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zido
Why the demo doesn't work on my computer? When I try to play the demo, the window open, close, re-open, re-close, etc... I've search everywhere I could but I didn't find the promblem. Can you help me please?

Si quelqu'un sait parler français ici ça m'arrangerait beaucoup ^^
SilentResident
QUOTE (Chakanevil @ Aug 1 2011, 03:13 PM) *
it is a bit faster. by not to the pint that the actual game is, it still takes a good couple of seconds, but it is faster than it used to be, the transistion should be almost instant.

Since we already make it faster, and the goal to make it instant won't be easy, I am afraid...
Unless we change to XASABS, which boosts up the map loading time further.



QUOTE (zido @ Aug 2 2011, 03:56 PM) *
Why the demo doesn't work on my computer? When I try to play the demo, the window open, close, re-open, re-close, etc... I've search everywhere I could but I didn't find the promblem. Can you help me please?

The window opening/closing means that the Engine is just installing the fonts on your computer. Don't close it during the installation of the fonts. Let it run for some minutes - lets say 5 minutes and see. It has to install 8-9 Zelda-styled fonts on your computer and it does that in an automatic way. All what you have to do is patience and let it install them.
zido
Thank you! ^^
Chakanevil
QUOTE (Chakanevil @ Aug 1 2011, 09:34 AM) *
im gonna be finishing up the menu's screens, and placing the slots for menu items, as well as the cursors which are nearing complete.

Also how many boots, tunics, swords will there be so i can set the equipment screen up, are we planning on adding the magic armour, just wondering?


You forgot to answer my question , i need to know this so i can continue with the menu screens.
SilentResident
QUOTE (Chakanevil @ Aug 3 2011, 10:39 PM) *
QUOTE (Chakanevil @ Aug 1 2011, 09:34 AM) *
im gonna be finishing up the menu's screens, and placing the slots for menu items, as well as the cursors which are nearing complete.

Also how many boots, tunics, swords will there be so i can set the equipment screen up, are we planning on adding the magic armour, just wondering?


You forgot to answer my question , i need to know this so i can continue with the menu screens.



Chakanevil
New status screen.



no link sprite as the link sprites are much too small and will feel out of place.
SilentResident
QUOTE (Chakanevil @ Aug 4 2011, 09:05 PM) *
New status screen.



no link sprite as the link sprites are much too small and will feel out of place.


The equipment screen, right? Coz there is no status screen, but quest status one.

I realized now what the Inventory and equipment screens lack a black text field required for displaying the text info of each item. Shall we add it?
Chakanevil
QUOTE (SilentResident @ Aug 4 2011, 08:48 PM) *
QUOTE (Chakanevil @ Aug 4 2011, 09:05 PM) *
New status screen.



no link sprite as the link sprites are much too small and will feel out of place.


The equipment screen, right? Coz there is no status screen, but quest status one.

I realized now what the Inventory and equipment screens lack a black text field required for displaying the text info of each item. Shall we add it?



No because like the mm and oot the bar at the bottom displays what item is selected, unless you mean something else.



also i would like to put the larger arrows on when that arrow is highlighted.









I left these blank so they could be programmed with the text outline script, just place the font in the proper place.
SilentResident
Still it is not good to stick with the OOT-styled Text info field. sad.gif Especially if we want to display the song notes...

We better have a bigger text field for the info, placed on top-right corner of the screen. It is necessary to have a LTTP-styled Item info text field instead of a OOT-based one, as we need more space to display the songs and certain items with more info.


Here is an example picture of the much-needed black field on top-right corner for the more proper display of song sheets:

Chakanevil
QUOTE (SilentResident @ Aug 5 2011, 04:55 AM) *
Still it is not good to stick with the OOT-styled Text info field. sad.gif Especially if we want to display the song notes...

We better have a bigger text field for the info, placed on top-right corner of the screen. It is necessary to have a LTTP-styled Item info text field instead of a OOT-based one, as we need more space to display the songs and certain items with more info.


Here is an example picture of the much-needed black field on top-right corner for the more proper display of song sheets:



im sure there will be plenty of room, but if not i'll try it.
SilentResident
QUOTE (Chakanevil @ Aug 6 2011, 02:43 AM) *
QUOTE (SilentResident @ Aug 5 2011, 04:55 AM) *
Still it is not good to stick with the OOT-styled Text info field. sad.gif Especially if we want to display the song notes...

We better have a bigger text field for the info, placed on top-right corner of the screen. It is necessary to have a LTTP-styled Item info text field instead of a OOT-based one, as we need more space to display the songs and certain items with more info.


Here is an example picture of the much-needed black field on top-right corner for the more proper display of song sheets:



im sure there will be plenty of room, but if not i'll try it.


Chakanevil. I think we could make your OOT-styled windowskins made by you, to use exactly the SAME frame as my "stony" windowskins.
I mean that all the slots of songs/items/medallions of your OOT-styled Windowskin to be located at SAME positions in the window, as the ones in the stone Windowskin I made.

