Activity Feed

DustyZiroto published a Development Blog Post in Games / RPG Maker XP / Prophet Sword / Blog


1 hour ago     0 Comments     6 Views

Prophet Shorts

Short little skits in Prophet Sword. Just like how I'll describe this. https://youtu.be/vPuhpB0PBzI

Sagi007 published a Forum Topic in Forums / RPG Maker XP Support


13 hours ago     1 Comments     20 Views

how do i delay?

$game_system,se_play(RPG::AudioFile.new('018-Teleport01))

$game_player.animation_id = 1

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

$game_temp.player_transferring = true

 

I want to play sound effect+show animation before i Teleport.

For this i need a second or so to do but i have no idea how.

 

I asume i need to but another line of coding at the giant line of XXXXX just no idea what,

 

 

 

 

Marked published a Forum Topic in Forums / Spam-O-Rama!


13 hours ago     10 Comments     857 Views

Adoption

Hey guys

 

I'm very excited to announce that I have adopted Bob. For those of you who don't know, his parents were killed in an alleyway, presumably because someone didn't like the way the company was being run.

 

Anyway, here's a pic of us

ramsey-penguin.jpg

 

That's my boy :ehh:

Omar510 published a Development Blog Post in Games / Unity / Repercussions / Blog


16 hours ago     2 Comments     150 Views

Project Status for Into The Darkness

It's been a very long time since i posted something for Into the Darkness.
Before i start this topic, i want to address that Into the Darkness was suppose to be the first chapter of my main series which is called repercussions. Into the Darkness was a prologue to the whole game. I soon realized that making one game then another huge package was pretty over-kill even for one developer. The project was too ambitious and i wanted to stuff a lot of ideas into one small package.

As in May 2015, the project was cancelled since RPG MAKER ACE was not providing any support anymore. I had to limit my ideas to make the game i have envisioned possible. I remember that i also created a topic if i should make this game in Unity or RPG MAKER. After reading feedback from the kind community of GDU. I decided to cancel the whole project quietly and decide to work on another game project called Ethereality. However, i keep getting asked on Twitter, Facebook and Skype of the status quo of this project. I told them that it was cancelled or being worked on. Mostly cancelled.
As we are in the end of 2015 and this game is taking too much to even develop properly.
because i had a lot of great ideas that were scrapped by RPG MAKER's limited tools, it was very frustrating.

As i got better manipulating Unity and learning C# in the process, along with me becoming a 3D modeler. I've decided to give it a go again. The game will be under the name of Ethereal Digital Entertainment, along with our current game Ethereality.
Games take time to develop so don't expect this game to come out anytime soon as i have many things to do with my other project with Drago. Into the Darkness will not be called by it's name anymore. It will be called as Repercussions from now on.

One last thing before i go.
I asked Zahraa a long time ago to write some background lore for me, now she is the main writer (along with me) of this game project. Of course i am handling the design and production for this game. But like i said, this game won't come anytime soon.

That's all for today, this is maybe the last blog post of this project for the year. I will probably write more updates in the future. But for now, i will concentrate on Ethereality our first project.

P.S For those who don't check the main page, this game will be a PC exclusive game.

DustyZiroto published a Development Blog Post in Games / RPG Maker XP / Prophet Sword / Blog


1 day ago     1 Comments     34 Views

Biography, and new worlds

Prophet Sword will be introducing new worlds, and biography for all party members.

In the process of this i will also be introducing the "rolling method" for Prophet Sword. You can make a storyline in Prophet Sword, using a maximum of 25 switches. I can also be lenient with it, offering another 25 switches if needed. Message me if interested.

DustyZiroto published a Forum Topic in Forums / The artsy side


1 day ago     2 Comments     38 Views

Some Dusty thing.

https://www.youtube.com/watch?v=1FWpGyKOCLw

Darkness published a Forum Topic in Forums / Games Section Support


2 days ago     5 Comments     63 Views

There was an unexpected error when I uploaded my pics.

     When I uploaded my screenshots to the game-publishing page,I just got this error message and my pictures weren't showed up.

 

y3p3VCZ.jpg?1

 

And the results of that look like this.

 

bPerEXm.jpg?1

 

But,only my charaters graphics I exported from RMVXA can be able to make it.

 

What should I do?

 

AlfaGammus published a Forum Topic in Forums / RPG Maker XP Requests


2 days ago     1 Comments     51 Views

How to Flip Arabic Text: RGSS3/RGSS2 to RGSS [RMAce/VX to RMXP] script request

Hello everyone, 
Sorry to bother you, but my request may be regarded as technically linguistic or linguistically technical... whatever you wish... just bear with me.
 
In order to type in a RTL language, like Arabic, in RPG Maker VX Ace, one cannot enter the letters of the Arabic alphabet directly. 
Only by using a third party reverse text program, one must enter Arabic text in a "flipped/reversed/mirrored" form at the "Edit Event -> Insert -> Show text" screen box in RPG Maker VX/Ace.
 
Once entered, the flipped Arabic text is re-arranged back into normal order, ready to be used in PlayTest thanks to an RGSS3/RGSS2 script (depending on the kind of RPG Maker you are using.
 
This tedious process can be viewed here:
and it is explained here:
[spoiler]
 
Sorry for the Arabic text only video, and how old it is, :annoyed: , but it shows the basic setup one has to follow when one has to type in Arabic into RPG Maker VX:
 
1) from 0:00min upto 1:45 min: The video's author is typing Arabic into a third party program called 2DQ8. But you have no need to deal with this. Continue viewing.
 
2) 1:49 min till 2:26min: The video's author has RPG Maker VX open and goes to the "Edit Event -> Insert -> Show text" screen box and types in some Arabic DIRECTLY. The video's author runs the playtest but unfortunately, the Arabic text is disjoined making it unreadable to any Arabic user. (Yes, Arabic is written with joined letters kinda like cursive handwriting! : :)
 
3) from 1:49min upto 4:08min: Back in the third party program, the author attempts to simply change RTL to LTR and then re-enters the text into "Showtext" and then runs the playtest, but the result is still muddled and unreadable. Hence, even this attempt fails. :(
 
4) from 4:08min upto 5:07min: Now the video's author uses the third-party program to "flip/reverse/mirror" the text he/she wants. Then he copy+pastes this "reversed text" back into the "Showtext" box and runs the playtest. Success at last! :)
 
5) from 6:15min upto 6:43min: The author shows the viewer the script that he uses to make this magic happen in RPG Maker VX.[/spoiler]
 
People far more talented than myself have written up scripts for both RPG Maker Vx and RPG Maker VX Ace that are all available for download here:
 
But I'll set them down here anyway for easy reference.
 
