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> RPG Maker VXR, Calling all scipters! And those of you with good ideas!
Night5h4d3
post Nov 17 2010, 09:59 AM
Post #21


The past tense
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A sorta quick update, work on this has been minimal thus-far. I've been very busy with other stuff.

However.. I'd like to make sure everyone still knows that this project is still very much alive, and I'm still accepting 3rd party input on what they'd like to see implemented. Also, if you're a very skilled RGSS scripter, and have some free time, I could use an extra hand when the time comes.

To Legacy: hopefully I'll have enough organization by December, sometime around then if you could setup the board, that'd be awesome.

To Joey101: I might just take you up on your offer of a wordpress blog for 'end-users' to view public progress/download VXR, but that probably wont be until a while after a stable version is decided upon. (right now, it's a bunch of partially working/theoretically working scripts)
Also, I was thinking of the ability to detect if .rb files are placed in the game folder and installing them during debug run-time. (to save the game creator from having to copy, paste, etc) But that kinda hit a dead-end in that it'd be a little hard to write the scripts.rxdata while it's in use.
Alternately, I thought of just not importing them, and when the user runs the games, it automatically loads the .rb files, however that idea soon died when I realized the security issues. Someone could create a .rb file to extract the contents of an encrypted .rgssad file.


That brings up another set of ideas I've come up with, I'll probably implement a script that can compile the game using a different XOR key, it might take forever, but it'd ensure a little extra protection. (I think zeriab already made a script that can do this, it should be easy)


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Legacy
post Nov 17 2010, 03:10 PM
Post #22


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Okay night shade, also in the protection method way, i know a bit about the RMXP encryption process, maybe i could help you in that area. Also i have some spare time, if you want some help smile.gif


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Kread-EX
post Nov 18 2010, 02:28 AM
Post #23


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I would suggest to simply scrap the encryption idea. Zeriab's method takes less than 5 minutes to bypass and even the banned guy who plagiarized an encrypter didn't provide a real safe method. Sure, the DLL was protected from injection and random UNIX characters were added to the filenames, but Linux + Brute force cracker did the job quite well.
The truth is that RM encryption method is crappy and it's much better to make a completely external system for this.
Not that many projects actually need it, so I really think it's best for those projects' scripters to simply create their own custom encryption system.


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joey101
post Nov 21 2010, 05:29 PM
Post #24


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thanks for telling me Night5h4d3 thumbsup.gif if your talking about people decrypting VXR maybe you can add some password pertaction thing to it like RPG Maker Has but people still would be abel to decrypet it
other wise i can't think of any other idea

This post has been edited by joey101: Nov 21 2010, 05:37 PM


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Black Dragon
post Mar 15 2011, 05:51 AM
Post #25



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Just a little idea:
Its possible convert khas neo lights to work in Rmxp?
Near fantastica is actually very updated,khas neo lights support various colours.
Screenshot:


Excuse me for my bad english.


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joey101
post Mar 20 2011, 07:47 AM
Post #26


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QUOTE (Black Dragon @ Mar 15 2011, 06:51 AM) *
Just a little idea:
Its possible convert khas neo lights to work in Rmxp?
Near fantastica is actually very updated,khas neo lights support various colours.
Screenshot:


Excuse me for my bad english.


please dont necropost ~ Legacy

can you post the script??


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Resource Dragon
post Mar 20 2011, 12:54 PM
Post #27


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Neo Light Effects;