This will make it easier for everybody to change windowskins of Menus and Inventories, without having to edit the scripts to re-locate the item/medallion positions on the menus. Every gamer this way will be able to switch between windowskins without having to make any further edits at all.
Chakanevil
QUOTE (SilentResident @ Aug 6 2011, 12:47 PM) *
QUOTE (Chakanevil @ Aug 6 2011, 02:43 AM) *
QUOTE (SilentResident @ Aug 5 2011, 04:55 AM) *
Still it is not good to stick with the OOT-styled Text info field. sad.gif Especially if we want to display the song notes...

We better have a bigger text field for the info, placed on top-right corner of the screen. It is necessary to have a LTTP-styled Item info text field instead of a OOT-based one, as we need more space to display the songs and certain items with more info.


Here is an example picture of the much-needed black field on top-right corner for the more proper display of song sheets:



im sure there will be plenty of room, but if not i'll try it.


Chakanevil. I think we could make your OOT-styled windowskins made by you, to use exactly the SAME frame as my "stony" windowskins.
I mean that all the slots of songs/items/medallions of your OOT-styled Windowskin to be located at SAME positions in the window, as the ones in the stone Windowskin I made.

This will make it easier for everybody to change windowskins of Menus and Inventories, without having to edit the scripts to re-locate the item/medallion positions on the menus. Every gamer this way will be able to switch between windowskins without having to make any further edits at all.


You can edit the screens if you want, I'm going through a bit of a hard time, found out my uncle has stage 4 pancreas cancer, which has spread to his brain and lungs and other places throughout his body, they have given him any where from 2 weeks to 2 years max.
SilentResident
QUOTE (Chakanevil @ Aug 9 2011, 07:20 AM) *
QUOTE (SilentResident @ Aug 6 2011, 12:47 PM) *
QUOTE (Chakanevil @ Aug 6 2011, 02:43 AM) *
QUOTE (SilentResident @ Aug 5 2011, 04:55 AM) *
Still it is not good to stick with the OOT-styled Text info field. sad.gif Especially if we want to display the song notes...

We better have a bigger text field for the info, placed on top-right corner of the screen. It is necessary to have a LTTP-styled Item info text field instead of a OOT-based one, as we need more space to display the songs and certain items with more info.


Here is an example picture of the much-needed black field on top-right corner for the more proper display of song sheets:



im sure there will be plenty of room, but if not i'll try it.


Chakanevil. I think we could make your OOT-styled windowskins made by you, to use exactly the SAME frame as my "stony" windowskins.
I mean that all the slots of songs/items/medallions of your OOT-styled Windowskin to be located at SAME positions in the window, as the ones in the stone Windowskin I made.

This will make it easier for everybody to change windowskins of Menus and Inventories, without having to edit the scripts to re-locate the item/medallion positions on the menus. Every gamer this way will be able to switch between windowskins without having to make any further edits at all.


You can edit the screens if you want, I'm going through a bit of a hard time, found out my uncle has stage 4 pancreas cancer, which has spread to his brain and lungs and other places throughout his body, they have given him any where from 2 weeks to 2 years max.


Awwww I am sorry to hear this about your uncle, my dear sad.gif I hope the best for him. And don't worry about the menus, I am glad you trust me for this. Gladly can I do it. smile.gif
Chakanevil
Any news? It's been a bit quite, keep me updated.
SilentResident
QUOTE (Chakanevil @ Aug 19 2011, 04:40 AM) *
Any news? It's been a bit quite, keep me updated.


I will keep you updated via PM, if I get any news, mate. So far there are no news as everybody in the team went on his August vacations, including me, before we return home to study for the Sept university exams smile.gif

Well, is better that we don't request news from other teammates publicly, as this gives the visitors of our forums the impression that our team has no private communications with each other, and that the teammates have no info about the progress of other teammates. I will send you PM when I get news to share. Relax smile.gif
Klokinator
QUOTE
as this gives the visitors of our forums the impression that our team has no private communications with each other

Considering how many posts this thread gets, that was actually the exact impression I had when I saw Chakanevil's post lol.
Chakanevil
sorry it kinda slipped my mind these last few weeks has been quite a shocker.
Uindo_Ookami
umm...ok i downloaded this cause it looks sweet ._. tryed to test play and the game crashed. it said the scripted were lagging...
SilentResident
QUOTE (Uindo_Ookami @ Aug 21 2011, 10:23 PM) *
umm...ok i downloaded this cause it looks sweet ._. tryed to test play and the game crashed. it said the scripted were lagging...



Hehe, you don't have to worry about this. The issue has to do with Text outline problems, and we already have it fixed in the upcoming Update Patch 3.

