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Announcement
| 2nd Quarter Contest Announcement posted! See the Community Announcements section. |
New threads (complete scripts) here will go into a moderation queue. You will not see your thread appear when you create it. A moderator will decide if it will be approved or denied.
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Nov 12 2011, 11:33 PM
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#21
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![]() Nachos are good ![]() Type: Designer Alignment: Neutral Evil |
im not sure shields are put in it yet
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Nov 13 2011, 12:04 AM
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#22
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![]() The awsome ruler of rmvx ![]() Type: Designer Alignment: Chaotic Neutral |
sadface ): and i think this interfears with my shadow remover D:
-------------------- ♪ Bumpity bump bump bumpity bump bump, look at Frosty go! ♪ QUOTE (RMVXMastah) “A prisoner of war is a man who tries to kill you and fails, and then asks you not to kill him.” .:Winston Churchill:. QUOTE (Kingshen, in Playing with ACRONYMS) M.O.D.E.R.A.T.O.R.- Many Overpowered Dictators Ejaculating Rapidly At The Orange Rebels (aka using their mod powers to b4n some nub) ![]() Spoiler: |
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Nov 13 2011, 12:21 AM
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#23
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![]() Nachos are good ![]() Type: Designer Alignment: Neutral Evil |
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Nov 13 2011, 01:22 AM
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#24
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![]() Type: Spriter Alignment: Lawful Good |
Yay, now I can make a skill that could shift skill sets.
EDIT:When I try a skill that has "x random enemies" scope, the game freezes immediately(without an error pops up). This post has been edited by pikakapi: Nov 13 2011, 01:32 AM |
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Nov 13 2011, 07:33 PM
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#25
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![]() ![]() Type: Designer Alignment: Neutral Evil |
This is very great! Is similar to Team Meat's 2011 game, and the style of the HUD is more than Amnesia.
-------------------- I support my favorite games:
![]() ![]() ![]() I added 2 of them! Now the witness could be had with the magic: I'm here to rpgmaker.net: http://rpgmaker.net/users/Supaguy_Productions/ |
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Nov 14 2011, 12:09 AM
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#26
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![]() ![]() Type: Undisclosed |
I love this script, i'm trying to make it for my game but only way for my game to work is if I make new maps inside the demo itself D: otherwise i could never get it to work @_@ none of the demo is in my game only the scripts are. WAS A MOTHER of a Bitch to get to work >< trial an error. BTW fully credit was given =3 thank you for such an epic script =) wish i could get my game to run without needing the pre-mad maps from the demo in the map file @_@ LIKE make a new start Map, an work from there with my own events an what not. I don't know how else to do it D:
This post has been edited by Nightmar: Nov 14 2011, 12:10 AM -------------------- ![]() |
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Nov 14 2011, 03:23 AM
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#27
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![]() Type: Spriter Alignment: Lawful Good |
As far as I know, if anyone want to use this in thier game:
1. copy all animations from the demo. 2. Copy Item, IRME, and Spawn maps. 3. bind those aforementioned maps id value in Y1x6(line300), IRME script(line 263), ISS020(line 19). 4. Note Icy has change the game over process to run common event #30, look at User Section script and the event itself for references. I think that's all, or I may missing something else... This post has been edited by pikakapi: Nov 14 2011, 03:26 AM |
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Nov 14 2011, 06:43 AM
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#28
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![]() Nachos are good ![]() Type: Designer Alignment: Neutral Evil |
what are the tags for a bow that shoots arrows?
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Nov 14 2011, 08:52 AM
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#29
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![]() Type: Spriter Alignment: Lawful Good |
@Rosenblack
EDIT: Turns out the projectile action is buggy, use this tag... <action 1=TargetSelectTest> It does not shoot projectiles like the old demo, but it works similarly. Oh, you may get rid of the "SET_SKILL" line of that action, or you're using free cost of skill 81. (Yay, free Burst xD) This post has been edited by pikakapi: Nov 14 2011, 10:45 AM |
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Nov 14 2011, 02:15 PM
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#30
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![]() ![]() Type: Undisclosed |
OOOO I also ran into another problem o.o how do I change monsters attack animations AND how do I get them to attack me @_@ All I seem to be able to do is hurt them D:
Also I'm making my game from version 1.5 D: It seems less confusing D: or should I redo my game using version 1.6? This post has been edited by Nightmar: Nov 14 2011, 02:17 PM -------------------- ![]() |
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Nov 14 2011, 06:50 PM
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#31
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![]() Nachos are good ![]() Type: Designer Alignment: Neutral Evil |
@Rosenblack EDIT: Turns out the projectile action is buggy, use this tag... <action 1=TargetSelectTest> It does not shoot projectiles like the old demo, but it works similarly. Oh, you may get rid of the "SET_SKILL" line of that action, or you're using free cost of skill 81. (Yay, free Burst xD) thanks, ill try this. -------------------- |
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Nov 29 2011, 02:17 PM
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#32
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![]() Type: Undisclosed |
Fantastic script. I love it, I only have one question.... how do I setup blocking?