1)The one you get to see in the video for RPG Maker VX:
 
[spoiler]
#==============================================================================
# ** Main
#------------------------------------------------------------------------------
#  After defining each class, actual processing begins here.
#==============================================================================
 
begin
  Font.default_name = "Tahoma"  
  Font.default_shadow = true
  Font.default_bold = nil
  Graphics.freeze
  $kcode = "UTF-8" 
  $encodings = "UTF-8"
  $scene = Scene_Title.new
  $scene.main while $scene != nil
  Graphics.transition(30)
rescue Errno::ENOENT
  filename = $!.message.sub("No such file or directory - ", "")
  print("Unable to find file #{filename}.")
end
[/spoiler]
 
2) Main RPGMaker VX script for Arabic:
 
[spoiler]
=begin
                        Arabic Reading Right to left
 
Author: Bulletxt
Version: 0.5
Date: 12/07/2009
=end
 
# this is an id switch, if ON it will reverse the letters of a word.
# example: "Hello World" will be "olleH dlroW"
REVERSE_LETTERS_OF_WORD = 1
 
# this is an id switch, if ON it will reverse the words of a sentance including
# the letters of the word.
# example: "Hello World" will be "dlroW olleH"
REVERSE_WORDS_OF_SENTANCE_INCLUDING_LETTERS = 2
 
 
# NOTE:
# if REVERSE_LETTERS_OF_WORD and REVERSE_WORDS_OF_SENTANCE_INCLUDING_LETTERS
# switches are both on, the result will be a revert of the words in a sentance
# without reverting the letters of the word.
# example: "Hello World" will be "World Hello"
 
############################## END CONFIGURATION ###############################
 
class Window_Message < Window_Selectable
 
  #--------------------------------------------------------------------------
  # * Start Message
  #--------------------------------------------------------------------------
  def start_message
    @text = ""
    for i in 0...$game_message.texts.size
      @text += "    " if i >= $game_message.choice_start
      m = $game_message.texts.shift
 
      
      m = m.split(//u).reverse.join
      
      #"Hello World" will be "olleH dlroW"
      m = m.split(/ /).map { |w| w.split(//u).reverse.join}.join(' ') if $game_switches[REVERSE_LETTERS_OF_WORD]
      
      #"Hello World" will be "dlroW olleH"
      m = m.split(//u).reverse.join if $game_switches[REVERSE_WORDS_OF_SENTANCE_INCLUDING_LETTERS]
 
      
      #debug sentance
      #p sprintf (m)
      @text += m + "\x00"
 
    end
    @item_max = $game_message.choice_max
    convert_special_characters
    reset_window
    new_page
  end
  
  #--------------------------------------------------------------------------
  # * New Page
[/spoiler]
 
3)Arabic Script for RPGMaker VX Ace (CAREFUL it's really long!!!):
 
[spoiler]
#==============================================================================
# 
# ▼ Yanfly Engine Ace - Ace Message System v1.05
# -- Last Updated: 2012.01.13
# -- Level: Normal
# -- Requires: n/a
# 
#==============================================================================
 
$imported = {} if $imported.nil?
$imported["YEA-MessageSystem"] = true
 
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.07.21 - Fixed REGEXP error at line 824
# 2012.01.13 - Bug Fixed: Negative tags didn't display other party members.
# 2012.01.12 - Compatibility Update: Message Actor Codes
# 2012.01.10 - Added Feature: \pic[x] text code.
# 2012.01.04 - Bug Fixed: \ic tag was \ii. No longer the case.
#            - Added: Scroll Text window now uses message window font.
# 2011.12.31 - Started Script and Finished.
# 
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# While RPG Maker VX Ace certainly improved the message system a whole lot, it
# wouldn't hurt to add in a few more features, such as name windows, converting
# textcodes to write out the icons and/or names of items, weapons, armours, and
# more in quicker fashion. This script also gives the developer the ability to
# adjust the size of the message window during the game, give it a separate
# font, and to give the player a text fast-forward feature.
# 
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
# 
# -----------------------------------------------------------------------------
# Message Window text Codes - These go inside of your message window.
# -----------------------------------------------------------------------------
#  Default:    Effect:
#    \v[x]     - Writes variable x's value.
#    \n[x]     - Writes actor x's name.
#    \p[x]     - Writes party member x's name.
#    \g        - Writes gold currency name.
#    \c[x]     - Changes the colour of the text to x.
#    \i[x]     - Draws icon x at position of the text.
#    \{        - Makes text bigger by 8 points.
#    \}        - Makes text smaller by 8 points.
#    \$        - Opens gold window.
#    \.        - Waits 15 frames (quarter second).
#    \|        - Waits 60 frames (a full second).
#    \!        - Waits until key is pressed.
#    \>        - Following text is instant.
#    \<        - Following text is no longer instant.
#    \^        - Skips to the next message.
#    \\        - Writes a "\" in the window.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Wait:       Effect:
#    \w[x]     - Waits x frames (60 frames = 1 second). Message window only.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  NameWindow: Effect:
#    \n<x>     - Creates a name box with x string. Left side. *Note
#    \nc<x>    - Creates a name box with x string. Centered. *Note
#    \nr<x>    - Creates a name box with x string. Right side. *Note
# 
#              *Note: Works for message window only.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Position:   Effect:
#    \px[x]    - Sets x position of text to x.
#    \py[x]    - Sets y position of text to y.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Picture:    Effect:
#    \pic[x]   - Draws picture x from the Graphics\Pictures folder.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Outline:    Effect:
#    \oc[x]    - Sets outline colour to x.
#    \oo[x]    - Sets outline opacity to x.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Font:       Effect:
#    \fr       - Resets all font changes.
#    \fz[x]    - Changes font size to x.
#    \fn[x]    - Changes font name to x.
#    \fb       - Toggles font boldness.
#    \fi       - Toggles font italic.
#    \fo       - Toggles font outline.
#    \fs       - Toggles font shadow.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Actor:      Effect:
#    \af[x]    - Shows face of actor x. *Note
#    \ac[x]    - Writes out actor's class name. *Note
#    \as[x]    - Writes out actor's subclass name. Req: Class System. *Note
#    \an[x]    - Writes out actor's nickname. *Note
# 
#              *Note: If x is 0 or negative, it will show the respective
#               party member's face instead.
#                   0 - Party Leader
#                  -1 - 1st non-leader member.
#                  -2 - 2nd non-leader member. So on.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Names:      Effect:
#    \nc[x]    - Writes out class x's name.
#    \ni[x]    - Writes out item x's name.
#    \nw[x]    - Writes out weapon x's name.
#    \na[x]    - Writes out armour x's name.
#    \ns[x]    - Writes out skill x's name.
#    \nt[x]    - Writes out state x's name.
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
#  Icon Names: Effect:
#    \ic[x]    - Writes out class x's name including icon. *
#    \ii[x]    - Writes out item x's name including icon.
#    \iw[x]    - Writes out weapon x's name including icon.
#    \ia[x]    - Writes out armour x's name including icon.
#    \is[x]    - Writes out skill x's name including icon.
#    \it[x]    - Writes out state x's name including icon.
# 
#              *Note: Requires YEA - Class System
# 
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# 
# And those are the text codes added with this script. Keep in mind that some
# of these text codes only work for the Message Window. Otherwise, they'll work
# for help descriptions, actor biographies, and others.
# 
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
# 
#==============================================================================
 
module YEA
  module MESSAGE
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Message Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # The following below will adjust the basic settings and that will affect
    # the majority of the script. Adjust them as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This button is the button used to make message windows instantly skip
    # forward. Hold down for the effect. Note that when held down, this will
    # speed up the messages, but still wait for the pauses. However, it will
    # automatically go to the next page when prompted.
    TEXT_SKIP = :A     # Input::A is the shift button on keyboard.
    
