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Posts posted by KTC

  1. Update:

    So I was successfully able to get attacking spells and items to work from tool bar. Those are essentially done and functional.

    Healing items is a bit more problematic due to the lack of buttons and I've been wrestling with this issue cuz ideally I like it to be spacebar to confirm healing, but space bar is also the action key and I really don't want to edit every single map with monsters to account for that. I might end up caving and use shift key to be confirmatory button or bite the bullet and edit every map.

    Level 1 Tab is reserved for Shortcuts which has proved more....difficult than I anticipated so I'm leaving that last while I wrestle with healing items. I'm also debating what to do with revival items like cassia leaves and myrica infusion since the current system doesn't allow toggling of dead party members. I may/may not take those off the toolbar and leave those for the main menu journal if I can't figure out an elegant way to choose who to revive.

    Feedback is welcome.

    Here's some video demonstrating the new toolbar. If you noticed the levels skipped a few levels while going through the bars: It's because I've programmed it to skip to the next level if you do not have the spells/items on that bar. That way you never end up on an empty bar.


  2. In my excitement of finally figuring out how to get shortcuts/quick keys to work (and I am friends now with CommonEvents. I'm not sure why younger me was so scared of them. They are glorious.), I also pondered on an interesting scheme that would make battle infinitely more user friendly....but also be a completely and extremely painful to program (I can see why Amanda stuck to this scheme cuz the amount of programming = oooooohhh boy. But I am that level of excited right now).

    Battle Menu is going to automatically be open in combat zones
    Shift: Switches between Item/Skill Bars, Shortcut Bar, Toggle Hero/Save/Battle Menu Toggle/Map Buttons Bar.
    0-9: which spell/skill to use.
    ESC: Menu unless facing monster in which case it does nothing.
    Space: Attack with normal/spell/skill.

    It's not possible to have the spell be used instantly once selected since the game wouldn't know which enemy is being targeted. That's why you have to hit space again after choosing a spell in the original game.

    Doable? Surprisingly yes, yes it is. I know the basic programming of how to do each of those individually and have done small rudimentary testings confirming each of them.

    Tedious to program? You have no idea. I would have to program an additional 10 buttons with each button being about ~100 variables give or take 20, revamp the whole item/skillbar AGAIN which involves roughly 200 variables give or take 50, and it's probably going to make the whole game even more unstable due to how much extra is going on.

    I also am not sure if my attention span is wide enough to finish because it's an incredibly daunting process. Well, if I disappear again for a long while, this is probably why though I will release what I have if that happens.

  3. Shortcuts and switching at will are officially happening!

    Figured out a nice neat roundabout method so I don't mess with Amanda's original code too much but still be able to do stuff to it. Now debating which buttons do which.

    I'm thinking:

    1-9 = shortcut spells/items
    0 = Save
    Shift = Toggle Hero.

    rpg2k3 can use the symbols / * - + ., but the problem is that they only work if you enter using the numpad so I don't think it would be convenient to use them.

    Also I'm gonna include healing items in shortcuts cuz why not. I don't wanna keep going into the menu to heal when I GOT BUTTONS TO WORK and I'm gonna exploit the heck out of it :D

    Common Events and I are friends again.

  4. In game maps! I wanted to be able to display maps+where player is on the map because I get lost quite frequently as a player, especially if I have to go through Witchwood Swamp frequently or other locations.

    I've figured out how to manipulate the number keys so I think the shortcut/quick keys might actually be possible which I would love to do since scrolling through 7 levels of skillbars (via all guilds)+1 itembar is a little more tedious than usual.  Between 0-9 and shift keys, that's quite a bit of buttons to work with to make the combat more streamline. I might also try to get rid of the need to close out the battle menu and press enter again in order to use the spell, and have it as soon as you hit whatever spell/item does it automatically though I'll definitely need to analyze the code more.

  5. Woot, in game maps are basically done, all 142 of them. Still need to test them to make sure the maps are tracking player coordinates well but in theory should be all good. Gonna record how I did it in case I lose my precious spreadsheet:

    1. Get Original game map size. Calling X/Y coors as: Size X, SizeY.
    2. Screenshot game map in rpg2k3 exactly down to the very pixel.  Calling X/Y coors as: UnmodX,UnmodY.
    3. Shrink the UnmodX,UnmodY to fit a maximum of 320x240 size while maintaining proportions.  Calling X/Y coors as: Call this image ModX,ModY.

    New coordinates:
    CoorX = ModX/SizeX
    CoorY = ModY/SizeY

    Since rpg2k3 does not do decimals and we need far more precision than single digit whole numbers:

    Variable PX=Player X coordinates
    Variable PY=Player Y coordinates

    If CoorX =/= whole number:
    1. PX*(CoorX*100)
    2. PX/100

    If CoorY =/= whole number:
    1. PY*(CoorY*100)
    2. PY/100

    This would be it for maps that are 20x15, but for other size maps:

    AddX = (320-ModX)/2
    AddY = (240-ModY)/2


    FinalX = PX+AddX
    FinalY = PY+AddY

    Maps should be set at 100% zoom and 160,120 coordinates, the center of the screen.
    Player tracking coordinates on map = FinalX,FinalY.

