Golden Sun Hacking Community

General Hacking => Project List => Topic started by: Luna_blade on 26, April, 2014, 07:30:23 PM



Title: Should we help Joao?
Post by: Luna_blade on 26, April, 2014, 07:30:23 PM
Some info about Joao:
He is the maker of a working beta Golden Sun in RPGmaker.
He speaks another language, but KyleRunner has offered to translate, if necessary.
Here is a link to the video showing some recent progress:
https://www.youtube.com/watch?v=BuasdhWJRe0 (https://www.youtube.com/watch?v=BuasdhWJRe0)


Title: Re: Should we help Joao?
Post by: KyleRunner on 26, April, 2014, 10:23:37 PM
Well... Maybe João will provide with all he knows.
Then maybe we can go on our own.
But I hope we can merge our works. After all, having the original games along with our fan game would be very good.


Title: Re: Should we help Joao?
Post by: Lord Wolfram on 27, April, 2014, 10:59:39 AM
Well he made a lot of stuff but I have question to him.
Are you making gs in rpg or making new story?


Title: Re: Should we help Joao?
Post by: Thunder-squall on 27, April, 2014, 10:46:03 PM
I think you guys are doing the same things...

It's like playing a video game, and sharing information. The more your friends make progress, they more they can help you out, but they can't play the game on your behalf.  And in the end I know each of you are going to want to do their own things, even if you share code and resources.


Title: Re: Should we help Joao?
Post by: Rolina on 27, April, 2014, 10:49:40 PM
A mutual effort with an end goal is probably best for everyone involved.  By helping him finish the GS remake in RPG maker, it gives us not only experience working on it, but a very valuable tool to work with.  Taking that and evolving it or molding it as we need would be a great idea.  I must say, though - we'll want to hide as much of the RPG Maker elements as we can.  As versatile as RPG maker can be, there's many people (myself included) that are immediately turned off by RPG maker games, mostly due to the limitations of the vanilla software.  Obviously it's evolved, but one look at the title screen, as well as the very zoomed out nature of the demo he showcased can give many people the wrong impression.

Still, it's an amazing start, and I'd love to help him figure out how to continue it.


Title: Re: Should we help Joao?
Post by: Thunder-squall on 27, April, 2014, 11:02:26 PM
So I guess it's joao's decision.  Does he want help?  Is he willing to share his work, and to teach it?

I'm not sure I see the point of the poll.


Title: Re: Should we help Joao?
Post by: jjppof on 27, April, 2014, 11:05:40 PM
Hello,
I had some ideas for the history, but nothing concrete.
For a while I'm just trying to approximate the engine, this I want to keep as close as possible.
As you saw, a lot of things need to be improved, polished.
All the help is welcomed. Here is my skype: jjppof


Title: Re: Should we help Joao?
Post by: Thunder-squall on 27, April, 2014, 11:33:48 PM
Hello,
I had some ideas for the history, but nothing concrete.
For a while I'm just trying to approximate the engine, this I want to keep as close as possible.
As you saw, a lot of things need to be improved, polished.
All the help is welcomed. Here is my skype: jjppof

That's great!  While I know all of you probably want to tell different stories, you all want to approximate the Golden Sun engine.  Accomplishing that will be a great help to the community.

Do you have ideas on how you can share snippets of code?  Drop Box and Git Hub might be too complicated, but the great thing about these forums are that you can upload small files as part of posts.


Title: Re: Should we help Joao?
Post by: Rolina on 27, April, 2014, 11:56:10 PM
I think this is great - after talking on skype, it seems he's going for a 1:1 remake.  I say we tackle this together - once this is done, that gives us a HUGE tool to work with.  Want to work on rebalancing the game?  Add stat supports?  Change damage formulas?  If we get this done, we'll have a tool far more capable than the editor could have been.  I say we give him our full support.


Title: Re: Should we help Joao?
Post by: Thunder-squall on 28, April, 2014, 12:10:42 AM

I say we tackle this together
...
I say we give him our full support.


Can we clarify what the terms in bolded mean, in this context?  What are the actual actions that people are proposing?

Me?  I likely won't be involve in any way, shape, or form -- I'm working on different stuff.

The only reason I'm speaking up here is because I have concerns on a sociological level, and based off of previous experience.

Is this going to be a repeat of the Atrius Editor, where you all want to use it, but none of you want to work on it?


Title: Re: Should we help Joao?
Post by: Rolina on 28, April, 2014, 12:27:51 AM
We don't work with the editor because it's unfinished and unwieldy.  Make a full class line, and time yourself.  Takes a full hour on average.  Little keyboard support and it's inability to do what we really need it to do is what holds back our projects.

I want to have new characters in the game - to replace the old ones with a brand new story.  I don't use the editor because the editor just plain can't do that.  If we help him get this done, we'll suddenly have a program that does what the editor was supposed to be.  And THAT is why I say we should help him.  Because we can get what we needed the editor to be in the end.  The editor will never be done - atrius bailed on it to focus on other projects he wanted to do, and the java version is very slow in the making.

Plus, many of us want to change the damage formulas - and that cannot ever, in any fashion, be done reliably in the editor.

So what do I mean by together?  I mean that we lend our support to his efforts.  I say our full support because if this project gets pulled off exactly as he's wanting it, as a 1:1 remake, then it will give us the tools we need to do the stuff we want.  It'll be what Atrius' editor promised to be before it died.


Title: Re: Should we help Joao?
Post by: Thunder-squall on 28, April, 2014, 12:36:24 AM

So what do I mean by together?  I mean that we lend our support to his efforts.  I say our full support because ...


Yes, but what is "support?"  To me, it seems like in order to help him, you're going to be able to do what he's already done.  And so far he's done it alone.

I take a strong issue with the poll question, of whether "should we help Joao or continue on our own?"  If we cannot continue on your own, then we won't be able to help joao. To me it's really that simple.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 28, April, 2014, 02:15:14 AM
Hello,
I had some ideas for the history, but nothing concrete.
For a while I'm just trying to approximate the engine, this I want to keep as close as possible.
As you saw, a lot of things need to be improved, polished.
All the help is welcomed. Here is my skype: jjppof

@Ideas for history:
Sounds like new content (story elements) will be in this game? (And not a pure copy of Golden Sun?)

@approximate the engine:
Sounds we're going to have all the same mechanics...

@need for polish & All the help is welcomed:
Is anyone else working on the project? Is the source closed, private, or public? If it's closed or private, are you waiting to finish the project before opening it up some more?

closed = Source only available to owner.
private = Source available to a limited audience.
public = Source available to everyone.



I agree that the RPG Maker thing could easily do more than the Editor ever could. (Edit: And looking at programs like RPG Maker makes me think it would be more useful for me to document the games rather than doing the editor, anyway.)

Quote
Plus, many of us want to change the damage formulas - and that cannot ever, in any fashion, be done reliably in the editor.
At least not without an assembly editor that no one feels like working on.


Title: Re: Should we help Joao?
Post by: jjppof on 28, April, 2014, 02:38:07 AM
The idea is, once the base is done, work with the engine will be easy like use rpg maker.
Before I drop the source, I want to be sure that this source works, I dont want something incomplete circulating.
I liked the help I got today from Rolina about the element engine. For a while this kind of help I want. Till now I didn't have implementation problems.
But dont worry  :happy:, theres a long way till the end and a lot of hard work to be done yet. Ill keep contact and posting progress.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 28, April, 2014, 03:00:38 AM
That makes it sound like you are in the Alpha stages.
Okay. So plans are to make it Public soon?
What exactly is necessary for your source to 'work' in order to get the first version released? (Before I start assuming it has to be a completed game.)


Title: Re: Should we help Joao?
Post by: Luna_blade on 28, April, 2014, 07:14:54 AM

I take a strong issue with the poll question, of whether "should we help Joao or continue on our own?"  If we cannot continue on your own, then we won't be able to help joao. To me it's really that simple.

You are right. But do you think we are unable to handle the project on our own?
We can continue on our own but that requires us to probably basically recreate what Joao has already done.


Title: Re: Should we help Joao?
Post by: jjppof on 28, April, 2014, 11:57:10 AM
That makes it sound like you are in the Alpha stages.
Okay. So plans are to make it Public soon?
What exactly is necessary for your source to 'work' in order to get the first version released? (Before I start assuming it has to be a completed game.)


Yeah, I intend to make it public.
Neither I know what exactly needs to make it done hahahahaha
But I can make a list soon.
Anyway, the next the step is implement the element engine and the damage calculation.


Title: Re: Should we help Joao?
Post by: Thunder-squall on 28, April, 2014, 07:15:28 PM

We can continue on our own but that requires us to probably basically recreate what Joao has already done.


In practice, you have two options.

1. Identify what J hasn't done but needs to do, and then work on that.
2. Do whatever you want to do in order to make a GS game in RPG Maker.

The first is a perfectly good option.  
If you do the second (with no mind to the first), then there are two possible outcomes for option 2.

1. You'll end up working on something J hasn't worked on yet, but would have needed to do eventually.
2. You'll work on the same thing J's working on, and be able to geek out with him about how he's done stuff, and help him do it.

Those outcomes are just as good as the outcomes of the first option, with the added advantage that you'll also pursue the task with greater agency and gusto, since whatever you're working on, it'd be your first choice, rather than some compromise.

I should also point out that J's path is a lonely one -- Otherwise more people would have actually done what he did, rather than just talk about it.  If people specifically choose something to do that's not what J's doing, then we actively reduce the chance of more people like J coming about. And that makes J's path even lonelier.  This is another reason why I support option 2 rather than option 1.


Anyway, the next the step is implement the element engine and the damage calculation.
 

Why isn't Rolina doing this?


Title: Re: Should we help Joao?
Post by: Rolina on 29, April, 2014, 12:18:22 AM
Who do you think is helping him?  ;)

We've been talking about this over skype.  The only things that escape me are the formulas for effect infliction and those class-based resistances.  Once we figure out how those work, we can implement a true 1:1 remake, rather than a wild-guessed approximation I'd have to make.

Don't expect any custom formulas out of this, though - the goal is a strict "exactly how GS does it", so any balancing that could be done shouldn't be done.  Leave that for community edits of the game, should we be given the green light to do them.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 29, April, 2014, 12:48:55 AM
Speaking of calculations, here's one for a random chance of recovering from an ailment/debuff: (As I found long ago.)
(((Luck * 3) - (Turns * 5) + base_chance) * 655) >= 16BIT[rand()]

base_chance depends on effect:
Attack = 30%
Defense = 20%
Resistance = 20%
Delusion = 30%
Confuse = 60%
Charm = 70%
Stun = 20%
Sleep = 50%
Psy-seal = 30%


http://forum.goldensunhacking.net/index.php?topic=2067.msg37426#msg37426 = This post is the success chance when an effect is used.

http://forum.goldensunhacking.net/index.php?topic=2215.0 = Summons was also researched... But I didn't list any formulas/summon values...


I can't recall posting any other calculations?


Title: Re: Should we help Joao?
Post by: Thunder-squall on 29, April, 2014, 06:21:11 AM

Don't expect any custom formulas out of this, though - the goal is a strict "exactly how GS does it", so any balancing that could be done shouldn't be done.  Leave that for community edits of the game, should we be given the green light to do them.

I agree that recreating GS#1 is a good, stable idea, and having a stable mission like that might be a good way to contain or conserve people's creative energies.  If that's what we're talking about, I can think of no objections.


Title: Re: Should we help Joao?
Post by: Rolina on 29, April, 2014, 11:14:44 PM
Nice, so we have the effect recovery formula?  Now if we can only figure out the infliction rate...

Also, what does turns refer to?  Turns inflicted, or turns remaining?


Title: Re: Should we help Joao?
Post by: jjppof on 02, May, 2014, 02:22:57 PM
New video.  :happy:

https://www.youtube.com/watch?v=jpi3kw47eAk (https://www.youtube.com/watch?v=jpi3kw47eAk)


Title: Re: Should we help Joao?
Post by: Daddy Poi on 02, May, 2014, 05:16:22 PM
@Rolina: I think it was turns remaining, if I remember correctly.

For example, say if someone casted Sleep on you... The value of how many Turns sleep would last for gets put in the character's RAM. Each turn that decrements until it reaches 0, or until you randomly recover. (Which is that formula.)


Title: Re: Should we help Joao?
Post by: KyleRunner on 02, May, 2014, 07:42:43 PM
Any chance some of you know to work with custom tileset? We need to start remaking the World Map.

I've already riped all mountains and terrain types graphics. We already have all locations tiles...

We need:
1) Water animation tiles (sea and rivers).
2) A way to recreate that coastal line by the oceans.
3) Trees tiles (I've tryed, but they are SO small...)