Lookie~
CODE
#-------------------------------------------------------------------------------
# * [RMVX] Neo Light Effects
#-------------------------------------------------------------------------------
# * Este script cria efeitos usando imagens
#-------------------------------------------------------------------------------
# * By Khas (dark_khas@hotmail.com)
# * Version: 1.3
# * Released on: 04/07/2010
#
#-------------------------------------------------------------------------------
# Termos de uso:
#-------------------------------------------------------------------------------
# * ENGLISH
# All Khas' Scripts are licensed under a Creative Commons license
# All Khas' Scripts are for non-commercial projects, if you need
# them for a commercial game, please send a email to dark_khas@hotmail.com
# All Khas' Scripts are for personal use, you can edit them and use in your
# own project, but you can't post any modified version without my permission
#
# * PORTUGUES
# Todos os scripts Khas estão sob licença Creative Commons
# Todos os scripts Khas são para projetos não comerciais, se você precisar em
# seu projeto comercial, envie um email para dark_khas@hotmail.com com o pedido
# Todos os scripts Khas são para uso pessoal, você pode usar e editar para uso
# no seu projeto, porém você não pode postar nenhuma versão modificada sem
# a minha permissão
#
#-------------------------------------------------------------------------------
# Instalação:
#-------------------------------------------------------------------------------
# 1) Este script tem que ser colocado depois do "Khas Script Core"
# 2) Coloque as imagens utilizadas pelo script na pasta "Graphics/Particles/"
# 2) Configure o script na parte de configuração
#
#-------------------------------------------------------------------------------
# Como usar:
#-------------------------------------------------------------------------------
# Para colocar um efeito de luz sobre um evento simplesmente coloque um
# comentario dentro dele com o nome do efeito. Efeitos pré definidos:
#
# Light
# Fire
# Torch
# Window
# Door
# Shine
# Sparkle
# Rainbow
# Blood
# Leaf
# Xenon
#
#-------------------------------------------------------------------------------
# Habilitar o script - Não altere aqui!
#-------------------------------------------------------------------------------
if $enabled_core.nil?
p "The script 'Neo Light Effects' requires Khas Script Core 1.0 or better"
p "Please install Khas Script Core 1.0 or better"
exit
elsif $enabled_core < 1
p "The script 'Neo Light Effects' requires Khas Script Core 1.0 or better"
p "Please install Khas Script Core 1.0"
exit
else
Core.register("Neo Light Effects",1.3)
end

#-------------------------------------------------------------------------------
# Configuração:
#-------------------------------------------------------------------------------
module Neo_Light
# Coloque abaixo o ID da switch que desliga os efeitos
Neo_Light_Switch = 1
# Declaração de efeitos, não altere aqui!
Effects = {
#-------------------------------------------------------------------------------
# Configuração de efeitos
#-------------------------------------------------------------------------------
# * Modo Facil
# "nome do efeito" => Neo_Effect.new(1,2),
# 1 - Nome da imagem, na pasta "Graphics\Particles"
# 2 - Opacidade, use 0~255
#
# * Modo avançado
# "nome do efeito" => Neo_Effect.new(1,2,3,4,5,6,7,8,9),
# 1 - Nome da imagem, na pasta "Graphics\Particles"
# 2 - Opacidade, use 0~255
# 3 - Tom da imagem, use Tone.new(R,G,cool.gif
# 4 - Blend Mode, use 1~2
# 5 - Efeito X, use 0~64 (valores baixos funcionam melhor)
# 6 - Efeito Y, use 0~64 (valores baixos funcionam melhor)
# 7 - Oscilação de Angulo, use 0~180 (valores baixos funcionam melhor)
# 8 - Oscilação de Opacidade, use 0~120 (valores baixos funcionam melhor)
# 9 - Oscilação de Hue, use 0~180 (valores baixos funcionam melhor)
#
# Veja os efeitos pre definidos para detalhes
#
# NÂO ESQUEÇA DE ADICIONAR UMA VIRGULA APOS CRIAR UM EFEITO ABAIXO!
#
#-------------------------------------------------------------------------------
# * Adicione seus efeitos aqui
#-------------------------------------------------------------------------------

"Lantern" => Neo_Effect.new("Lantern",150,Tone.new(0,0,0),1),
"Arrow" => Neo_Effect.new("Arrow",255),

#-------------------------------------------------------------------------------
# * Efeitos Custom
#-------------------------------------------------------------------------------
"Window" => Neo_Effect.new("window",100),
"Door" => Neo_Effect.new("light3",100),
"Shine" => Neo_Effect.new("light2",150,Tone.new(0,0,0),1,0,0,1,0,0),
"Sparkle" => Neo_Effect.new("sparkle",150,Tone.new(0,0,0),1,0,0,3,0,7),
"Rainbow" => Neo_Effect.new("circle",150,Tone.new(0,0,0),1,0,0,-2,0,4),
"Blood" => Neo_Effect.new("fire",180,Tone.new(255,-230,-230),1,0,0,0,0,0),
"Leaf" => Neo_Effect.new("fire",130,Tone.new(-150,255,-150),1,0,0,0,0,0),
"Xenon" => Neo_Effect.new("fire",180,Tone.new(-200,-200,255),1,0,0,0,0,0),