  6. I’m slowly combining everything I did to the game over the years into one neat package rather than scattered about on my harddrives in various states. Wish I kept better documentation over what I did exactly cuz half my notes look like they were written by a madman. 

    Open to suggestions though do note the Never Happening section at the bottom.

    Done so far:

    Fixed Fairy Fury 

    Join all guilds 

    Changed save button to something else (my preference since I keep hitting save when I don’t mean to)

    Way to reset invisible barriers since one of the most common bugs

    Reset Guilds

    All 8 goodies compiled into the game

    Exp bar

    In game maps + player location on maps - 2/10/2020


    Currently working on:

    Easier to use skill/item system. Currently system is quite clunky. I’m thinking about shortcuts using 0-9 but it would take extensive reworking since the code is very very complicated.  

    Letting you swap characters on command rather then let it auto swap. See above. 



    Next up:

    Air Balloon (I wanna fly again)

    Repeatable Coliseum fights 


    Distant maybes if I can figure out the coding:

    Customizable Coliseum fights. Would be fun I think. Programming is going to be absolute murder though. 

    Monster repellents: I wanna be able to run amok without monsters ruining my day lol. Have some ideas but haven’t tested them out yet whether feasible or not. 

    Difficulty settings: Basic increase/decrease monster hp/atk  is more or less easy to do. Changing player related stats however is incredibly painful.

    Letting you have all party members in your group though still only letting you have 4 attacking members. Much easier said than done. 


    Never Happening:

    Anything graphics related: I like the old graphics. 

    Replacing the combat system with something else entirely: No. 

    Remaking in newer rpgmakers: No. 


    Random note: there is something incredibly funny about coming back to rpg2k3 and AP and feel the code somehow became easier to read in the years apart. Like, half the stuff in the distant maybe would have been hard no years back. 

  7. It's okay if I double post? I'm updating with info I found while scrounging around the code with fresh rusty eyes.

    *bursts laughing for 30 minutes*

    Okay, so you know how fairy fury wasn't in the 2.xx game and everyone including me thought it would be hella hard to put back in the game?

    On closer inspection, it's due to a TYPO.

    Yes that's right, the most powerful spell in the game was nixed because of ONE. SINGLE. DARN. TYPO.


    A variable was set to 9 instead of 8!

    THAT'S IT!

    I'm crying. 😂

  8. *browses old notes and code remnants* 

    Apparently past me was working on an in-game map system, air balloon,  join all guilds, and making the coliseum fights repeatable. Wow was past me ambitious. 

    Current me is relearning rpg2k3 but I apparently still remember how to make simple cheats aka gimme 100k gold, best weapons, and exp lol. 

    Not sure if I’ll get any of that done this time around since I feel like a noob again. 

  9. There were 3 versions of AP.

    AP v1 was the very first version as seen in Kingsfield's link.

    AP v2 was a revamped version with new mechanics, textures, etc. but than there was a bit of a scuffle between the creator of those textures and amaranth.

    AP v2.1 is the current one where Amaranth replaced all the offending textures with free textures.

    So if the one on your CD isn't v1 or 2.1, than it's probably 2.0.

  10. I'm not actually, I've only recently come back after several years of inactivity due to someone pming me haha. Not sure how long I'll be staying this time, but we'll see.


    You can contact Amaranth to fix the name issue stuff and I think the club is gone sadly. :(

  11. Game discussion thread since the last thread seem to have disappeared with the revamp and none of the games I'd like to talk about are mine so it wouldn't fit in the Free Games section of the forum.


    Anyone played good games, want to discuss one, or rage over bad ones?

    Recent games I've played have that actually rewoken my interest in rpg maker games:

    Misao, Witch's House, Mad Father, Ib. (All are free and available here)


    Before those games, I didn't think it was possible for someone to create a good horror game from rpg makers. Boy was I wrong. They all have solid storyline, creepy athmosphere, lots of scares, and Witch's House in particular scared me badly.


    I don't want to give spoilers away so I'll just discuss my impression of them after playing through them.


    Misao: More humorous than the rest (developer even says it's reminiscent of B horror films), still had plenty of good scares and storyline.


    Ib: Graphics are on the weak side even for an rpg2k game, but filled to the brim with monsters, puzzles, scares, and storyline.


    Mad Father: Ho boy, story is filled with many twists. Scary, puzzles, and monsters! Good audio and atmosphere. Love it.


    Witch's House: This game is my favorite of them all. While playing, I became increasingly paranoid and twitchy due to literally everything is trying to kill you. The sound, music, mapping, etc. were all great to create a sufficiently scary and creepy atmosphere. The storyline is also awesome and I actually froze in place with my jaw to the floor at certain revelations. This game is somewhere in my top X list. 


    I recommend playing these games with headphones, alone, and all lights turned out. Helps with the experience greatly.

  12. I prefer rpg2k3 over both of those. :P


    Mostly because I am quite familiar with rpg2k3 having spent a large amount of time working through AP's custom system. AP v1 was a breeze compared to APv2. I don't make games and haven't had any need to mess with xp/vx.


    With that said, I've played some truly awesome games from rpg2k, rpg2k3, xp, vx, Wolf RPG editor, etc.


    It's less which game maker you use and more if you have a good storyline, characterization, music, etc. that makes a good game.