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I'm making an amazing RPG with that RPG Maker VX shit

Farted by Topcatyo, July 10, 2008, 01:13:34 PM

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Topcatyo

Mostly because I'm bored as shit.
I'll post updates as I make it because this is so exciting an amazing.
[u2]3QJZRDsIhgw[/u2]

Post if you want to appear in the thing.

Topcatyo


LuxenbergClock

QuoteBob awesome

AirPumpClock

Prease? Can I be in GAME?

Really though, can I?

UnrealClock

I've done that. You were a cow, and you were on a Dumb Adventure (hence the title "Cow's Dumb Adventure"), and you just had a world map with one town. You enter the town and could either talk to a girl or enter a shop. You talk to the girl she says, "Hello!" and then the game goes to the Gameover screen. You enter the shop you can buy something. The only problem is you don't have enough money to buy any of it, so if you then decline a purchase the store owner freaks out and kills you. Best damn RPG game ever.
q

Topcatyo

Oh dayum and this shit's extracting!
Also, just posting in this thread gets you a cameo this is how awesome the RPG will be yes.

Topcatyo

Oh dayum this shit's installed!
Let's get started.

EDIT:: Oh dayum I need to install it now?  Okay.

EDIT:: Oh dayum, I need to install RPGMaker and then RPGMaker RTP?  Okay then.

LuxenbergClock

QuoteBob awesome

patriotclock


LuxenbergClock

make me main character then i turn on everyone and i final the boss
QuoteBob awesome

CranberryClock

#10
I actually use this engine.

You would be suprised how powerful it is when you actually know how to code in it. Since I am using this to work on a ClockCrew RPG, that has online functionality.. its a powerful scripting engine in my mind. Its also dulled down to people that dont know anything. RGGS2 is a VERY Robust scripting language as it uses LUA which is one of the TOP programming languages in video games.

Heres an example:

def getCubicPoint(src,t)
 x0=src[0].x;
 y0=src[0].y;
 cx0=src[1].x;
 cy0=src[1].y;
 cx1=src[2].x;
 cy1=src[2].y;
 x1=src[3].x;
 y1=src[3].y;
 x1=cx1+(x1-cx1)*t;
 y1=cy1+(y1-cy1)*t;
 x0=x0+(cx0-x0)*t;
 y0=y0+(cy0-y0)*t;
 cx0=cx0+(cx1-cx0)*t;
 cy0=cy0+(cy1-cy0)*t;
 cx1=cx0+(x1-cx0)*t;
 cy1=cy0+(y1-cy0)*t;
 cx0=x0+(cx0-x0)*t;
 cy0=y0+(cy0-y0)*t;
 cx=cx0+(cx1-cx0)*t;
 cy=cy0+(cy1-cy0)*t;
 return [cx,cy]
end

def getCubicPoint2(src,t)
 x0=src[0];
 y0=src[1];
 cx0=src[2];
 cy0=src[3];
 cx1=src[4];
 cy1=src[5];
 x1=src[6];
 y1=src[7];
 x1=cx1+(x1-cx1)*t;
 y1=cy1+(y1-cy1)*t;
 x0=x0+(cx0-x0)*t;
 y0=y0+(cy0-y0)*t;
 cx0=cx0+(cx1-cx0)*t;
 cy0=cy0+(cy1-cy0)*t;
 cx1=cx0+(x1-cx0)*t;
 cy1=cy0+(y1-cy0)*t;
 cx0=x0+(cx0-x0)*t;
 cy0=y0+(cy0-y0)*t;
 cx=cx0+(cx1-cx0)*t;
 cy=cy0+(cy1-cy0)*t;
 return [cx,cy]
end