#-------------------------------------------------------------------------------
# * Efeitos Classicos
#-------------------------------------------------------------------------------
"Light" => Neo_Effect.new("light1",100),
"Fire" => Neo_Effect.new("fire",110,Tone.new(255,-100,-255),1,3,3,0,-20,0),
"Torch" => Neo_Effect.new("fire_big",110,Tone.new(255,-100,-255),1,1,1,0,-20,0),

#-------------------------------------------------------------------------------
# Fim da configuração
#-------------------------------------------------------------------------------
}
def self.bc_sprites; bitmaps = []
Effects.keys.each { |i|
bitmaps << Effects[i].picture_name unless bitmaps.include?(Effects[i].picture_name) }
bitmaps.each { |i| Bitcore.add(Cache.particle(i), "neole_#{i}") }
end; bc_sprites
end

class Game_Event < Game_Character
include Neo_Light
alias nle_ini initialize
alias nle_stp setup
alias nle_up update
def initialize(map_id, event)
@nl_effect = false
@nl_sprite = nil
nle_ini(map_id, event)
end
def setup(new_page)
nle_stp(new_page)
refresh_light(new_page.nil?)
end
def update; nle_up
update_light unless !@nl_effect
end
def update_light
@nl_sprite.visible = !$game_switches[Neo_Light_Switch]
@nl_sprite.x = self.screen_x
@nl_sprite.y = self.screen_y - 16
@nl_sprite.x += (rand(Effects[@nl_effect].ax*2)-Effects[@nl_effect].ax)
@nl_sprite.y += (rand(Effects[@nl_effect].ay*2)-Effects[@nl_effect].ay)
@nl_sprite.opacity = Effects[@nl_effect].opacity + rand(Effects[@nl_effect].opacity_oscillation)
@nl_sprite.angle += Effects[@nl_effect].angle
@nl_sprite.angle -= 360 if @nl_sprite.angle >= 360
@nl_sprite.bitmap.hue_change(Effects[@nl_effect].hue_oscillation) unless !Effects[@nl_effect].hue_oscillation
end
def refresh_light(dispose_light=false)
unless @nl_effect == false
@nl_sprite.bitmap = nil
@nl_sprite.dispose
@nl_sprite = nil
end
@nl_effect = false
unless dispose_light
return if @list.nil?
for key in 0...@list.size
next unless @list[key].code == 108
for string in Effects.keys
@nl_effect = string if @list[key].parameters == [string]
end
end
if @nl_effect != false
@nl_sprite = Sprite.new
@nl_sprite.bitmap = Bitcore["neole_"+Effects[@nl_effect].picture_name]
@nl_sprite.ox = @nl_sprite.width/2
@nl_sprite.oy = @nl_sprite.height/2
@nl_sprite.x = 544 + 2*@nl_sprite.width
@nl_sprite.y = 416 + 2*@nl_sprite.height
@nl_sprite.z = $game_player.screen_z
@nl_sprite.blend_type = Effects[@nl_effect].blend_mode
@nl_sprite.opacity = Effects[@nl_effect].opacity
@nl_sprite.tone = Effects[@nl_effect].color
update_light if $scene.is_a?(Scene_Map)
end
end
end
def dispose_nl
unless @nl_effect == false
return unless @nl_sprite.is_a?(Sprite)
@nl_sprite.bitmap = nil
@nl_sprite.dispose
@nl_sprite = nil
@nl_effect = false
end
end
end

class Game_Map
alias nle_setup setup
def setup(map_id)
dispose_neolight
nle_setup(map_id)
end
def dispose_neolight
return if @events.nil?
@events.keys.each { |id| $game_map.events[id].dispose_nl }
end
def force_light_refresh
return if @events.nil?
@events.keys.each { |id| $game_map.events[id].refresh_light }
end
end

class Spriteset_Map
alias nle_initialize initialize
alias nle_dispose dispose
def initialize
nle_initialize
$game_map.force_light_refresh
end
def dispose
nle_dispose
$game_map.dispose_neolight
end
end


Most of it's instructions are in Spanish Portuguese; If you'd like it translated i could probably do it rather quickly.

