I'm talking about finishing the Final Fantasy XIII Menu System. Last I checked, the main menu was working properly, with no lag, which is almost miraculous considering the many processes occurring simultaneously in the screen. I am, therefore, missing the following sections:
  • 1. Party menu
    2. Status menu
    3. Abilities menu
    4. Equipment menu
    5. Inventory menu
    6. Map menu
    7. Datalog menu
    8. Settings menu

I could use a hand with these. I've never written such a complex script before. To start with, I'm not sure how to handle the battle teams in the party menu, as it must be compatible with Charlie Fleed's battle system. I also need to write some complex algorithms, such as an optimization algorithm for the equipment menu. I'm not exactly sure how to separate inventory lists into various categories. For the map menu, I was planning on editing a minimap script. Finally, I have no clue whatsoever how to handle data in the datalog menu. Is it possible to encrypt a 3-dimensional string array in RGSS?
 
29745714029171274503.png


I am done here. I'll be moving next to the status screen. I also have a buttload of exams, so I'll probably be busy.
 
What can I say, you guys? Even though I'm currently without a laptop, and I don't have any backups of my game files, I refuse to put this project on standby while I fix my computer. I've installed an old cracked copy of RMXP on this computer. I've also installed Ragnarok Online MMORPG and BrowEdit, a small program that allows to me to rip graphics from Ragnarok Online. It's a bit of a challenge, considering I'm ripping 2D graphics from a 3D game, but it's coming out nicely. I also plan to install Finale 2011, Kontakt 4 and Cubase 6, for music composition. Finally, I've hired a friend to help me write the game script.
 
Hm, this project looks pretty interesting and I admire your work ethic. You seem to be putting a lot of hard work into this game. You've scripted a bunch of nice systems for this, and I really love the License Board. You said you're going to download those programs for music, are you the one that is making the music or are you going to get someone else to use those programs to make music? But anyway, great job you have year, I look forward to a demo!
 
I'm flattered. The truth is, I don't work that much on this project, simply on my free time. It's a great way to gather round many of my hobbies, such as scripting, drawing and composing. Currently I'm rewriting the story and game script, with the help of a dear friend. I'm doing most of the job single-handedly, including music composition. I might not be Leonard Bernstein, but I'm sure I can work out something decent. I'll probably have a demo ready by the end of this year, if everything works out as planned.
 
Woah, those are a lot of talents, all I can do is event and script, and I still have a lot to learn when it comes to scripting. I also noticed that your using RO sprites, I'm using them too for my game except it's for a tactical battle system. Have you already figured out what battle system you're doing, I'm guessing a side-view battle system? Oh and I love your opening and the custom movement system. Again, great work here man!
 
As a matter of fact, I'm using an edited version of Charlie Fleed's FFX battle system. The title screen was my first script, which I made over a year ago, and it was also a great learning opportunity. I've gone a long way since. The custom movement system is a great piece of work, although I still think it's missing some things: detailing if an NPC is 4-DIR or 8-DIR in the comments page, patching a weather script to work with New Mode 07, and patching a visual equipment script to work with the movement system, among other things. Actually, I think most of my scripts could use a small update, since when I wrote them I focused on building the basics, and not stopping at details.
 
I dunno if it will help, but I wrote a optimize equip method for actors some time ago for a menu system I was working on. Perhaps it will work for you?

I can likely clean up the code a bit, but for now its .. ok :D

Code:
class Game_Actor < Game_Battler

  def set_best_equip

    weapons = []

    shields = []

    helms   = []

    armors  = []

    #get available weapons

    if @extra_armor != nil

      if @extra_armor[1] == 0

        weapon_set = $data_classes[self.class_id].weapon_set + @extra_armor[0].weapon_set

      else

        weapon_set = $data_classes[self.class_id].weapon_set

      end

    else

      weapon_set = $data_classes[self.class_id].weapon_set

    end

    for i in 1...$data_weapons.size

      if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)

        weapons.push($data_weapons[i])

      end

    end

    if self.weapon_id != 0

      if !weapon_set.include?(self.weapon_id)

        self.equip(0,0)

      end

    end

    #get available shields, helms, armors

    if @extra_armor != nil

      if @extra_armor[1] == 1

        armor_set = $data_classes[self.class_id].armor_set + @extra_armor[0].armor_set

      else

        armor_set = $data_classes[self.class_id].armor_set

      end

    else

      armor_set = $data_classes[self.class_id].armor_set

    end

    for j in 1..3

      for i in 1...$data_armors.size

        if $game_party.armor_number(i) > 0 and armor_set.include?(i)