class PictureEx
  attr_reader   :number                   # picture number
  attr_accessor   :name                     # file name
  attr_accessor   :origin                   # starting point
  attr_accessor   :x                        # x-coordinate
  attr_accessor   :y                        # y-coordinate
  attr_accessor   :zoom_x                   # x directional zoom rate
  attr_accessor   :zoom_y                   # y directional zoom rate
  attr_accessor   :opacity                  # opacity level
  attr_accessor   :blend_type               # blend method
  attr_reader   :tone                     # color tone
  attr_reader   :color    
  attr_accessor   :angle                    # rotation angle
  attr_accessor   :visible
  class Processes
    XY=0
    Zoom=1
    Opacity=2
    BlendType=3
    Tone=4
    Color=5
    Visible=6
    SE=7
    Angle=8
    Origin=9
    Name=10
    Curve=11
  end  
  def callback(cb)
   if cb.is_a?(Proc)
    proc.call(self)
   elsif cb.is_a?(Array)
    cb[0].method(cb[1]).call(self)
   elsif cb.is_a?(Method)
    cb.call(self)
   end
  end
  def initialize(number)
    @number = number
    @name = ""
    @origin = 0
    @x = 0.0
    @y = 0.0
    @zoom_x = 100.0
    @zoom_y = 100.0
    @opacity = 255.0
    @blend_type = 0
    @processes=[]
    @tone = Tone.new(0, 0, 0, 0)
    @color = Color.new(0, 0, 0, 0)
    @tone_duration = 0
    @angle = 0
    @rotate_speed = 0
    @bitmap=0
    @visible=true
  end
  def name=(value)
    @name=value
  end
  def running?
    return @processes.length>0
  end
  def totalDuration
    ret=0
    for process in @processes
     dur=process[1]+process[2]
     ret=dur if dur>ret
    end
    return ret
  end
  def adjustPosition(xOffset,yOffset)
    for process in @processes
     if process[0]==Processes::XY
       process[3]+=xOffset
       process[4]+=yOffset
       process[5]+=xOffset
       process[6]+=yOffset
     end
    end    
  end
  def generateCurve(duration, delay, curve, cb=nil)
      duration=1 if duration<=0
      step=1.0/duration
      lastX=curve[0]
      lastY=curve[1]
      t=0.0
      for i in 0..duration
       point=getCubicPoint2(curve,t)
       cbref=(i==duration) ? cb : nil
       @processes.push([Processes::XY,1,delay+i,lastX,lastY,point[0],point[1],cbref])
       lastX=point[0]
       lastY=point[1]
       t+=step
      end
  end
  def moveCurve(duration, delay, x1, y1, x2, y2, x3, y3, cb=nil)
    delay=self.totalDuration if delay<0
    if duration==0 && delay==0
      @x=x3
      @y=y3
      callback(cb)
    elsif delay==0
      generateCurve(duration,delay,[@x,@y,x1,y1,x2,y2,x3,y3],cb)
    else
      @processes.push([Processes::Curve,duration,delay,[@x,@y,x1,y1,x2,y2,x3,y3],cb])    
    end
  end
  def move(duration, delay, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
    @duration = duration
    moveOrigin(duration,delay,origin)
    moveXY(duration,delay,x,y)
    moveZoomXY(duration,delay,zoom_x,zoom_y)
    moveOpacity(duration,delay,opacity)
    moveBlendType(duration,delay,blend_type)
  end
  def moveZoomXY(duration, delay, zoom_x,zoom_y,cb=nil)
    delay=self.totalDuration if delay<0
   if duration==0 && delay==0
     @zoom_x=zoom_x
     @zoom_y=zoom_y
     callback(cb)
   else
      @processes.push([Processes::Zoom,duration,delay,@zoom_x,@zoom_y,zoom_x,zoom_y,cb])      
   end
  end
  def moveName(delay,name,cb=nil)
   delay=self.totalDuration if delay<0
   @processes.push([Processes::Name,0,delay,name,cb])      
  end
  def moveSE(delay,sefile,cb=nil)
   delay=self.totalDuration if delay<0
   @processes.push([Processes::SE,0,delay,sefile,cb])      
  end
  def moveOrigin(delay,origin,cb=nil)
   delay=self.totalDuration if delay<0
   @processes.push([Processes::Origin,0,delay,origin,cb])      
  end
  def moveZoom(duration,delay,zoom,cb=nil)
   moveZoomXY(duration,delay,zoom,zoom,cb)
  end
  def moveOpacity(duration,delay,opacity,cb=nil)
    delay=self.totalDuration if delay<0
    if duration==0 && delay==0
      @opacity=opacity
      callback(cb)
    else
      @processes.push([Processes::Opacity,duration,delay,@opacity,opacity,cb])
    end
  end
  def moveDelta(duration,delay,x,y,cb=nil)
    delay=self.totalDuration if delay<0
    if duration==0 && delay==0
      @x+=x
      @y+=y
      callback(cb)
    else
      @processes.push([Processes::XY,duration,delay,@x,@y,@x+x,@y+y,cb])
    end
  end
  def moveXY(duration,delay,x,y,cb=nil)
     delay=self.totalDuration if delay<0
   if duration==0 && delay==0
      @x=x
      @y=y
      callback(cb)
    else
      @processes.push([Processes::XY,duration,delay,@x,@y,x,y,cb])
    end
  end
  def moveBlendType(duration,delay,blend,cb=nil)
    delay=self.totalDuration if delay<0
    if duration==0 && delay==0
      @blend_type=blend
      callback(cb)
