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> Attribute System, Version 3.2.1.1 (24th August)
332211
post Dec 3 2008, 08:21 AM
Post #41


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QUOTE (sprx11 @ Dec 3 2008, 12:33 AM) *
QUOTE (332211 @ Oct 28 2008, 11:08 AM) *
QUOTE (dark_prince_razor @ Oct 27 2008, 08:49 PM) *
Okay I got it to add some.

But now I'm testing out a sideview battle system but it's giving me an attribute error when the enemy tries to use a Skill.
it says
"Script 'Attribute System' line 190: NoMethodError occured.
undefined method 'attributes' for #<Game_Enemy:0x194fb78"

and remember that 190 is essentially the
if !user.attributes.nil?
line, I just have my extra attributes making more lines.

Is there no enemy attribute method? That's what it sounds like

My bad...
try and replace that line with this:
CODE
    if user.is_a?(Game_Actor) and !user.attributes.nil?




Well i did that but when i try again i get this message. [attachment=1950:Error1.jpg]
Me = Newbie and i really need help ohmy.gif


Try the latest version, I might just work.

EDIT: just uploaded version 2. I hope it has slightly less lag.


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Garge
post Dec 3 2008, 01:06 PM
Post #42


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Nice update. It's becoming more user friendly imo. Using icons instead of separate pictures is a lot better. There's less lag when an actor only has 1 attribute, FPS is about 10-12. Once there are two or more, it drops back to the 7-8 range.

Edit: Found the source of the lag. It's the description lines having too many characters to draw and refresh is the problem. I trimmed down the what was said for the descriptions and ignored line 110 in attr_scene from updating and got my FPS up to 55-56. If it's possible, you might want to break up the description from the level/points line, kinda like below. With what's changed in the attr_scene, I've got all that text and still 60fps. I just can't get the new points window to update on the attribute level. Here's to hoping it all gets fixed one way or another. thumbsup.gif



[Show/Hide] Attr_scene changed starting at line 137
CODE
=================================================================
=============
# ** Window_Attr_Desc
#------------------------------------------------------------------------------
# This window shows attribute explanations.
#==============================================================================

class Window_Attr_Desc < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 544, 3 * WLH + 32)
end
#--------------------------------------------------------------------------
# * Set Text lines 1..3
# text : character string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text1(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_wrap_text(4, -4, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
def set_text2(text, align = 0)
if text != @text or align != @align
self.contents.font.color = normal_color
self.contents.draw_text(4, WLH, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
def set_text3(text, align = 0)
if text != @text or align != @align
self.contents.font.color = normal_color
self.contents.draw_text(4, 2*WLH, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end

class Bitmap
def draw_wrap_text(x,y,width, height, text, align)
array = text.split
for i in array
word = i + ' '
word_width = text_size(word).width
if x + word_width > width
y += (height + 10) / 2
x = 0
end
self.draw_text(x, y, width, height, word)
x += (word_width + 0)
end
end
end


#==============================================================================
# ** Window_Atrr_List
#------------------------------------------------------------------------------
# This window displays a list of attributes
#==============================================================================

class Window_Atrr_List < Window_Selectable
include Attibute_Def
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor)
super(x, y, width, height)
@actor = actor
@column_max = 1
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# * Get Attribute
#--------------------------------------------------------------------------
def on_attribute
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@line = 0
@data = []
for attr in @actor.attributes
@data.push(attr)
draw_attribute(attr)
@line += 1
end
@item_max = @data.size
end
#--------------------------------------------------------------------------
# * Draw Attribute
# attr_i : attribute ID
#--------------------------------------------------------------------------
def draw_attribute(attr_i)
attr_name = Attibute_Def::ATTRIBUTES[attr_i][0]
y = @line * WLH
self.contents.draw_text(4, y, 544, WLH, attr_name)
for level in 0...@actor.attr_levels[attr_i]
draw_icon(ATTRIBUTES[attr_i][7],150 + level * 30, y)
end
end
#--------------------------------------------------------------------------
# * Update Attr Window text
#--------------------------------------------------------------------------
def update_help
if on_attribute == nil
text1 = ""; text2 = ""; text3 = ""
else
attr_text = ATTRIBUTES[on_attribute]
text1 = sprintf(attr_text[5])
text2 = sprintf(attr_text[6])
level = @actor.attr_levels[on_attribute]
points = @actor.attr_points
if level == attr_text[8]
text3 = sprintf("Level: %s Not Upgradable",level)
else
up = cost?(level)
text3 = sprintf("Level: %s Upgrade Cost: %s",level,up)
end
end
@help_window.set_text1(text1)
#@help_window.set_text2(text2)
#@help_window.set_text3(text3)
end
end