But as the UP3 has not been released yet, there is the solution for you:

1) Just open the game. Go to the Script Editor.
2) Find the script called "Credits" which is located somewhere near the bottom of the Script Editor.
3) Edit it: One of the first lines of the script says CREDITS_FONT = "Default". Change this line to CREDITS_FONT = "" and then save and close the game.

Now the game is ready for you to play, without any errors! Simple.

Enjoy smile.gif
WillPowerPedro
Can I insert classes and partners that follow? Or is that a thing coming. And are enemies programmed? Can you battle? Thanks and sorry to bother. biggrin.gif
SilentResident
QUOTE (WillPowerPedro @ Aug 22 2011, 08:39 PM) *
Can I insert classes and partners that follow? Or is that a thing coming. And are enemies programmed? Can you battle? Thanks and sorry to bother. biggrin.gif



You can not use the Database's Class feature, as the enemies are event-made and not programmed with the Database. If you open the game, you can see an enemy's event on the map and see how it is formed.
WillPowerPedro
QUOTE (SilentResident @ Aug 23 2011, 09:42 AM) *
QUOTE (WillPowerPedro @ Aug 22 2011, 08:39 PM) *
Can I insert classes and partners that follow? Or is that a thing coming. And are enemies programmed? Can you battle? Thanks and sorry to bother. biggrin.gif



You can not use the Database's Class feature, as the enemies are event-made and not programmed with the Database. If you open the game, you can see an enemy's event on the map and see how it is formed.


So partners is a no?
SilentResident
QUOTE (WillPowerPedro @ Aug 25 2011, 12:10 AM) *
QUOTE (SilentResident @ Aug 23 2011, 09:42 AM) *
QUOTE (WillPowerPedro @ Aug 22 2011, 08:39 PM) *
Can I insert classes and partners that follow? Or is that a thing coming. And are enemies programmed? Can you battle? Thanks and sorry to bother. biggrin.gif



You can not use the Database's Class feature, as the enemies are event-made and not programmed with the Database. If you open the game, you can see an enemy's event on the map and see how it is formed.


So partners is a no?


Depends on what partners you say.
Final Fantasy type of partners who you can manage and fight together the enemies? No.
Zelda like partners such as your fairy that follows you anywhere, or Princess Zelda as you escort her from the prisson? Yes.
Baffou
Hello, i would like to say this project had become very good through thoses years,
you and your team made a very good work.
The only problem, is the lag caused by all the common events used simultanously.
I hope some day you will be able to make your way through XAS 4.0.
I'm using Xas V.3.91 for my game , it's a very good ABS).
Anyway, i support this project and hope some day it will be used by a lot of people to create theirs Zelda fan-games.
By the way Silent, your mappings skills are really good ! Keep up the good works !
Ps : Sorry if my english is a bit confusing, i'm a french man.
SilentResident
QUOTE (Baffou @ Aug 28 2011, 10:31 PM) *
Hello, i would like to say this project had become very good through thoses years,
you and your team made a very good work.
The only problem, is the lag caused by all the common events used simultanously.
I hope some day you will be able to make your way through XAS 4.0.
I'm using Xas V.3.91 for my game , it's a very good ABS).
Anyway, i support this project and hope some day it will be used by a lot of people to create theirs Zelda fan-games.
By the way Silent, your mappings skills are really good ! Keep up the good works !
Ps : Sorry if my english is a bit confusing, i'm a french man.


Hehe, thank you dear for your positive comment. Our team works and will work to improve the engine further. And yes, XAS will be implemented to the Zelda Engine, which is gonna make many players happy! smile.gif About the issue with many common events, thats why there is the Update Patch 3 made for. The common event usage has been reduced dramatically as several of them have been turned into Scripts.

Thanks again for your comment - your english are fine smile.gif
Chakanevil
QUOTE (SilentResident @ Aug 29 2011, 05:17 PM) *
QUOTE (Baffou @ Aug 28 2011, 10:31 PM) *
Hello, i would like to say this project had become very good through thoses years,
you and your team made a very good work.
The only problem, is the lag caused by all the common events used simultanously.
I hope some day you will be able to make your way through XAS 4.0.
I'm using Xas V.3.91 for my game , it's a very good ABS).
Anyway, i support this project and hope some day it will be used by a lot of people to create theirs Zelda fan-games.
By the way Silent, your mappings skills are really good ! Keep up the good works !
Ps : Sorry if my english is a bit confusing, i'm a french man.


Hehe, thank you dear for your positive comment. Our team works and will work to improve the engine further. And yes, XAS will be implemented to the Zelda Engine, which is gonna make many players happy! smile.gif About the issue with many common events, thats why there is the Update Patch 3 made for. The common event usage has been reduced dramatically as several of them have been turned into Scripts.

