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Punk

Member
  • Content Count

    86
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4 Followers

About Punk

  • Rank
    Advanced Member

Other

  • Referer
    Marked

Profile Information

  • Gender
    Not Telling

Engines I Use

  • RPG Maker VX Ace
    Yes
  • RPG Maker XP
    Yes

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    N/A
  • Class Title
    Programmer / Scripter
  1. No prob! And yeah, my online/offline state had to do with my profile being set to Private. :grin:
  2. Manage Steam in the UCP. :P That's weird. I've been idling online and using either RPG Maker XP or RPG Maker VX Ace on there for awhile. Edit: On second thought, this may have something to do with the permissions I set on Steam. I should check that.
  3. Integrating my account was the first thing I did. I also tried doing that in a number of ways and none of them worked. The Steam details didn't appear in my profile no matter what I did there.
  4. I'm a little confused as to why there would be a Steam ID account field and as well as a way to tie in the steam account to the GDU account if you can't pull info from the latter. Is it possible to pull off or...? Edit: Same issue as Bob.
  5. As I was posting a thread, I was looking through the list of custom bbcodes and I noticed this site has a pretty large list of them. So I was thinking, if you guys haven't already, you should make a page that's dedicated to listing what each BBCode does, what they're for, and how to use them.
  6. I apologize in advance if I ended up posting this in the wrong area. My reason for it being that it's a topic about scripting for multiple makers. RPG Maker XP with RGSS3 / Maker + RGSS Detection Alright, a little background as to why this thread exists! (You can skip this part) So recently I've been writing a few scripts on a very sporadic basis. Most of the scripts I've written thus far this year works fairly well with all RGSS-capable makers as their code is generally the same, save for a few minor differences and some extra features and functionality added to go with them. Because it's possible to power an RPG Maker XP project with RGSS2 or even RGSS3 functionality (or even RMVX with RGSS3), I figured I should let users of older makers take advantage of all the features provided by later (or the latest) versions of RGSS, if they really wanted to. Of course, they'd have to jump through some hoops and a lengthy tutorial and then activate a particular setting in the script's config to be able to do this. But after awhile of scripting, I started growing kind of tired of managing about 2-3 different text files that had very little differences in each (for some, the only differences were the inclusion of if statements for whether the RGSS2/RGSS3 settings were enabled). I also grew tired of users having to gain access to the extra functionality by changing the value of a particular setting. That's when I decided to start looking into scripts that could sniff out/detect which version of RGSS and RPG Maker someone is using. And now onto the thread! In this thread, I'm going to propose two suggestions (along with a snippet to go with each) that could aid a fellow scripter in writing cross-engine scripts. Whether that be scripts that could be installed in any RGSS-capable RPG Maker and/or scripts that grants users access to extra features and calls depending on which version of RGSS is being used. This means that someone could write a script that is very friendly towards older versions of RPG Maker, but can automatically take advantage of what the latest version of RGSS offers if the user decides to power their projects with later versions of RGSS. In order to do this, we will be using a sniffing/detection technique that sniffs out which RPG Maker and version of RGSS a user is using. Of course, scripters don't necessarily have to install one or two of these in their own scripts. That is, unless the scripter absolutely needs to use it for a script that's intended to be cross-engine in the sense that it could be installed in any maker and/or use any feature provided by later versions of RGSS. Implementations and Snippets! Originally, I wanted to make these a part of the $imported hash by using $imported[:RGSS_VERSION] and $imported[:MAKER_VERSION] to store the RGSS version and maker the project is being powered by. Then Cremnophobia pointed out to me that the constant RGSS_VERSION exists in Ace, which made me realize there wasn't much of a point in using $imported for this purpose (though $imported is still very useful). Anywho, so we will be using constants RGSS_VERSION and MAKER_VERSION to help us out with making cross-engine scripting better. RGSS_VERSION would detect which version of RGSS is being used for your project. The snippet below might not be able to check for a very specific version of RGSS, especially for RGSS10**, but it is very effective if you just want to write scripts that works for any current version of RGSS. defined?(RGSS_VERSION) || (RGSS_VERSION = defined?(Hangup) ? '1.0.0' : '2.0.0') Snippet by Cremnophobia MAKER_VERSION would detect which RGSS-capable RPG Maker your project uses no matter which version of RGSS your project is powered by. So like the screenshot above this post, you could have a project that's made in RPG Maker XP but uses a succeeding version of RGSS. FenixFyreX suggested that the best and safest way to determine which maker is being used is to check for file extensions. I went with checking the extension of the Scripts data file. I wrote three attempts at it. [spoiler=Attempt 1] MAKER_VERSION = (["rxdata", "rvdata", "rvdata2"].each { |i| file = load_data("Data/Scripts.#{i}") rescue nil file = true if file case i when "rxdata"; break :xp if file when "rvdata"; break :vx if file when "rvdata2"; break :vxa if file else; break :other end }) if !defined?(MAKER_VERSION) [spoiler=Attempt 2] MAKER_VERSION = (['rxdata', 'rvdata', 'rvdata2'].each { |i| file = load_data("Data/Scripts.#{i}") rescue nil file = true if file case i when 'rxdata'; break :xp if file when 'rvdata'; break :vx if file when 'rvdata2'; break :vxa if file end break :other if i == 'rvdata2' and !file }) if !defined?(MAKER_VERSION) [spoiler=Attempt 3] MAKER_VERSION = (['rxdata', 'rvdata', 'rvdata2'].each { |i| file = load_data("Data/Scripts.#{i}") rescue nil; file = true if file break :xp if i == 'rxdata' && file; break :vx if i == 'rvdata' && file (file ? (break :vxa) : (break :other)) if i == 'rvdata2' }) if !defined?(MAKER_VERSION) Q&A! Q: ...Is this required? From the perspective of the scripter and the average user: Nope! This is optional for scripters to insert into their script. It also doesn't need to be inserted into every script you write. Only insert either or both of these somewhere around the top of your script below the header (Near the Import Check if your script includes that) if your script RELIES on RGSS/Maker version detection. So! Any questions? Comments? Suggestions? Do you like or dislike this idea? Came up with better snippets than what's been posted up here thus far? Post them!
  7. How would you guys like to help me perfect something that's going to turn out to be awesome? #Scripting