Title: Re: Should we help Joao?
Post by: jjppof on 02, May, 2014, 09:32:48 PM
The only thing I used from here till now was damage formulas that Rolina sent to me. Now Rolina is teaching me about elemental level, I don't know anything about it. After elemental buffs, lvl is what I'm gonna take.
KyleRunner is making things for worldmap, soon I'll be using.
I'll be using too the calculations of recovering from an ailment from Teawater.
Just giving some credit. Any problem, just say.



Title: Re: Should we help Joao?
Post by: KyleRunner on 02, May, 2014, 11:23:22 PM
The only thing I used from here till now was damage formulas that Rolina sent to me. Now Rolina is teaching me about elemental level, I don't know anything about it. After elemental buffs, lvl is what I'm gonna take.
KyleRunner is making things for worldmap, soon I'll be using.
I'll be using too the calculations of recovering from an ailment from Teawater.
Just giving some credit. Any problem, just say.



It seems I'm on the right track!

I'll soon have the tools to create the entire World!


Title: Re: Should we help Joao?
Post by: Daddy Poi on 03, May, 2014, 12:25:04 PM
@J: You are welcome. Although, you should probably note that if you have more than 5 turns left on an ailment, the formula is canceled until it gets down to 5 or less.

The formula is small and I have made a vague image tut. (It's one function.) http://i900.photobucket.com/albums/ac208/charleysdrpepper/ailmentrecovery_zps25eb4eb2.png (You may ignore this.)

Pretty much, there's an End Of Round Function that calls each of the ailment recovering functions.(Pretty much a turn decrementor for each ailment.) Those functions call this function.


Title: Re: Should we help Joao?
Post by: Rolina on 04, May, 2014, 05:33:46 PM
@Kyle:  Are the only coast options you have right-angle coast options?  If you need, we can hunt down other angles for you to use in those tiles.


Title: Re: Should we help Joao?
Post by: jjppof on 04, May, 2014, 07:14:49 PM
Check this please, need help.
http://forum.goldensunhacking.net/index.php?topic=2419.0 (http://forum.goldensunhacking.net/index.php?topic=2419.0)


Title: Re: Should we help Joao?
Post by: KyleRunner on 04, May, 2014, 09:29:38 PM
@Kyle:  Are the only coast options you have right-angle coast options?  If you need, we can hunt down other angles for you to use in those tiles.


Rolina, I would like some help.

But... getting diagonal autotiles to hork with VX ace...  I could only make it "square". I'm still trying, though.


Title: Re: Should we help Joao?
Post by: Thunder-squall on 04, May, 2014, 09:56:01 PM
@Kyle:  Are the only coast options you have right-angle coast options?  If you need, we can hunt down other angles for you to use in those tiles.


Rolina, I would like some help.

But... getting diagonal autotiles to hork with VX ace...  I could only make it "square". I'm still trying, though.

If you could post a test screen shot with a diamond shaped lake, I think that'll sort things out.


Title: Re: Should we help Joao?
Post by: KyleRunner on 04, May, 2014, 10:36:40 PM
@Kyle:  Are the only coast options you have right-angle coast options?  If you need, we can hunt down other angles for you to use in those tiles.


Rolina, I would like some help.

But... getting diagonal autotiles to hork with VX ace...  I could only make it "square". I'm still trying, though.

If you could post a test screen shot with a diamond shaped lake, I think that'll sort things out.


I'll try to create a separate autotile for diagonal, but I still don't know if it will work. I'll attach my tile here, so you could give a hand.

Edit 1: i made some rushed autotile (second attach). It seems it can be done, but I hope someone with more skill can handle it.


Title: Re: Should we help Joao?
Post by: Luna_blade on 05, May, 2014, 06:27:19 AM
In practice, you have two options.

1. Identify what J hasn't done but needs to do, and then work on that.
2. Do whatever you want to do in order to make a GS game in RPG Maker.

The first is a perfectly good option.  
If you do the second (with no mind to the first), then there are two possible outcomes for option 2.

1. You'll end up working on something J hasn't worked on yet, but would have needed to do eventually.
2. You'll work on the same thing J's working on, and be able to geek out with him about how he's done stuff, and help him do it.

Those outcomes are just as good as the outcomes of the first option, with the added advantage that you'll also pursue the task with greater agency and gusto, since whatever you're working on, it'd be your first choice, rather than some compromise.

I should also point out that J's path is a lonely one -- Otherwise more people would have actually done what he did, rather than just talk about it.  If people specifically choose something to do that's not what J's doing, then we actively reduce the chance of more people like J coming about. And that makes J's path even lonelier.  This is another reason why I support option 2 rather than option 1.
Okay, I guess that wraps up the voting.



Title: Re: Should we help Joao?
Post by: Luna_blade on 06, May, 2014, 09:18:01 AM
@jjppof:
Could you reply me an example of:
  • The best way to write down Monster stats?
  • The best way te write down shop item & prices?
I would like to send you some of these things to help you implement them. But I'd like to know if there is any handy way of writing it down. For example if I gave you this:
Armored Rat
HP 147
Att 193
Def 130
etc.

But there is a chance that you might need attacks first or something else, making this way of writing it down unhandy.


Title: Re: Should we help Joao?
Post by: jjppof on 06, May, 2014, 01:06:11 PM
@jjppof:
Could you reply me an example of:
  • The best way to write down Monster stats?
  • The best way te write down shop item & prices?
I would like to send you some of these things to help you implement them. But I'd like to know if there is any handy way of writing it down. For example if I gave you this:
Armored Rat
HP 147
Att 193
Def 130
etc.

But there is a chance that you might need attacks first or something else, making this way of writing it down unhandy.

About items, you don't need to worry. The only thing I need for items is icons without borders.
For enemies I'm filling the database just like the image:

(http://s22.postimg.org/4nakgp6zl/teste.png)

In notes the tags means:
<level: x> level of the enemy
<turns: x> number of times per turn
<e-level y: x> element level of the element y with value x
<power y: x> power x of the element y
<resist y: x> resist x of the element y

For spells, just list the name with the cast chance. I have to understand how rpg maker treats the chance yet.. hahaha
Anything you think is missing, you can also list.

Any handy way for you, is a handy way for me. Thanks!


Title: Re: Should we help Joao?
Post by: Luna_blade on 06, May, 2014, 02:26:31 PM
I thank you for your quick reply!

And okay I'll post some enemy stats then and some equipment (about equipment I dind't mean sprites..).

(opps totally overlooked the obvious stat menu :happy:)

And how do you calculate the e-levels?


Title: Re: Should we help Joao?
Post by: jjppof on 06, May, 2014, 03:03:39 PM
I thank you for your quick reply!

And okay I'll post some enemy stats then and some equipment (about equipment I dind't mean sprites..).

And does this mean that you don't use stats like attack and defence or are they also elements?
From what I gather: 1= :Unknown: 2= :Unknown: 3= Mars 4= :Venus 5= Jupiter 6= Mercury
I guess 1=Attack?
And how do you calculate the e-levels?

I already have all items uploaded. I just need sprites without borders.
I forgot this: in my case 4 is venus, 3 is mars, 5 is jupiter and 6 is mercury.
All the enemy stats I got from the gs editor.


Title: Re: Should we help Joao?
Post by: Luna_blade on 06, May, 2014, 03:22:26 PM
Quote from: jjppof
I already have all items uploaded. I just need sprites without borders.
You mean all the numbers added to the game?

Well what I meant, is that I don't do sprites :um:

The editor has all the stats? Okay, I guess that's handy.


Title: Re: Should we help Joao?
Post by: KyleRunner on 06, May, 2014, 04:08:51 PM
Fala aí, João!

I found a "custom resolution" script. It might be useful.

Link: http://www.rpgmakervxace.net/topic/3894-basic-window-resizer/

It works pretty well, by the way (see picture attached).

(Credits ==> V.M of D.T.)


Title: Re: Should we help Joao?
Post by: jjppof on 06, May, 2014, 06:27:04 PM
Quote from: jjppof
I already have all items uploaded. I just need sprites without borders.
You meann all the numbers added to the game?

I added everything  :happy:

Fala aí, João!

I found a "custom resolution" script. It might be useful.

Link: http://www.rpgmakervxace.net/topic/3894-basic-window-resizer/

It works pretty well, by the way (see picture attached).

(Credits ==> V.M of D.T.)

I can't change the resolution of the game, this would unconfigure all the menus.
I didn't make flexible menus.


Title: Re: Should we help Joao?
Post by: Luna_blade on 07, May, 2014, 04:37:34 PM
So I've made something:
A program (written in VB.NET 2008)  that puts all the enemy stats in a .txt after you fill in all the enemy stats.
I don't know how handy this will be and it is pretty shitty, but I felt like I had to make this.

In the attachment is the setup for it and two files I made with it.

Y'all may report bugs or improvements to me, but I won't promise I can fix or make it.



Title: Re: Should we help Joao?
Post by: Daddy Poi on 07, May, 2014, 08:48:42 PM
@Luna_blade: Not sure if you knew this, but there's a secret way of getting the Ultimate version of Visual Studio 2012... (Pretty much, someone posted their key in a topic I accidentally found that one time. Which means you don't have to risk getting any viruses or malware from keygens.)

@Bugs/improvements: Well, it would help if we had the source...


Title: Re: Should we help Joao?
Post by: Luna_blade on 07, May, 2014, 08:53:03 PM
@Luna_blade: Not sure if you knew this, but there's a secret way of getting the Ultimate version of Visual Studio 2012... (Pretty much, someone posted their key in a topic I accidentally found that one time.)
Really? That's nice. Unfortunatly 2012 doesn't work on  my computer (still XP), well the expres version at least didn't.

Updated code:
Public Class Form1
    Public Shared EnemName As String
    Public Shared EnemLevel As Integer
    Public Shared Turns As Integer
    Public Shared NormalStrStats(7) As String
    Public Shared EnemElementStrStats(11) As String
    Public Shared TheStrings(22) As String

    ''Public Sub Form_load() Handles Me.Load
    ''    GetStats()
    ''End Sub

    Public Sub GetStats()
        Dim ValidLevel As Boolean
        Dim EnemLevelStr As String
        Dim ValidTurns As Boolean
        Dim Tempturns As String
        Dim ValidStat As Boolean
        Dim ShowStat As String
        Dim ValidElementStat As Boolean
        Dim RegulatorNS As Integer
        Dim RegulatorES As Integer
        Dim RegulatorLB As Integer
        Dim TempString As String

        EnemName = InputBox("Enter Enemy name.", "Enemy name")

        While ValidLevel = False
            EnemLevelStr = InputBox("Enter Enemy level.", "Enemy level")
            If IsNumeric(EnemLevel) Then
                If EnemLevelStr IsNot String.Empty Or EnemLevelStr IsNot Nothing Or EnemLevelStr IsNot "" Then
                    ValidLevel = True
                End If
            Else
                ValidLevel = False
            End If
        End While
        EnemLevel = CInt(EnemLevelStr)

        While ValidTurns = False
            Tempturns = InputBox("Enter the amount of turns the Enemy has (must be smaller than six)", "Enemy Turns")
            If IsNumeric(Tempturns) Then
                If Tempturns IsNot String.Empty Or Tempturns IsNot Nothing Or Tempturns IsNot "" Then
                    If CInt(Tempturns) < 6 Then
                        ValidTurns = True
                    End If
                End If
            Else
                ValidTurns = False
            End If
        End While
        Turns = CInt(Tempturns)

        If CheckBox1.Checked = False Then
            For Each Stat In NormalStrStats
                Select Case RegulatorNS
                    Case 0
                        ShowStat = "HP"
                    Case 1
                        ShowStat = "PP"
                    Case 2
                        ShowStat = "Attack"
                    Case 3
                        ShowStat = "Defense"
                    Case 4
                        ShowStat = "Agility"
                    Case 5
                        ShowStat = "Luck"
                    Case 6
                        ShowStat = "Experience"
                    Case 7
                        ShowStat = "Gold"
                    Case Else
                        ShowStat = "???"
                End Select
                While ValidStat = False
                    Stat = InputBox("Enter Enemy " & ShowStat & ".", "Enemy " & ShowStat)
                    If IsNumeric(Stat) Then
                        If Stat IsNot String.Empty Or Stat IsNot Nothing Or Stat IsNot "" Then
                            ValidStat = True
                        End If
                    Else
                        ValidStat = False
                    End If
                End While
                NormalStrStats(RegulatorNS) = Stat
                RegulatorNS = RegulatorNS + 1
                ValidStat = False
            Next
        End If

