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Expansion_Suite V2.1
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Expansion_Suite V2.1

Started by AmIMeYet, October 22, 2008, 01:17:03 PM

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AmIMeYet

Expansion_Suite 
    Version: 2.1
    Author: AmIMeYet
    Release Date: 21/10/08

    For 1.0 users
    Read the readme from '[ES] Scene_Options'.

    For 2.0 users
    You only have to get the new PLAY.exe.
    You can find it here: http://www.mediafire.com/?j24ngwwdumw
   
    Introduction
    Expansion_Suite (ES) is, mainly, someting I've loved making... but I thought it was good enough uploading..
    It's supposed to be a warm, cuddly fur, to wrap around your game. How it turned out, is for you to decide.
    To understand Expansion_Suite, take a look a the feature list.
   
    Features

If you want to know the main features, you only have to read the bold text.
   
    Options menu (Options editable through a menu)
    • Options get saved in ASCII format (saved as options.ini), so even notepad can use it
    • Options are stored as a global array, so everything can check it
      Overlay graphic (A custom image above all other stuff)
      • The overlay is fully customizable for each scene, and should be easily adaptable for every custom scene
      • It's also easy to delete! :D
        Intro movie (Use the PLAY shortcut to launch the game, and you'll get your own movie displayed!)
        • Require's .NET 3.5, and Windows Media Player, and if users don't have it, they can skip right to the game with the normal Game.exe
        • Once started, checks the options.ini file if the first option (in the demo's case, Intro Movie) is set to either 1 or 0, and skips the movie accordingly.
        • The movie can also be SKIPPED by clicking on the movie, once it's visible.
        • Also has a matching ICON, and it reads the window TITLE from Game.ini.
        New in v2.0:

        • Extremely simplified setup (see below)
        • Updated options.ini format (it now looks like this: "Intro movie = 1", etc.
        • Aliased Scene_Title main
        • Automated create_command_window
        • Automated update (the button processor)
              *amazes self*
        • Changed @tomenu to $tomenu, for simplicity's sake. This should help make setup easier.
          If you want it back to @tomenu, contact me.. That's easy enough to do..   

          New in v2.1:
             

          • Random Intro Movie (randomly selects files)
            Video's should be in .avi format,
            and placed inside the /Expansion_Suite/ directory.

            There is a maximum of 4 randomly selected video's (you can choose how many you want, but not more than 4)
            You should name them like this:

            for 1: avi_intro.avi
            for 2: previous, and avi_intro_2.avi
            for 3: previous, and avi_intro_3.avi
            for 4: previous, and avi_intro_4.avi

            Please note that video's have a high file size, so you should not have to many!

                Script
                None!
                It has so many parts that you need to use the demo
               
                Customization
                You can edit options, where and what to use as the overlay, and edit the avi_intro.avi file.
                Heh, I even included the Expansion_Suite app's source code!
                Everyone can open it up with a free copy of Microsoft Visual Basic 2008 Express edition.
               
                Compatibility
                Poor, I'm afraid.
                To add Option capability to the start menu, I had to overwrite these def's of Scene_Title:
                update
                create_command_window
               
                This should be easily fixable though..   :D
               
                Screenshots
                [spoiler=Screenshots]
               
                Intro movie
               
               
                Options and it's overlay
               
               
                A character who noticed the developer mode option.
                [/spoiler]
               
                DEMO
                Mediafire

                PLAY v2.1 (only for v2.0 users!)
               
                Installation
                Make sure to copy the PLAY.exe, AxInterop.WMPLib.dll, Interop.WMPLib.dll, and the Expansion_Suite directory (the one with the avi_intro.avi inside) to your game folder.
                You also need the images from the GraphicsSystem folder, or you have to make your own.
               
                To play this, use PLAY.exe.
                For people without .NET 3.5, either download it, or use Game.exe
               
                FAQ
                No issues yet.
                Have one? Contact me here, or via mail.
               