#==============================================================================
# ** Window_Points_Status
#------------------------------------------------------------------------------
# This window displays the user's Points, Attribute level, and Cost to Upgrade
# on the attrbitutes screen. Could only get points to update correctly.
# Not quite working as intended as I don't have much of a clue on what needs
# to be done, if it's at all possible. biggrin.gif
#==============================================================================

class Window_Point_Status < Window_Base
include Attibute_Def
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 240, WLH*3 + 32)
@actor = actor
refresh
end

def points
points = @actor.attr_points
end

def level
level = 5 # No clue on how to get Attribute level
end

def upgrade
upgrade = cost?(level)
end



#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, (WLH - 26), 172, WLH, "Points: ")
self.contents.draw_text(70, (WLH - 26), 172, WLH, points)
self.contents.draw_text(0, WLH - 2 , 172, WLH, "Level: ")
self.contents.draw_text(70, WLH - 2, 172, WLH, level)
self.contents.draw_text(0, WLH + 24, 172, WLH, "Cost to Upgrade: ")
self.contents.draw_text(160, WLH + 24, 172, WLH, upgrade)
end
end


#==============================================================================
# ** Window_Attr_Status
#------------------------------------------------------------------------------
# This window displays the user's status on the attrbitutes screen.
#==============================================================================

class Window_Attr_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 304, WLH*3 + 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
contents.font.size = 16
self.contents.font.color = system_color
self.contents.draw_text(0, WLH, 172, WLH, "ATK:")
self.contents.draw_text(0, (WLH + 10) , 172, WLH, "DEF:")
self.contents.draw_text(0, (WLH + 20), 172, WLH, "SPI:")
self.contents.draw_text(0, (WLH + 30), 172, WLH, "AGI:")
self.contents.font.color = normal_color
self.contents.draw_text(40, WLH, 172, WLH, @actor.atk)
self.contents.draw_text(40, (WLH + 10), 172, WLH, @actor.def)
self.contents.draw_text(40, (WLH + 20), 172, WLH, @actor.spi)
self.contents.draw_text(40, (WLH + 30), 172, WLH, @actor.agi)


draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 100, 0)
draw_actor_graphic(@actor, 110, 70)
draw_actor_hp(@actor, 140, 20)
draw_actor_mp(@actor, 140, 40)

# draw_actor_parameter(@actor, 180, WLH, 0)
# draw_actor_parameter(@actor, 160, (WLH * 1), 1)
# draw_actor_parameter(@actor, 80, (WLH * 2), 2)
# draw_actor_parameter(@actor, 0, (WLH * 1), 3)
end
end

#==============================================================================
# ** Scene_Attributes
#------------------------------------------------------------------------------
# This class performs the skill screen processing.
#==============================================================================

class Scene_Attributes < Scene_Base
include Attibute_Def
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 416-104, 544, 416)
@help_window = Window_Attr_Desc.new
@help_window.viewport = @viewport
@attr_window = Window_Atrr_List.new(0, 104, 544, 304-96, @actor)
# @attr_window.viewport = @viewport
@attr_window.help_window = @help_window
@attr_window.active = true
@status_window = Window_Attr_Status.new(0, 0, @actor)
#@status_window.viewport = @viewport
@status2_window = Window_Point_Status.new(304, 0, @actor)
#@status2_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@help_window.dispose
@attr_window.dispose
@status_window.dispose
@status2_window.dispose
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(1)
end
#--------------------------------------------------------------------------
# * Switch to Next Actor Screen
#--------------------------------------------------------------------------
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Attributes.new(@actor_index)
end
#--------------------------------------------------------------------------
# * Switch to Previous Actor Screen
#--------------------------------------------------------------------------
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Attributes.new(@actor_index)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@attr_window.update
@status_window.update
@status2_window.update
update_attr_selection
end
#--------------------------------------------------------------------------
# * Update Attribute Selection
#--------------------------------------------------------------------------
def update_attr_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
elsif Input.trigger?(Input::C)
if @attr_window.on_attribute.nil?
Sound.play_buzzer
else
attr_i = @attr_window.on_attribute
level = @actor.attr_levels[attr_i]
up = cost?(level)
points = @actor.attr_points
if points >= up and level < ATTRIBUTES[attr_i][8]
Sound.play_decision
@actor.upgrade_attr(attr_i)
@attr_window.contents.clear
@attr_window.refresh
@status_window.refresh
@status2_window.refresh
else
Sound.play_buzzer
end
end
end
end
end


This post has been edited by Garge: Dec 3 2008, 11:09 PM


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sprx11
post Dec 13 2008, 03:28 PM
Post #43


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QUOTE (332211 @ Dec 3 2008, 09:21 AM) *
QUOTE (sprx11 @ Dec 3 2008, 12:33 AM) *
QUOTE (332211 @ Oct 28 2008, 11:08 AM) *
QUOTE (dark_prince_razor @ Oct 27 2008, 08:49 PM) *
Okay I got it to add some.