This post has been edited by Prelude Dikter: Mar 20 2011, 01:00 PM


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joey101
post Mar 27 2011, 09:47 AM
Post #28


DeadlyWeapon6
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Posts: 196
Type: Developer
RM Skill: Skilled




QUOTE (Prelude Dikter @ Mar 20 2011, 01:54 PM) *
Neo Light Effects;

Lookie~
CODE
#-------------------------------------------------------------------------------
# * [RMVX] Neo Light Effects
#-------------------------------------------------------------------------------
# * Este script cria efeitos usando imagens
#-------------------------------------------------------------------------------
# * By Khas (dark_khas@hotmail.com)
# * Version: 1.3
# * Released on: 04/07/2010
#
#-------------------------------------------------------------------------------
# Termos de uso:
#-------------------------------------------------------------------------------
# * ENGLISH
# All Khas' Scripts are licensed under a Creative Commons license
# All Khas' Scripts are for non-commercial projects, if you need
# them for a commercial game, please send a email to dark_khas@hotmail.com
# All Khas' Scripts are for personal use, you can edit them and use in your
# own project, but you can't post any modified version without my permission
#
# * PORTUGUES
# Todos os scripts Khas estão sob licença Creative Commons
# Todos os scripts Khas são para projetos não comerciais, se você precisar em
# seu projeto comercial, envie um email para dark_khas@hotmail.com com o pedido
# Todos os scripts Khas são para uso pessoal, você pode usar e editar para uso
# no seu projeto, porém você não pode postar nenhuma versão modificada sem
# a minha permissão
#
#-------------------------------------------------------------------------------
# Instalação:
#-------------------------------------------------------------------------------
# 1) Este script tem que ser colocado depois do "Khas Script Core"
# 2) Coloque as imagens utilizadas pelo script na pasta "Graphics/Particles/"
# 2) Configure o script na parte de configuração
#
#-------------------------------------------------------------------------------
# Como usar:
#-------------------------------------------------------------------------------
# Para colocar um efeito de luz sobre um evento simplesmente coloque um
# comentario dentro dele com o nome do efeito. Efeitos pré definidos:
#
# Light
# Fire
# Torch
# Window
# Door
# Shine
# Sparkle
# Rainbow
# Blood
# Leaf
# Xenon
#
#-------------------------------------------------------------------------------
# Habilitar o script - Não altere aqui!
#-------------------------------------------------------------------------------
if $enabled_core.nil?
p "The script 'Neo Light Effects' requires Khas Script Core 1.0 or better"
p "Please install Khas Script Core 1.0 or better"
exit
elsif $enabled_core < 1
p "The script 'Neo Light Effects' requires Khas Script Core 1.0 or better"
p "Please install Khas Script Core 1.0"
exit
else
Core.register("Neo Light Effects",1.3)
end

#-------------------------------------------------------------------------------
# Configuração:
#-------------------------------------------------------------------------------
module Neo_Light
# Coloque abaixo o ID da switch que desliga os efeitos
Neo_Light_Switch = 1
# Declaração de efeitos, não altere aqui!
Effects = {
#-------------------------------------------------------------------------------
# Configuração de efeitos
#-------------------------------------------------------------------------------
# * Modo Facil
# "nome do efeito" => Neo_Effect.new(1,2),
# 1 - Nome da imagem, na pasta "Graphics\Particles"
# 2 - Opacidade, use 0~255
#
# * Modo avançado
# "nome do efeito" => Neo_Effect.new(1,2,3,4,5,6,7,8,9),
# 1 - Nome da imagem, na pasta "Graphics\Particles"
# 2 - Opacidade, use 0~255
# 3 - Tom da imagem, use Tone.new(R,G,cool.gif
# 4 - Blend Mode, use 1~2
# 5 - Efeito X, use 0~64 (valores baixos funcionam melhor)
# 6 - Efeito Y, use 0~64 (valores baixos funcionam melhor)
# 7 - Oscilação de Angulo, use 0~180 (valores baixos funcionam melhor)
# 8 - Oscilação de Opacidade, use 0~120 (valores baixos funcionam melhor)
# 9 - Oscilação de Hue, use 0~180 (valores baixos funcionam melhor)
#
# Veja os efeitos pre definidos para detalhes
#
# NÂO ESQUEÇA DE ADICIONAR UMA VIRGULA APOS CRIAR UM EFEITO ABAIXO!
#
#-------------------------------------------------------------------------------
# * Adicione seus efeitos aqui
#-------------------------------------------------------------------------------