        For Each Stat In EnemElementStrStats
            Select Case RegulatorES
                Case 0
                    ShowStat = "VenusLevel"
                Case 1
                    ShowStat = "VenusPower"
                Case 2
                    ShowStat = "VenusResistance"
                Case 3
                    ShowStat = "MercuryLevel"
                Case 4
                    ShowStat = "MercuryPower"
                Case 5
                    ShowStat = "MercuryResistance"
                Case 6
                    ShowStat = "MarsLevel"
                Case 7
                    ShowStat = "MarsPower"
                Case 8
                    ShowStat = "MarsResistance"
                Case 9
                    ShowStat = "JupiterLevel"
                Case 10
                    ShowStat = "JupiterPower"
                Case 11
                    ShowStat = "JupiterResistance"
                Case Else
                    ShowStat = "???"
            End Select
            While ValidElementStat = False
                Stat = InputBox("Enter Enemy's " & ShowStat & ".", "Enemy " & ShowStat)
                If IsNumeric(Stat) Then
                    If Stat IsNot String.Empty Or Stat IsNot Nothing Or Stat IsNot "" Then
                        ValidElementStat = True
                    End If
                Else
                    ValidElementStat = False
                End If
            End While
            EnemElementStrStats(RegulatorES) = Stat
            RegulatorES = RegulatorES + 1
            ValidElementStat = False
        Next

        TheStrings(0) = EnemName
        TheStrings(1) = EnemLevel
        TheStrings(2) = "<turns: " & Turns.ToString & ">"
        For n = 0 To 7
            TheStrings(n + 3) = NormalStrStats(n)
        Next
        TheStrings(11) = "<power 4: " & EnemElementStrStats(0) & ">"
        TheStrings(12) = "<resist 4: " & EnemElementStrStats(1) & ">"
        TheStrings(13) = "<e-level 4: " & EnemElementStrStats(2) & ">"
        TheStrings(14) = "<power 3: " & EnemElementStrStats(3) & ">"
        TheStrings(15) = "<resist 3: " & EnemElementStrStats(4) & ">"
        TheStrings(16) = "<e-level 3: " & EnemElementStrStats(5) & ">"
        TheStrings(17) = "<power 6: " & EnemElementStrStats(6) & ">"
        TheStrings(18) = "<resist 6: " & EnemElementStrStats(7) & ">"
        TheStrings(19) = "<e-level 6: " & EnemElementStrStats(8) & ">"
        TheStrings(20) = "<power 5: " & EnemElementStrStats(9) & ">"
        TheStrings(21) = "<resist 5: " & EnemElementStrStats(10) & ">"
        TheStrings(22) = "<e-level 5: " & EnemElementStrStats(11) & ">"

        For Each LItem In TheStrings
            Dim Modifier As String
            Select Case RegulatorLB
                Case 0
                    TempString = "Name"
                Case 1
                    TempString = "Level"
                Case 2
                    TempString = "Turns"
                Case 3
                    TempString = "HP"
                Case 4
                    TempString = "PP"
                Case 5
                    TempString = "Att"
                Case 6
                    TempString = "Def"
                Case 7
                    TempString = "Agi"
                Case 8
                    TempString = "Luck"
                Case 9
                    TempString = "Exp"
                Case 10
                    TempString = "Gold"
                Case 11
                    TempString = "VL"
                Case 12
                    TempString = "VP"
                Case 13
                    TempString = "VR"
                Case 14
                    TempString = "MeL"
                Case 15
                    TempString = "MeP"
                Case 16
                    TempString = "MeR"
                Case 17
                    TempString = "MaL"
                Case 18
                    TempString = "MaP"
                Case 19
                    TempString = "MaR"
                Case 20
                    TempString = "JL"
                Case 21
                    TempString = "JP"
                Case 22
                    TempString = "JR"
                Case Else
                    TempString = "??"
            End Select

            If TempString.Length < 10 Then
                Modifier = 10 - TempString.Length
                For n As Integer = 0 To Modifier
                    TempString = TempString & " "
                Next
            End If
            TempString = TempString & TheStrings(RegulatorLB)
            ListBox1.Items.Add(TempString)
            TempString = Nothing
            RegulatorLB = RegulatorLB + 1
        Next
        RegulatorLB = 0
    End Sub

    Private Sub Button1_Write(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
        Dim StringToWrite As String = String.Empty
        Dim filepath As String = "C:\GSEnemyStats" & " " & EnemName & ".txt"
        Dim AddEnemy = File.CreateText(filepath)

        If Not System.IO.File.Exists(filepath) Then
            System.IO.File.Create(filepath).Dispose()
        End If

        Using AddEnemy
            For Each strinn In TheStrings
                If strinn IsNot String.Empty Or Nothing Then
                    AddEnemy.WriteLine(strinn)
                End If
            Next
        End Using

    End Sub

    Private Sub Button3_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button3.Click
        ListBox1.SelectedItem = InputBox("Change value")
        TheStrings(ListBox1.SelectedIndex) = ListBox1.SelectedItem.ToString
    End Sub

    Private Sub Button2_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button2.Click
        ListBox1.Items.Clear()
        GetStats()
    End Sub
End Class
    'So I'm not totally happy about the program not checking if a file of the same name already exists and renaming it. But I sorta  worked aruound that by putting the enemy name in the title.

End Class


Title: Re: Should we help Joao?
Post by: jjppof on 07, May, 2014, 09:03:26 PM
I couldn't run the setup. It's telling thats missing some files.


Title: Re: Should we help Joao?
Post by: Luna_blade on 07, May, 2014, 09:06:53 PM
I couldn't run the setup. It's telling thats missing some files.
I'm sorry to hear that.
Are the missing files by any chance .dll?


Title: Re: Should we help Joao?
Post by: Daddy Poi on 07, May, 2014, 09:08:26 PM
@VS2012 Ultimate: Yeah, but you need Windows 8, I think. Sorry about that.

Quote
       For n As Integer = 0 To 22 Step 1
            Select Case n
                Case 0
                    TheStrings(n) = EnemName
                Case 1
                    TheStrings(n) = EnemLevel
                Case 2
                    TheStrings(n) = "<turns: " & Turns.ToString & ">"
                Case 3
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 4
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 5
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 6
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 7
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 8
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 9
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 10
                    TheStrings(n) = NormalStrStats(n - 3)
                Case 11
                    TheStrings(n) = "<power 4: " & EnemElementStrStats(0) & ">"
                Case 12
                    TheStrings(n) = "<resist 4: " & EnemElementStrStats(1) & ">"
                Case 13
                    TheStrings(n) = "<e-level 4: " & EnemElementStrStats(2) & ">"
                Case 14
                    TheStrings(n) = "<power 3: " & EnemElementStrStats(3) & ">"
                Case 15
                    TheStrings(n) = "<resist 3: " & EnemElementStrStats(4) & ">"
                Case 16
                    TheStrings(n) = "<e-level 3: " & EnemElementStrStats(5) & ">"
                Case 17
                    TheStrings(n) = "<power 6: " & EnemElementStrStats(6) & ">"
                Case 18
                    TheStrings(n) = "<resist 6: " & EnemElementStrStats(7) & ">"
                Case 19
                    TheStrings(n) = "<e-level 6: " & EnemElementStrStats(8) & ">"
                Case 20
                    TheStrings(n) = "<power 5: " & EnemElementStrStats(9) & ">"
                Case 21
                    TheStrings(n) = "<resist 5: " & EnemElementStrStats(10) & ">"
                Case 22
                    TheStrings(n) = "<e-level 5: " & EnemElementStrStats(11) & ">"
                Case Else
                    TheStrings(n) = "??"
            End Select

        Next
-Do we need this in a For block?
-Do we need this in a Select Case block?

I mean, how are the blocks necessary?

PS: I haven't run the setup yet.


Title: Re: Should we help Joao?
Post by: Luna_blade on 07, May, 2014, 09:22:31 PM
Well I guess it makes it easier for the file writing code.
That way you don't have to loop through the countless variables. Oh wait. I could probably all assign this from the beginning you mean?

Hmmm, I am starting to see what you are saying... You propose something like this:
TheStrings(0)= EnemName
TheStrings(1)= Enemlevel
etc.
Wow. That is probably a better solution.

Just try to run the application  in the attachment.
If it doesn't work; I really got to change some export settings.


Title: Re: Should we help Joao?
Post by: jjppof on 07, May, 2014, 09:22:59 PM
Below is a summary of the errors, details of these errors are listed later in the log.
   * Activation of C:\Users\nerison\Desktop\stats\GoldenSun Enemy stats.application resulted in exception. Following failure messages were detected:
      + Downloading file:///C:/Users/nerison/Desktop/stats/GoldenSun Enemy stats.application did not succeed.
      + Could not find file 'C:\Users\nerison\Desktop\stats\GoldenSun Enemy stats.application'.
      + Could not find file 'C:\Users\nerison\Desktop\stats\GoldenSun Enemy stats.application'.
      + Could not find file 'C:\Users\nerison\Desktop\stats\GoldenSun Enemy stats.application'.

That's the error.
I don't have older .NET frameworkers (I have 4.0 4.5) and I've already heard that new ones don't replace the old ones. Perhaps is it.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 07, May, 2014, 09:27:53 PM
Well I guess it makes it easier for the file writing code.
That way you don't have to loop through the countless variables. Oh wait. I could probably all assign this from the beginning you mean?

Hmmm, I am starting to see what you are saying... You propose something like this:
TheStrings(0)= EnemName
TheStrings(1)= Enemlevel
etc.
Wow. That is probably a better solution.

By the way, if that setup stays acting weird I guess I'll just share the .exe file.
Yes, that's what I meant. TheStrings(0)... etc.

You could still use one For block to do this, though:

For n = 0 to 7
   TheStrings(n+3) = NormalStrStats(n)
Next


Title: Re: Should we help Joao?
Post by: Luna_blade on 07, May, 2014, 09:28:38 PM
Yeah. Thanks Teawater!


Title: Re: Should we help Joao?
Post by: Daddy Poi on 07, May, 2014, 09:45:47 PM
You are welcome.

You could also consider switching from Select Case blocks to arrays if you wanted to save a few more lines. ...from what it looks like. (The Select Case blocks that are only used for setting the string.)


Title: Re: Should we help Joao?
Post by: Luna_blade on 11, May, 2014, 07:14:56 AM
So I updated the code and added a better Setup.
I hope it works! :happy:
(download still in the other post)
http://forum.goldensunhacking.net/index.php?topic=2395.msg41367#msg41367 (http://forum.goldensunhacking.net/index.php?topic=2395.msg41367#msg41367)

For Joao: I got another enemy. I hope to send you a lot of these things some time later.
Also what would be better? Giving you all the stats or only the ones that go between <>?


Title: Re: Should we help Joao?
Post by: jjppof on 11, May, 2014, 04:00:25 PM
So I updated the code and added a better Setup.
I hope it works! :happy:
(download still in the other post)
http://forum.goldensunhacking.net/index.php?topic=2395.msg41367#msg41367 (http://forum.goldensunhacking.net/index.php?topic=2395.msg41367#msg41367)

For Joao: I got another enemy. I hope to send you a lot of these things some time later.
Also what would be better? Giving you all the stats or only the ones that go between <>?

The app is working now, thank you. However, I'm working just in mechanincs, not database. But later I'll use it.
It was for me to have posted a new video 4 days ago about psynergy and summon's resist and power buff, but my adobe premiere crashed and I'm lazy about fixing it.


Title: Re: Should we help Joao?
Post by: jjppof on 12, May, 2014, 09:13:32 PM
I fixed my Premiere (reinstalled hahahaha) and made the video. Here It is:

https://www.youtube.com/watch?v=7opoALi4kEg


Title: Re: Should we help Joao?
Post by: Lord Wolfram on 14, May, 2014, 12:55:10 PM
When I will return I will wish to see tools completed.
Right now it is farewell.


Title: Re: Should we help Joao?
Post by: Luna_blade on 18, May, 2014, 06:55:30 AM
So I tried implementing a bit myself:
(http://s28.postimg.org/oeijpvdsd/Screeny.jpg)
It went pretty good. At first I thought that you couldn't copy all the <> stats in one time, but after testing I found out this is not the case.
(Thanks jjppof for introducing postimg to me  :happy:)

@jjppof: This raises another queston for me. Why do you put the <> stats in the notes? Do you have some code which defines these elemental stats? Or do they refer to Elements already in RPG maker?
Maybe the most important question: does RPG maker do anything with the stats in note at all?


I also got you a bunch of stats (in attachments). It costs about one minute to make a single file.



Title: Re: Should we help Joao?
Post by: jjppof on 18, May, 2014, 01:54:55 PM
So I tried implementing a bit myself:
(http://s28.postimg.org/oeijpvdsd/Screeny.jpg)
It went pretty good. At first I thought that you couldn't copy all the <> stats in one time, but after testing I found out this is not the case.
(Thanks jjppof for introducing postimg to me  :happy:)

@jjppof: This raises another queston for me. Why do you put the <> stats in the notes? Do you have some code which defines these elemental stats? Or do they refer to Elements already in RPG maker?
Maybe the most important question: does RPG maker do anything with the stats in note at all?