Thanks again for your comment - your english are fine smile.gif


Yes we are currently waiting on xasabs 4.0 if I'm not mistaken, I can't wait to begin working on that system, but in the mean time, the team is working on the scripts and required resources.
SilentResident
QUOTE (Chakanevil @ Sep 6 2011, 06:16 PM) *
QUOTE (SilentResident @ Aug 29 2011, 05:17 PM) *
QUOTE (Baffou @ Aug 28 2011, 10:31 PM) *
Hello, i would like to say this project had become very good through thoses years,
you and your team made a very good work.
The only problem, is the lag caused by all the common events used simultanously.
I hope some day you will be able to make your way through XAS 4.0.
I'm using Xas V.3.91 for my game , it's a very good ABS).
Anyway, i support this project and hope some day it will be used by a lot of people to create theirs Zelda fan-games.
By the way Silent, your mappings skills are really good ! Keep up the good works !
Ps : Sorry if my english is a bit confusing, i'm a french man.


Hehe, thank you dear for your positive comment. Our team works and will work to improve the engine further. And yes, XAS will be implemented to the Zelda Engine, which is gonna make many players happy! smile.gif About the issue with many common events, thats why there is the Update Patch 3 made for. The common event usage has been reduced dramatically as several of them have been turned into Scripts.

Thanks again for your comment - your english are fine smile.gif


Yes we are currently waiting on xasabs 4.0 if I'm not mistaken, I can't wait to begin working on that system, but in the mean time, the team is working on the scripts and required resources.



I totally agree lol. I can't wait to begin the work on XASABS!

My only concern is if XASABS is compatible with the current Pixel-based movement script for Link, and also if there is an way to expand that pixel-based movement for the Enemies to be able to move like Link (pixel movement for enemies could make the game more realistic). ;D
Baffou
Humm...I don't think XAS is compatible with your current pixel by pixel
it certainly make some conflicts. But XAS 4.0 have it's own pixel by pixel
if you learn to use it, you don't need your PZE pixel anymore.
But you need to wait 2 months or more before it's release.
Moghunter works to Memories of mana 3 (it's current game)
and Xas 4.0 in the same time (Memories of mana 3 use the XAS 4.0 engine).
That's why it take too long to be released.
A lot of people are waiting to XAS 4.0 (i'm one of them).
For now i suggest you try XAS 3.91, then when 4.0 will be released, you
will be familiarized with the engine.
Chakanevil
May I suggest we go ahead and work on writing the scripts for xasabs, mainly the status/quest menu script

That's what we should focus on first is getting the menu screen to work with xasabs, without that everything else is pointless.

Here's my idea, hope this makes sense.



This could also work with the cursors, such as writing code as

CODE
if slot 1 => 5, then cursor => 2

Cursors
------------------------------
1 = Normal Yellow
2 = Enlarged Yellow
3 = Small Yellow

as well as when the cursor hits the arrows, it could make it when cursor => left arrow, then show Larger Arrow.


afterwards we can work on getting a working hud, which shouldn't be too hard.
SilentResident
QUOTE (Chakanevil @ Sep 8 2011, 06:32 AM) *
May I suggest we go ahead and work on writing the scripts for xasabs, mainly the status/quest menu script

That's what we should focus on first is getting the menu screen to work with xasabs, without that everything else is pointless.

Here's my idea, hope this makes sense.



This could also work with the cursors, such as writing code as

CODE
if slot 1 => 5, then cursor => 2

Cursors
------------------------------
1 = Normal Yellow
2 = Enlarged Yellow
3 = Small Yellow

as well as when the cursor hits the arrows, it could make it when cursor => left arrow, then show Larger Arrow.


afterwards we can work on getting a working hud, which shouldn't be too hard.


I am up for it. And the good news are that the new HUD we added at Spring 2011, can be compatible with XASABS - it only requires a few adjustement. Night_Runner added the HUD with the primary goal of making the PZE compatible with the XASABS.

What can I do for you? How can I help on this? You asked for some more items, right? I am gonna make the rest of the missing Inventory Screen and Equipment Screen items, if you may need them.
Chakanevil
If any one has any experience with scripting (especially xasabs, please feel free to drop a line)
SilentResident
QUOTE
QUOTE (Chakanevil @ Sep 9 2011, 02:31 PM) *
If any one has any experience with scripting (especially xasabs, please feel free to drop a line)


OK guys, I am willing to paying from 30 Euros up to 50 Euros (1 Euro is 1+1/2 US Dollar, so its something around 45-70 Dollars for non Euro users I guess?) in case there is a scripter who can integrate XAS Action Battle System (XASABS) to Project Zelda Engine: The Zelda Starter Kit.

The offer is always on table and I think is the only way to boost things up, as I see that our starter kits (our PZE and Klokinator's FEST are having difficult time to get any scripting upgrades done on them).