"Lantern" => Neo_Effect.new("Lantern",150,Tone.new(0,0,0),1),
"Arrow" => Neo_Effect.new("Arrow",255),

#-------------------------------------------------------------------------------
# * Efeitos Custom
#-------------------------------------------------------------------------------
"Window" => Neo_Effect.new("window",100),
"Door" => Neo_Effect.new("light3",100),
"Shine" => Neo_Effect.new("light2",150,Tone.new(0,0,0),1,0,0,1,0,0),
"Sparkle" => Neo_Effect.new("sparkle",150,Tone.new(0,0,0),1,0,0,3,0,7),
"Rainbow" => Neo_Effect.new("circle",150,Tone.new(0,0,0),1,0,0,-2,0,4),
"Blood" => Neo_Effect.new("fire",180,Tone.new(255,-230,-230),1,0,0,0,0,0),
"Leaf" => Neo_Effect.new("fire",130,Tone.new(-150,255,-150),1,0,0,0,0,0),
"Xenon" => Neo_Effect.new("fire",180,Tone.new(-200,-200,255),1,0,0,0,0,0),

#-------------------------------------------------------------------------------
# * Efeitos Classicos
#-------------------------------------------------------------------------------
"Light" => Neo_Effect.new("light1",100),
"Fire" => Neo_Effect.new("fire",110,Tone.new(255,-100,-255),1,3,3,0,-20,0),
"Torch" => Neo_Effect.new("fire_big",110,Tone.new(255,-100,-255),1,1,1,0,-20,0),

#-------------------------------------------------------------------------------
# Fim da configuração
#-------------------------------------------------------------------------------
}
def self.bc_sprites; bitmaps = []
Effects.keys.each { |i|
bitmaps << Effects[i].picture_name unless bitmaps.include?(Effects[i].picture_name) }
bitmaps.each { |i| Bitcore.add(Cache.particle(i), "neole_#{i}") }
end; bc_sprites
end

class Game_Event < Game_Character
include Neo_Light
alias nle_ini initialize
alias nle_stp setup
alias nle_up update
def initialize(map_id, event)
@nl_effect = false
@nl_sprite = nil
nle_ini(map_id, event)
end
def setup(new_page)
nle_stp(new_page)
refresh_light(new_page.nil?)
end
def update; nle_up
update_light unless !@nl_effect
end
def update_light
@nl_sprite.visible = !$game_switches[Neo_Light_Switch]
@nl_sprite.x = self.screen_x
@nl_sprite.y = self.screen_y - 16
@nl_sprite.x += (rand(Effects[@nl_effect].ax*2)-Effects[@nl_effect].ax)
@nl_sprite.y += (rand(Effects[@nl_effect].ay*2)-Effects[@nl_effect].ay)
@nl_sprite.opacity = Effects[@nl_effect].opacity + rand(Effects[@nl_effect].opacity_oscillation)
@nl_sprite.angle += Effects[@nl_effect].angle
@nl_sprite.angle -= 360 if @nl_sprite.angle >= 360
@nl_sprite.bitmap.hue_change(Effects[@nl_effect].hue_oscillation) unless !Effects[@nl_effect].hue_oscillation
end
def refresh_light(dispose_light=false)
unless @nl_effect == false
@nl_sprite.bitmap = nil
@nl_sprite.dispose
@nl_sprite = nil
end
@nl_effect = false
unless dispose_light
return if @list.nil?
for key in 0...@list.size
next unless @list[key].code == 108
for string in Effects.keys
@nl_effect = string if @list[key].parameters == [string]
end
end
if @nl_effect != false
@nl_sprite = Sprite.new
@nl_sprite.bitmap = Bitcore["neole_"+Effects[@nl_effect].picture_name]
@nl_sprite.ox = @nl_sprite.width/2
@nl_sprite.oy = @nl_sprite.height/2
@nl_sprite.x = 544 + 2*@nl_sprite.width
@nl_sprite.y = 416 + 2*@nl_sprite.height
@nl_sprite.z = $game_player.screen_z
@nl_sprite.blend_type = Effects[@nl_effect].blend_mode
@nl_sprite.opacity = Effects[@nl_effect].opacity
@nl_sprite.tone = Effects[@nl_effect].color
update_light if $scene.is_a?(Scene_Map)
end
end
end
def dispose_nl
unless @nl_effect == false
return unless @nl_sprite.is_a?(Sprite)
@nl_sprite.bitmap = nil
@nl_sprite.dispose
@nl_sprite = nil
@nl_effect = false
end
end
end