I also got you a bunch of stats (in attachments). It costs about one minute to make a single file.



Yes, I have some codes that deal with the <> things in the note that RPG Maker can't deal. The tags help me at the regex identify. RPG Maker, by it self, sees this only like a simple note.


Title: Re: Should we help Joao?
Post by: Luna_blade on 18, May, 2014, 01:56:35 PM
Yes, I have some codes that deal with the <> things in the note that RPG Maker can't deal. The tags help me at the regex identify. RPG Maker, by it self, sees this only like a simple note.
Okay. That clears things up for me.


Title: Re: Should we help Joao?
Post by: jjppof on 18, May, 2014, 02:03:10 PM
And Just to clarify, now I'm working at the magnitude and focus of the skills.


Title: Re: Should we help Joao?
Post by: jjppof on 20, May, 2014, 04:05:00 AM
New Video:  :happy:
https://www.youtube.com/watch?v=TJmUNTOLAiM


Title: Re: Should we help Joao?
Post by: Luna_blade on 20, May, 2014, 05:39:19 AM
Ah!  So you implemented the reduced damage for adjacent enemies? That's good.


Title: Re: Should we help Joao?
Post by: jjppof on 20, May, 2014, 12:47:59 PM
Help me making a list of scripting things, not database things:

----------------------------------------------------------
Maybe It's Ok
Maybe needs to improve
Needs to be improved
Needs to be done
Implemented after this list be done
----------------------------------------------------------

> Djinn/Summon
  - The system by itself
  - Permanent Pow/Res changes (djinns)
  - Temporary Pow changes (summons)
  - Class change
> Damage formulas
  - Atack
  - Elemental Atack
  - Critical
  - Summon
  - Skills formulas
  - Skills magnitude
  - Variance
> Animated battle system
> Weapon unleash
> Field psynergy
> Enemy Multiple Turns
> Game zoom -> thats gonna be a problem
> Game collide system
> Jump
> Exp Curve
> Game Map
> Ailments

What else?


Title: Re: Should we help Joao?
Post by: Daddy Poi on 20, May, 2014, 01:25:51 PM
Ooh!! You finally got to the list? The list of things that need to be done before the first release? Yay!

Not sure, but maybe you can add in something where you can't quite beat the battle until something happens?

Examples:
Poseidon = Trident needed.
Agatio/Karst on Jupiter Lighthouse = All PCs need to meet back up after a number of turns.

-Does the ">Weapon unleash" go under ">Damage formula"?


Title: Re: Should we help Joao?
Post by: Luna_blade on 20, May, 2014, 02:09:32 PM
EDIT:
Random damage? IDK exactly, but striking a monster in GS twice results in different damage eacht time?
Or is this already listed?

Status effects? Poison, paralyzed, sleep etc. And I guess stat lowering moves like dispair or spider web fall under temp stat changes?

Also which EXP curve? The one that is assigned specifically to each character?
Either way, I guess I can help you find or make it.


Title: Re: Should we help Joao?
Post by: jjppof on 20, May, 2014, 02:15:59 PM
Not sure, but maybe you can add in something where you can't quite beat the battle until something happens?

Examples:
Poseidon = Trident needed.
Agatio/Karst on Jupiter Lighthouse = All PCs need to meet back up after a number of turns.

RPG Maker eventing can deal with it. No script needed.

-Does the ">Weapon unleash" go under ">Damage formula"?

Actually, the 'Weapon unleash' is just the chance system for a atack be substituted by a skill of the skill list. The system just associates the weapon with the skill, given the chance to be unleashed. At the skill list, the engine user puts the damage formula that he wants.

Random damage? IDK exactly, but striking a monster in GS twice results in different damage eacht time?
Or is this already listed?

I think you are talking about variance which is really random. RPG Maker lets me handle it:

(http://s27.postimg.org/rmi6400zn/Capture.png)

Status effects? Poison, paralyzed, sleep etc. And I guess stat lowering moves like dispair or spider web fall under temp stat changes?

That's true. Till now I haven't given a looked on this. Putting this in the next steps...


Title: Re: Should we help Joao?
Post by: Kain on 20, May, 2014, 02:54:06 PM
GM Note:  jjppof, watch the double posting yo.  Edit your previous post if you have to add something.


Title: Re: Should we help Joao?
Post by: leaf on 21, May, 2014, 12:18:36 AM
What does the "variance: 8" specifically do?

The actual formula uses rand(0,3) to determine the amount of randomly added damage/healing, so an attack that's calculated to do 277 damage could do anywhere between 277 and 280 damage (this is also why herbs can heal anywhere between 50 and 53 hp).


Title: Re: Should we help Joao?
Post by: Rolina on 21, May, 2014, 12:19:39 AM
Variance in GS is basically just adding a random number between 0 and 3, iirc.  That means that you'd need to have it as part of the damage formula in RPG maker, and use 0 for its variance, which is a + or - percentage (in the case you have there, +/- 8%).  GS' variance is really negligible.


Title: Re: Should we help Joao?
Post by: jjppof on 21, May, 2014, 01:42:02 AM
It is just put variance 3 and add 1.5 at damage formula. And I'm almost 100% sure that variance isn't in percentage.

Also which EXP curve? The one that is assigned specifically to each character?
Either way, I guess I can help you find or make it.

The values I have from GS Editor, but RPG Maker can't generate a curve just like the real GS Engine to implement this values. I will have to script something for it or write manually the exp for each level of each char.


Title: Re: Should we help Joao?
Post by: Kain on 21, May, 2014, 03:11:41 AM
GM Notice:  Twice in one day.  You got a warning now.  Nothing personal, you understand.


Title: Re: Should we help Joao?
Post by: jjppof on 21, May, 2014, 03:13:30 AM
GM Notice:  Twice in one day.  You got a warning now.  Nothing personal, you understand.

Yeah.. I tried do fix the error, but I couldn't delete the duplicated post... I was just waiting you to do it for me  :happy:


Title: Re: Should we help Joao?
Post by: Kain on 21, May, 2014, 03:18:01 AM
I don't know if regular members have the option near the top right of their post where the "Edit" "Quote" and other buttons are.


Title: Re: Should we help Joao?
Post by: jjppof on 21, May, 2014, 03:20:03 AM
I don't know if regular members have the option near the top right of their post where the "Edit" "Quote" and other buttons are.

I joined my posts, but I couldn't delete the second one, I don't have this option. So I left that message.
And you have to give me some credit. I'm Brazilian, I'm HU3.


Title: Re: Should we help Joao?
Post by: Kain on 21, May, 2014, 03:29:34 AM
Fair enough.  It's only a single warning though so I wouldn't worry about it.


Title: Re: Should we help Joao?
Post by: Rolina on 21, May, 2014, 11:27:36 AM
No, I'm sure RPGMaker uses a percentile with its variance.  I've been using that on my formulas to be a +/- 3%, which I find to be a more preferable variance over the +Rand(0,3).


Title: Re: Should we help Joao?
Post by: jjppof on 21, May, 2014, 01:07:30 PM
No, I'm sure RPGMaker uses a percentile with its variance.  I've been using that on my formulas to be a +/- 3%, which I find to be a more preferable variance over the +Rand(0,3).

You're right, it's in percentage. So I decided to change it:

def apply_variance(damage, variance)
    #amp = [damage.abs * variance / 100, 0].max.to_i
    #var = rand(amp + 1) + rand(amp + 1) - amp
    var = rand(variance) #generates a integer from 0 to variance
    damage >= 0 ? damage + var : damage - var
end


Title: Re: Should we help Joao?
Post by: jjppof on 22, May, 2014, 10:43:14 PM
Look How I made these things:

Exp Curve:
Two options:
  > Manually
  > Following a formula
 
  #manually
  EXPTABLE = [
  [0, 25, 70, 151, 289], #and so on...  Char 1
  [ 0 ], #Char 2
  [ 0 ], #Char 3
  [ 0 ], #Char 4
  [ 0 ], #Char 5
  [ 0 ], #Char 6
  [ 0 ], #Char 7
  [ 0 ]  #Char 8
  ]
 
  #formula
  def ExpValues.formula(actorID) # This method can be called if a char is gonna follow a exp curve formula
    ExpValues::EXPTABLE[actorID - 1] = []
    for level in 1..99
      ExpValues::EXPTABLE[actorID - 1] << ((1.15**level) - 1).round.to_i #just a example of formula, not real
    end
  end
 

Elemental Physical Atack (EPA)

Weapon Note, in this case Gaia Blade:
(http://s8.postimg.org/mlgj4eajp/gaia_blade.png)

4 means earth for me.


Enemy Multiple Turns

(http://s23.postimg.org/53cuvspdn/turn.png)

This enemy attacks 3 times.


Title: Re: Should we help Joao?
Post by: Luna_blade on 23, May, 2014, 05:48:47 AM
Look How I made these things:

Exp Curve:
Two options:
  > Manually
  > Following a formula
  
  #manually
  EXPTABLE = [
  [0, 25, 70, 151, 289], #and so on...  Char 1
  [ 0 ], #Char 2
  [ 0 ], #Char 3
  [ 0 ], #Char 4
  [ 0 ], #Char 5
  [ 0 ], #Char 6
  [ 0 ], #Char 7
  [ 0 ]  #Char 8
  ]
  
  #formula
  def ExpValues.formula(actorID) # This method can be called if a char is gonna follow a exp curve formula
    ExpValues::EXPTABLE[actorID - 1] = []
    for level in 1..99
      ExpValues::EXPTABLE[actorID - 1] << ((1.15**level) - 1).round.to_i #just a example of formula, not real
    end
  end
Uhh I'm not familiar with RPGmaker language, but I guess the formula is better, because it saves you a lot of time. Just make sure that each induvidual character gets his own curve. (there is a huge difference between Isaac and Ivan for example)
Well then, if you can get it closer manually do it I guess.


Title: Re: Should we help Joao?
Post by: jjppof on 23, May, 2014, 01:05:39 PM
Uhh I'm not familiar with RPGmaker language, but I guess the formula is better, because it saves you a lot of time. Just make sure that each induvidual character gets his own curve. (there is a huge difference between Isaac and Ivan for example)


This code let you use both cases mixed. You can use formulas for all chars, or manually for all chars, or formula for 5 five chars and manually for 3.
For the formula case, must there is one method for each char so that everyone can have his own formula. But I can think in a way to pass the formula maybe using regex, dont know if it's better than each one have his own method. **edit** Actually, passing the formula, I dont need to pass a 99 loop for each char using formula... **/edit**
The manually case is good because you can have exactly the same exp curve of the original GS.


Title: Re: Should we help Joao?
Post by: leaf on 23, May, 2014, 03:12:00 PM
I think "manually" might be how the original gs did it, actually, with the graph in the editor just being a fancy way to display the data. Don't quote me on that, though.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 23, May, 2014, 03:56:21 PM
080B12C8 = Party EXP Growth (EXP to level tables)

Yeah, you might want to do the table, rather than a formula? (If you are trying to copy the game as closely as possible.)


Title: Re: Should we help Joao?
Post by: jjppof on 24, May, 2014, 02:37:02 AM
What you guys think about pressing a button to jump, but only in places thats possible to jump, just like GS, but instead holding the arrow, press a jump button to go in the direction that the actor is looking.


Title: Re: Should we help Joao?
Post by: Luna_blade on 24, May, 2014, 05:44:45 AM
What you guys think about pressing a button to jump, but only in places thats possible to jump, just like GS, but instead holding the arrow, press a jump button to go in the direction that the actor is looking.
The GS way made it quicker to jump. I wouldn't have assigned a button for it.

EDIT: BTW, Thunder-Squall implied somewhere we might want help from RPGmaker forums. So jjppof, do you need such help?


Title: Re: Should we help Joao?
Post by: jjppof on 25, May, 2014, 11:13:59 PM

EDIT: BTW, Thunder-Squall implied somewhere we might want help from RPGmaker forums. So jjppof, do you need such help?


Till now, I didn't have any problems, but is almost certain that I'm gonna need for the game zoom.

=============================================

Updating...

----------------------------------------------------------
Maybe It's Ok
Maybe needs to improve
Needs to be improved
Needs to be done
----------------------------------------------------------

> Djinn/Summon
  - The system by itself
  - Permanent Pow/Res changes (djinns)
  - Temporary Pow changes (summons)
  - Class change
> Damage formulas
  - Atack
  - Elemental Atack
  - Critical
  - Summon
  - Skills formulas
  - Skills magnitude
  - Variance
> Animated battle system
> Weapon unleash
> Field psynergy
> Enemy Multiple Turns
> Game zoom -> thats gonna be a problem
> Game collide system
> Jump
> Exp Curve
> World Map and its map
> Ailments
> Evade
> Database

What else?