    # This variable adjusts the number of visible rows shown in the message
    # window. If you do not wish to use this feature, set this constant to 0.
    # If the row value is 0 or below, it will automatically default to 4 rows.
    VARIABLE_ROWS  = 21
    
    # This variable adjusts the width of the message window shown. If you do
    # not wish to use this feature, set this constant to 0. If the width value
    # is 0 or below, it will automatically default to the screen width.
    VARIABLE_WIDTH = 22
    
    # This is the amount of space that the message window will indent whenever
    # a face is used. Default: 112
    FACE_INDENT_X = 112
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Name Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # The name window is a window that appears outside of the main message
    # window box to display whatever text is placed inside of it like a name.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    NAME_WINDOW_X_BUFFER = -20     # Buffer x position of the name window.
    NAME_WINDOW_Y_BUFFER = 0       # Buffer y position of the name window.
    NAME_WINDOW_PADDING  = 20      # Padding added to the horizontal position.
    NAME_WINDOW_OPACITY  = 255     # Opacity of the name window.
    NAME_WINDOW_COLOUR   = 6       # Text colour used by default for names.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Message Font Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Ace Message System separates the in-game system font form the message
    # font. Adjust the settings here for your fonts.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This array constant determines the fonts used. If the first font does not
    # exist on the player's computer, the next font in question will be used
    # in place instead and so on.
    MESSAGE_WINDOW_FONT_NAME = ["Tahoma"]
    
    # These adjust the other settings regarding the way the game font appears
    # including the font size, whether or not the font is bolded by default,
    # italic by default, etc.
    MESSAGE_WINDOW_FONT_SIZE    = 18       # Font size.
    MESSAGE_WINDOW_FONT_BOLD    = false    # Default bold?
    MESSAGE_WINDOW_FONT_ITALIC  = false    # Default italic?
    MESSAGE_WINDOW_FONT_OUTLINE = false     # Default outline?
    MESSAGE_WINDOW_FONT_SHADOW  = true    # Default shadow?
    
  end # MESSAGE
end # YEA
 
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
 
#==============================================================================
# ■ Variable
#==============================================================================
 
module Variable
  
  #--------------------------------------------------------------------------
  # self.message_rows
  #--------------------------------------------------------------------------
  def self.message_rows
    return 4 if YEA::MESSAGE::VARIABLE_ROWS <= 0
    return 4 if $game_variables[YEA::MESSAGE::VARIABLE_ROWS] <= 0
    return $game_variables[YEA::MESSAGE::VARIABLE_ROWS]
  end
  
  #--------------------------------------------------------------------------
  # self.message_width
  #--------------------------------------------------------------------------
  def self.message_width
    return Graphics.width if YEA::MESSAGE::VARIABLE_WIDTH <= 0
    return Graphics.width if $game_variables[YEA::MESSAGE::VARIABLE_WIDTH] <= 0
    return $game_variables[YEA::MESSAGE::VARIABLE_WIDTH]
  end
  
end # Variable
 
#==============================================================================
# ■ Game_Interpreter
#==============================================================================
 
class Game_Interpreter
  
  #--------------------------------------------------------------------------
  # overwrite method: command_101
  #--------------------------------------------------------------------------
  def command_101
    wait_for_message
    $game_message.face_name = @params[0]
    $game_message.face_index = @params[1]
    $game_message.background = @params[2]
    $game_message.position = @params[3]
    while continue_message_string?
      @index += 1
      if @list[@index].code == 401
        $game_message.add(@list[@index].parameters[0])
      end
      break if $game_message.texts.size >= Variable.message_rows
    end
    case next_event_code
    when 102
      @index += 1
      setup_choices(@list[@index].parameters)
    when 103
      @index += 1
      setup_num_input(@list[@index].parameters)
    when 104
      @index += 1
      setup_item_choice(@list[@index].parameters)
    end
    wait_for_message
  end
  
  #--------------------------------------------------------------------------
  # new method: continue_message_string?
  #--------------------------------------------------------------------------
  def continue_message_string?
    return true if next_event_code == 101 && Variable.message_rows > 4
    return next_event_code == 401
  end
  
end # Game_Interpreter
 
#==============================================================================
# ■ Window_Base
#==============================================================================
 
class Window_Base < Window
  
  #--------------------------------------------------------------------------
  # new method: setup_message_font
  #--------------------------------------------------------------------------
  def setup_message_font
    @message_font = true
    change_color(normal_color)
    contents.font.out_color = Font.default_out_color
    contents.font.name = YEA::MESSAGE::MESSAGE_WINDOW_FONT_NAME
    contents.font.size = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SIZE
    contents.font.bold = YEA::MESSAGE::MESSAGE_WINDOW_FONT_BOLD
    contents.font.italic = YEA::MESSAGE::MESSAGE_WINDOW_FONT_ITALIC
    contents.font.outline = YEA::MESSAGE::MESSAGE_WINDOW_FONT_OUTLINE
    contents.font.shadow = YEA::MESSAGE::MESSAGE_WINDOW_FONT_SHADOW
  end
  
  #--------------------------------------------------------------------------
  # alias method: reset_font_settings
  #--------------------------------------------------------------------------
  alias window_base_reset_font_settings_ams reset_font_settings
  def reset_font_settings
    if @message_font
      setup_message_font
    else
      window_base_reset_font_settings_ams
      contents.font.out_color = Font.default_out_color
      contents.font.outline = Font.default_outline
      contents.font.shadow = Font.default_shadow
    end
  end
  
  #--------------------------------------------------------------------------
  # alias method: convert_escape_characters
  #--------------------------------------------------------------------------
  alias window_base_convert_escape_characters_ams convert_escape_characters
  def convert_escape_characters(text)
    result = window_base_convert_escape_characters_ams(text)
    result = convert_ace_message_system_new_escape_characters(result)
    return result
  end
  
  #--------------------------------------------------------------------------
  # new method: convert_ace_message_system_new_escape_characters
  #--------------------------------------------------------------------------
  def convert_ace_message_system_new_escape_characters(result)
    #---
    result.gsub!(/\eFR/i) { "\eAMSF[0]" }
    result.gsub!(/\eFB/i) { "\eAMSF[1]" }
    result.gsub!(/\eFI/i) { "\eAMSF[2]" }
    result.gsub!(/\eFO/i) { "\eAMSF[3]" }
    result.gsub!(/\eFS/i) { "\eAMSF[4]" }
    #---
    result.gsub!(/\eAC\[([-+]?\d+)\]/i) { escape_actor_class_name($1.to_i) }
    result.gsub!(/\eAS\[([-+]?\d+)\]/i) { escape_actor_subclass_name($1.to_i) }
    result.gsub!(/\eAN\[([-+]?\d+)\]/i) { escape_actor_nickname($1.to_i) }
    #---
    result.gsub!(/\eNC\[(\d+)\]/i) { $data_classes[$1.to_i].name }
    result.gsub!(/\eNI\[(\d+)\]/i) { $data_items[$1.to_i].name }
    result.gsub!(/\eNW\[(\d+)\]/i) { $data_weapons[$1.to_i].name }
    result.gsub!(/\eNA\[(\d+)\]/i) { $data_armors[$1.to_i].name }
    result.gsub!(/\eNS\[(\d+)\]/i) { $data_skills[$1.to_i].name }
    result.gsub!(/\eNT\[(\d+)\]/i) { $data_states[$1.to_i].name }
    #---
    result.gsub!(/\eIC\[(\d+)\]/i) { escape_icon_item($1.to_i, :class) }
    result.gsub!(/\eII\[(\d+)\]/i) { escape_icon_item($1.to_i, :item) }
    result.gsub!(/\eIW\[(\d+)\]/i) { escape_icon_item($1.to_i, :weapon) }
    result.gsub!(/\eIA\[(\d+)\]/i) { escape_icon_item($1.to_i, :armour) }
    result.gsub!(/\eIS\[(\d+)\]/i) { escape_icon_item($1.to_i, :skill) }
    result.gsub!(/\eIT\[(\d+)\]/i) { escape_icon_item($1.to_i, :state) }
    #---
    return result
  end
  
  #--------------------------------------------------------------------------
  # new method: escape_actor_class_name
  #--------------------------------------------------------------------------
  def escape_actor_class_name(actor_id)
    actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
    actor = $game_actors[actor_id]
    return "" if actor.nil?
    return actor.class.name
  end
  
  #--------------------------------------------------------------------------
  # new method: actor_subclass_name
  #--------------------------------------------------------------------------
  def escape_actor_subclass_name(actor_id)
    return "" unless $imported["YEA-ClassSystem"]
    actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
    actor = $game_actors[actor_id]
    return "" if actor.nil?
    return "" if actor.subclass.nil?
    return actor.subclass.name
  end
  