    else
      @processes.push([Processes::BlendType,duration,delay,@blend_type,blend,cb])      
    end
  end
  def moveVisible(delay,visible,cb=nil)
   delay=self.totalDuration if delay<0
   @processes.push([Processes::Visible,0,delay,visible,cb])      
  end
  def rotate(speed)
    @rotate_speed = speed
  end
  def moveAngle(duration,delay,angle,cb=nil)
    delay=self.totalDuration if delay<0
    if duration==0 && delay==0
      @angle=angle
      callback(cb)
    else
      @processes.push([Processes::Angle,duration,delay,@angle,angle,cb])      
    end    
  end
  def moveTone(duration, delay,tone, cb=nil)
    delay=self.totalDuration if delay<0
    target = tone ? tone.clone : Tone.new(0,0,0,0)
    if duration==0 && delay==0
     @tone.set(target.red,target.green,target.blue,target.gray)
    else
     @processes.push([Processes::Tone,duration,delay,@tone.clone,target.clone,cb])
    end
  end
  def moveColor(duration, delay, tone, cb=nil)
    delay=self.totalDuration if delay<0
    target = tone ? tone.clone : Color.new(0,0,0,0)
    if duration==0 && delay==0
     @color.set(target.red,target.green,target.blue,target.alpha)
    else
     @processes.push([Processes::Color,duration,delay,@color.clone,target.clone,cb])
    end
  end
  def erase
    self.name = &quot;&quot;
  end
  def update
    i=0;while i<@processes.length
     process=@processes[i]
     d=process[1]
     cb=nil
     # decrease delay
     if process[2]>0
      process[2]-=1
      if process[2]<=0
       # set initial values
       case process[0]
        when Processes::XY
         process[3]=@x
         process[4]=@y
        when Processes::Zoom
         process[3]=@zoom_x
         process[4]=@zoom_y
        when Processes::Opacity
         process[3]=@opacity
        when Processes::BlendType
         process[3]=@blend_type
        when Processes::Tone
         process[3]=@tone.clone
        when Processes::Color
         process[3]=@color.clone
        when Processes::Angle
         process[3]=@angle
        when Processes::Curve
         process[3][0]=@x
         process[3][1]=@y
         generateCurve(process[1],0,process[3],process[4])
         @processes[i]=nil
         i+=1
         next
       end
      else
       i+=1
       next
      end
     end
     if process[1]<1
      process[1]=1
      d=1
     end
     case process[0]
      when Processes::XY
       process[3] = (process[3] * (d - 1) + process[5]) / d
       process[4] = (process[4] * (d - 1) + process[6]) / d
       @x=process[3]
       @y=process[4]
       cb=process[7]
      when Processes::Zoom
       process[3] = (process[3] * (d - 1) + process[5]) / d
       process[4] = (process[4] * (d - 1) + process[6]) / d
       @zoom_x=process[3]
       @zoom_y=process[4]
       cb=process[7]
      when Processes::Opacity
       process[3] = (process[3] * (d - 1) + process[4]) / d
       @opacity=process[3]
       cb=process[5]
      when Processes::BlendType
       process[3] = (process[3] * (d - 1) + process[4]) / d
       @blend_type=process[3]
       cb=process[5]
      when Processes::Tone
       process[3].red = (process[3].red * (d - 1) + process[4].red) / d
       process[3].green = (process[3].green * (d - 1) + process[4].green) / d
       process[3].blue = (process[3].blue * (d - 1) + process[4].blue) / d
       process[3].gray = (process[3].gray * (d - 1) + process[4].gray) / d
       @tone.set(process[3].red,process[3].green,process[3].blue,process[3].gray)
       cb=process[5]
      when Processes::Color
       process[3].red = (process[3].red * (d - 1) + process[4].red) / d
       process[3].green = (process[3].green * (d - 1) + process[4].green) / d
       process[3].blue = (process[3].blue * (d - 1) + process[4].blue) / d
       process[3].alpha = (process[3].alpha * (d - 1) + process[4].alpha) / d
       @color.set(process[3].red,process[3].green,process[3].blue,process[3].alpha)
       cb=process[5]
      when Processes::Visible
       @visible=process[3] if process[1]==1
       cb=process[4]
      when Processes::SE
       Audio.se_play(process[3]) if process[1]==1
       cb=process[4]
      when Processes::Name
       @name=process[3] if process[1]==1
       cb=process[4]
      when Processes::Origin
       @origin=process[3] if process[1]==1
       cb=process[4]
      when Processes::Angle
       process[3] = (process[3] * (d - 1) + process[4]) / d
       @angle=process[3]
       cb=process[5]
     end
     # decrease duration
     process[1]-=1
     if process[1]<=0
      callback(cb) if cb
      @processes[i]=nil
     end
     i+=1
    end
    @processes.compact!
    if @rotate_speed != 0
      @angle += @rotate_speed / 2.0
      while @angle < 0
        @angle += 360
      end
      @angle %= 360
    end
  end
end