Currently the Project Zelda Engine is somewhat stagnated in terms of development progress. We are just so close to make the Engine perfect - only XASABS is missed from it for now, but I have hope that there is someone willing to give aid to us. Just someone with knowledge to scripting language is all what we need, guys tongue.gif


EDIT: Nevermind, please ignore my quotes of this comment. I think I am just so eager or enthusiastic person. Perhaps because of the nice summer break, I am at full energy to work with PZE AS SOON AS POSSIBLE! smile.gif. Well I am trying to have patience smile.gif

I will contact all the team mates and see if we still need a second Scripter in our team. And also we are looking for someone with photoshop/other painting program skills who knows how to edit tilesets to beautify the trees and other map objects with more styles and effects suited for good-looking 2D games.


By the way, excellent news: The Project Zelda Engine, from now, will have a much better and updated logo at the first page of PZE's forums, which reflects the engine's full potentials and true capabilities at offering the players the chance to prove their game-creation skills and create their own outstanding Zelda games! smile.gif

The new logo of Project Zelda Engine - the Zelda Starter Kit:
dodongo08
Very nice job, very nice pictures of the game. woot.gif
Good luck, we really hope for your project, waiting for autumn 2011, I'm very exited to make a Zelda game with this Engine woot.gif ^^
Does a Ocarina of Time or Majora's Mask in 2D (Maybe a Twilight Princess 2D) is possible with this engine? I suppose we can laugh.gif yes.gif happy.gif

Edit : I'm French man ohmy.gif:/ unsure.gif
SilentResident
QUOTE (dodongo08 @ Sep 14 2011, 11:12 PM) *
Very nice job, very nice pictures of the game. woot.gif
Good luck, we really hope for your project, waiting for autumn 2011, I'm very exited to make a Zelda game with this Engine woot.gif ^^
Does a Ocarina of Time or Majora's Mask in 2D (Maybe a Twilight Princess 2D) is possible with this engine? I suppose we can laugh.gif yes.gif happy.gif

Edit : I'm French man ohmy.gif:/ unsure.gif



Well, before you edit your comment, you made a nice question about adding a Majora's Mask clock system/timer to the PZE. I can say this is not a bad idea. I think it is possible. I will see how can I make a such thing to work with PZE, although it may be a bit tricky.


And about an Ocarina Of Time or Majora's Mask in 2D with this engine, yes it is possible. But it is not possible to make it 100% original. For example, several aspects of the 3D games have to be downgraded to the 2D environment of the Project Zelda Engine. The OOT is a 3-dimensional game whilst the PZE is a 2D platform, which is the RPG Maker XP.
Klokinator
Just curious SR, do you plan to make a game with the engine yourself when it reaches "completion" status (Or perhaps you'll just continue making it awesome for all eternity lolol)?
SilentResident
QUOTE (Klokinator @ Sep 16 2011, 01:07 AM) *
Just curious SR, do you plan to make a game with the engine yourself when it reaches "completion" status (Or perhaps you'll just continue making it awesome for all eternity lolol)?


lololol... I guess it wont be that easy to answer to your question, because, the time to know what I will do with the engine, didn't came yet.

I bet, I will do a little of both. Perhaps any experiences I may get with my own game will be used to improve the PZE even further.

EDIT: nevermind biggrin.gif
zhoul
hm the clock thingy is rlly a good idea. I dont think that this will be that hard cause we got
allready a timeline (morning, midday, afternoon, night) its allready in PZE you just
need to add a clock symbol. Long time ago i saw someone making a majoras mask 2D game
but it is also down (like OoT 2D) but he used a 2D form of the clock interface..wasnt that bad.

but hey..i suggest to make a new one. Perhaps a smaller symbol that is at the cornor of your screen or dunno
+ it would be usefull to add the sun symbol or moon symbol not just numbers wink.gif


btw..hey i am back biggrin.gif
had some freetime + i was still working at some maps of my game
Chakanevil
i am working on releasing a video to show people the features of PZE, it wont be a perfect video as it is UP2, still has some problems.

Sorry to bother you Night but how are things coming?
SilentResident
One more reason we need the XASABS in PZE is the serious lack of more than 1 item/weapon hotkeys in the game engine.
Currently, the PZE allows the player to assign inventory items/weapons to only one hotkey, the S key. This means that the player who has to fight a monster requiring more than just one weapons to be killed (i.e. the Trinnexx who requires both Fire and Ice Rods in order to be defeated), is forced to popup the inventory menu very often during the battle, in an annoying manner, which can eventually ruin the game's funny experience.

XASABS on the other hand, does not only allows the player the use of 3-weapon/item hotkeys in his game, but it also brings the Project Zelda Engine closer to the standards of the official Zelda games, (such as Ocarina of Time, Majora's Mask, Oracle of Ages, Oracle of Seasons, etc), which, all of them, have 2 - or more - hotkey slots for the inventory items and weapons, which minimizes the need to open the inventory menu that often in order to use another item or weapon.

