ok downloading now do you want it rated or fixed?
wow that was a cool sneak peak i liked it alot actually the only problem i say in it was the fact that you didn't know what was going on.
oh well it was great i give you props for it. 8)
9/10
heres what i got form your stament.
1.oh so its like a backround pic that isn't actually part of the map in a sence
2. its used for outside scenes that are on a side veiw.
3. like the backrounds that scrool as you move from side to side?
i hope i got all of this right about pandoramas
What exactly do you want in the backround?
Oh...my...god...
Radar Man?
Data Women?
Panzer?
What the hell is this!?
The only thing to do is hit enter, it makes no sense, the grammar is horrible, Navigator? Try Ensign. Space Ships don't just...crash land, then it just explodes...wow....I'm sorry but, this has a good idea, it just isnt made right...
rikku to tell you the truth, you were asking for it, you posted the intro without the game so every little possible mistake was judged while if there was a game with it, it would prolly be ignored Xx
so how is the game going anyways?
i believe we all have winrar Oo thanks for the dling site anyways Xx
and yeah i'd love to take a look at your game
Sorry for coming on like that..
Try Ensign rather than Navigator. Make them say Shields Up when it flashes.
Whats a panzer?
Get your ideas from Star Trek, look at the way Captain Picard runs his ship and make yours like that. Also, its a Deck not a basement. So it would be something like Deck 38, Main Bridge, etc.
In the beginning he says:
Ill send you too your spaceship.
Correction: I'll send you to your spaceship (spacecraft sounds better)
Travelling
Correction: Traveling
Something Unidentified
Correction: Unidentified Object
Blocking us
Correction: Intercept Course
Shoot back
Correction: Return Fire
Data Women: Fired!
Correction: Tactical Officer: Criticall Damage Captain,
I not i
Computers wouldnt say: I repeat
Crash Landing? I thought this was Zero Gravity Space and your Engines were holding at 30%
Redirect all power to the Shields not Shield
Shut Down Engines
Correction: All Stop!
I do like however, how the one girl is running back and forth lol.
Redirect all power to the Shields not Shield
QuoteRedirect all power to the Shields not Shield
what if the crap ship only got 1 shield? Oo
and just cus star trek are saying weird stuff it doesn't make it the official space language .. just a tv show Xx
nothing there is really critical enough to notice
and panzer is a cheat for gta 3 that makes tanks fall out of the sky and do a lot of damage to anything under them ^^
*dling the game*
lolz i said crap ship cus all the ships will have more than 1 shield covering it (shield covering shield covering shield) if they are in a war.. only makes sense..
anyways... after walking around i found out that:
a. no npc talks
b. after going down so the place tells me i need to talk to the pc i can't get back up lolz
c. when i reopened the game and wanted to talk to the pc... nothing...
d. the pc with the green globe is quite walkable ^^
on a brighter note: how did you make that screen before the menu screen? Oo
it looked like a chip other than a pc.. but i found it... next time tell me to push the chip Xx
edit: yay i passed the room... and i see... a lot more walkable tilesets that shouldn't be walkable -.-
er.. make a debug and 4-5more maps and tell me :P
#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ????????????
s1 = "Status"
s2 = "Lagre"
s3 = "Avslutt"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
# ??????? 0 ????
if $game_party.actors.size == 0
# ?????????????????????
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# ????????
if $game_system.save_disabled
# ?????????
@command_window.disable_item(4)
end
# ?????????????
# ??????????
# ????????????
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ?????????????
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@command_window.update
@gold_window.update
@status_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ???????????????????: update_status ???
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????
$scene = Scene_Map.new
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? 0 ??????????????????????
if $game_party.actors.size == 0 and @command_window.index < 4
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????????????
case @command_window.index
when 0 # ????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????
$scene = Scene_Status.new
when 1 # ???
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????????????
$scene = Scene_Save.new
when 2
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????????
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ??????????
if Input.trigger?(Input::C)
# ???????????????????
case @command_window.index
when 1 # ???
# ???????????? 2 ?????
if $game_party.actors[@status_window.index].restriction >= 2
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Skill.new(@status_window.index)
when 2 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????????
$scene = Scene_Equip.new(@status_window.index)
when 3 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
:roll: so then we only have status , lagre(what?!) and avslutt(av slut? lolz?!) and then if you try anything but status it makes fun errors...(and by that i mean even if you try to return to the game!)
unuseful scripting... work on it...
#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ????????????
s1 = "Status"
s2 = "Lagre"
s3 = "Avslutt"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
# ??????? 0 ????
if $game_party.actors.size == 0
# ?????????????????????
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# ????????
if $game_system.save_disabled
# ?????????
@command_window.disable_item(4)
end
# ?????????????
# ??????????
# ????????????
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ?????????????
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@command_window.update
@gold_window.update
@status_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ???????????????????: update_status ???
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????
$scene = Scene_Map.new
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? 0 ??????????????????????
if $game_party.actors.size == 0 and @command_window.index < 4
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????????????
case @command_window.index
when 0 # ????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????
$scene = Scene_Status.new
when 1 # ???
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????????????
$scene = Scene_Save.new
when 2
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????????
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ??????????
if Input.trigger?(Input::C)
# ???????????????????
case @command_window.index
when 1 # ???
# ???????????? 2 ?????
if $game_party.actors[@status_window.index].restriction >= 2
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Skill.new(@status_window.index)
when 2 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????????
$scene = Scene_Equip.new(@status_window.index)
when 3 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ????????????
s1 = "Items"
s2 = "Save"
s3 = "Exit"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
# ??????? 0 ????
if $game_party.actors.size == 0
# ?????????????????????
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# ????????
if $game_system.save_disabled
# ?????????
@command_window.disable_item(4)
end
# ?????????????
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# ????????????
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ?????????????
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ???????????????????: update_status ???
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????
$scene = Scene_Map.new
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? 0 ??????????????????????
if $game_party.actors.size == 0 and @command_window.index < 4
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????????????
case @command_window.index
when 0 # ????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????
$scene = Scene_Item.new
when 1 # ???
# ????????
if $game_system.save_disabled
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Save.new
when 2 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????????
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ??????????
if Input.trigger?(Input::C)
# ???????????????????
case @command_window.index
when 0 # ???
# ???????????? 2 ?????
if $game_party.actors[@status_window.index].restriction >= 2
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Skill.new(@status_window.index)
when 1 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????????
$scene = Scene_Equip.new(@status_window.index)
when 2 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
title changed once more. Here's the teaser.
http://www.martinsgamegallery.net/fftvitw.exe
Quote from: Rikkuholictitle changed once more. Here's the teaser.
http://www.martinsgamegallery.net/fftvitw.exe
That was awful.
* Dont use the default window skin
*Maps are extremely plain, empty, and boring
* When doing teleports use "hero touch" not "Action Key"
randomly? why randomly? it's sick..
i can make it though, and i will also make you a version that allows the player to choose the hero who obtain the skill
just wait for a while, got some math homework to do Xx
edit: yay i played the maze too, very plain, empty, passability isn't set well (you can see as if the bush is on the hero's head instead in of being in the background behind her.
and if the exit is where the half eaten tree is then it was far too ez to find it, and it was boring to do so