                Terms and Conditions
                You are not allowed to distribute this script/suite,
                   unless you have my permission.
                You also have to give me credit.
                If you run into any issues, or have a question, please contact me, using the forum or using mail.
               
                Credits
                AmIMeYet (Me, basically)
               
                I'd also like some tips and stuff, on how to improve this, and how to improve my programming/scripting skill.
                I would also appreciate it if you would leave a message if you're planning on using it, or if you just like it.
                So, feedback, is the word of the post.
                I've put reply notification on, so feel free to drop a message anytime!

        Portals - in VX!
        [spoiler=Do require's in VX:]
        $LOAD_PATH << Dir.getwd #You only need to call this once
        Kernel.require("includable.rb") #replace includable.rb with the name of the file you want to load
        [/spoiler]
        [spoiler=Invert Dash enabling:]#=============================================================================#
        # # # ANTI DASH HACK    # # #
        # # #   By AmIMeYet # # #
        # # #    please credit me   # # #
        #=============================================================================#
        class Game_Player < Game_Character
          def dash?
        return false if @move_route_forcing
        return false if in_vehicle?
        return true if Input.press?(Input::A) and $game_map.disable_dash?
          end
        end

        This snippet basically inverts the dashing.. allowing you to dash only when 'disable dashing' is checked.
        This way, normal maps disable dashing, but the ones you set to disable actually allow dashing..

        It should be placed where you normally place the scripts ('above main', in the materials section of the scripts window)..[/spoiler]

        modern algebra

        It seems pretty neat. I'll check it out later.

        AmIMeYet

        #2
        V2.0 IS OUT! See main post

        Quote from: modern algebra on October 22, 2008, 02:16:49 PM
        It seems pretty neat. I'll check it out later.

        Thanks!

        And now version 2.1 is out too! It added a random intro video feature, with up to 4 different videos! See main post for details.

        Portals - in VX!
        [spoiler=Do require's in VX:]
        $LOAD_PATH << Dir.getwd #You only need to call this once
        Kernel.require("includable.rb") #replace includable.rb with the name of the file you want to load
        [/spoiler]
        [spoiler=Invert Dash enabling:]#=============================================================================#
        # # # ANTI DASH HACK    # # #
        # # #   By AmIMeYet # # #
        # # #    please credit me   # # #
        #=============================================================================#
        class Game_Player < Game_Character
          def dash?
        return false if @move_route_forcing
        return false if in_vehicle?
        return true if Input.press?(Input::A) and $game_map.disable_dash?
          end
        end

        This snippet basically inverts the dashing.. allowing you to dash only when 'disable dashing' is checked.
        This way, normal maps disable dashing, but the ones you set to disable actually allow dashing..

        It should be placed where you normally place the scripts ('above main', in the materials section of the scripts window)..[/spoiler]

        pookyblueXD

        hm, very wordy...
        can anyone explain this entire thing in a few sentences?

        AmIMeYet

        This is what you get if you download this:
        -An options menu, to edit certain variables, wich you can check in-game.
        -An overlay image, above everything (you can remove this, if you want).
        -An intro movie

        Portals - in VX!
        [spoiler=Do require's in VX:]
        $LOAD_PATH << Dir.getwd #You only need to call this once
        Kernel.require("includable.rb") #replace includable.rb with the name of the file you want to load
        [/spoiler]
        [spoiler=Invert Dash enabling:]#=============================================================================#
        # # # ANTI DASH HACK    # # #
        # # #   By AmIMeYet # # #
        # # #    please credit me   # # #
        #=============================================================================#
        class Game_Player < Game_Character
          def dash?
        return false if @move_route_forcing
        return false if in_vehicle?
        return true if Input.press?(Input::A) and $game_map.disable_dash?
          end
        end

        This snippet basically inverts the dashing.. allowing you to dash only when 'disable dashing' is checked.
        This way, normal maps disable dashing, but the ones you set to disable actually allow dashing..

        It should be placed where you normally place the scripts ('above main', in the materials section of the scripts window)..[/spoiler]