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Nov 30 2011, 04:56 AM
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#33
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![]() Übers Ende der Welt ![]() Type: Designer |
I like it, It is simple (not in a bad way) but fun to use!
::BUG REPORT :: Not sure if it is just mine, but when I try to equip different equipment or even take off initial equipment none of the stats change?? Is it something set so that the stats won't change? -------------------- Ich schrei in die Nacht für Dich, lass mich nicht im Stich,
Spring nicht. Die lichter fangen Dich nicht, sie betrügen Dich. Spring nicht. Erinner Dich, an Dich und mich. Die Welt da unten zählt nicht, Bitte spring nicht. |
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Nov 30 2011, 09:06 PM
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#34
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![]() Whats this? ![]() Type: Designer Alignment: Lawful Good |
@KentaAmon: Yes, that problem occurs even in the demo and I got the fix on IRC from IceDragon. Here is the code that solves the stats problem:
Put this code below Yggdrasil. CODE class Game_Actor; alias :fix_change_equip :change_equip unless $@; def change_equip( *args, &block ); fix_change_equip( *args, &block ); clear_stat_cache(); end; end For those of you wanting to disable the Level Up Window here is the fix for that... Change this: CODE $scene.level_up_window.show_level_up(receivee, old_level) To this: CODE if YGG::USE_LEVEL_UP_WINDOW > 0 $scene.level_up_window.show_level_up(receivee, old_level) end Then you can properly change USE_LEVEL_UP_WINDOW to 0. Update: Use the newer version instead! This post has been edited by Niclas: Dec 1 2011, 06:51 PM -------------------- Current game: Soon... :)
Scripts: Spoiler: "Fortunes smiles upon you..." |
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Dec 1 2011, 01:51 AM
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#35
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
Okie dokie a little delayed on this one.
Me and Nicke (Niclas ^) have been working together. And I have an update for Yggdrasil (not updating teh demo yet) Anyway update 1.6a Yggdrasil 1.6a (Script) Its really big so I'm just gonna post updates like this with a link to paste bin... Oh yeah.. >,> Guard still hasn't been implemented... (So no shields) -------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Dec 1 2011, 02:31 AM
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#36
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![]() Nachos are good ![]() Type: Designer Alignment: Neutral Evil |
Okie dokie a little delayed on this one. Me and Nicke (Niclas ^) have been working together. And I have an update for Yggdrasil (not updating teh demo yet) Anyway update 1.6a Yggdrasil 1.6a (Script) Its really big so I'm just gonna post updates like this with a link to paste bin... Oh yeah.. >,> Guard still hasn't been implemented... (So no shields) damn no shields What changed in the update? edit Stuff it, being smart but quite stupid at the moment i didnt read your change log so i answered it for myself This post has been edited by Rosenblack: Dec 1 2011, 07:19 AM -------------------- |
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Dec 1 2011, 03:01 PM
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#37
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![]() Your friendly neighborhood lunatic. ![]() Type: Designer Alignment: Neutral Good |
I'm thrilled to see you're working on this! Good job!
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Dec 1 2011, 06:03 PM
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#38
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![]() Home is in your head. ![]() Type: Designer Alignment: Chaotic Neutral |
I'd really like to see someone finish a game with this system. Nicely done Ice, keep it up. 5stars \o/
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Dec 3 2011, 04:55 AM
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#39
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![]() I demand cookies. ![]() Type: Coder Alignment: Neutral Good |
-------------------- Spoiler: To be Hexa-fied Spoiler: Spoiler: |
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Dec 3 2011, 06:10 AM
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#40
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![]() Nachos are good ![]() Type: Designer Alignment: Neutral Evil |
I LOVE YOU, shields are awesome. good bye requiem and say hello to yggdrasil again edit is there anyway you can port this to ace? edit again you should put in a jump system defaulted to Tab or some key around attack (but this is only a suggestion) This post has been edited by Rosenblack: Dec 3 2011, 07:31 AM -------------------- |
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| Lo-Fi Version | Time is now: 22nd May 2013 - 06:49 AM |
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