  #--------------------------------------------------------------------------
  # new method: escape_actor_nickname
  #--------------------------------------------------------------------------
  def escape_actor_nickname(actor_id)
    actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
    actor = $game_actors[actor_id]
    return "" if actor.nil?
    return actor.nickname
  end
  
  #--------------------------------------------------------------------------
  # new method: escape_icon_item
  #--------------------------------------------------------------------------
  def escape_icon_item(data_id, type)
    case type
    when :class
      return "" unless $imported["YEA-ClassSystem"]
      icon = $data_classes[data_id].icon_index
      name = $data_items[data_id].name
    when :item
      icon = $data_items[data_id].icon_index
      name = $data_items[data_id].name
    when :weapon
      icon = $data_weapons[data_id].icon_index
      name = $data_weapons[data_id].name
    when :armour
      icon = $data_armors[data_id].icon_index
      name = $data_armors[data_id].name
    when :skill
      icon = $data_skills[data_id].icon_index
      name = $data_skills[data_id].name
    when :state
      icon = $data_states[data_id].icon_index
      name = $data_states[data_id].name
    else; return ""
    end
    text = "\eI[#{icon}]" + name
    return text
  end
  
  #--------------------------------------------------------------------------
  # alias method: process_escape_character
  #--------------------------------------------------------------------------
  alias window_base_process_escape_character_ams process_escape_character
  def process_escape_character(code, text, pos)
    case code.upcase
    #---
    when 'FZ'
      contents.font.size = obtain_escape_param(text)
    when 'FN'
      text.sub!(/\[(.*?)\]/, "")
      font_name = $1.to_s
      font_name = Font.default_name if font_name.nil?
      contents.font.name = font_name.to_s
    #---
    when 'OC'
      colour = text_color(obtain_escape_param(text))
      contents.font.out_color = colour
    when 'OO'
      contents.font.out_color.alpha = obtain_escape_param(text)
    #---
    when 'AMSF'
      case obtain_escape_param(text)
      when 0; reset_font_settings
      when 1; contents.font.bold = !contents.font.bold
      when 2; contents.font.italic = !contents.font.italic
      when 3; contents.font.outline = !contents.font.outline
      when 4; contents.font.shadow = !contents.font.shadow
      end
    #---
    when 'PX'
      pos[:x] = obtain_escape_param(text)
    when 'PY'
      pos[:y] = obtain_escape_param(text)
    #---
    when 'PIC'
      text.sub!(/\[(.*?)\]/, "")
      bmp = Cache.picture($1.to_s)
      rect = Rect.new(0, 0, bmp.width, bmp.height)
      contents.blt(pos[:x], pos[:y], bmp, rect)
    #---
    else
      window_base_process_escape_character_ams(code, text, pos)
    end
  end
  
end # Window_Base
 
#==============================================================================
# ■ Window_ChoiceList
#==============================================================================
 
class Window_ChoiceList < Window_Command
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias window_choicelist_initialize_ams initialize
  def initialize(message_window)
    window_choicelist_initialize_ams(message_window)
    setup_message_font
  end
  
end # Window_ChoiceList
 
#==============================================================================
# ■ Window_ScrollText
#==============================================================================
 
class Window_ScrollText < Window_Base
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias window_scrolltext_initialize_ams initialize
  def initialize
    window_scrolltext_initialize_ams
    setup_message_font
  end
  
end # Window_ScrollText
 
#==============================================================================
# ■ Window_NameMessage
#==============================================================================
 
class Window_NameMessage < Window_Base
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(message_window)
    @message_window = message_window
    super(0, 0, Graphics.width, fitting_height(1))
    self.opacity = YEA::MESSAGE::NAME_WINDOW_OPACITY
    self.z = @message_window.z + 1
    self.openness = 0
    setup_message_font
    @close_counter = 0
    deactivate
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return if self.active
    return if self.openness == 0
    return if @closing
    @close_counter -= 1
    return if @close_counter > 0
    close
  end
  
  #--------------------------------------------------------------------------
  # start_close
  #--------------------------------------------------------------------------
  def start_close
    @close_counter = 4
    deactivate
  end
  
  #--------------------------------------------------------------------------
  # force_close
  #--------------------------------------------------------------------------
  def force_close
    @close_counter = 0
    deactivate
    close
  end
  
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start(text, x_position)
    @text = text.clone
    set_width
    create_contents
    set_x_position(x_position)
    set_y_position
    refresh
    activate
    open
  end
  
  #--------------------------------------------------------------------------
  # set_width
  #--------------------------------------------------------------------------
  def set_width
    text = @text.clone
    dw = standard_padding * 2 + text_size(text).width
    dw += YEA::MESSAGE::NAME_WINDOW_PADDING * 2
    dw += calculate_size(text.slice!(0, 1), text) until text.empty?
    self.width = dw
  end
  
  #--------------------------------------------------------------------------
  # calculate_size
  #--------------------------------------------------------------------------
  def calculate_size(code, text)
    case code
    when "\e"
      return calculate_escape_code_width(obtain_escape_code(text), text)
    else
      return 0
    end
  end
  
  #--------------------------------------------------------------------------
  # calculate_escape_code_width
  #--------------------------------------------------------------------------
  def calculate_escape_code_width(code, text)
    dw = -text_size("\e").width - text_size(code).width
    case code.upcase
    when 'C', 'OC', 'OO'
      dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
      return dw
    when 'I'
      dw += -text_size("[" + obtain_escape_param(text).to_s + "]").width
      dw += 24
      return dw
    when '{'
      make_font_bigger
    when '}'
      make_font_smaller
    when 'FZ'
      contents.font.size = obtain_escape_param(text)
    when 'FN'
      text.sub!(/\[(.*?)\]/, "")
      font_name = $1.to_s
      font_name = Font.default_name if font_name.nil?
      contents.font.name = font_name.to_s
    when 'AMSF'
      case obtain_escape_param(text)
      when 0; reset_font_settings
      when 1; contents.font.bold = !contents.font.bold
      when 2; contents.font.italic = !contents.font.italic
      when 3; contents.font.outline = !contents.font.outline
      when 4; contents.font.shadow = !contents.font.shadow
      end
    else
      return dw
    end
  end
  
  #--------------------------------------------------------------------------
  # set_y_position
  #--------------------------------------------------------------------------
  def set_x_position(x_position)
    case x_position
    when 1 # Left
      self.x = @message_window.x
      self.x += YEA::MESSAGE::NAME_WINDOW_X_BUFFER
    when 2 # 3/10
      self.x = @message_window.x
      self.x += @message_window.width * 3 / 10
      self.x -= self.width / 2
    when 3 # Center
      self.x = @message_window.x
      self.x += @message_window.width / 2
      self.x -= self.width / 2
    when 4 # 7/10
      self.x = @message_window.x
      self.x += @message_window.width * 7 / 10
      self.x -= self.width / 2
    when 5 # Right
      self.x = @message_window.x + @message_window.width
      self.x -= self.width
      self.x -= YEA::MESSAGE::NAME_WINDOW_X_BUFFER
    end
    self.x = [[self.x, Graphics.width - self.width].min, 0].max
  end
  