To note that the Legend of Zelda: A Link to the Past only had 1 weapon/item hotkey, in contrast to the big inventory with many weapons the game featured...
Chakanevil
if anyone can scrap the inventory screen scripts and rewrite it for xasabs we can get it into the game.

Basically i need someone to take the menu scripts and common events, variables from pze and put it into a single demo or something so it can be edited for xasabs.
SilentResident
QUOTE (Chakanevil @ Sep 16 2011, 09:29 PM) *
if anyone can scrap the inventory screen scripts and rewrite it for xasabs we can get it into the game.

Basically i need someone to take the menu scripts and common events, variables from pze and put it into a single demo or something so it can be edited for xasabs.




Scrap and rewrite the inventory screen scripts we just added a few months ago to the engine?! Are you sure what you are saying?
Night_Runner said that the inventory screen scripts are created with a new ABS, such as XAS in mind, and therefore there is no need to scrap them. Are you sure the new inventory screens are incompatible with XASABS? :S

I really hope this is not the case :S
Chakanevil
QUOTE (SilentResident @ Sep 16 2011, 01:56 PM) *
QUOTE (Chakanevil @ Sep 16 2011, 09:29 PM) *
if anyone can scrap the inventory screen scripts and rewrite it for xasabs we can get it into the game.

Basically i need someone to take the menu scripts and common events, variables from pze and put it into a single demo or something so it can be edited for xasabs.




Scrap and rewrite the inventory screen scripts we just added a few months ago to the engine?! Are you sure what you are saying?
Night_Runner said that the inventory screen scripts are created with a new ABS, such as XAS in mind, and therefore there is no need to scrap them. Are you sure the new inventory screens are incompatible with XASABS? :S

I really hope this is not the case :S


What i was meaning is to pull it out of pze, so that no other scripts are conflicting with it, and re-insert it into xasabs, I will need the code, common events, and variables, so that xasabs can use it.
Philip
Just so you know I didn't read all 25 pages of this forum to see if this has come up before. I have a problem with the demo, I know how to put the XP maker exe file in the game to open the demo in XP but beside this if I open the game exe file that comes in the download to start the demo i get an error that says "Script FmodEx line 735 no method error occured no chr for nil class" and obviously it closes. Please offer a solution to this problem.
SilentResident
QUOTE (Chakanevil @ Sep 16 2011, 11:53 PM) *
What i was meaning is to pull it out of pze, so that no other scripts are conflicting with it, and re-insert it into xasabs, I will need the code, common events, and variables, so that xasabs can use it.


Ahhhhhh I get it now, dear Chakanevil. Right. I think that is excellent idea. I am up for helping you with it.
-Code -> Better to ask Night_Runner for that? As its out of my "boundaries" of knowledge lolz rolleyes.gif
-Common Events -> I am up to help you with that. What are you looking for (more specifically)? Let me know and I will do my best. biggrin.gif
-Variables - Glad to point you which variables you are looking for - just let me know what variables you look for. happy.gif
-XASABS - I really hope we get the latest version. Usually, latest version means more new features to the PZE!!! teehee.gif



QUOTE (Philip @ Sep 17 2011, 12:00 AM) *
Just so you know I didn't read all 25 pages of this forum to see if this has come up before. I have a problem with the demo, I know how to put the XP maker exe file in the game to open the demo in XP but beside this if I open the game exe file that comes in the download to start the demo i get an error that says "Script FmodEx line 735 no method error occured no chr for nil class" and obviously it closes. Please offer a solution to this problem.


Glad to help, Philip, and, sorry to ask this, but can you re-type your comment as I am not sure what you have exactly done? I got a bit confused confused.gif - (anyways the English is not my national language lol rolleyes.gif )
Let me understand: 1) you just unzipped the PZE and 2) clicked the .exe file found in it (with a green icon and Link, the hero of the game), and 3) when you run it, you simply got the Script FmodEx error? Btw, which version you got? The Project Zelda Engine patched with the Update Patch 2?
Chakanevil
well really all im trying to do is get the menu script to work with the tools database that xasabs uses.

xasabs uses a system like so

SKILL ID = EVENT ID = Tool Script ID

FORMAT: A=>B

A = Weapon ID
B = TOOL ID

so if we can make a script that assigns slots to a variable number such as

Variable # = Slot Number (something on the lines of this)

then we can use

FORMAT: A=>B

A = Slot Number
B = Tool in slot

so if we have

1=>1

then slot one will display the Koriki Sword, so when the player moves a new item into slot one it will become

1=>5 (lets say 5 equals bombs)

we will also need to code it so some items can not be moved from their places

if you have a demo with the new menu script, load / save script, you could pass it on to me and i can see what I can do with it, I have asked for help from gameface101, I have a scripter named Mr. Wiggles that is willing to help with my idea.
SilentResident
QUOTE (Chakanevil @ Sep 17 2011, 12:49 AM) *
well really all im trying to do is get the menu script to work with the tools database that xasabs uses.

xasabs uses a system like so

SKILL ID = EVENT ID = Tool Script ID

FORMAT: A=>B

A = Weapon ID
B = TOOL ID

so if we can make a script that assigns slots to a variable number such as

Variable # = Slot Number (something on the lines of this)

then we can use

FORMAT: A=>B

A = Slot Number
B = Tool in slot

so if we have

1=>1

then slot one will display the Koriki Sword, so when the player moves a new item into slot one it will become

1=>5 (lets say 5 equals bombs)

we will also need to code it so some items can not be moved from their places



So, we need 1) the code of Inventory script, and 2) someone to create a such script that assigns slots to variable numbers. right?