But now I'm testing out a sideview battle system but it's giving me an attribute error when the enemy tries to use a Skill.
it says
"Script 'Attribute System' line 190: NoMethodError occured.
undefined method 'attributes' for #<Game_Enemy:0x194fb78"

and remember that 190 is essentially the
if !user.attributes.nil?
line, I just have my extra attributes making more lines.

Is there no enemy attribute method? That's what it sounds like

My bad...
try and replace that line with this:
CODE
    if user.is_a?(Game_Actor) and !user.attributes.nil?




Well i did that but when i try again i get this message. [attachment=1950:Error1.jpg]
Me = Newbie and i really need help ohmy.gif


Try the latest version, I might just work.

EDIT: just uploaded version 2. I hope it has slightly less lag.



The problem is every time an enemy falls into some state like confusion or somtin like that.
It even happens on the V2.0 i just cant get it to work with states. confused.gif
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332211
post Dec 13 2008, 03:56 PM
Post #44


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@sprx11
try adding this to bottom of the script
CODE
class Game_Enemy < Game_Battler
  def attributes
    return nil
  end
end


@Garge
I like your layout, I hope you don't mind if I copy that for the next version biggrin.gif.
For your problem:
Add this method in Scene_Attributes
CODE
#--------------------------------------------------------------------------
# * Get current Attribute
#--------------------------------------------------------------------------
  def on_attribute
    @attr_window.on_attribute
  end

And then do it like this in Window_Point_Status
CODE
def level
  if $scene.on_attribute.nil? #For Attributeless characters
    level = 0
  else
    level = @actor.attr_levels[$scene.on_attribute]
  end
end


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sprx11
post Dec 13 2008, 04:03 PM
Post #45


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Woops my bad

This post has been edited by sprx11: Dec 13 2008, 04:03 PM
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Garge
post Dec 13 2008, 04:18 PM
Post #46


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Go ahead. thumbsup.gif


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The Wizard 007
post Dec 22 2008, 08:34 AM
Post #47


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Hey great script. But I've run into a problem and am using your latest script. I went and made about 16 skills and starting with the 8th skill the menu will start to scroll down. It scrolls fine but it doesn't show the skill name or the icon. The text and icon for the skill name doesn't show up. Hopefully its a quick fix or a couple lines I can add in somewhere. I think it may have something to do with the refresh or draw attribute method but I'm not sure. If you (or anyone) knows of a fix I would be very thankful. This system will take up the core of my character stat development so it's pretty mandatory for my game. Thanks.

This post has been edited by The Wizard 007: Dec 22 2008, 09:54 AM


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mafisa2
post Jan 6 2009, 06:18 AM
Post #48



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Hello.
I'm having a problem:
After I installed your Attribute sistem (last version), everytime any actor or battler suffers a status change, the game crashes. I'm receiving this error message:

CODE
Script 'Game_battler' line 786: ArgumentError ocurred.

comparision of Fixnum with Array failed


What should I do to fix it? Thanks.
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Mickadell
post Jan 17 2009, 03:57 PM
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Comment
Rate: Good

Nice, I might try it.
Attached File(s)
Attached File  Management.gif ( 3.26K ) Number of downloads: 1
 
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jens009
post Jan 18 2009, 09:34 AM
Post #50


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QUOTE (Mickadell @ Jan 17 2009, 03:57 PM) *
Comment
Rate: Good

Nice, I might try it.

This is considered as a spam, consider this your verbal warning.


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mafisa2
post Jan 25 2009, 06:19 AM
Post #51



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Was this script abandoned by its creator? I still need help with my problem. I can't find a way to fix it, so if anyone have an idea to make it work properly I'll be grateful. If not, I'll just have to find other script to make a custom Growth system for my characters in my game.
Thanks again...(still waiting for help)
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Garge
post Jan 25 2009, 05:39 PM
Post #52


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QUOTE (mafisa2 @ Jan 25 2009, 09:19 AM) *
Was this script abandoned by its creator? I still need help with my problem. I can't find a way to fix it, so if anyone have an idea to make it work properly I'll be grateful. If not, I'll just have to find other script to make a custom Growth system for my characters in my game.
Thanks again...(still waiting for help)


If you don't mind giving up something, you can follow this picture.
[Show/Hide] Screenshot


You can either add in what I have circled or just remove that part between the circles entirely. This is just a quick and cheap fix for the problem, and doesn't solve the actual problem of that part not working in the first place. The part removed deals with the status protection part of the module, so if you don't mind losing that part(since it's not working anyhow), go ahead and do what I've posted. Otherwise, you might want to post in the script support section and see if someone would be willing to help with fixing that part of the script, since 332211 hasn't been on for over a month. (whether he's busy with school/life or some other things.)