  8. Which engine should I select in the dropdown menu if this is the case? I'm referring to this: http://www.gdunlimited.net/scripts/create
  9. Man, this theme is beautiful.

    1. Marked

      Marked

      Are you talking design there Punky? Coz if so I'm about to majorly change it :D

    2. Punk
  10. Damn, Marked! You did a real good job at this place! :) Yeah, it's just a thread where I compliment the site's appearance but hey! :p
  11. Just logged in for the first time since the rebranding and before I start, I've got to commend you for the theme you pulled off here. You put some fantastic effort into it and it shows! Wish you luck on the rebranding, man. Anyway, here's a bug report for you. Whenever I try visiting profiles, I keep getting a blank white page. I'm not sure if this happens on other browsers or even other operating systems. If it helps, I'm using Firefox 15.0.1 on Windows 7.
  12. I wasn't sure where to place this thread Alright, not sure how to start this but this is my next big idea. The intent behind making this is to streamline the game-making process and to allow for a greater deal of consistency whenever eventing something as simple as "Item x## Received." The inspiration behind it came from two things: Script calls, and the premade scripts from RPG Tsukuru 5/RPG Maker 2 (PS2) Here's what I'm talking about with the premade scripts: The unfortunate thing about this is, unless there's a much better way of going about it, I'm going to have to make use of Game Variables. I have 5 game variables set up (which the IDs of them could be changed through the script editor). They all act as parameters to the common event that is being called next. Not all of the common events will require all 5 of those variables (some are going to require none to 4 at most). Some of those variables being used as parameters would later get reused as something that could later be inserted into a message, such as a string. The way it's being handled right now is certainly not set in stone. I might end up ditching game variables entirely and just go with creating variables through the Game_System class. What I'm attempting to do is build common event templates that are somewhat "automated" that dynamic so people could reuse them as much as they desire. They're going to feature some heavy use of both eventing and scripting (through script calls). Going back to the "Item Received" example, say we use a script call and then a common event call referring to the Item Received common event. It would look like this: > Comment: 2 arguments: Item ID, Amount (optional) > Call Script: cel_argument_set(1, 2) > Call Common Event: [item Received] Returns: > (Might play a sound cue) > (Might receive an item, if the user wants to make it more than a message) > Message "Potion x2 Received" Also, there are certain common events I want to put together that would return a value (Example: Waiting Until Button Input), which may prove useful for whatever you want to do with it. So far I've jotted down 77 ideas (a few came from @FenixFyreX) though I have yet to work on them all and I can't seem to think of anymore ideas. Now here's where the community comes in. I want you to come up with ideas for common events. It could be something about as elaborate as (or even more than) setting up an Inn but not something that's better suited as a full-blown system (Farming, Day/Night System). Got any ideas? Questions? Do you have suggestions on how this could be better implemented? Edit: Some Common Events might even include settings (similar to the event systems I submitted here this year) which you could use to easily tweak certain aspects to suit your game.
  13. Iconset Index Selection Tool This was a tool I thought up while eating breakfast one morning. Then I figured I'd go take a break from a project I was working on to build this. A few minutes after beginning development, I realised Ace had a way of displaying the Icon's Index when selecting an Icon. I hope someone finds it useful anyway. This web-based tool lets users quickly view the indexes of each icon. Changes For v2, taking a suggestion from either SolarGale or Vee (I can't remember who suggested it), I decided to make this a lot more dynamic. Now you can use an Iconset of any size (as long as it's not too large to the point where it'll crash your browser), find indexes of an iconset you're viewing, and punch in a remote url to another iconset which will make the page change iconsets on the fly. Demo Iconset Index 2 Demo Page Iconset Index Demo Page Download Iconset Index 2 zip file (This is even better.) Iconset Index zip file (Have fun and replace the Iconset file with your own!) Thanks Bravo2Kilo, SolarGale, Veekeith, Zairakai, Demiurge, NYX, Necromus, and Jeneeus Guruman for watching little of or all of the stream based on the making of this. Coming Soon As a suggestion from the stream, I'll attempt to make a dynamic version of this tool where an iconset of any height can be used. Done!
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