def setPictureIconSprite(sprite,picture)
  if sprite.name != picture.name
   sprite.name = picture.name
  end
  setPictureSprite(sprite,picture)
end

def setPictureSprite(sprite,picture)
    sprite.visible = picture.visible
    # Set transfer starting point
    case picture.origin
     when PictureOrigin::TopLeft, PictureOrigin::Top, PictureOrigin::TopRight
      sprite.oy=0
     when PictureOrigin::Left, PictureOrigin::Center, PictureOrigin::Right
      sprite.oy=(sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.bitmap.height/2 : 0
     when PictureOrigin::BottomLeft, PictureOrigin::Bottom, PictureOrigin::BottomRight
      sprite.oy=(sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.bitmap.height : 0
    end
    case picture.origin
     when PictureOrigin::TopLeft, PictureOrigin::Left, PictureOrigin::BottomLeft
      sprite.ox=0
     when PictureOrigin::Top, PictureOrigin::Center, PictureOrigin::Bottom
      sprite.ox=(sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.bitmap.width/2 : 0
     when PictureOrigin::TopRight, PictureOrigin::Right, PictureOrigin::BottomRight
      sprite.ox=(sprite.bitmap && !sprite.bitmap.disposed?) ? sprite.bitmap.width : 0
    end
    # Set sprite coordinates
    sprite.x = picture.x
    sprite.y = picture.y
    sprite.z = picture.number
    # Set zoom rate, opacity level, and blend method
    sprite.zoom_x = picture.zoom_x / 100.0
    sprite.zoom_y = picture.zoom_y / 100.0
    sprite.opacity = picture.opacity
    sprite.blend_type = picture.blend_type
    # Set rotation angle and color tone
    angle = picture.angle
    sprite.tone = picture.tone
    sprite.color = picture.color
    while angle < 0
      angle += 360
    end
    angle %= 360
    sprite.angle=angle
end


