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Oct 16 2010, 12:19 AM
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#1
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![]() Behold. Me. ![]() Type: Coder Alignment: Chaotic Evil |
Game Achievements
Version: 1.1 Author: Omegas7 Blog: http://omegas7.blogspot.com Now, this version must completely replace my old, old, old one here: http://www.rpgmakervx.net/index.php?showtopic=11431, and will be the only one supported from now on. Well... yeah, achievements. This time, I am taking a more XBox-style theme, still using switches. You turn a switch ON, and a bar appears saying "Congratulations! You unlocked an achievement!" and then it fades out. The achievements menu can show All the achievements, only the unlocked or only the locked. This script makes use of lots of images. The Trophy (achievement) menu elements are actually images, fixed to 90x90. Even the cursor is an image (still 90x90). Also description per achievement is allowed. Demo Download: Version 1.1: http://www.megaupload.com/?d=KA6VEQBG http://www.mediafire.com/?vs064tj03hl2s8o Features: Spoiler: Screenshots: Spoiler: Useful Image: ![]() Notes: Bugs are quite possible, I did many tests, but I think I'm missing something. Report anything here. I am also planning on adding more extras, dunno, a points system? (Don't suggest that because you can event it >__>) You want to call the achievements menu from the menu? Ask someone for a patch or something, I'm not doing it because everyone's menus are messed up with edits or even are different menus >.< Once a switch is ON, you can turn it OFF and the script will now recognize the achievement as locked again. However, turning it ON won't make an "Achievement Congratulations Bar" pop up. Credit if used! |
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Oct 16 2010, 06:44 AM
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#2
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![]() Girl with an aura ![]() Type: Designer Alignment: Chaotic Neutral |
Looks shiny
Imma going to try it out nao *gibs cookie* -------------------- |
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Oct 16 2010, 06:51 AM
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#3
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You will be worse than dead! ![]() Type: Writer Alignment: Chaotic Neutral |
cudos' for you gonna use it!
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Oct 16 2010, 07:11 AM
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#4
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![]() Girl with an aura ![]() Type: Designer Alignment: Chaotic Neutral |
Uh, I can't download from megaupload :/
Could you upload it to mediafire or 4shared -------------------- |
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Oct 16 2010, 07:14 AM
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#5
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![]() Master of the DarkSyde of Cheese! ![]() Type: Undisclosed Alignment: Lawful Evil |
Your so awesome! lol. Only thing I want to ask is there a max limit to amount you can have?
Update: not limit as I can tell, this is awesome!!!!! lol This post has been edited by neosky: Oct 16 2010, 07:26 AM -------------------- |
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Oct 16 2010, 03:01 PM
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#6
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![]() Leader Of SincInc ![]() Type: Artist Alignment: Chaotic Neutral |
DEAR LORD!,im gonna use this!
-------------------- [/url]My Words- QUOTE am...i dont care. |
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Oct 16 2010, 03:43 PM
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#7
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![]() Behold. Me. ![]() Type: Coder Alignment: Chaotic Evil |
@Neosky: Ah, yes, it should be unlimited, but I didn't test the scrolling much.
@Yami: Aha, forgot that fact. I'll upload to mediafire too. Edit: Here, mediafire too: http://www.mediafire.com/?vs064tj03hl2s8o -------------------- ![]() |
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Oct 16 2010, 04:40 PM
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#8
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![]() Yo...I'm back. ![]() Type: Writer Alignment: Chaotic Good |
Cool. Thanks Omega. Was just about to use the old one.
/me is confused. Are those screenshots from the actual script, because that's not what mine looks like. This post has been edited by landis17: Oct 16 2010, 04:56 PM |
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Oct 16 2010, 05:15 PM
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#9
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![]() Behold. Me. ![]() Type: Coder Alignment: Chaotic Evil |
/me is confused. Are those screenshots from the actual script, because that's not what mine looks like. The screenshots? Why? How does yours look like? -------------------- ![]() |
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Oct 16 2010, 05:29 PM
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#10
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![]() Yo...I'm back. ![]() Type: Writer Alignment: Chaotic Good |
Screen.png ( 97.48K )
Number of downloads: 298Like this. Am I missing something? edit: Yeah, figured it out. Your mediafire link is sending me to the wrong page. I think it's your old one. This post has been edited by landis17: Oct 16 2010, 05:37 PM |
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Oct 16 2010, 05:55 PM
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#11
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![]() Behold. Me. ![]() Type: Coder Alignment: Chaotic Evil |
-------------------- ![]() |
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Oct 16 2010, 08:49 PM
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#12
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![]() Type: Undisclosed |
I really do like this format and set a lot. I might have a suggestion for future extras/updates. If possible you should add a feature in, instead of just using switches, you could add in like counting the number of battles you fight (not necessarily won/loss, just the over all number of battles), and keeping track of how much money you have, for an achievement for saving up over a certain amount. Just some suggestions.