Title: Re: Should we help Joao?
Post by: Luna_blade on 28, May, 2014, 07:52:00 PM
> Game zoom -> thats gonna be a problem
I've thought earlier about this. You could just increase the sprite size the characters right? In that case you solve most of the problems?

Here are some topics about it:
http://www.rpgmakervxace.net/topic/18662-zoom-sprites/ (http://www.rpgmakervxace.net/topic/18662-zoom-sprites/)  |  http://www.rpgmakervxace.net/topic/14785-vx-ace-tiny-overworld-sprites/ (http://www.rpgmakervxace.net/topic/14785-vx-ace-tiny-overworld-sprites/)
If this deosn't work out we got to ask some peeps from the other forums. That could come in handy, as they can help with other things too.


Title: Re: Should we help Joao?
Post by: jjppof on 28, May, 2014, 09:08:37 PM
> Game zoom -> thats gonna be a problem
I've thought earlier about this. You could just increase the sprite size the characters right? In that case you solve most of the problems?

Here are some topics about it:
http://www.rpgmakervxace.net/topic/18662-zoom-sprites/ (http://www.rpgmakervxace.net/topic/18662-zoom-sprites/)  |  http://www.rpgmakervxace.net/topic/14785-vx-ace-tiny-overworld-sprites/ (http://www.rpgmakervxace.net/topic/14785-vx-ace-tiny-overworld-sprites/)
If this deosn't work out we got to ask some peeps from the other forums. That could come in handy, as they can help with other things too.

nice nice nice nice...
I'm gonna have a look on this...

-----------------------------------------------------------------------

I've been looking at these scripts and It is almost the case. These scripts zoom only events, I need one to zoom everything, including tileset. I'm gonna try to make something too and see whether I can do by the same way this zoom is done with the tilesets and keep looking other thing at google.


Title: Re: Should we help Joao?
Post by: Luna_blade on 30, May, 2014, 04:36:33 PM
If that's the case, can't you just do what I said before but then with ALL the tiles? The real question is:
What is the multiply factor? If it's just x2 you can simply do it, but with any other factor the tiles become different.


Title: Re: Should we help Joao?
Post by: jjppof on 30, May, 2014, 04:48:02 PM
If that's the case, can't you just do what I said before but then with ALL the tiles? The real question is:
What is the multiply factor? If it's just x2 you can simply do it, but with any other factor the tiles become different.

Sorry, I didn't understand what you want me to do. Well, I need to zoom everything without change the game resolution.
Are you saying to double the tileset size and use the script you send me to resize the chars? Maybe It works...
I don't know how much I have to zoom the game to get a similiar result, I was going to do by comparation...

And I was thinking, if It get to hard, maybe I publish the source without this zoom thing...


Title: Re: Should we help Joao?
Post by: Daddy Poi on 30, May, 2014, 05:52:34 PM
-removed-

Edit again: To make this post look less spammy, I would like to see what x2 zoom looks like. Since x2 is what one may likely use in VBA (Especially when hacking with disassember/memory viewer.), it might seem interesting.


Title: Re: Should we help Joao?
Post by: Luna_blade on 30, May, 2014, 06:01:25 PM
Sorry, I didn't understand what you want me to do. Well, I need to zoom everything without change the game resolution.
Zooming without resolution change? That's not something that can be done easily.
Are you saying to double the tileset size and use the script you send me to resize the chars? Maybe It works...
I don't know how much I have to zoom the game to get a similiar result, I was going to do by comparation...

And I was thinking, if It get to hard, maybe I publish the source without this zoom thing...
From what I see in the vids, if you want to do it exactly as the original games try this:
Tiles x2, sprites x 4

@Teawater: Wrong topic?


Title: Re: Should we help Joao?
Post by: jjppof on 31, May, 2014, 02:21:13 AM
The problem is, if I change the tilesets, I'll have to make all the villages again... hahahahahaha
I'm gonna keep trying investing in scripts. If I fail and get lazy to make the villages again, I'm gonna post the project without the zoom thing and whoever wants to change the tileset, change by itself.


Title: Re: Should we help Joao?
Post by: Luna_blade on 31, May, 2014, 04:25:52 AM
The problem is, if I change the tilesets, I'll have to make all the villages again... hahahahahaha
You actually already made all the villages?
I'm gonna keep trying investing in scripts. If I fail and get lazy to make the villages again, I'm gonna post the project without the zoom thing and whoever wants to change the tileset, change by itself.
You know what? I think I'll do a very little testing myself today...
(So I'm gonna make a little test project)
Also what is your resolution for the game?


Title: Re: Should we help Joao?
Post by: jjppof on 31, May, 2014, 04:29:58 AM
The problem is, if I change the tilesets, I'll have to make all the villages again... hahahahahaha
You actually already made all the villages?
no hahahahaha... but one is already a lot of work
I'm gonna keep trying investing in scripts. If I fail and get lazy to make the villages again, I'm gonna post the project without the zoom thing and whoever wants to change the tileset, change by itself.
You know what? I think I'll do a very little testing myself today...
(So I'm gonna make a little test project)
Also what is your resolution for the game?

The default RPG Maker resolution...
If you want, tomorrow I can send you the tilesets I'm using.


Title: Re: Should we help Joao?
Post by: Luna_blade on 31, May, 2014, 06:11:42 AM
no hahahahaha... but one is already a lot of work
Lol, and you're just recreating them. For the project we would have to make them all by ourselfs...
Quote from: jjppof
Tileset!
Thanks.


Title: Re: Should we help Joao?
Post by: jjppof on 31, May, 2014, 02:53:20 PM
Tileset!


Title: Re: Should we help Joao?
Post by: jjppof on 01, June, 2014, 02:27:20 AM
Evasion I'm letting with 1/32 chance.

---------------------------------

Status conditions:

Delusion
Stun
Sleep
Seal
Death Curse
Temporary Stun
Downed
Poison
Deadly poison
Equipment Curse
Haunt

I'm starting ailments now, need help!
Chances, the elemental level thing, turns it takes to cure, luck relation... etc

--------------edit----------------

And I just saw this gods' topic:

http://forum.goldensunhacking.net/index.php?topic=2460.0


Title: Re: Should we help Joao?
Post by: Thunder-squall on 01, June, 2014, 05:11:22 AM
For those of you who don't yet have RPG Maker, but who want to help jj out, check out this week's Humble Bundle (https://www.humblebundle.com/weekly).  You can get RPG Maker VX Ace + other stuff for ANY PRICE you want.   I donated $15, but you could probably get RPG Maker VX Ace for $1 if you wanted to.  Donate over $6 to add RPG Maker XP and other stuff to your cart. Donate at least $12 to also get a useful sprite editor, plus some more games and DLC.  There are a bunch of payment options too, from PayPal, to credit cards, to Google and Amazon, to BitCoin.  If you don't eventually get yourself a copy of the software, you won't be able to play what jj built, let alone help him build it.

RPG Maker VX Ace is also free on Steam to try until about mid day Sunday (~12 hrs from now) and you can also buy it at a 75% discount until then. I think this Humble Bundle deal lasts for a few more days at least, and is the cheaper deal.

Note:  You can also buy these as gifts, which you can then gift to other people.  So if someone wants to contribute financially to the project at large, you could probably buy multiple licenses for RPG Maker VX Ace for real cheap, and then give them to people who you think'll help work on the project.

The other great thing about the Humble Bundle is that you get a diverse selection of games that not only show what RPG Maker is capable of, but which you can then use as code-guides.  I plan to use the games to help me learn how to better use RPG Maker.


Title: Re: Should we help Joao?
Post by: Luna_blade on 01, June, 2014, 07:05:07 PM
Okay. About the testing: jjppof, do you use any scripts for the actor sprites? Also, when I try to use kraden as a new actor, I can only use one of his "blocks". That's because I didn't do it properly and have to make a decent spritesheet for him to let it work. Unfortunatly, that won't be soon.
But, I think if we can reshape/resize the actor and double the tileset size, it will work out fine.

So I'm gonna visit some forum and ask for some support. I will post here once I got an awnser/help.


Title: Re: Should we help Joao?
Post by: jjppof on 01, June, 2014, 07:26:20 PM
Okay. About the testing: jjppof, do you use any scripts for the actor sprites? because the standard RPGmaker Actor is just one block tall. Also, when I try to use kraden as a new actor, I can only use one of his "blocks".
But, I think if we can reshape/resize the actor and double the tileset size, it will work out fine.

So I'm gonna visit some forum and ask for some support. I will post here once I got an awnser/help.

Yes!! I'm not in my PC now but I use victor scripts...
link: http://victorscripts.wordpress.com/
If I can remeber, this list is in the project:

  • Diagonal Movement
  • Multi Frames
  • Pixel Movement


----------------edit---------

once ago I sent to Rolina all scripts not made by me that I'm using in the project, I'll post here too.


Title: Re: Should we help Joao?
Post by: Luna_blade on 01, June, 2014, 08:23:21 PM
Are those scripts of other people, that you use in your project? That is indeed important for the people there.

And what is the wordpress thing?


Title: Re: Should we help Joao?
Post by: jjppof on 01, June, 2014, 08:57:49 PM
Yes, I use scrpits from other people, including this victor, the wordpress site. A lot of things he has already done is compatible with the project.


--------------------------------------edit----------------------------------------

Neon Black - Djinn System (is almost my already...)
Neon Black - CP Keyboard Input script 
Victor Engine - Basic Module
Victor Engine - Pixel Movement
Victor Engine - Multi Frames
Victor Engine - Diagonal Movement
Victor Engine - Animated Battle
Victor Engine - Actors Battlers
Victor Engine - Character Control
Selchar - Battler Attack Manager
Selchar - Weapon Skill Unleash
MOG - Simple Anti Lag

But... I wrote a LOT of things too and my codes are mixed with the RPG Maker codes. And one of the things I wrote is to make some of these scripts compatible with each others.

I call a strong attention to this script:
Victor Engine - Animated Battle

This tutorial explain how to use this script:
http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/ (http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/)

With this script, I think you can make any battle animation you want.


Title: Re: Should we help Joao?
Post by: Luna_blade on 02, June, 2014, 05:44:36 AM
Yes, I use scrpits from other people, including this victor, the wordpress site. A lot of things he has already done is compatible with the project.


--------------------------------------edit----------------------------------------

Neon Black - Djinn System (is almost my already...)
Neon Black - CP Keyboard Input script 
Victor Engine - Basic Module
Victor Engine - Pixel Movement
Victor Engine - Multi Frames
Victor Engine - Diagonal Movement
Victor Engine - Animated Battle
Victor Engine - Actors Battlers
Victor Engine - Character Control
Selchar - Battler Attack Manager
Selchar - Weapon Skill Unleash
MOG - Simple Anti Lag

But... I wrote a LOT of things too and my codes are mixed with the RPG Maker codes. And one of the things I wrote is to make some of these scripts compatible with each others.

I call a strong attention to this script:
Victor Engine - Animated Battle

This tutorial explain how to use this script:
http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/ (http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/)

With this script, I think you can make any battle animation you want.
So I'll first ask someone there about the game zooming & Actor sprites.
If there is anything else just ask.


Title: Re: Should we help Joao?
Post by: jjppof on 02, June, 2014, 02:27:09 PM
Its OK, this week Im gonna spend some time with ailments...


Title: Re: Should we help Joao?
Post by: Luna_blade on 04, June, 2014, 12:46:23 PM
So I got the first reply on the forums there. Here is the quote:
Quote from: Andar
Basically, you open GIMP or Photoshop or whatever you're using as a graphic software and make a bigger sprite...

There is no size restriction on sprites, you only need to conform to the structure (number of pictures that are combined in the sprite sheet).

If the sprite is larger than 32x32, the editor will cut it down to 32x32 to make sure the grid on the surrounding tiles is still editable, but in the game itself the sprite will be displayed full size.
You can download either the free resources from PVGames or export the RTP's "BigMonster" Spritesheets from the resource manager to get examples of oversized sprites.
So we will only need to try if a bigger sprite works. And if you do want a more zoomed in game I guess we have to go with the tileset x2 way...
Quote from: Andar
EDIT:
It might be that the pixel movement script doesn't allow for a larger than 32x32 sprite for movement and collision detection - in that case you have to look for a pixel movement script that allows that, or modify the script - but that is independent of the sprite itself.

Hope this helps!


Title: Re: Should we help Joao?
Post by: jjppof on 04, June, 2014, 03:52:34 PM
try to do it with those tilesets I sent you.
First, try without the pixel movement and then, with.
Post pictures results, please.
Thanks  :happy:


Title: Re: Should we help Joao?
Post by: Luna_blade on 04, June, 2014, 04:08:53 PM
try to do it with those tilesets I sent you.
First, try without the pixel movement and then, with.
Post pictures results, please.
Thanks  :happy:
Sure. It will take some time (I also haven't got the Premium RPGmaker myself yet, you see..), but I can do it.