class PictureOrigin
 TopLeft=0
 Center=1
 TopRight=2
 BottomLeft=3
 LowerLeft=3
 BottomRight=4
 LowerRight=4
 Top=5
 Bottom=6
 Left=7
 Right=8
end

def pbTextBitmap(text,maxwidth=480)
 dims=[]
 tmp=Bitmap.new(maxwidth,Graphics.height)
 pbSetSystemFont(tmp)
 drawColoredTextEx(tmp,0,0,maxwidth,text)
 return tmp
end

class PictureSprite < SpriteWrapper
  def initialize(viewport, picture)
    super(viewport)
    @picture = picture
    @pictureBitmap = nil
    @customBitmap = nil
    update
  end
  def setCustomBitmap(bitmap)
    @customBitmap.dispose if @customBitmap
    @customBitmap=bitmap
  end
  def dispose
    @pictureBitmap.dispose if @pictureBitmap
    @customBitmap.dispose if @customBitmap
    super
  end
  def update
    super
    # If picture file name is different from current one
    if @customBitmap && @picture.name==&quot;&quot;
     self.bitmap=@customBitmap
    elsif @picture_name != @picture.name
      # Remember file name to instance variables
      @picture_name = @picture.name
      # If file name is not empty
      if @picture_name != &quot;&quot;
        # Get picture graphic
        @pictureBitmap.dispose if self.bitmap
        @pictureBitmap = BitmapCache.load_bitmap(@picture_name)
      else
        @pictureBitmap.dispose if self.bitmap
        @pictureBitmap=nil
        self.visible = false
        return
      end
      self.bitmap=@pictureBitmap
    elsif @picture_name == &quot;&quot;
      # Set sprite to invisible
      self.visible = false
      return
    end
    # Set sprite to visible
    self.visible = true
    # Set transfer starting point
    case @picture.origin
     when PictureOrigin::TopLeft, PictureOrigin::Top, PictureOrigin::TopRight
      self.oy=0
     when PictureOrigin::Left, PictureOrigin::Center, PictureOrigin::Right
      self.oy=self.bitmap.height/2
     when PictureOrigin::BottomLeft, PictureOrigin::Bottom, PictureOrigin::BottomRight
      self.oy=self.bitmap.height
    end
    case @picture.origin
     when PictureOrigin::TopLeft, PictureOrigin::Left, PictureOrigin::BottomLeft
      self.ox=0
     when PictureOrigin::Top, PictureOrigin::Center, PictureOrigin::Bottom
      self.ox=self.bitmap.width/2
     when PictureOrigin::TopRight, PictureOrigin::Right, PictureOrigin::BottomRight
      self.ox=self.bitmap.width
    end
    # Set sprite coordinates
    self.x = @picture.x
    self.y = @picture.y
    self.z = @picture.number
    # Set zoom rate, opacity level, and blend method
    self.zoom_x = @picture.zoom_x / 100.0
    self.zoom_y = @picture.zoom_y / 100.0
    self.opacity = @picture.opacity
    self.blend_type = @picture.blend_type
    # Set rotation angle and color tone
    angle = @picture.angle
    self.tone = @picture.tone
    while angle < 0
        angle += 360
    end
    angle %= 360
    if @picture.angle!=0
      echo([angle,@picture.angle]+&quot;\r\n&quot;)
    end
    self.angle=angle
  end
end

