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Final Fantasy - The voice in the wind

Started by Rikkuholic, November 19, 2005, 06:13:39 PM

0 Members and 2 Guests are viewing this topic.

blueXx

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
holy shit my sig was big!

Rikkuholic

Quote from: blueXxlolz 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

Hello? The pc is in the room u were in there. Didn't u see the green thing on the wall It should be obvious, as the walking path leads especially to it. I thought it was obvious when u couldn't return.

blueXx

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
holy shit my sig was big!

Rikkuholic

Quote from: blueXxit 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

Sure!

Rikkuholic

Trallalalalalalalalalalala bump. Anyways, I FINISHED LEARNING VARIABLES! Thanks Master of time! Without your legend of zelda demo (sorry i hacked into it and looked at your events) i would've never learned! Thanks!

graywolf

lol you learned variables that way wow.  

that shows the good side of hacking :twisted:

Rikkuholic

Anyways, i made a script for it that removes lotsa things. Replace The Scene_Menu script with this and see what happens with the menu!

#==============================================================================
# ? 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

blueXx

: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...
holy shit my sig was big!

Rikkuholic

Quote from: blueXx: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...

Lagre is save on norwegian. Avslutt is exit on norwegian, and it makes no errors for me. Exept the one i just found out. Move the cursor up to resume normal view.

EDIT: Sorry, my fault. I forgot to script away some dispose stuffs.

Here's the failure free script:

#==============================================================================
# ? 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

blueXx

Quote#==============================================================================
# ? 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

lolz i tried some scripiting too, and since i know nothing about it i made this script, which is like yours only with: item/save/exit and with play time  :^^:

(man rikku you are losing your touch, i was looking around the scripts and the scripts you made a while ago are better than that thing (considering even i, that doesn't know a thing about scripting, can do it Xx)
holy shit my sig was big!

Rikkuholic

Lol, i'm not. My educational game is using this script. So, sorry, i posted in wrong topic. Anyways, that's why i deleted everything exept status, save and exit.

blueXx

oo intresting idea but... math skills and gold stars as items are always a fun fun idea  :^^:  (lolz but i gotta admit massing around with scripts sure does help getting all sorts of stupid effects i don't want ^^, i might learn a thing or 2 sooner or later)
holy shit my sig was big!

Rikkuholic

Yea. Anyways, i couldn't get the rescources i wanted, so i'm making a game in RM2K (i've never tried it). It's called: Angels destiny - The path of the warrior!

EDIT: NVM that, i couldn't figure out RM2K, so i am going back on RMXP.

Rikkuholic


Rikkuholic

Ok, some updates on my game. I'm beginning to understand the meaning of the tileset, and i'm figuring out how to add hidden passages. When the next demo comes out, you'll find a natural maze with hidden passages and one chest. I use multiple of the same autotile to do this.

In other: Events are nearly planned, and BlueXx, i need you to help make em true. I'll PM you details later.

Actual game completed: 3%
Maps completed: 0.1%
Events planned and executed: 0%
Ability decider: 100% COMPLETED!
Mazes: 1% (99 mazes to go)
Chests and common events: 0.9% completed.
Hidden passages: 5%
Realm: 1% completed
Maximum Gameplay experience (MGE): 0.2%

I'm adding realms to the game. Currently the only realm is the Living Realm, but soon it'll be: Death Realm, Heaven Realm, Space Realm where you can tavel to other planets, etc.

Credits to HaloOfTheSun for providing with music.

Anyways, Storyline:

You are Iria, a young Enkidukai living in a tent far from humans. She can't remember what happened at her birth, but she's determined to find out. When hunting one day, an angel apeared in front of her and started to attack her. After the angel was defeated, Iria asked: Why did you attack me?
The angel did not answer and Iria killed it.
But this was the first step of her finding out what truly happened when she was born. This was the first step... of finding the voice of the wind.

blitzkriegbop15

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"

blueXx

i agree with all but the thing about the default window skin, i actually sort of like it more than most other window skins i have seen so far, it's... bluish  :wink:
holy shit my sig was big!

Rikkuholic

Quote from: blitzkriegbop15
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"


Lookies, that's just in B-E-T-A of course it'll be better, lol. You've tried the Turnaround Maze yet? I posted a link 3 posts above. And, all those "bugs" are fixed, everything's going as planned, life's great. :lol:  Oh, and when talking about maps, they're just there to be there for the intro in the game. You really expected that i was going to present the best part of the game first? :lol: lol! And i am also changing windowskin as soon as i can figure out how to, 'cause i'm using Dubealex AMS and it forces me to use default, even if i've chosen another one.

Teleports are fixed in the next beta, and again, i promise you the secrets in Turnaround Maze will be great. When meeting a wall that blocks the path to continue, go right through it.

Also, BlueXx, thank you for being and active poster in this thread, and thank you all for the comments on the demos. Also, BlueXx, i need you to make an event for me. I need an event that can RANDOMLY decide the abilities a character learn when using a skill book.

blueXx

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
holy shit my sig was big!

Rikkuholic

Quote from: blueXxrandomly? 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

Yeah. You found the secret though, and i'll see what i can do with it. Stay tuned.