  #--------------------------------------------------------------------------
  # set_y_position
  #--------------------------------------------------------------------------
  def set_y_position
    case $game_message.position
    when 0
      self.y = @message_window.height
      self.y -= YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
    else
      self.y = @message_window.y - self.height
      self.y += YEA::MESSAGE::NAME_WINDOW_Y_BUFFER
    end
  end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    reset_font_settings
    @text = sprintf("\eC[%d]%s", YEA::MESSAGE::NAME_WINDOW_COLOUR, @text)
    draw_text_ex(YEA::MESSAGE::NAME_WINDOW_PADDING, 0, @text)
  end
  
end # Window_NameMessage
 
#==============================================================================
# ■ Window_Message
#==============================================================================
 
class Window_Message < Window_Base
  
  #--------------------------------------------------------------------------
  # alias method: initialize
  #--------------------------------------------------------------------------
  alias window_message_initialize_ams initialize
  def initialize
    window_message_initialize_ams
    setup_message_font
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: window_width
  #--------------------------------------------------------------------------
  def window_width
    return Variable.message_width
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: window_height
  #--------------------------------------------------------------------------
  def window_height
    return fitting_height(Variable.message_rows)
  end
  
  #--------------------------------------------------------------------------
  # alias method: create_all_windows
  #--------------------------------------------------------------------------
  alias window_message_create_all_windows_ams create_all_windows
  def create_all_windows
    window_message_create_all_windows_ams
    @name_window = Window_NameMessage.new(self)
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: create_back_bitmap
  #--------------------------------------------------------------------------
  def create_back_bitmap
    @back_bitmap = Bitmap.new(width, height)
    rect1 = Rect.new(0, 0, Graphics.width, 12)
    rect2 = Rect.new(0, 12, Graphics.width, fitting_height(4) - 24)
    rect3 = Rect.new(0, fitting_height(4) - 12, Graphics.width, 12)
    @back_bitmap.gradient_fill_rect(rect1, back_color2, back_color1, true)
    @back_bitmap.fill_rect(rect2, back_color1)
    @back_bitmap.gradient_fill_rect(rect3, back_color1, back_color2, true)
  end
  
  #--------------------------------------------------------------------------
  # alias method: dispose_all_windows
  #--------------------------------------------------------------------------
  alias window_message_dispose_all_windows_ams dispose_all_windows
  def dispose_all_windows
    window_message_dispose_all_windows_ams
    @name_window.dispose
  end
  
  #--------------------------------------------------------------------------
  # alias method: update_all_windows
  #--------------------------------------------------------------------------
  alias window_message_update_all_windows_ams update_all_windows
  def update_all_windows
    window_message_update_all_windows_ams
    @name_window.update
    @name_window.back_opacity = self.back_opacity
    @name_window.opacity = self.opacity
  end
  
  #--------------------------------------------------------------------------
  # alias method: update_show_fast
  #--------------------------------------------------------------------------
  alias window_message_update_show_fast_ams update_show_fast
  def update_show_fast
    @show_fast = true if Input.press?(YEA::MESSAGE::TEXT_SKIP)
    window_message_update_show_fast_ams
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: input_pause
  #--------------------------------------------------------------------------
  def input_pause
    self.pause = true
    wait(10)
    Fiber.yield until Input.trigger?(:B) || Input.trigger?(:C) ||
      Input.press?(YEA::MESSAGE::TEXT_SKIP)
    Input.update
    self.pause = false
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: convert_escape_characters
  #--------------------------------------------------------------------------
  def convert_escape_characters(text)
    result = super(text.to_s.clone)
    result = namebox_escape_characters(result)
    result = message_escape_characters(result)
    return result
  end
  
  #--------------------------------------------------------------------------
  # new method: namebox_escape_characters
  #--------------------------------------------------------------------------
  def namebox_escape_characters(result)
    result.gsub!(/\eN\<(.+?)\>/i)  { namewindow($1, 1) }
    result.gsub!(/\eN1\<(.+?)\>/i) { namewindow($1, 1) }
    result.gsub!(/\eN2\<(.+?)\>/i) { namewindow($1, 2) }
    result.gsub!(/\eNC\<(.+?)\>/i) { namewindow($1, 3) }
    result.gsub!(/\eN3\<(.+?)\>/i) { namewindow($1, 3) }
    result.gsub!(/\eN4\<(.+?)\>/i) { namewindow($1, 4) }
    result.gsub!(/\eN5\<(.+?)\>/i) { namewindow($1, 5) }
    result.gsub!(/\eNR\<(.+?)\>/i) { namewindow($1, 5) }
    return result
  end
  
  #--------------------------------------------------------------------------
  # new method: namebox
  #--------------------------------------------------------------------------
  def namewindow(text, position)
    @name_text = text
    @name_position = position
    return ""
  end
  
  #--------------------------------------------------------------------------
  # new method: message_escape_characters
  #--------------------------------------------------------------------------
  def message_escape_characters(result)
    result.gsub!(/\eAF\[(-?\d+)]/i) { change_face($1.to_i) }
    return result
  end
  
  #--------------------------------------------------------------------------
  # new method: change_face
  #--------------------------------------------------------------------------
  def change_face(actor_id)
    actor_id = $game_party.members[actor_id.abs].id if actor_id <= 0
    actor = $game_actors[actor_id]
    return "" if actor.nil?
    $game_message.face_name = actor.face_name
    $game_message.face_index = actor.face_index
    return ""
  end
  
  #--------------------------------------------------------------------------
  # alias method: new_page
  #--------------------------------------------------------------------------
  alias window_message_new_page_ams new_page
  def new_page(text, pos)
    adjust_message_window_size
    window_message_new_page_ams(text, pos)
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: new_line_x
  #--------------------------------------------------------------------------
  def new_line_x
    return $game_message.face_name.empty? ? 0 : YEA::MESSAGE::FACE_INDENT_X
  end
  
  #--------------------------------------------------------------------------
  # new method: adjust_message_window_size
  #--------------------------------------------------------------------------
  def adjust_message_window_size
    self.height = window_height
    self.width = window_width
    create_contents
    update_placement
    self.x = (Graphics.width - self.width) / 2
    start_name_window
  end
  
  #--------------------------------------------------------------------------
  # new method: clear_name_window
  #--------------------------------------------------------------------------
  def clear_name_window
    @name_text = ""
    @name_position = 0
  end
  
  #--------------------------------------------------------------------------
  # new method: start_name_window
  #--------------------------------------------------------------------------
  def start_name_window
    return if @name_text == ""
    @name_window.start(@name_text, @name_position)
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: fiber_main
  #--------------------------------------------------------------------------
  def fiber_main
    $game_message.visible = true
    update_background
    update_placement
    loop do
      process_all_text if $game_message.has_text?
      process_input
      $game_message.clear
      @gold_window.close
      @name_window.start_close
      Fiber.yield
      break unless text_continue?
    end
    close_and_wait
    $game_message.visible = false
    @fiber = nil
  end
  
  #--------------------------------------------------------------------------
  # alias method: open_and_wait
  #--------------------------------------------------------------------------
  alias window_message_open_and_wait_ams open_and_wait
  def open_and_wait
    clear_name_window
    adjust_message_window_size
    window_message_open_and_wait_ams
  end
  
  #--------------------------------------------------------------------------
  # alias method: close_and_wait
  #--------------------------------------------------------------------------
  alias window_message_close_and_wait_ams close_and_wait
  def close_and_wait
    @name_window.force_close
    window_message_close_and_wait_ams
  end
  
  #--------------------------------------------------------------------------
  # alias method: all_close?
  #--------------------------------------------------------------------------
  alias window_message_all_close_ams all_close?
  def all_close?
    return window_message_all_close_ams && @name_window.close?
  end
  
  #--------------------------------------------------------------------------
  # alias method: process_escape_character
  #--------------------------------------------------------------------------
  alias window_message_process_escape_character_ams process_escape_character
  def process_escape_character(code, text, pos)
    case code.upcase
    when 'W' # Wait
      wait(obtain_escape_param(text))
    else
      window_message_process_escape_character_ams(code, text, pos)
    end
  end
  
end # Window_Message
 
#==============================================================================
# 
# ▼ End of File
# 
#==============================================================================
[/spoiler]
 
4)Another RPG MAker VX Ace script for Arabic:
 
[spoiler]
#==============================================================================
# Script that changes the default font settings.
#==============================================================================
 
Font.default_size = 20 # Default - 20
Font.default_name = ["Tahoma"] # Font names are used in order. If the first is not available, the second will be used, etc..
Font.default_bold = false # Default - FALSE
Font.default_italic = false # Default - FALSE
Font.default_shadow = false # Default - TRUE
[/spoiler]
 
In short, these VX/Ace scripts take any "mirrored" Arabic text that has been copy/pasted into the "Showtext" box of RPGMakerVX/Ace and return them back to normal orientation and with the letters properly connected to each other.
 