class Event
  def initialize
   @callbacks=[]
  end
  def set(method)
   @callbacks.clear
   @callbacks.push(method)
  end
  def -(method)
   for i in 0...@callbacks.length
    if @callbacks[i]==method
     @callbacks.delete_at(i)
     break
    end
   end
   return self
  end
  def +(method)
   for i in 0...@callbacks.length
    if @callbacks[i]==method
     return self
    end
   end
   @callbacks.push(method)
   return self
  end
  def clear
   @callbacks.clear
  end
  def trigger(*arg)
   arglist=arg[1,arg.length]
   for callback in @callbacks
    callback.call(arg[0],arglist)
   end
  end
end

class EventScene
 attr_accessor :onCTrigger,:onBTrigger
 def initialize(viewport=nil)
  @viewport=viewport
  @onCTrigger=Event.new
  @onBTrigger=Event.new
  @pictures=[]
  @picturesprites=[]
  @usersprites=[]
  @disposed=false
 end
 def main
  while !disposed?
   update
  end
 end
 def disposed?
  return @disposed
 end
 def dispose
  return if disposed?
  for sprite in @picturesprites
   sprite.dispose
  end
  for sprite in @usersprites
   sprite.dispose
  end
  @onCTrigger.clear
  @onBTrigger.clear
  @pictures.clear
  @picturesprites.clear
  @usersprites.clear
  @disposed=true
 end
 def addBitmap(x,y,bitmap)
  num=@pictures.length
  picture=PictureEx.new(num)
  picture.moveXY(0,0,x,y)
  @pictures[num]=picture
  @picturesprites[num]=PictureSprite.new(@viewport,picture)
  @picturesprites[num].setCustomBitmap(bitmap)
  return picture
 end
 def addLabel(x,y,width,text)
  addBitmap(x,y,pbTextBitmap(text,width))    
 end
 def addImage(x,y,name)
  num=@pictures.length
  picture=PictureEx.new(num)
  picture.name=name
  picture.moveXY(0,0,x,y)
  @pictures[num]=picture
  @picturesprites[num]=PictureSprite.new(@viewport,picture)
  return picture
 end
 def getPicture(num)
  return @pictures[num]
 end
 def wait(frames)
  frames.times { update }
 end
 def pictureWait(extraframes=0)
  loop do
   hasRunning=false
   for pic in @pictures
    hasRunning=true if pic.running?
   end
   if hasRunning
    update
   else
    break
   end
  end
  extraframes.times { update }
 end
 def addUserSprite(sprite)
  @usersprites.push(sprite)
 end
 def update
  return if disposed?
  Graphics.update
  Input.update
  for picture in @pictures
   picture.update
  end
  for sprite in @picturesprites
   sprite.update
  end
  for sprite in @usersprites
   if sprite && !sprite.disposed?
    sprite.update if sprite.is_a?(Sprite)
   end
  end
  if Input.trigger?(Input::C)
   @onCTrigger.trigger(self)
  end
  if Input.trigger?(Input::B)
   @onBTrigger.trigger(self)
  end
 end
end