It will take quiet some time before I can actually do it... I guess the next weekend is when I can test again.


Title: Re: Should we help Joao?
Post by: Luna_blade on 15, June, 2014, 06:07:27 AM
Finally went testing and all that.
I got a ton of screenshots in the Zip, but I will sum up what I found:
  • The game doesn't properly resize the actor, so using x1 Tiles and x1 sprites looks strange (which you probably already noticed)
  • Pixel movement is not an problem
  • Using x1 sprites would make the map way to big
  • We can resize the screen to 640x480
So what  I recommend is resizing all the tiles x 2 (no or almost no filters)
And all the sprites x 2,5 and the window to either 640x480 or 640x426. The latter keeps the GBA aspect ratio and the other one looks good.
If you manage do this, I think the game will look alot more like the original.


Title: Re: Should we help Joao?
Post by: BruFiFer on 29, June, 2014, 01:11:35 PM
Is this what you guys are looking for perhaps?

https://www.youtube.com/watch?v=C8Czqd5wMC0

Maybe making it so it stays zoomed no matter what? Cause I remember from the second game, there are places where there are diferent levels of zoom involved

Hope that helps, i was trying to somewhat make a game similar to Golden Sun  :VenusDjinni:


Title: Re: Should we help Joao?
Post by: Luna_blade on 29, June, 2014, 02:07:15 PM
Is this what you guys are looking for perhaps?

https://www.youtube.com/watch?v=C8Czqd5wMC0

Maybe making it so it stays zoomed no matter what? Cause I remember from the second game, there are places where there are diferent levels of zoom involved
Uhh, I mentioned that earlier to jjppof, but I forgot about it. It might actually come in handy, especially since we have a zoom function in the real Golden Sun overworld (when pressing R or L).
So jjppof, I think we need to add that and still resize the sprites.
Thus the sprites x1,5.
Hope that helps, i was trying to somewhat make a game similar to Golden Sun  :VenusDjinni:
Would you mind joining/helping us? I'm no expert on RPGmaker...


Title: Re: Should we help Joao?
Post by: BruFiFer on 29, June, 2014, 02:18:10 PM
I wouldnt mind joining even, I was still at the early stages of mine, as in, trying to figure out what best scripts would help me acomplish certain things.

As for RPG Maker, I can´t consider myself an expert as i can´t really develop new scripts, only read and modify some bits.
But i've messed enough with RPG Maker VX Ace to know how it works :P


Title: Re: Should we help Joao?
Post by: Luna_blade on 29, June, 2014, 03:30:52 PM
I wouldnt mind joining even, I was still at the early stages of mine, as in, trying to figure out what best scripts would help me acomplish certain things.

As for RPG Maker, I can´t consider myself an expert as i can´t really develop new scripts, only read and modify some bits.
But i've messed enough with RPG Maker VX Ace to know how it works :P
Nice! I look forward to it and I will notify jjppof.
What where you planning to make exactly? Because once jjppof finished the remake, I was planning to make a prequel to the series (read my first post here and biography for info on that).

BTW Welcome to the Forums! Read the rules and enjoy!


Title: Re: Should we help Joao?
Post by: BruFiFer on 29, June, 2014, 04:08:10 PM
What kind of prologue? For example, even before the lighthouses being built?
Do you have a Skype we could use to talk so we dont spam the forums? :VenusDjinni:


Title: Re: Should we help Joao?
Post by: Luna_blade on 29, June, 2014, 05:02:07 PM
What kind of prologue? For example, even before the lighthouses being built?
Do you have a Skype we could use to talk so we dont spam the forums? :VenusDjinni:
Check it on my profile. Well actually a prologue during Babi and Lunpa's time.
About the spam thing: This forum can use some activity. But I agree that this topic should be used for jjppof project only.
Perhaps you can create an introduction topic or chat in the CBox. (I don't use Skype)


Title: Re: Should we help Joao?
Post by: jjppof on 30, June, 2014, 03:06:28 AM
Is this what you guys are looking for perhaps?

https://www.youtube.com/watch?v=C8Czqd5wMC0

Maybe making it so it stays zoomed no matter what? Cause I remember from the second game, there are places where there are diferent levels of zoom involved

Hope that helps, i was trying to somewhat make a game similar to Golden Sun  :VenusDjinni:

This script is completely the case, but It isn't compatible with the project and is hard to make It be. But thanks for the suggestion :happy:


Title: Re: Should we help Joao?
Post by: BruFiFer on 30, June, 2014, 03:20:42 AM
Maybe develop one from the ground up and check the code on that one? That way it would be compatible with the overall engine


Title: Re: Should we help Joao?
Post by: jjppof on 30, June, 2014, 03:28:55 AM
Maybe develop one from the ground up and check the code on that one? That way it would be compatible with the overall engine

I didn't get what you said, but the constraints of this script are exactly the case of the project.  :sad:


Title: Re: Should we help Joao?
Post by: jjppof on 01, July, 2014, 04:38:26 AM
I'm posting here the engine till where I did. It is not complete, but I think if I publish it, things will go unwind faster. The next months I'll be very busy, very few time to develop, so I need you, forum guys, to have a full contact with the engine to help me to finish this: finding bugs, making questions, completing database, seeing whats missing etc.

----------------------------------------------------------
Maybe It's Ok
Maybe needs to improve
Needs to be improved
Needs to be done
----------------------------------------------------------

> Djinn/Summon
  - The system by itself
  - Permanent Pow/Res changes (djinns)
  - Temporary Pow changes (summons)
  - Class change
> Damage formulas
  - Atack
  - Elemental Atack
  - Critical
  - Summon
  - Skills formulas
  - Skills magnitude
  - Variance
> Animated battle system
> Weapon unleash
> Field psynergy
> Enemy Multiple Turns
> Weapon curse
> Game zoom -> thats gonna be a problem
> Game collide system
> Jump
> Exp Curve
> World Map and its map
> Ailments
> Evade
> Database


-------------------

The change class thing is little limited, implemented for few heroes and classes. I'll gradually complete.
A manual is avaible at the script section.

Link: https://drive.google.com/folderview?id=0BxKv92dlk8E8dU5SOHg0MHNZZ1U&usp=sharing

Everything I change will be uploaded at this folder.


-------------------------------
Everytime you see something like this:
<element strenghten 5: +5%>
delete and ignore, its nothing...


Title: Re: Should we help Joao?
Post by: MaxiPower on 04, December, 2014, 12:37:21 AM
Any progress man?


Title: Re: Should we help Joao?
Post by: Luna_blade on 04, December, 2014, 06:58:22 AM
Any progress man?
Well. I was one of the few people who tried to help. As you can see in jjppof's post, there are just a few major problems which really need to be improved. The project is not dead, but the thing is, we could use some help from the outside.


Title: Re: Should we help Joao?
Post by: Lord Wolfram on 04, December, 2014, 03:13:04 PM
in which language script is written?


Title: Re: Should we help Joao?
Post by: Luna_blade on 04, December, 2014, 03:36:04 PM
Well, everything jjppof has done is in RPGmaker. IIRC, he shared the project file.
The base of RPGmaker scripting is a language called Ruby.


Title: Re: Should we help Joao?
Post by: Lord Wolfram on 04, December, 2014, 08:26:11 PM
Ruby eh? That makes it a bit simpler than I though.
Fox, Do you know ruby weary well?
that language is almost as giving comands in english language.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 04, December, 2014, 08:39:55 PM
I mainly have experience with VB.NET and some Java... However, I could /probably/ get away with editing most any programming language (that's in English), especially when there's documentation on the language and the source code has been commented/noted in some way.  I find languages have plenty of similarities, either way.

I guess I could take a look at the Ruby some time... eventually.


Title: Re: Should we help Joao?
Post by: jjppof on 10, December, 2014, 12:32:07 PM
I go on vacation Dec. 19. I'll go back to work. Since march/April I've been very very busy.

-----------edit--------------

btw, ruby is very very easy to learn... I learned to make this project and I'm gonna have to learn again...

Anyone interested, this can help: http://tryruby.org/ (http://tryruby.org/)


Title: Re: Should we help Joao?
Post by: Daddy Poi on 10, December, 2014, 01:35:00 PM
Have a nice vacation!

Thanks!

Then I guess Ruby is an open-book... almost like I can say I know it .... because I have experience in other language(s)?

Your project is 24.8 MB when downloaded... Hm.. it's >16 MB, but that's fine. (16 MB because that's the size of the GS2 Rom, and even after that, it still had a lot of free space. (0-filled data)...) Main difference in filesize might be because you do simple-formatted large tilesets, while the GBA games break it down so much...

Edit: Well, I can get RPG XP to work... but I will need RPG Maker VX?   Hm.... I guess I'll have to look into it.
Edit again: Any suggestion on how to get VX? (I saw something about PSIKey_2.dll... but it's a rather large file... which is a bit suspicious... Dunno, though. A /quick/ scan for text with a hex editor didn't turn up any red flags.)
The difficulty/risk in obtaining something for free makes me feel like I should create my own open-sourced creation program in place of VX. :/


Title: Re: Should we help Joao?
Post by: Luna_blade on 10, December, 2014, 04:40:45 PM

Your project is 24.8 MB when downloaded... Hm.. it's >16 MB, but that's fine. (16 MB because that's the size of the GS2 Rom, and even after that, it still had a lot of free space. (0-filled data)...) Main difference in filesize might be because you do simple-formatted large tilesets, while the GBA games break it down so much...
Obviously it has to get much bigger. The map files from RPGmaker take up much space.
Edit: Well, I can get RPG XP to work... but I will need RPG Maker VX?   Hm.... I guess I'll have to look into it.
Edit again: Any suggestion on how to get VX? (I saw something about PSIKey_2.dll... but it's a rather large file... which is a bit suspicious... Dunno, though. A /quick/ scan for text with a hex editor didn't turn up any red flags.)
Err... I actually bought the thing when it was in the humble bundle.
Since it is on steam, I unfortunately cannot give  it to you.
The difficulty/risk in obtaining something for free makes me feel like I should create my own open-sourced creation program in place of VX. :/
Hehe! :happy:


Title: Re: Should we help Joao?
Post by: Knight of Purgatory on 10, December, 2014, 07:25:47 PM
Free stuff? Sweet! Everybody luvs free stuff


Title: Re: Should we help Joao?
Post by: Daddy Poi on 10, December, 2014, 10:08:03 PM
Quote
Obviously it has to get much bigger. The map files from RPGmaker take up much space.
Obviously, unless you were to say, use tricky compression techniques. ;)
Quote
Since it is on steam, I unfortunately cannot give  it to you.
Or you could, but then it would be at your expense? (And then at mine, if I start feeling guilty for someone buying something for me.)
Quote
Hehe!
Well, wouldn't you feel that way if you knew you had the mindset and ability to make such things?

Quote
Free stuff? Sweet! Everybody luvs free stuff
If you are talking about my program idea, well.. It's only in pre-planning. Heh. If it gets pass that, then good...


Title: Re: Should we help Joao?
Post by: jjppof on 10, December, 2014, 11:12:59 PM
Java is not that different of ruby(syntactically)... ruby is gonna be easy for you. Ruby have a lot of features that's gonna make you hate java.
Something thats gonna make the project big is the summons videos. At the original game, as you know, they animate images.
You're gonna need VX (and probably VX Ace...), the base scripts changed a lot from XP to VX  :sad:
I didn't start the game thinking in the size (what kind of programmer I am...), a looot of things can be compressed...
And if you start reading my code, you're gonna see how dirty It is hahahahaha...


Title: Re: Should we help Joao?
Post by: Daddy Poi on 11, December, 2014, 01:32:32 AM
Quote
Java is not that different of ruby(syntactically)... ruby is gonna be easy for you.
Nice to hear.
Quote
Ruby have a lot of features that's gonna make you hate java.
Examples?
Does it allow for having ByRef argument of primitive types like byte, short, integer, long, etc?  (My work-around could be to make a class and use class level variables.)

Quote
And if you start reading my code, you're gonna see how dirty It is hahahahaha...
Not to worry, I've done dirty before as well... (My Yoshi Magic program... that I never fixed up.)


Would it be okay if we add to the list:
- Text in menus/dialogues need to be more legible.

I would like it if this thing could do pure Ruby without the need in selecting commands... All the extra clicking might be slightly distracting... Hm..
Edit: Well, that was the Event Editor, but now I just found the Script Editor! Yay!

Edit again: Although, this is not organized the way I want it.
Script Engine in Event Editor would be cool, = Nevermind, you can make Script snippets in the Event Editor! (I think of that like Private Scripts, where the Script Editor should have everything that's mostly Global/Public.)
and Tabs in Script Editor would be cool as well. (Although, not entirely necessary depending on game design.)