          if $data_armors[i].kind == j-1

            case j

            when 2 #helms

              helms.push($data_armors[i])

            when 3 #armors

              armors.push($data_armors[i])

            end

          end

        end

      end

      case j

      when 2

        if self.armor2_id != 0

          if !armor_set.include?(self.armor2_id)

            self.equip(2,0)

          end

        end

      when 3

        if self.armor3_id != 0

          if !armor_set.include?(self.armor3_id)

            self.equip(3,0)

          end

        end

      end

    end

    if @extra_armor != nil

      if @extra_armor[1] == 2

        shield_set = $data_classes[self.class_id].armor_set + @extra_armor[0].armor_set

      else

        shield_set = $data_classes[self.class_id].armor_set

      end

    else

      shield_set = $data_classes[self.class_id].armor_set

    end

    for j in 1..3

      for i in 1...$data_armors.size

        if $game_party.armor_number(i) > 0 and shield_set.include?(i)

          if $data_armors[i].kind == j-1

            case j

            when 1 #sheilds

              shields.push($data_armors[i])

            end

          end

        end

      end

      case j

       when 1

        if self.armor1_id != 0

          if !shield_set.include?(self.armor1_id)

            self.equip(1,0)

          end

        end

      end

    end

    #now find best equip of each

    if self.weapon_id == 0

      max_wep = 0

    else

      max_wep = $data_weapons[self.weapon_id].atk

    end

    for j in 1..3

      if j == 1

        if self.armor1_id == 0

          max_shield = 0

        else

          max_shield = $data_armors[self.armor1_id].pdef

        end

      elsif j == 2

        if self.armor2_id == 0

          max_helm = 0

        else

          max_helm = $data_armors[self.armor2_id].pdef

        end

      elsif j == 3

        if self.armor3_id == 0

          max_armor = 0

        else

          max_armor = $data_armors[self.armor3_id].pdef

        end

      end

    end

    equip_types = [weapons, shields, helms, armors]

    for k in 0...equip_types.size

      type = k

      data = equip_types[k]

      for i in 0...data.size

        if type == 0

          if max_wep <= $data_weapons[data[i].id].atk

            max_wep = $data_weapons[data[i].id].atk

            wep_id = data[i].id

          end

        elsif type >= 1

          case type

          when 1

            if max_shield <= $data_armors[data[i].id].pdef

              max_shield = $data_armors[data[i].id].pdef

              shield_id = data[i].id

            end

          when 2

            if max_helm <= $data_armors[data[i].id].pdef

              max_helm = $data_armors[data[i].id].pdef

              helm_id = data[i].id

            end

          when 3

            if max_armor <= $data_armors[data[i].id].pdef

              max_armor = $data_armors[data[i].id].pdef

              armor_id = data[i].id

            end

          end

        end

      end

    end

    self.equip(0,(wep_id.nil? ? self.weapon_id : wep_id))          #equip best weapon

    self.equip(1,(shield_id.nil? ? self.armor1_id : shield_id))    #equip best shield

    self.equip(2,(helm_id.nil? ? self.armor2_id : helm_id))        #equip best helm

    self.equip(3,(armor_id.nil? ? self.armor3_id : armor_id))      #equip best armor

    

    #reset hp and sp according to new equip

    self.hp = maxhp

    self.sp = maxsp

  end

end
 
Finally, guys. I made my first map. I'm using the parallax mapping technique. I'm ripping sprites directly from Ragnarok Online, using a 3D editor, importing them to Adobe Fireworks, were I have four planes four each map: background, shadows, foreground, and lights. Then, I release two copies of each map: one as a parallax, and one as a fog. The parallax acts as a background, and the fog acts as a foreground. Finally, I use an invisible tile to map out passability. The perspective is a strange mixture of top down perspective and pseudo-isometric. Nonetheless, it's pleasant to the eyes, and that all that matters. I'm looking for some testers to tell me how they feel the environment. Does it please you? Does it make you dizzy?

http://www.mediafire.com/?kyki6fp8j5hs6ur
 
it was pretty impressive. The only thing that bothered me was that the characters were walking an running to slow. Also, why are there so many leaves falling down in a city? I'd love to see a completed map in this style (with music, SE, npc, events and some color tone maybe?)
 
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