class Game_Map
alias nle_setup setup
def setup(map_id)
dispose_neolight
nle_setup(map_id)
end
def dispose_neolight
return if @events.nil?
@events.keys.each { |id| $game_map.events[id].dispose_nl }
end
def force_light_refresh
return if @events.nil?
@events.keys.each { |id| $game_map.events[id].refresh_light }
end
end

class Spriteset_Map
alias nle_initialize initialize
alias nle_dispose dispose
def initialize
nle_initialize
$game_map.force_light_refresh
end
def dispose
nle_dispose
$game_map.dispose_neolight
end
end


Most of it's instructions are in Spanish Portuguese; If you'd like it translated i could probably do it rather quickly.

dude if you can translate please do thanks


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nichodo
post May 16 2011, 08:51 AM
Post #29


ITS OVER 9000!!
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Posts: 157
Type: Mapper
RM Skill: Intermediate




I would love to see RMVX's Vehicle system on RMXP.


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Night5h4d3
post May 19 2011, 10:57 AM
Post #30


The past tense
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Type: Scripter
RM Skill: Undisclosed




I'd like to say that this project is not dead, just 'on ice' sort of.
Nichodo, I'll see about restoring some vehicle capabilities, but they wont be creatable from the editor. If anything, they will be event created

And as regards the neo light effects, I already have ambient lighting planned, but I might franken-script the two together.


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joey101
post Jun 3 2011, 04:58 PM
Post #31


DeadlyWeapon6
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Posts: 196
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RM Skill: Skilled




QUOTE (Night5h4d3 @ May 19 2011, 10:57 AM) *
I'd like to say that this project is not dead, just 'on ice' sort of.
Nichodo, I'll see about restoring some vehicle capabilities, but they wont be creatable from the editor. If anything, they will be event created

And as regards the neo light effects, I already have ambient lighting planned, but I might franken-script the two together.

hey...so this is like some new system right?
so why dont we make are own special type of battle system for this??


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Barefoot Studios
post Oct 24 2011, 04:30 PM
Post #32


Level 1
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This sounds great! As with everyone else, the mapping system sucks in VX. The only thing I liked about it was the "New Aera" in the map feature, so you cansett different enemies for certain areas on that map. I wanna see this the most done for XP! I am building a world map but don't want one set of enemies for the entire map.
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Tsukihime
post Oct 24 2011, 04:53 PM
Post #33


Level 25
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Don't know how far this got, but chaos-project seems to be doing some interesting things when it comes to better editors

http://www.chaos-project.com/index.php?opt...s&Itemid=55


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joey101
post Nov 4 2011, 05:51 AM
Post #34


DeadlyWeapon6
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QUOTE (Tsukihime @ Oct 24 2011, 04:53 PM) *
Don't know how far this got, but chaos-project seems to be doing some interesting things when it comes to better editors

http://www.chaos-project.com/index.php?opt...s&Itemid=55


Chaos-project is another fourm i advise you remove the link now


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Holder
post Nov 4 2011, 06:19 AM
Post #35


Spoilers.
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joey I advise you to use the report button in the future if you have any concerns in regards to posts or topics and our moderators will see to it.

In this case there's nothing wrong with the mentioning of another forum by Tsukihime.


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