I can't wait to learn more about this. I even read some of your previous posts about analysis on how XASABS works, but they make no sense to me. I think I need to practice it a bit so I "get" how it works. But I am positive that one day I will get familiar with how XASABS works, as I wanna learn it! (I shall tell you that, 5 years ago, when I for first time played around with RPG Maker XP, it was so confusing and eventually took me some time to learn how RMXP works, so I assume the new things take some time to be understood). ;D
Chakanevil
QUOTE (SilentResident @ Sep 16 2011, 04:56 PM) *
QUOTE (Chakanevil @ Sep 17 2011, 12:49 AM) *
well really all im trying to do is get the menu script to work with the tools database that xasabs uses.

xasabs uses a system like so

SKILL ID = EVENT ID = Tool Script ID

FORMAT: A=>B

A = Weapon ID
B = TOOL ID

so if we can make a script that assigns slots to a variable number such as

Variable # = Slot Number (something on the lines of this)

then we can use

FORMAT: A=>B

A = Slot Number
B = Tool in slot

so if we have

1=>1

then slot one will display the Koriki Sword, so when the player moves a new item into slot one it will become

1=>5 (lets say 5 equals bombs)

we will also need to code it so some items can not be moved from their places



So, we need 1) the code of Inventory script, and 2) someone to create a such script that assigns slots to variable numbers. right?

I can't wait to learn more about this. I even read some of your previous posts about analysis on how XASABS works, but they make no sense to me. I think I need to practice it a bit so I "get" how it works. But I am positive that one day I will get familiar with how XASABS works, as I wanna learn it! (I shall tell you that, 5 years ago, when I for first time played around with RPG Maker XP, it was so confusing and eventually took me some time to learn how RMXP works, so I assume the new things take some time to be understood). ;D


yes I saw in PZE UP2 in the database the common event section is filled with over 100 of them, so I'm assuming that the script uses info found here, that's what gave me the idea, what if we replaced these common events with tools ID found in xasabs, if you don't have a demo with these scripts, I'll have to go all puppy eyes on Night_Runner.
SilentResident
QUOTE (Chakanevil @ Sep 17 2011, 01:04 AM) *
QUOTE (SilentResident @ Sep 16 2011, 04:56 PM) *
QUOTE (Chakanevil @ Sep 17 2011, 12:49 AM) *
well really all im trying to do is get the menu script to work with the tools database that xasabs uses.

xasabs uses a system like so

SKILL ID = EVENT ID = Tool Script ID

FORMAT: A=>B

A = Weapon ID
B = TOOL ID

so if we can make a script that assigns slots to a variable number such as

Variable # = Slot Number (something on the lines of this)

then we can use

FORMAT: A=>B

A = Slot Number
B = Tool in slot

so if we have

1=>1

then slot one will display the Koriki Sword, so when the player moves a new item into slot one it will become

1=>5 (lets say 5 equals bombs)

we will also need to code it so some items can not be moved from their places



So, we need 1) the code of Inventory script, and 2) someone to create a such script that assigns slots to variable numbers. right?

I can't wait to learn more about this. I even read some of your previous posts about analysis on how XASABS works, but they make no sense to me. I think I need to practice it a bit so I "get" how it works. But I am positive that one day I will get familiar with how XASABS works, as I wanna learn it! (I shall tell you that, 5 years ago, when I for first time played around with RPG Maker XP, it was so confusing and eventually took me some time to learn how RMXP works, so I assume the new things take some time to be understood). ;D


yes I saw in PZE UP2 in the database the common event section is filled with over 100 of them, so I'm assuming that the script uses info found here, that's what gave me the idea, what if we replaced these common events with tools ID found in xasabs, if you don't have a demo with these scripts, I'll have to go all puppy eyes on Night_Runner.


Hey! If I understand correctly, with the word REPLACE you mean it is possible to get rid of most of the Common Events and turn them into XASABS tools? Can we for example turn the Boomerang Common Event (weapon) into a script tool of XASABS? Or Bow? Or Bombs?

If can this be possible, this could be a true evolution for the PZE!!! Absolutely amazing! Maybe I know nothing about scripting, but I know the phrase Scripting Is Way Better Than Eventing. Less common events means no more so many lags, glitches or bugs in the battles with the enemies.