The stuff with moving pillars should probably be simplified. (Ex: Do we even need the first half, or could you put the button checks at the flag checks instead?)


Title: Re: Should we help Joao?
Post by: Luna_blade on 11, December, 2014, 06:44:26 AM
Or you could, but then it would be at your expense? (And then at mine, if I start feeling guilty for someone buying something for me.)
Well, it is possible with some games, but I don't have the finest clue how.
Well, wouldn't you feel that way if you knew you had the mindset and ability to make such things?
Yeah...


Title: Re: Should we help Joao?
Post by: jjppof on 11, December, 2014, 06:05:29 PM
Does it allow for having ByRef argument of primitive types like byte, short, integer, long, etc?  (My work-around could be to make a class and use class level variables.)

In Ruby to use global vars you don't need to pass it as an arg, you just declare a var as global and use it everywhere. And you can 'pass' everything you want, since everything in ruby is object. Some info about scopes: http://www.techotopia.com/index.php/Ruby_Variable_Scope (http://www.techotopia.com/index.php/Ruby_Variable_Scope)


Look this site for some features: https://www.ruby-lang.org/en/documentation/ruby-from-other-languages/to-ruby-from-java/ (https://www.ruby-lang.org/en/documentation/ruby-from-other-languages/to-ruby-from-java/)

Languages like Python and Ruby is easier than C, C++, C#, Java, VB...


---------------edit---------------
That move pillar thing is terrible, I'd make a new implementation...

-------edit---------
maybe we can take some time to make the code clever. I wasn't worried about it and I was learning Ruby too... then... things got very messed hahahaha


Title: Re: Should we help Joao?
Post by: Daddy Poi on 11, December, 2014, 06:49:22 PM
Okay, thanks. ; What you just said can be done with VB.NET and Java as well... as class-level variables. But they allow you to have arguments for functions as well. Anyway, when you type code in some IDEs, a box of your possible functions pop up, and you can see the arguments they take, which could get a little more confusing without knowing those. I don't see this in the RPG Maker, though.

http://robots.thoughtbot.com/ruby-2-keyword-arguments = This page shows arguments...

Generally, I like the idea of arguments when they apply directly to a function, or a couple of them; and often need to be changed manually every time you call the function. When you start to have a bunch of functions like that, then I start thinking how they could fit in a separate class together.
set_flag(ind) and clear_flag(ind) could be an example of functions one might make.
Another example of one that may or may not need a position arg is read_byte(), since if you are always reading the next position, you can just make it a class-level variable, and increment automatically.

And the Move pillar thing, I was thinking about having it so it pushes in the direction you are facing, rather than doing the four individual checks.

Example: Direction could be a number from 0 to 7. If diagonals don't count, do "if direction & 1 = 0", if that is even necessary. (Does Player Touch do diagonals as well?) ; Golden Sun doesn't do direction in 0-7, though, they use a 16-bit angle value instead. So 0000, 2000, 4000, 6000, 8000, A000, C000, E000 should be the 8 directions.


Title: Re: Should we help Joao?
Post by: jjppof on 11, December, 2014, 08:22:26 PM
Okay, thanks. ; What you just said can be done with VB.NET and Java as well... as class-level variables. But they allow you to have arguments for functions as well. Anyway, when you type code in some IDEs, a box of your possible functions pop up, and you can see the arguments they take, which could get a little more confusing without knowing those. I don't see this in the RPG Maker, though.

http://robots.thoughtbot.com/ruby-2-keyword-arguments = This page shows arguments...

I meant just 'global args'. Cause you gave byref as example, and Ruby doesn't have something like it (almost sure).

edit: I got confused. Understood what you're talking. I was missing the concept of byref. Yes, you are right, byref is keyword args in ruby.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 11, December, 2014, 08:39:04 PM
Arguments are like variables themselves.

ByVal and ByRef are VB.NET terms.

ByVal passes the actual value. When you change the argument, you only change the argument, not the variable it derived from. (If you are passing arrays/objects, I think it's automatically a pointer.)
ByRef means that you pass the pointer to the function. So that you can actually change the variable. When this one is changed, the variable is changed, and not the pointer.

Edit: It's likely that ByRef isn't used much, so Global Vars are okay. ; Oh, and when I linked to that page, I forgot to look for the by reference thing. :/ Whoops. http://stackoverflow.com/questions/1872110/is-ruby-pass-by-reference-or-by-value


Title: Re: Should we help Joao?
Post by: jjppof on 11, December, 2014, 08:55:43 PM
wait.. byref was what I was thinking... Why were you talking about keywords args? Didn't got


Title: Re: Should we help Joao?
Post by: Daddy Poi on 11, December, 2014, 08:58:19 PM
Quote
In Ruby to use global vars you don't need to pass it as an arg, you just declare a var as global and use it everywhere. And you can 'pass' everything you want, since everything in ruby is object.
^ You made it sound like Ruby didn't use args at all... So I was proving a different point entirely...
I could have misread it, though... since you said Global Vars.


Title: Re: Should we help Joao?
Post by: jjppof on 11, December, 2014, 09:04:15 PM
Quote
In Ruby to use global vars you don't need to pass it as an arg, you just declare a var as global and use it everywhere. And you can 'pass' everything you want, since everything in ruby is object.
^ You made it sound like Ruby didn't use args at all... So I was proving a different point entirely...
I could have misread it, though... since you said Global Vars.

Oh yeah... its my f* english hahahahah.... sry... I just meant the global vars that don't need to be passed, since they are globals.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 11, December, 2014, 09:06:10 PM
Yeah, that, and I wasn't even talking about global vars prior, so...
And don't worry about the English, we all make mistakes. (And even I find it difficult to explain things sometimes.)


Title: Re: Should we help Joao?
Post by: KyleRunner on 12, December, 2014, 01:30:55 AM
Hi Joao!
Nice huehue avatar!
Esses gringo já são noiado com a gente por conta dos huehue dos jogos online, kkkkk!
Abração, cara!


Title: Re: Should we help Joao?
Post by: Daddy Poi on 12, December, 2014, 01:50:06 AM
GOOGLE TRANSLATE:
Quote
These gringo are already noiado with us on behalf of Huehue of online games, kkkkk!
Abrasive, man!
I don't understand what you just said?
What does gringo and noiado even mean?
Possibly people and laughing? No idea.

GOOGLE SEARCH FOR GRINGO
Quote
Search Results

    grin·go
    ˈɡriNGɡō/
    noun
    informal
    noun: gringo; plural noun: gringos
        (in Spanish-speaking countries and contexts, chiefly in the Americas) a person, especially an American, who is not Hispanic or Latino.
    Origin

GOOGLE SEARCH FOR NOIADO

enojado = angry

---
Well, at least I guessed the first part right with Gringo. The second one is either laughing or angry.
"These people are already laughing with us on behalf of funny online games."
"These people are already angry with us on behalf of funny online games."

"Games" might be like fooling someone rather than a game itself?


Title: Re: Should we help Joao?
Post by: jjppof on 12, December, 2014, 02:54:31 AM
Hi Joao!
Nice huehue avatar!
Esses gringo já são noiado com a gente por conta dos huehue dos jogos online, kkkkk!
Abração, cara!

hahahaha baum?
com esse macacao ai agora q eles vao pirar msm hueheuheuhe
abracos!!

... Nice try, fox hahahaha


Title: Re: Should we help Joao?
Post by: Daddy Poi on 12, December, 2014, 03:00:14 AM
A "nice try" in reality, would be if I got myself a Portuguese translator, or learned Portuguese myself.

Besides, isn't it against the rules to speak in a non-English language on this forum? (Except when the thread is specifically for it.) Not sure how strictly that rule is enforced, so who knows if it counts anymore, but for reference, it said this:
Quote
7. This is an English forum. When posting in the forums, you will type in English, unless the thread is designated to be in a different language.


Title: Re: Should we help Joao?
Post by: jjppof on 12, December, 2014, 03:05:22 AM
And the Move pillar thing, I was thinking about having it so it pushes in the direction you are facing, rather than doing the four individual checks.

Example: Direction could be a number from 0 to 7. If diagonals don't count, do "if direction & 1 = 0", if that is even necessary. (Does Player Touch do diagonals as well?) ; Golden Sun doesn't do direction in 0-7, though, they use a 16-bit angle value instead. So 0000, 2000, 4000, 6000, 8000, A000, C000, E000 should be the 8 directions.

Other problem that I can remember about the move pillar is that it's casting in diagonal.
Give a pseudo-code of what are you thinking to substitute the individuals checks.


Title: Re: Should we help Joao?
Post by: jjppof on 12, December, 2014, 03:07:08 AM
A "nice try" in reality, would be if I got myself a Portuguese translator, or learned Portuguese myself.

Besides, isn't it against the rules to speak in a non-English language on this forum? (Except when the thread is specifically for it.) Not sure how strictly that rule is enforced, so who knows if it counts anymore, but for reference, it said this:
Quote
7. This is an English forum. When posting in the forums, you will type in English, unless the thread is designated to be in a different language.


hahahahaha you're too worried ...


Title: Re: Should we help Joao?
Post by: Daddy Poi on 12, December, 2014, 04:28:55 AM
Quote
Give a pseudo-code of what are you thinking to substitute the individuals checks.
If you did a check for movement speed (Or a check if Felix is using the walking animation.), and did calculations with sin (and cos?) on the direction you are facing, wouldn't that be enough? (Hopefully.)

Hm...? Since you wanted some code... then...:
If there are 8 directions, 0 to 7..., maybe something like this:
if dir & 1 == 0 { // This line disables diagonal pushes...
x += movement_speed * sin(dir * 45)
y += movement_speed * cos(dir * 45)
}

If you can't do sin/cos then you can make a data table for it, since that's how it's done in programming.
The sin equation should return numbers like 0, 1, 0, -1 when done properly. (If you include diagonals, then numbers in between.)

Is it possible to do all of this, or do you have to use the built-in commands for anything?

Quote
hahahahaha you're too worried ...
I dunno... More just curious if you're trying to pretend to mess with me?

Not sure if the function in game does it in a similar way or not (Either I forgot because it's been so long, or not looked into it specifically.), but posting it here anyway.
Quote
080CDD80 = Object pushing function (when not using Move)
 080CDDAE = Pushing direction limitations? It seems to take the direction the player is currently facing into account.
 080CDE0C = Player animation while pushing an object
 080CDE14 = Delay before pushing an object moves it
 080CDE1A = Pushing sound effect
 080CDE20 = Movement speed (r3), x3333 is the fully calculated default
 080CDE38 = Delay before player moves (not including what is pushed)


Title: Re: Should we help Joao?
Post by: jjppof on 12, December, 2014, 11:13:40 AM
Quote
Give a pseudo-code of what are you thinking to substitute the individuals checks.
If you did a check for movement speed (Or a check if Felix is using the walking animation.), and did calculations with sin (and cos?) on the direction you are facing, wouldn't that be enough? (Hopefully.)

Hm...? Since you wanted some code... then...:
If there are 8 directions, 0 to 7..., maybe something like this:
if dir & 1 == 0 { // This line disables diagonal pushes...
x += movement_speed * sin(dir * 45)
y += movement_speed * cos(dir * 45)
}

If you can't do sin/cos then you can make a data table for it, since that's how it's done in programming.
The sin equation should return numbers like 0, 1, 0, -1 when done properly. (If you include diagonals, then numbers in between.)

Is it possible to do all of this, or do you have to use the built-in commands for anything?

Unless you want to make a function in ruby to just call it when the event is activated, you don't need to do it, cause rpg maker give you some 'programmation blocks' that make the things easy. Push is working, the diagonal problem is when the Move psy is used. A pseudo code of how pushing is working:

if button_pressed == up and char_facing == 'up':
   push_pillar('up')
else if button_pressed == left and char_facing == 'left':
   push_pillar('left')
else if button_pressed == right and char_facing == 'right':
   push_pillar('right')
else if button_pressed == down and char_facing == 'down':
   push_pillar('down')

I think its simple enough.

Of course in the event this code is bigger, but it's due to 'conditional branch' limitations.
Sin/cos calculations wouldn't be needed since rpg maker give us a method to move just passing the (x,y) coord.

Quote
hahahahaha you're too worried ...
I dunno... More just curious if you're trying to pretend to mess with me?

I'm BR huehueh.. we mess around with people.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 12, December, 2014, 11:39:27 AM
Well, yes, but that method has more lines of code. I guess I like things simplified too much. (As long as it doesn't make things too confusing anyway... Usually this is the case: More lines of code equals more confusing.) Fewer lines of code could help in decreasing file size... And sometimes the benefit of fewer lines leads to faster execution, but this should only be a concern when things are executing too slowly.