I'll give an example of the word "Bazooka" written in Arabic:
 

بازوكا

 
The Third party program changes it into this:
 

ﺎﻛﻭﺯﺎﺑ

 
The easiest Third-party program that does this is here:
 
And the scripts in RPG Maker VX/Ace change it back to this:
 

بازوكا

 
I'll show you how RMVXAce works so easily with the script #3 that I have posted above:
 
Here's the flipped-in-computer-order word going into RMVXAce
[spoiler]eiUcOWJ.png[/spoiler]
Here's how it appears once inserted
[spoiler]ygKOTln.png[/spoiler]
And here's how it looks on playtest:
[spoiler]zYaAPts.png[/spoiler]
 
The script works like a charm in RPGMaker VX Ace, displaying the Arabic letters correctly in playtest...
 
...But not in RPGMakerXP. You'll just get question marks if Arabic is entered.
 
 
As you may have guessed, I've got a ridiculously low aptitude for scripting.
 
These are fully functioning scripts for their respective programs that I have provided above;
but they are written in RGSS3 and RGSS2 and are meant only for RPG Maker VX and RPGMaker VX Ace.
 
But I need a script to do this same task in RPG Maker XP, i.e.
 

I need a version of the above scripts that will work in pure RGSS.

 
Looking forward to your replies, opinions, and much needed help.
 
Thanks in advance.

Ardaceus published a Development Blog Post in Games / RPG Maker VX Ace / Wonder's War / Blog


2 days ago     0 Comments     15 Views

Wonder's War Drawing

So back to writing blogs after half a month passed by, I still have nothing to report of importance, since I'm busy on a trip in Finland. It's like 3 o'clock in the morning, and I totally don't need sleep, so yolo.

Speaking of Finland, I just went to a Nightwish concert, and it was the most amazing thing ever being at the front of the stadium I was in. I think the reason why I can't have sleep is because I'm still listening to Nightwish music at this point in the night... But whatev, I finally have time to work on my game instead of just drawing on travels and looking at stuff I can't touch.

So on the topic of drawings, I made a drawing of the main character, which I love so much, but also see some fault in as well.

This is the picture I drew:
Posted Image
And I totally didn't blur out the secret first name of her I printed on the page. And Wonder is totally just a reference to the game's title and totally not her last name... haha...

I really enjoyed drawing that, and it showed me that I can actually draw things, it just takes me being on a 7 hour plane flight from Toronto to Amsterdam and being completely bored out of my mind to accomplish, and I may not need a face drawer which 12 people have failed me at so far. I can not draw anything beyond this cartoonish style, for it is not of my expertise. I also tend to fare better at drawing abstract monsters than humans, which I have tons of. I won't show any of the monsters because they would spoil my game for being monsters, animals, or bosses of my game.

I feel like drawing a portrait of all my characters at some point, and that will be interesting and fun to see how it'll turn out. This one turned out fine for a 7 hour bumpy plane flight with 3 whiny babies. Though it looks more like it belongs on a toddler's channel like Treehouse or PBS or something. I feel like the cartoonish style could work for my game, for it could reflect more on the main character's personality.

In other news, I have completed writing 80% of Wonder's War's story script, I know almost everything about everything in this story, and the lore is pretty much done except for the lesser villains in the story and a few other things.

So I think that's it for now, so until my next post, which will be in like 15 days, Ardi out.

AlfaGammus published a Forum Topic in Forums / Introductions and Farewells


2 days ago     4 Comments     60 Views

Hi! I want to make Games!!!

Hello.

I'm new to the world of video game making and want to learn alot. Though I'm still finding out what powers can be wielded by my RPG Maker, I'm also eager to contribute what little I know.

 

Looking forward to many posts over many years over here :) !

Kitsuki published a Forum Topic in Forums / The artsy side


2 days ago     20 Comments     131 Views

I made a video

So I'm not sure where this post goes... I thought the Artsy side at first, because I think this video can be a kind of "art".

 

But anyway, I started this video to show a friend a process of how I make a certain drink, and it's shown in this video:

 

https://www.youtube.com/watch?v=L_K3c1rmv84

 

I'm very proud of the hard work that I put into illustrating this process with detail, easy for new makers to understand. So please enjoy and let me know what you think!

 

EDIT: Also, I condone any speaking of glitter, or general acts of being fabulous, in this thread. It's up the alley of this video. Pierre the Frenchman, remember? 

Bob423 published a Forum Topic in Forums / Early in Development


3 days ago     13 Comments     94 Views

The Eltoria (working title) Trilogy

Genre: RPG, Fantasy, Sci-fi

 

These games are so incredibly "early development" that it'll probably take over a year or three before I can even post a single screenshot...but I want to share this because I haven't talked about it much (except to a couple friends) and it's something I'll need a lot of help with.

So anyway, here we go...

 

All three games have different characters and stories and take place over 1,000 years apart. Because of this, they could technically be played in any order, but there is a story that spans all three games.

 

 

Part 1

[spoiler]

The first game has a kind of late renaissance era setting in terms of technology and things.

 

Characters I have so far

Unnamed Guy: A soldier in the Regnum army. Regnum is at war with the Elven Empire.

 

Arcas Breyta: A hunter and small shop owner who lives in a small, neutral village. He's half-Elf

 

Princess Rellia: Daughter of Emperor Raldus of the Elves.

 

Emperor Raldus Zion: Emperor of the Elven Empire and ruler of about 60% of the world.

 

???: A mysterious shape-shifting being.

 

King Unnamed: King of Regnum, the Human kingdom.

[/spoiler]

 

 

Part 2

[spoiler]

The second game will be called The Legend of Arcatis. Sound familiar? It should. That's what my old project turned into.

The first game's events eventually lead to the founding of Arcatis a few hundred years later. This game takes place over 1,500 years after it's destroyed and follows three novice mages as they discover the secrets of Arcatis and fight to prevent what happened in Arcatis from happening again.

Strangely, technology has gone backwards about a 100 years or so...hm...

Note: For some characters, I either haven't come up with a surname for them, or revealing their surname would would spoil part of it.

 

Characters

Axel Alfric: A student (and later graduate) of Silverwood Academy. A school for teens who want to study Mana and/or become powerful mages. Axel is usually pretty friendly and seems like your typical perfect protagonist...except for the fact that he's kind of a coward.

 

Michael(Mike) Ven: Axel's best friend. While Axel prefers to avoid problems, Mike prefers to punch them in the face. He always gets the two into trouble. He's also very competitive and has to be the best at everything.

 

Catherine(Cathy) Evans: One of Axel and Mike's classmates. She helplessly watched as her parents were murdered when she was 10. Since then, she's always trying to get stronger and tries to protect anyone she can. Like Mike, she's also very competitive.

 

Edward Evans: Cathy's older brother. He graduated from Silverwood Academy around the time their parents died. He's very protective of his little sister. He heals people for a living.

 

Harold Alfric: Axel's grandfather and headmaster of Silverwood Academy. He's very interested in Arcatis and is one of the few experts in the world on it.