class ButtonEventScene < EventScene
 def initialize(viewport=nil)
  super
  Graphics.freeze
  addUserSprite(ColoredPlane.new(Color.new(24,24,248),viewport))
  @labels=[
     addLabel(52*2,24,Graphics.width*3/4,_INTL(&quot;Moves the main character.  Also used to choose various data headings.&quot;)),
     addLabel(52*2,(24+48)*2,Graphics.width*3/4,_INTL(&quot;Used to confirm a choice, check things, and talk to people.&quot;)),
     addLabel(52*2,(24+48+32)*2,Graphics.width*3/4,_INTL(&quot;Used to exit, cancel a choice or mode, and open the menu.&quot;)),
     addLabel(52*2,24,360,_INTL(&quot;Use this key to use a registered item.&quot;)),
     addLabel(52*2,(24+64)*2,Graphics.width*3/4,_INTL(&quot;As you advance in the game, you can use this key to run while moving.&quot;))
  ]
  @keys=[
     addImage(26*2,24,&quot;Graphics/Pictures/arrowkeys.png&quot;),
     addImage(26*2,(24+48)*2,&quot;Graphics/Pictures/ckey.png&quot;),
     addImage(26*2,(24+48+32)*2,&quot;Graphics/Pictures/xkey.png&quot;),
     addImage(26*2,24,&quot;Graphics/Pictures/f5key.png&quot;),
     addImage(26*2,(24+64)*2,&quot;Graphics/Pictures/zkey.png&quot;)
  ]
  for key in @keys
    key.origin=PictureOrigin::Top
  end
  for i in [3,4]
   @labels[i].moveOpacity(0,0,0)
   @keys[i].moveOpacity(0,0,0)
  end
  update
  Graphics.transition(20)
  onCTrigger.set(method(:pbOnScreen1))
 end
 def pbOnScreen1(scene,args)
  onCTrigger.clear
  for i in [0,1,2]
   @labels[i].moveOpacity(20,0,0)
   @keys[i].moveOpacity(20,0,0)
  end
  for i in [3,4]
   @labels[i].moveOpacity(20,30,255)
   @keys[i].moveOpacity(20,30,255)
  end
  pictureWait
  onCTrigger.set(method(:pbOnScreen2))
 end
 def pbOnScreen2(scene,args)
   Graphics.freeze
   scene.dispose
   Graphics.transition(20)
 end
end

def pbEventScreen(cls)
 pbFadeOutIn(99999){
  viewport=Viewport.new(0,0,480,320)
  viewport.z=99999
  PBDebug.logonerr {
   cls.new(viewport).main
  }
  viewport.dispose
 }
end


Thats what I created to help generate a template that swaps characters positions on screen based on whos turn it is. It will also add or subtract to the bitmapped area pending on status and also what is happening, if it moves or doesnt.

Topcatyo

I can make no promises as to the important of everyone.
Oh dayum.

Oh shit, Cranberry, that's a lot of stuff to code.

Topcatyo

Oh dayum it's installed I'ma get started now.

Oh shit what this is only a trial I need to buy the full thing?  Laaaaame.
Well, now I gotta make this shit in 30 days.

PowerGloveClock

I should be in it as a pimp who threatens to kill you if you don't get his money
Quote from: FLOUNDERINYOBUTT;1837615I think Kodiak is the only person on  this entire website who dislikes Slurpee. I still dont understand how  thats possible. He\'s so loveable and funny. Every guy wants to be his  friend and every girl wants to date him. Understandably Slurpee is not a  very happy person.

patriotclock

Quote from: oɦʇɐʞdoʇ;1359453I can make no promises as to the important of everyone.
Oh dayum.

Oh shit, Cranberry, that's a lot of stuff to code.

Yes you can you just won't jerk :(

GearBoxClock


Topcatyo

I've made the main characters.  This is fun.
















Marlin Clock

Sounds cool.
Marlin needs JESUS POWERS!!!!!!!!!!!!!!11 for sure.
Quote from: Cranberry;1359452I actually use this engine.

You would be suprised how powerful it is when you actually know how to code in it. Since I am using this to work on a ClockCrew RPG, that has online functionality.. its a powerful scripting engine in my mind. Its also dulled down to people that dont know anything. RGGS2 is a VERY Robust scripting language as it uses LUA which is one of the TOP programming languages in video games.

Heres an example:



Thats what I created to help generate a template that swaps characters positions on screen based on whos turn it is. It will also add or subtract to the bitmapped area pending on status and also what is happening, if it moves or doesnt.
Couldn't you put that in a code so it doesn't stretch so much?

patriotclock

Im disappointed in how this is turning out so far

Topcatyo

Quote from: PatriotClock;1359495Im disappointed in how this is turning out so far
You only say that because you're not the main character.
I'll make you a boss, though.