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Oct 16 2010, 09:54 PM
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#13
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![]() Leader Of SincInc ![]() Type: Artist Alignment: Chaotic Neutral |
I really do like this format and set a lot. I might have a suggestion for future extras/updates. If possible you should add a feature in, instead of just using switches, you could add in like counting the number of battles you fight (not necessarily won/loss, just the over all number of battles), and keeping track of how much money you have, for an achievement for saving up over a certain amount. Just some suggestions. its alot easier to event those.... -------------------- [/url]My Words- QUOTE am...i dont care. |
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Oct 17 2010, 08:07 AM
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#14
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![]() Girl with an aura ![]() Type: Designer Alignment: Chaotic Neutral |
oh Thanx
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Oct 18 2010, 01:59 AM
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#15
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![]() Welcome to RMVX.net, B*tch ![]() Type: Designer Alignment: Chaotic Evil |
Your screenies made me feel this would be awesome and must-have for mini-games. XD
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Oct 23 2010, 04:44 AM
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#16
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![]() Behold. Me. ![]() Type: Coder Alignment: Chaotic Evil |
Bah! I forgot to add this other screenshot. This box appears when an achievement is unlocked:
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Oct 27 2010, 02:07 AM
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#17
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![]() ![]() Type: Writer |
Can you make it so you can have hidden achievements? Ones were the title is "Secret" Or "Hidden" or something and will change to the right title once unlocked, same with the description? I'm just thinking that this is a cool add on, but if someone wanted to keep a part of their story, or a side-quest or something a surprise, and wanted to reward an achievement for it, they couldn't with this script.
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Oct 28 2010, 09:29 PM
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#18
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![]() Type: Coder |
Very cool! I was considering starting to work on one of my own, but yours does pretty much everything I was thinking about at the start. There are a lot of things you can/could do with it to make it more customizable.
With a bit of editing on the achievement bar sprite and the sprite code you can have it show the achievement name and the icon as well. It didn't take too much work (graphics took longer) to get everything to fit. I did throw in a couple things. I changed the size of the achievement bar sprite and icon so you can have long achievement names show up. It uses a gradient box to cover the background a bit to ensure the text of the name can be seen. Note: I changed a couple of variables around for my own readability. CODE class AchievementBar include AchievementsDATA attr_reader :finished def initialize(id) Cache.clear # quick hack, blting/txt on sprite doesn't remove changes when you use the images again. @sprite = Sprite_Base.new @sprite.bitmap = Cache.picture(AchievementGraphic) # reduced the achievement icon to 64x64 for the sake of ease. @achievement_icon = Bitmap.new(64,64) @achievement_icon = Cache.picture(Achievements[id][1]) src_rect = Rect.new(0,0,64,64) @sprite.bitmap.blt(7,11,@achievement_icon,src_rect) #copy the image to the sprite so the image fits in the box on the sprite bg. # grab the achievement's name, build a gradient rect to go behind it. achievement_text = Achievements[id][0] gradient_rect = Rect.new(0,0,0,0) gradient_rect = @sprite.bitmap.text_size(achievement_text) gradient_rect.x = 70 gradient_rect.y = 25 gradient_rect.width = gradient_rect.width + 15 @sprite.bitmap.gradient_fill_rect(gradient_rect,Color.new(0,0,0,250),Color.new(200,200,200,90)) @sprite.bitmap.draw_text(80,10 ,500,50,achievement_text) # sprite coords - left side of screen, high enough to be above the menu/status windows in battle @sprite.z = 300 @sprite.x = 10 @sprite.y = 200 @timer = AchievementDecay #added timer constant @leaving = false @finished = false AchieveRing.play #achievement sound end ![]() I did a test and you can also have it pop the achievement inside a battle scene, the same code in the switch interpreter works fine. I did have to move the achievement sprite to somewhere else on the screen so it wouldn't cover stuff up though. It can be a bit buggy though if the achievement pops right at the end of battle while still in the scene. Your script is really good and there is some stuff you could end up adding to it for customization for the end user. There are lots of little things you could add as well (rewards for completing them, points or items or gold or whatever). Keep it up, it's definitely a good framework. |
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Oct 28 2010, 10:45 PM
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#19
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![]() Behold. Me. ![]() Type: Coder Alignment: Chaotic Evil |
Thanks ~
As for rewards, I don't think I'll do it for anyone can event that just fine. -------------------- ![]() |
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Oct 30 2010, 08:12 AM
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#20
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![]() If n = infinity, (1+(1/n))^n=1 ![]() Type: Undisclosed Alignment: Lawful Good |
You're awesome, as always. I am going to use this, if you don't mind
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| Lo-Fi Version | Time is now: 21st May 2013 - 07:26 PM |
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