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Not much new RM related content today. Just a new link banner on the right side of the screen- If you’re linking to this site with the old image, please update! This one matches the site a lot better.

Pixelization

Pixelization

This image is -not- released under any Creative Common license. Don’t use it!


  • Archeia has put out Natalie’s bust shot- Take a glance at it, and leave her some comments or feedback!
  • Kread-EX has teamed up with the ever lovable Sandal to bring up enchanments.
  • EvilEagles has made a side-view battler. Looks pointy.
  • Yami has put together the workings of a patch system for RPG Maker!
  • Yanfly is ahead of the rest, as usual, and is ready for Pi Day in advance. Check out his Spawn Event Script!

Image

Tech bits

Recently, I’ve been working on this:

Mainly line art at this point, but I hope to finish up all the extra bits, and then figure out how to shade it.


Pipes~

So, I’ve been playing with Graphics Gale and Pixen, and basing it on the RMXP Mine Town interior design, I’ve made some horizontal pipes. I don’t expect to be releasing a full set, as the intent of designing these pipes was for use along control panels and other mechanical components- all of which have yet to be made. Included thus far are variants with one ring (on either side), and two connector rings on the segment, and shadowless pipes for use as ceiling parts.

Unlike other content that I like to post, these pipes are not covered under Creative Commons. The terms of use for these pipes are the following:
-You must credit Tensei/seitensei/天青/阮天青
-You cannot redistribute this image this image to others for use
-Your game must be open and unencrypted

 

Time in Games

Something I’ve noticed about JRPGs, especially those in the indie community, and those branching off or part of the Final Fantasy chain is that time gets completely ignored.

It’s easy to forget about day and night cycles, and that fact that NPCs, although programmed, are people (or at least, should be good representations of people). It makes no sense that the shopkeepers can be standing around all day, waiting for players to come in and spend their precious currency units on items. Dragon Quest IX on the Nintendo DS made sense of this by having different NPCs appear between night and day, and having NPCs sleeping at the night time hours- For shops, they had the shopkeepers operating during the day sleeping, while substitutes stand at the counter.

This is something that I have tried to alleviate within my own project. The screentint changes depending on the time of day, and at night, some shops close. Unless otherwise stated, shops are open during the daytime hours, and some are closed at night. Currently, time is divided into four segments, which are named in the game’s code as [Early, Day, Afternoon, Night], although this is likely to extend to five segments to facilitate shops closing later on in the night.

Currently, this is processed all as parallel events and simple events with conditionals looking for the conditional events that the parallel events create. Shops close, lights turn on and off (at night, a lantern appears outside shops if they are open), and different NPCs appear through the city. The only part of this whole set up that seems to be a problem is that the transition is not seamless. Changes happen instanteously as the light changes gradually.

Future Plans

With finals coming up after my winter break, which starts today, I won’t have as much free time to work on content as I would’ve otherwise had before. However, I do have some plans on where I’m going in the future with scripting, and my own game project.

While I would implement boats and ships within the Vehicle Additions script, those two vehicle types are featured prominently in my game the airship is. The only thing that bars me from releasing a version with boats and ship interiors is that I have been unable to trigger the vehicle dismount process correctly when the use uses the exit event in the interior map. At this current time, it isn’t too high on my priority list.

I am currently looking into implementing a system that I call ‘Economic Shift’. For this one, I am currently attempting to figure out how to effectively peer through each item’s notes in the editor database in order to access additional tags/properties, not too different from what Yanfly has been doing. My goal with this particular system is to allow items to fluctuate naturally between two user-configurable variance levels (minimum and maximum), and be affected by ‘supply events’, which are based on using an item material property to alter prices. In example, one would have a point in the storyline where the player frees an iron mine- At which point, a script call would affect the ‘supply’ value of items with the material ‘iron’, decreasing the cost for those items within a specific region. Oh man. Regions- not in the same sense as the ones supported in the editor, but more of having different effects on item prices based on what ‘region’ it is specified within the code. Using the earlier example, we could call a change in iron supply for -region 1-, which would affect any shops that are called with that -region 1-. However, it would not affect shops in -region 2- or -region 3-.

I’m flying back to the United States for a while, on Tuesday (JST), and I’ll be there until January 5th (JST), which will definitely hinder my work.

[RGSS3]Vehicle Additions

Vehicle Additions
Version 0.36a
By seitensei/tenseiten, with help from shaz

!NEW! - Updated 2011/12/27 to Version 0.36a.

Introduction
This Vehicle Additions script adds the ability to access an additional map as
the interior of the vehicle. So far, only the airship has been implemented. This
script overwrites the get_on_vehicle and the get_off_vehicle methods, so it is
not compatible with anything that edits those. However, since it uses a the
default code when the system is not enabled for a vehicle, created a patch to
solve incompatibilities is not within the real of impossibility.

Instruction
Set the map ID and X/Y coordinates of for the map that will serve as the
interior of the vehicle. Create an event that brings the player back to the
overmap and forces them to pilot the vehicle by by creating and event that
calls the following code:

$game_player.pilot_vehicle

To exit the vehicle’s interior, and return to the overmap (on foot), call
the following:

$game_player.exit_vehicle

 

Download

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Yanfly made a pretty awesome script that can probably be used with this- Check out YEA – Event Select Skill. One suggestion is that, since we can now play with events inside of a vehicle, have the player repair or charge the vehicle before using it.

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