 

Gen. Brandon Ven: Mike's father and general of the Arcata army. He and Axel's father were childhood friends.

 

Kevin Alfric: Axel's father. He went missing a few years ago and has been presumed dead, but Brandon thinks he's still alive. He used to be a self defense teacher at Silverwood Academy.

 

Kane: The leader of the Black Knights, an organization looking for the legendary Mana Orb, which is said to be able to grant incredible power and even immortality...Kane doesn't seem like the kind of person who would want that, though...

 

Jon: 2nd in command of the Black Knights. He's the youngest, but toughest of the four Black Knight generals. Something seems off about him too...

 

Adrian: 3rd in command of the Black Knights. All he wants is power and will do anything to get it.

 

Tara: 4th in command of the Black Knights. She's a pretty minor character, unlike the other 3.

 

King Marcus Connie: Named after, but in NO WAY based on, Marked. He's actually based more on Cornelius Fudge, which is where his last name comes from. He's a terrible king and has other people do all the work for him while he stuffs his face. Ruler of the kingdom of Arcata.

 

Prince Isaac Connie: Named after Isaacsol.

 

King Shane Saibhreas: Pronounced "Sai-brus." Named after Ackley14 (aka Shane) and ruler of the kingdom of Ackland. He's a much nicer king and a better ruler than Marcus. His country is the wealthiest and most technologically advanced in the world and is allied with Arcata.

 

King Luke Zion: Named after Polraudio. Ruler of the kingdom of Polraud. He's racist and stubborn. Elves and magic aren't allowed in his country, which is the most militaristic. They are on the verge of war with the rest of the world.

 

Queen Elanil Sylvanis: Queen of the Elves, who mostly live in small villages around the world. They have a capital city on an island, however.

 

Madeline(Mady) Breyta: An Elf who joined The Knights of Arcatis (basically what all the good guys are part of about halfway through) to help people and ended up traveling with Axel and the others. Even though she's older, she's the most energetic of the four. She has the ability to transform into different animals, which is a skill only a few people have ever had.

 

Olrig: An Elf wizard who lead one side of the Arcatis Civil War. He supposedly found a way to become immortal and is returning to finish what he started; the end of the Human race.

 

James White: A strange Elf who appears periodically throughout the game to either hinder or help Axel and the others. His motives are unclear. (You're gonna love this guy's full backstory)

 

Sybil: James'...pet? Friend? She's some kind of creature that follows James around and helps him out. She seems intelligent and capable of understanding human speech.

[/spoiler]

 

 

Part 3

[spoiler]

This game takes place about 1,400 years after the previous game. Technology has advanced far passed what we have today...but no one has been to space for some reason. The Polradian Empire is taking over the world and seems to be unstoppable. (At least they're not racist anymore...)

 

Characters so far

Note: I can't list all of them, because they're walking spoilers. The same goes for the previous game.

 

Col. Brian Ven: He joined the Polraudian army in an attempt to rise through the ranks and get closer to the Emperor so he can usurp the throne and use that power to change the world. Sound familiar? *coughFMAcough* A descendant of Mike.

 

Carin: The leader of a band of thieves who mainly steal from the rich and give to the poor. She's not above taking some for herself though. When she was little, she lost her arms and family when her home town was invaded by Polraud. She had her arms replaced with cybernetic ones and her family replaced by some friends.

 

Kellen: A graduate of Silverwood University and the head of the Knights of Arcatis research department, who mainly study Dark Mana Crystals and the safest and most efficient ways of tracking them down and destroying them.

 

Gen. Lana Zephyr: The leader of the Knights of Arcatis, who have tamed dragons in the last 1,400 years they've been around.

[/spoiler]

 

Places, Organizations, and things

[spoiler]

Note: A few things were left out because I felt like I gave all the info I could in the characters section

 

Arcatis: A huge city that was built over 1500 years before the second game, The Legend of Arcatis. It took up a huge portion of the world and was home to almost everyone in the world. It was built in an attempt to help Elves and Humans live together peacefully and was ruled by a senate consisting of 50% Elves and 50% Humans.

 

Arcata: A kingdom from Part 2 that was named after Arcatis. It's ruled by King Marcus and is home to many of the game's main characters.

 

Marenport: The capital of Arcata. As the name suggests, it was built on the coast. It has the largest sea port in the world. Urbton Academy (a school for pretty much everything) is there as well.

 

Rovella: The capital of Ackland. Nicknamed The Sapphire City for the giant lake that surrounds it and the giant blue mana crystal in the center of town.

 

Zadune: The capital of Polraud. It's a big fortress city that's difficult to get into.

 

Eltiss: The capital city of the Elves in Part 2. It's actually a giant castle the size of a city and would look overgrown and abandoned (due to all the plant life there) if it weren't for all the people.

 

The Black Knights: A group of people from various backgrounds who are all working together to find the legendary Mana Orb. Possibly to take over the world? It is a small army after all.

 

The Knights of Arcatis: A group created by the protagonists of Part 2 about halfway through the game. They hunt Dark Mana Crystals and protect people. They lasted over 1,400 years and show up in Part 3 to help out.

 

Belua: Strange monsters that seem to appear out of no where and attack anyone on site. They can look like just about anything (except inanimate objects. That would be weird). These creatures seem to be made entirely of Mana, as they don't leave a body when killed.

 

Dark Mana Crystals: Mysterious orbs that appear at random times in random places and change the land around them by spreading Dark Mana. They seem to also spawn super-powered Belua.

 

Mana Crystals: Round objects made entirely of solid Mana. Similar to Materia in FF7, they act as catalysts for casting spells and things. They make one of two types of magic possible. The other is alchemy, which is used to fuse Mana Crystals to things and create magical weapons and armor.

 

Eltaira: The planet the games take place on. It has two moons, one of which moves faster than the other.

 

Elves: Basically just Humans with pointy ears. The two races rarely get along perfectly even though they have very few differences. Elves tend to care more about the environment and are more sensitive to Mana, however.

 

The Mana Orb: A giant Mana crystal that is said to be hidden in the ruins of Arcatis, deep underground. Legends say that it is capable of granting incredible power, but no one really knows for sure.

 

Hope I didn't forget anything...

[/spoiler]

 

So there ya go. Those are the characters and some story stuff. There's lots more lore and things, but I can't say a lot more without spoiling anything.

 

Now for the gameplay...

They'll be turn based RPGs similar to Final Fantasy X with some Xenosaga and Disgaea mixed in. I could go into the specifics and give a bunch of details on how AP, TP, SP, MP, HP, etc. would work, but I'm not sure many people want to read that lol.

I plan on adding things like...

A weapon and armor customization system similar to, but bigger than the ones in FFX and FF7.

Monster capturing and training.

Zelda inspired dungeons

Awesome stuff...

 

So...Any questions? Comments?

Please have questions and comments...

Darkness published a Forum Topic in Forums / Established Games


3 days ago     5 Comments     78 Views

[VX ACE] Anirone [Demo 1.0]

OeMmhSs.jpg

 

"When one exceeds his or her limits , one will step into another realm."

 

     Anirone is a game about a girl name Anirone who has been locked inside a house. She need to find a way to get out of her room by collecting several things in another world. There will be many obstacles along the way, and only you have the power to help her go through them all!! 

General Details
- Use default RTP and some imported resources and scripts.
- Not much storyline as of yet.
- Average play time = 15 minutes.

 

Character

- Anirone : An ordinary girl that you control.

 

rlVBeRa.png

This is my first game I ever made by RPG Maker VX ACE. So if there's any mistake, I'd like to apologize for that.

Please give me as much advise as you want to.

And you can offer any help to me if you want to.

*Note that this is just the first version of the game,so several changes might me made afterwards when the next version comes out.