Damn it, How comes I didn't took those things seriously, some months ago, when you started persuading me about the XASABS features...? stupid.gif If I understood that earlier, we could use the whole summer free time to work on this. wallbash.gif
I knew I am not the best man to lead the PZE developing. I am slow. -_-

Can't wait for your response, Chakanevil. A "Yes, we can replace the Common Events with Scripts" answer by you will turn me into a... rocket and fly to sky! LOL, seriously, it could make me so happy to hear this. The Common Events need to be eliminated like cockroaches! starwars.gif
Chakanevil
QUOTE (SilentResident @ Sep 16 2011, 05:26 PM) *
QUOTE (Chakanevil @ Sep 17 2011, 01:04 AM) *
QUOTE (SilentResident @ Sep 16 2011, 04:56 PM) *
QUOTE (Chakanevil @ Sep 17 2011, 12:49 AM) *
well really all im trying to do is get the menu script to work with the tools database that xasabs uses.

xasabs uses a system like so

SKILL ID = EVENT ID = Tool Script ID

FORMAT: A=>B

A = Weapon ID
B = TOOL ID

so if we can make a script that assigns slots to a variable number such as

Variable # = Slot Number (something on the lines of this)

then we can use

FORMAT: A=>B

A = Slot Number
B = Tool in slot

so if we have

1=>1

then slot one will display the Koriki Sword, so when the player moves a new item into slot one it will become

1=>5 (lets say 5 equals bombs)

we will also need to code it so some items can not be moved from their places



So, we need 1) the code of Inventory script, and 2) someone to create a such script that assigns slots to variable numbers. right?

I can't wait to learn more about this. I even read some of your previous posts about analysis on how XASABS works, but they make no sense to me. I think I need to practice it a bit so I "get" how it works. But I am positive that one day I will get familiar with how XASABS works, as I wanna learn it! (I shall tell you that, 5 years ago, when I for first time played around with RPG Maker XP, it was so confusing and eventually took me some time to learn how RMXP works, so I assume the new things take some time to be understood). ;D


yes I saw in PZE UP2 in the database the common event section is filled with over 100 of them, so I'm assuming that the script uses info found here, that's what gave me the idea, what if we replaced these common events with tools ID found in xasabs, if you don't have a demo with these scripts, I'll have to go all puppy eyes on Night_Runner.


Hey! If I understand correctly, with the word REPLACE you mean it is possible to get rid of most of the Common Events and turn them into XASABS tools? Can we for example turn the Boomerang Common Event (weapon) into a script tool of XASABS? Or Bow? Or Bombs?

If can this be possible, this could be a true evolution for the PZE!!! Absolutely amazing! Maybe I know nothing about scripting, but I know the phrase Scripting Is Way Better Than Eventing. Less common events means no more so many lags, glitches or bugs in the battles with the enemies.

Damn it, How comes I didn't took those things seriously, some months ago, when you started persuading me about the XASABS features...? stupid.gif If I understood that earlier, we could use the whole summer free time to work on this. wallbash.gif
I knew I am not the best man to lead the PZE developing. I am slow. -_-

Can't wait for your response, Chakanevil. A "Yes, we can replace the Common Events with Scripts" answer by you will turn me into a... rocket and fly to sky! LOL, seriously, it could make me so happy to hear this. The Common Events need to be eliminated like cockroaches! starwars.gif


Xasabs uses no common events, instead all weapons are coded through the skills tab, and weapon tab, and also in turn coded into a script.

CODE
#................................................................[CREATE_WEAPON]
  WEAPON_ID_TOOL = {
  1=>1,     # Bronze Sword    
  2=>2,     # Blaze Sword
  3=>5,     # Light Sword
  4=>9,     # Elf Bow
  5=>10,    # Artemis Bow
  6=>12,    # Bronze Axe
  7=>13,    # Ice Axe
  8=>15,    # Wizard Staff
  9=>16,    # Bommerang
  10=>17,   # T MOG-99
  11=>136,  # Spear
  12=>170,  # Fire Rod
  13=>171,  # Ginger Plasma
  14=>172,  # Thunder Rod
  15=>179   # Wip
  }


xasabs also recognizes that you have no arrows, let me make a more detailed video
SilentResident
Amazing... Amazing... I love you! I love you!!!

Look. We seriously must integrate the XASABS into PZE ok? This will be our goal from now and so on.
Because I am noob (newbie or whatever) regarding the scripting matters, you will contact Night_Runner and discuss the plan with him. You will let me know what you need every time and I will help you with anything.

So about the variables and such things, what do you want to do with them? Remove their use from Common Events in PZE and re-design them for use with XASABS?

EDIT: OK, I guess we from tomorrow. I will tomorrow start explaining what each Variable does in the PZE. OK? I remember what each variable does. I even remember what each switch does!
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