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mafisa2
post Jan 26 2009, 09:54 AM
Post #53



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Thank you very much Garge, it worked for me. And no, I don't really bother of losing that part, I might create equipment such as Ribbons or something else to work as status protectors.
Thanks again!
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angelborn
post Jan 27 2009, 04:43 AM
Post #54



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Is there a way to add points to these different skill mastery areas without using points after the fact. I was wondering if the use of certain skills would actually raise your proficiency in those different areas. I still want it to be visible to the player through like a status screen that way they aren't blindly raising their characters stats without knowing what they are doing.
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Znikomek
post Feb 7 2009, 05:12 AM
Post #55


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1) if I talk multiple times to npc with skill adding script the skill is show multiple times
2) If i have more skills it can be visible then it show blank place

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Garge
post Feb 7 2009, 12:57 PM
Post #56


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QUOTE (Znikomek @ Feb 7 2009, 08:12 AM) *
1) if I talk multiple times to npc with skill adding script the skill is show multiple times
2) If i have more skills it can be visible then it show blank place


1) There's no check in the script to see if they actor already has that attribute, so it allows for the same attribute to be added over and over again.

2) Even though the window does scroll, the area that the window will draw in is only as big as what is initially shown, which is big enough for 7 attributes.

Unfortunately, 332211 hasn't been on since the 23rd of December, leaving the script's future for fixes up in limbo. However, the poster above you, angelborn, had come from a request thread over on rpgmakervx.net, and in that thread, there's was a scripter willing to look this script and seeing what they could do to fix it for them, but it got passed over for a different one of 332211's script, which did get looked at and updated by him.

My suggestion would be to post either here to see if anyone would be willing to lend their time to help with these problems, or go into that request thread over on rpgmakervx.net and see if the person that updated the other script would be willing to take some time and look at this one for you, as well as anyone else that may be using or thinking about using this script.

edit: Here's the request thread*link removed with the return of the 332211 happy.gif *

This post has been edited by Garge: Mar 23 2009, 01:26 AM


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332211
post Mar 22 2009, 09:44 AM
Post #57


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QUOTE
Lemme just say to start that I LOVE the attribute system, however i am having a few problems customizing it. (I am a very, very, VERY noobie sciptor yes.gif )

1. How do I make one Charater get a certain amout of Attribute points (3) per lvl.

2. How do i make it were attributes given in skills (like 4 attack) every level only get 4 attack. Usually when i get a lvl up, it increases the rate in which i get attack, even though i set it as 4.

Thank you for the help! If I didn't state clear enough what my problem was just tell me so. Sorry for the inconvience. pinch.gif


1.
CODE
Search for this
  #--------------------------------------------------------------------------
  # * Level Up
  #--------------------------------------------------------------------------
  alias attr_level_up level_up
  def level_up
    attr_level_up
    @attr_points += @level
  end

And replace with this:
CODE
  #--------------------------------------------------------------------------
  # * Level Up
  #--------------------------------------------------------------------------
  alias attr_level_up level_up
  def level_up
    attr_level_up
    if @actor_id = *desired actor id*
      @attr_points += *3*
    else
      @attr_points += @level
    end
  end


2.
find this, twice:
CODE
    l = @attr_levels[attribute_id]

and chage it to:
CODE
    l =1



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The Wizard 007
post Mar 22 2009, 11:17 PM
Post #58


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Hey 332211! Its great to see you back. Thanks for not completely abandoning this script because it is awesome. Thanks for the scroll and status fix.


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Garge
post Mar 23 2009, 01:16 AM
Post #59


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QUOTE (The Wizard 007 @ Mar 23 2009, 03:17 AM) *
Hey 332211! Its great to see you back. Thanks for not completely abandoning this script because it is awesome. Thanks for the scroll and status fix.

Likewise. Welcome back 332211 from your long break away.


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The Wizard 007
post Mar 24 2009, 12:22 AM
Post #60


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Sorry to say but the scroll bug is not fixed. Everything else seems to be working fine. I think it has something to do with the refresh or draw_text but I can't say for sure. Used your demo 2.2 as a base and just added a few attributes and I'm still getting the invisible text scrolling bug.


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