 

 

Here's the download : http://www.mediafire.com/download/fxlwg1ukygqiiks/Anirone1.1.rar

FranklinX published a Forum Topic in Forums / Game Development General Discussion


3 days ago     4 Comments     66 Views

How important are custom graphics?

Many game development programs like the RPG Maker provide graphics along with the package. People often criticize developers for only using RTP graphics, and I have faced this criticism from my peers. I do respect it. Custom graphics make your game standout as a true original title. Seeing the same RTP graphics in many games takes away your game's image. What will players remember from it? Joe, Mike, and Tim have Ralph's RTP graphics in three different games. How are these characters special? Can they be special if they look the same? The answer is no. A character needs his or her own image for players to quickly recognize the character. We all know who Super Mario is without someone needing to explain who he is to us. 

Ardaceus published a Forum Topic in Forums / Debate and Mature Discussion


4 days ago     16 Comments     114 Views

You are a Pirate! ???

So on a forum I posted a few days ago, there was a talk about piracy.

072lol-limewire-28418.gif

 

What is your opinion on piracy?

 

Should it be acceptable?

 

Should it be prohibitied?

 

A bit of Both?

 

I personally think that in some cases it should never be used. If it is an old file that is inaccessible to the public, that is fine. If the file is of a game that you won't find in a store or would not mean anything if you bought it, like a game which doesn't have much to show or demonstrate about it, that is fine. If it is music, I don't really care for I can find free music on so many websites. If it is a program that doesn't offer a trial, that is fine. If it is from somebody or some company that p***es you off by not providing things for you correctly or incomplete, fine.

 

I don't agree with not buying a program that you are going to use for a long time, a game which you'll play for loads of hours that isn't a game for something old like the snes or ps1, or to sell out to others for personal gain.

 

I haven't pirated anything from the pirate bay, but I have used free music downloading websites like... (is there a rule against mentioning websites you can use that offer things you usually have to pay for?)

 

Definitely pirating is a thing that people can have different opinions about. I would definitely dislike it if people took something hard earned from me for free when I ask for something in return, but I wouldn't do anything about it. I would hate it and do something about it when people use my own work for public use or personal gain when I said that you couldn't or never gave permission.

 

So how about your own opinion?

Marked published a Forum Topic in Forums / Announcements & News


1 week ago     36 Comments     251 Views

Stop spamming the quotes system

After Bob's status update, I realised that the qutoes section has gone a bit unmoderated. You wouldn't think you need to really moderate it, but unfortunately you guys have posted some stuff that really doesn't need to come through on our main pages.

 

Here's some examples

d23f7b02c26e35ba1a3c327d775088da.png

 

 

And these...

0933cc9825f65f7b497044072ca4255b.png

b20179dafc698a03f0035ecb0b98a09f.png

 

Actually there's tons of these... things I really just don't get. Am I outta touch, or is there no real reference to these?

 

For your quotes... please use the following guidelines

  • Be mature... think about whether it'll be funny to other people
  • Make sure most people will get the reference
  • Quotes should be inspiring, or funny, and value ought to be obtained from almost everyone who reads.

Keep it classy people.

 

Here's a good example of an acceptable funny quote that requires a reference:

7fd0055d3feeb80f5b465326658ccf23.png

 

If people spam the quotes... I'll find you, and tatoo them on your back. :ok:  :thumbsup: 

Ardaceus published a Forum Topic in Forums / Computers, Internet and Tech Talk


1 week ago     16 Comments     143 Views

Screen Recording? How does one?

I want to make a video of gameplay of my game, but I don't know what is the best recording software for screen capping my game that is free. I tried Ezvid, but nothing worked for me no matter what I did. So what is your suggestion?

Omar510 published a Development Blog Post in Games / Unity / Ethereality / Blog


1 week ago     7 Comments     65 Views

In-game Microtransactions.

On this new blog post i'm writing, i want to cover something that is highly controversial and that is micro-transactions.
Now no one likes these pay to win scams that everyone on the internet hates. I do have my reasons of having them in my game, but also balancing them out properly in the game.

At first we wanted to add a Lives microtransactions due to it being a good idea. But the problem here is that once you lose all your lives you can't play the game until a certain timer could refill all your lives. For me it became something that stopped the fun for me. Waiting for something to have fun again is boring....

So Drew and i decided to do something that we both liked. Having different skins and clothes Microtransactions --
Such as Hair color, Eye color, Clothes, shoes, accessories, and different skins. These things have some enchantments that could help you with the game a bit. But nothing game breaking to say the least.

As a normal player you have access to the game and it's bonus levels. You can get all the lives or power-ups you want free of charge. Even future Expansion DLCs (with a new story-line) is also free from charge. Even though the players will get free content with level DLCs. We will include more customization micro-transaction in the game as the game goes on.

But why Omar, why are you charging us make your character look different? Well it makes the main character look like you want your character to be. Of course that we will have some free items for you to customize your character, but if you want to really make your character look unique then you can ship a small payment. These microtransactions are $0.99
Even though i will get flak for this, it is a market that people like to download free things but pay these small payments.

I stand my ground with these decisions. After-all we do need to make a small profit and all the money we get is important for us for our future.

Any feedback or questions. Feel free to do so.

Please note that this game is mobile only. NOT A PC GAME. i'm highly conscious that games on PC do not have these pay methods and bringing these methods on a PC is ridiculous.

Also Bob, Don't care what you think/say about it. i've heard about it from you enough times lol.

Marked published a Forum Topic in Forums / Feedback, Bug Report and Forum Help


1 week ago     11 Comments     133 Views

Discussion - Games Section Quality Control

There's been some talk on the site recently about the lack of quality of some game pages. That's not to put anyone down and suggest their game isn't good, but actual content of the game page. 

 

So lets brainstorm. I've already got a fair idea of how I'd do it:

  • Anyone can publish a game page, but it doesn't show up in the public listing or show up as a new content item (eg in the forum sidebar, the latest scolly thing, and homepage). 
  • Game pages only show up in these sections when dev's opt-in, ie they have to click a button to request to be listed - this mainly applies to the games sections' public listing. 
  • A moderator has to manually approve the opt-in request based on openly public criteria
    • A demo is present - but this won't be screened. It's up to the dev but there should be at least downloadable content. 
    • A minimum of 4 screenshots 
    • No empty pages / tabs (eg when people have a credits or contact us page but there are no details filled out in this page)
    • Properly set banner/header 
    • Sufficient details in the homepage, including good presentation and use of BBCode.   

What do you guys think? If I implemented this, we'd have to manually go through the games listing and opt-out the low-quality pages, and post feedback and where they need to improve to get approved. I think the main thing is the presentation - you must have enough there to serve as an advertisement for the games, and secondly the presence of the demo. There's a whole bunch of half-ideas in our games section, and this would filter those out, leaving more established games on display, and you know you're going to get more than an idea for each page. 

David Johnston published a Development Blog Post in Games / Other / Oni's Era / Blog


1 week ago     0 Comments     34 Views

So Late! Devblog 6

Oh poop. Sorry, I kind of drifted away from my game for a while, mostly because I didn't know where to go with it. But, I made a second floor, so that's done! And I'm working on another puzzle that'll open some doors. Its a puzzle that involves pushing of objects. And that's basically all I've done these past 6 days. So I'm sorry about that. BUT! I will work on my game more to make up for it. Expect this puzzle to be done in the next Devblog! I know I said I would show a picture in every Devblog but I don't wanna spoil the game *1-smile* Too many maps are being shown folks, too many!
Hope you guys look forward to the next!
New Stuff:
+A second floor!
+Push Puzzle!
Fixes:
+Fixed the stairs more.
Before I fixed them more, the player was able to walk over the railings and it was very unrealistic!

Latest News