@Move psy: By the way, where is that code? (I have no idea if I thought it was the same code as the push one or not... but oh well.)


Title: Re: Should we help Joao?
Post by: jjppof on 12, December, 2014, 12:01:16 PM
Well, yes, but that method has more lines of code. I guess I like things simplified too much. (As long as it doesn't make things too confusing anyway... Usually this is the case: More lines of code equals more confusing.) Fewer lines of code could help in decreasing file size... And sometimes the benefit of fewer lines leads to faster execution, but this should only be a concern when things are executing too slowly.

@Move psy: By the way, where is that code? (I have no idea if I thought it was the same code as the push one or not... but oh well.)

Yes, we all have to make the simpler. You are absolutely right.
In the push event, the if-else I showed at the last reply is splitted into two if-elses, because in 'conditional branch' I just can check things once. So I had to do a 'gambiarra' (maybe in english you call it macgyverism ahahahahah) to make the two things a needed to check (face and button pressed) work.

The move event is the one below. That's the one that needs some improvements. In my list I checked it as yellow.  :happy:


Title: Re: Should we help Joao?
Post by: Daddy Poi on 12, December, 2014, 12:22:21 PM
Quote
The move event is the one below.
Thank you! The tile below. Got it. Didn't see that one before.

EDIT:
Quote
'gambiarra' (maybe in english you call it macgyverism ahahahahah)
Don't know either word... But workaround seems to sound best for me.




Title: Re: Should we help Joao?
Post by: jjppof on 22, December, 2014, 04:22:06 PM
well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 22, December, 2014, 07:54:17 PM
well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
I agree.
Especially since the RPG Maker isn't easily accessible to everyone. (Because it either needs to be paid for, or pirated... And there are people who probably don't like either.)
And often times I feel like RPG Makers/Game Makers are more of a hassle to deal with than a normal code editor. Probably because the mouse is often used which slows things down a bit.

I can't wait to see how their project will be organized. (I wish they'd at least screenshot their code. ;) )
(Even now, I'm still documenting the GBA games. It's a lot of code, but if you try to figure out how it is sectioned, it probably makes things seem somewhat less. For example, my latest find is that there are 6(+?) functions in Battle Mechanics that seem to be listing the chars in some way or another, be it the PCs or enemies, etc.)
1. First four PCs in PC list. (3 if multiplayer?)
2. Last four PCs in PC list. (0 if multiplayer?) (Likely "PCs waiting in back.")
3. Enemies list...
4. Characters not downed in battle list. (PC and/or Enemies depending on argument.)
5. Characters not downed list. (PC and/or Enemies depending on argument.)
6. Seems to copy characters in battle that aren't downed. (PC and/or Enemies depending on argument.) Might not be the same as #4, though.

#3-5: Enemies with [+12A]!=0 is required to be added to list.


Title: Re: Should we help Joao?
Post by: jjppof on 23, December, 2014, 01:57:20 AM
well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
I agree.
Especially since the RPG Maker isn't easily accessible to everyone. (Because it either needs to be paid for, or pirated... And there are people who probably don't like either.)
And often times I feel like RPG Makers/Game Makers are more of a hassle to deal with than a normal code editor. Probably because the mouse is often used which slows things down a bit.
And furthermore, the work to adapt the engine is usually not effective and always leaves gaps ... He did something that everyone has laziness about doing: made his own engine. But the more impressive is the fidelity he's keeping with the original GS, I just can't see difference. Very very nice work.

I can't wait to see how their project will be organized. (I wish they'd at least screenshot their code. ;) )
(Even now, I'm still documenting the GBA games. It's a lot of code, but if you try to figure out how it is sectioned, it probably makes things seem somewhat less. For example, my latest find is that there are 6(+?) functions in Battle Mechanics that seem to be listing the chars in some way or another, be it the PCs or enemies, etc.)
1. First four PCs in PC list. (3 if multiplayer?)
2. Last four PCs in PC list. (0 if multiplayer?) (Likely "PCs waiting in back.")
3. Enemies list...
4. Characters not downed in battle list. (PC and/or Enemies depending on argument.)
5. Characters not downed list. (PC and/or Enemies depending on argument.)
6. Seems to copy characters in battle that aren't downed. (PC and/or Enemies depending on argument.) Might not be the same as #4, though.

#3-5: Enemies with [+12A]!=0 is required to be added to list.

Well.. I'm waiting something based on a API like opengl, those filters he's using is probably a clue... I'm waiting some battle videos to try understand better the engine base. One thing I'm almost sure is that the code will not be organized (thought) as assembly, the latest paradigms greatly facilitate the programming work. Unless he's doing the engine directly based from the game ROM, here your work will be of extreme importance. But even so, I bet only on formulas and game data in general.


Title: Re: Should we help Joao?
Post by: Daddy Poi on 23, December, 2014, 02:08:23 PM
The code not being organized the same way as the games is one reason I'm interested in knowing how their code is organized.

The games have a Battle Mechanics section, but the battle menu stuff is in the dialogue/menus section, and there are some battle-related functions in Party Mechancs as well. (Elemental stuff, including the Attack/Cast/Healing functions; the RNG, and some Ability Effect related code.) (And yes, I think that RNG is only used for battles? But there's another RNG  in another section that is for general use, I believe.)

I'm willing to bet OpenGoldenSun will feature a real RNG, and that there will only be one. I'm also willing to bet that the Battle Menu and Ability Effects stuff will be with all the other battle stuff... but I dunno.


Title: Re: Should we help Joao?
Post by: jjppof on 23, February, 2015, 02:40:42 PM
Well, I indeed left the RPG Maker project. In the past weeks, I saw some nice flash projects here in the community, so I also decided to have a try.

Here is a video of what is going on:

oe88_6WqFoA

I'm not good with pixel art, sprite sheets etc... so, some bugs are due to this. But the thing is, I made this to receive maps from Tiled Map Editor (http://www.mapeditor.org/ (http://www.mapeditor.org/)), to receive Sprite Sheets from Texture Packer (https://www.codeandweb.com/texturepacker (https://www.codeandweb.com/texturepacker)) and determinate the collisions with Physics Editor (https://www.codeandweb.com/physicseditor (https://www.codeandweb.com/physicseditor)). Look some images:

- The map editor with buildings hidden and, on the left, the tileset  I created:

(http://s17.postimg.org/sgluc2pbz/tmx.png)

- The texture packer with the individual images of Isaac, It identifies the movement just by the name you gave:

(http://s17.postimg.org/bqopbcbzz/textu.png)

- The physics editor with the magic wand to select where you want the char to don't walk:

(http://s1.postimg.org/nfovfrrhb/collide.png)

To create a collision image, is just hide the collider layers in map editor and export the entire map as image.

In the video, when I'm recording, the fps fall from 60 to 48, I'm still inspecting it.

Look the other city I made

(http://s24.postimg.org/mwwiebghx/city_2.png)

This last map was bad, because I used 32x32 px tiles.

Do you think if It is easy to create maps and chars? What you guys think?


Title: Re: Should we help Joao?
Post by: Luna_blade on 23, February, 2015, 08:04:08 PM
Well, I indeed left the RPG Maker project. In the past weeks, I saw some nice flash projects here in the community, so I also decided to have a try.
Yeah, well it wasn't unexpected. I'm not sure how the current OpenGoldenSun is doing though...
Which flash projects? Formina's arena? Atrius' old project?

I'm not good with pixel art, sprite sheets etc... so, some bugs are due to this. But the thing is, I made this to receive maps from Tiled Map Editor (http://www.mapeditor.org/ (http://www.mapeditor.org/)), to receive Sprite Sheets from Texture Packer (https://www.codeandweb.com/texturepacker (https://www.codeandweb.com/texturepacker)) and determinate the collisions with Physics Editor (https://www.codeandweb.com/physicseditor (https://www.codeandweb.com/physicseditor)). Look some images:
- The map editor with buildings hidden and, on the left, the tileset  I created:

(http://s17.postimg.org/sgluc2pbz/tmx.png)
- The texture packer with the individual images of Isaac, It identifies the movement just by the name you gave:

(http://s17.postimg.org/bqopbcbzz/textu.png)
Wow looking good!!! Far better than the latest version of the RPGmaker. Altough there aren't any menus or psyenergy added yet?
- The physics editor with the magic wand to select where you want the char to don't walk:
To create a collision image, is just hide the collider layers in map editor and export the entire map as image.
In the video, when I'm recording, the fps fall from 60 to 48, I'm still inspecting it.
Collosion dectection stuff in flash? I knew it could be done in RPGMaker using the method you show here, but flash?
Do you think if It is easy to create maps and chars? What you guys think?
Yes, this looks pretty easy and fun. What do I think:
Where did you get this project? Did you make it yourself?
Anyway, keep up the good work!


Title: Re: Should we help Joao?
Post by: jjppof on 23, February, 2015, 09:03:30 PM
Yeah, well it wasn't unexpected. I'm not sure how the current OpenGoldenSun is doing though...
Which flash projects? Formina's arena? Atrius' old project?
Yes, these ones.

Wow looking good!!! Far better than the latest version of the RPGmaker. Altough there aren't any menus or psyenergy added yet?

No, not yet. It's too recent. The next step will be the menus, cause I need them to make the battle system. Probably I'll be using Feathers (http://feathersui.com/ (http://feathersui.com/)).

Collosion dectection stuff in flash? I knew it could be done in RPGMaker using the method you show here, but flash?

Yes, using Flash and Box2D. The RPG Maker collision system was horrible and annoying to adapt. With Box2D I could make a collision system with a precision I want. Look these images:

In game:
(http://s27.postimg.org/7bkw8myyr/degugdraw.png)
High precision(unnecessary):
(http://s18.postimg.org/slcovuo7d/precision.png)

Yes, this looks pretty easy and fun. What do I think:
Where did you get this project? Did you make it yourself?
Anyway, keep up the good work!

Of course I didn't make the map editor, texture packer and physics editor. But the flash project is mine. What I want is make something for who is gonna make the art don't get bothered with codes.


Title: Re: Should we help Joao?
Post by: Luna_blade on 23, February, 2015, 09:11:36 PM
So you combined those projects into one?
And are you making an engine for the whole game like the RPG project or just map making (im guessing the whole game)?

Okay that is indeed a better collision system.

I'm not sure if you already have some kind of beta, but I'd like to try it out. Map making is also really I like.


Title: Re: Should we help Joao?
Post by: jjppof on 23, February, 2015, 09:46:17 PM
An engine for whole game.

You can try making a map in the tiled map editor (download here: http://www.mapeditor.org/download.html (http://www.mapeditor.org/download.html)). It will be preferred that you use 16x16 px tiles, but you can use whatever you want. I attached the madra example, so you can see how It is. Give me the final project of the map (tmx file from the editor), that I will record a video explaining how to make the collision thing with your map, It's quick and easy.

Just make sure to separate the collision and the 'over the hero' layers.


Title: Re: Should we help Joao?
Post by: Luna_blade on 24, February, 2015, 07:19:56 AM
Even though we use multiple programs now, I think this is better and faster then RPGmaker.

I don't think I even need a video for it.


Title: Re: Should we help Joao?
Post by: jjppof on 24, February, 2015, 04:05:43 PM
I found a place to host the swf file so you can tell me what Is needed to improve.

http://www.fastswf.com/PLwXoNc (http://www.fastswf.com/PLwXoNc)

You can pass me the maps you build and test in this website.

SHIFT dash.

Be sure you have a good flash player version: http://get.adobe.com/flashplayer (http://get.adobe.com/flashplayer)


Title: Re: Should we help Joao?
Post by: MaxiPower on 24, February, 2015, 04:43:13 PM
Demo is great Joao, Whilst there is things that rpg maker would naturally limit your build is really good. Can ladders be adjusted so it shows climbing animation or is that the best the editor can do. Jumping puzzels and jumping in general is a big part of the game. Im intrigued to see how you will get around that with the editor.

Great work. 

 :Isaac: :Garet: :Ivan: :Mia:
 :Felix: :Jenna: :Sheba: :Piers:


Title: Re: Should we help Joao?
Post by: Luna_blade on 27, March, 2015, 06:34:00 AM
jjppof, I was wondering if you already have an overworld in your flash game.


Title: Re: Should we help Joao?
Post by: jjppof on 27, March, 2015, 09:33:23 PM
jjppof, I was wondering if you already have an overworld in your flash game.

Actually not. I got stuck with stair climbing and jump animation, but almost solving. Furthermore I had stopped the project due to the nice Open GS advances and my vacation end. Open GS does not have a recent update, I think He's with lack of time too. But I still can work on this project on weekends...

The only thing new after the blend effects is change of a map to another.


Title: Re: Should we help Joao?
Post by: Luna_blade on 27, March, 2015, 09:36:55 PM
Oh right. We'll see what happens.