Da muss ich Atavarias Recht geben, so etwas muss durchdacht werden.
In deinem ersten Punkt beschreibst du deine Story, doch unter dem Spoiler sind nur 4 Namen aufgelistet.
Wer sind die, was machen die und was für eine Rolle spielen sie in deinem Spiel? Das sollte eigentlich zur Charaktervorstellung, ist aber noch belanglos, da auch das fehlt.
Wofür machst du einen Spoiler für Screens, wenn du noch keine hast? Du behauptest es läge an einem Script. :\
Das Script ist aber ein Kampfsystem und hat eigentlich mit Screen nichts zum tun, außer du zeigst uns Bilder von deinem Kampfsystem.
Da du erst 2% (?) hast, ist eine Spielvorstellung sinnlos, weil 2% machen kein Spiel aus!
Vielleicht willst uns ja nur deine Idee bzw. dein Storykonzept präsentieren, welche du umsetzen willst.
Hierfür ist aber das Forum falsch gewählt, das gehört nämlich ins Entwicklerforum (http://www.multimediaxis.de/forums/66-Entwickler-Forum).
Mein Rat an dich:
Lass diesen Thread von einem Moderator schließen (außer du machst etwas richtiges daraus), da sonst noch mehr User über deine Vorstellung schreiben werden und das nicht unbedingt freundlich. -_-
Überlege dir zuerst einmal eine richtige Story und wenn du glaubst du hast eine Idee, die was werden könnte, dann stelle sie ins Entwicklerforum.
In diesem Forum werden nur Spiele vorgestellt, die mindestens Demostadium erreicht haben und mit deinen 2% bist du noch weit entfernt (Überhaupt glaube ich gar nicht, das es 2 % sind).
Ansonsten viel Erfolg bei deinem Projekt! :A
MfG Deamonic
Valatmir
09.12.2010, 13:52
Sry vergessen(Ich döddel :()
#------------------------------------------------------------------------------
# This modification is so that you can spawn new events mainly for animations in
# the battle system. Miss and summons will not work if this is not here.
#------------------------------------------------------------------------------
class Anim_Miss < Game_Event
def initialize(type = 0, anim_id = 0)
@type = type
@anim_id = anim_id
@played = false
anim = RPG::Event.new(0,0)
super($game_map.map_id, anim)
end
def animated?
return false
end
def start_anim
case @type
when 0
@animation_id = GTBS::MISS_ANIMATION #Animation ID of MISS!.. for spells that miss
when 1
@animation_id = GTBS::SUMMON_ANIM_ID #Animation ID of SPAWN.. for summons (RAISE)
else
@animation_id = @anim_id
end
@played = true
end
def place(x,y)
moveto(x,y)
@id = $game_map.events.size + 1
$game_system.battle_events[@id] = self
$scene.spriteset.event_sprites.push(Sprite_Character.new($scene.spriteset.viewport1,self))
@sprite = $scene.spriteset.event_sprites.last
end
#alias anim_miss_update update
def update
super()
if @played == true and !@sprite.animation?
$scene.spriteset.event_sprites.delete(@sprite)
$game_map.events.delete(self)
end
end
end
class Turn_Sprite < Sprite_Base
def initialize(viewport)
@_damage_duration = 0
super(viewport)
end
def dispose_damage
if @_damage_sprite != nil
@_damage_sprite.bitmap.dispose
@_damage_sprite.dispose
@_damage_sprite = nil
@_damage_duration = 0
end
end
def update
update_damage
super
end
def update_damage
if @_damage_duration > 0
@_damage_duration -= 1
case @_damage_duration
when 38..39
@_damage_sprite.y -= 4
when 36..37
@_damage_sprite.y -= 2
when 34..35
@_damage_sprite.y += 2
when 28..33
@_damage_sprite.y += 4
end
@_damage_sprite.opacity = 256 - (12 - @_damage_duration) * 32
if @_damage_duration == 0
dispose_damage
end
end
end
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - (self.oy/1.5)
@_damage_sprite.z = 3000
@_damage_duration = 60
end
def doom_pop(value) #Used only for doom right now.
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = GTBS.font
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - (self.oy / 1.5)
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def start_animation(animation, mirror = false, direction = 8)
@direction = direction
@turnable = animation.name.downcase.include?("[turn]")
@updated = false
super(animation, mirror)
end
def animation_set_sprites(frame)
super(frame)
for i in 0..15
sprite = @animation_sprites[i]
if @turnable
d = @direction
sprite.angle += (d == 8 ? 0 : d == 6 ? 270 : d == 4 ? 90 : 180)
end
end
end
end
class Bitmap
def draw_outline_text(x,y,w,h,text,align=0,clear = 1)
color = self.font.color.clone
if clear == 1
self.font.color = Color.new(50,50,50,200)
elsif clear == 0
self.font.color = Color.new(0,0,0)
end
self.draw_text(x+1,y+1,w,h,text,align)
self.draw_text(x+1,y-1,w,h,text,align)
self.draw_text(x-1,y-1,w,h,text,align)
self.draw_text(x-1,y+1,w,h,text,align)
self.draw_text(x-1,y,w,h,text,align)
self.draw_text(x+1,y,w,h,text,align)
self.draw_text(x,y+1,w,h,text,align)
self.draw_text(x,y-1,w,h,text,align)
self.font.color = color
self.draw_text(x,y,w,h,text,align)
end
def gradation_rect(x, y, width, height, color1, color2, align = 0)
if align == 0
for i in x...x + width
red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
green = color1.green +
(color2.green - color1.green) * (i - x) / (width - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - x) / (width - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - x) / (width - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(i, y, 1, height, color)
end
elsif align == 1
for i in y...y + height
red = color1.red +
(color2.red - color1.red) * (i - y) / (height - 1)
green = color1.green +
(color2.green - color1.green) * (i - y) / (height - 1)
blue = color1.blue +
(color2.blue - color1.blue) * (i - y) / (height - 1)
alpha = color1.alpha +
(color2.alpha - color1.alpha) * (i - y) / (height - 1)
color = Color.new(red, green, blue, alpha)
fill_rect(x, i, width, 1, color)
end
elsif align == 2
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
elsif align == 3
for i in x...x + width
for j in y...y + height
red = color1.red + (color2.red - color1.red) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
green = color1.green + (color2.green - color1.green) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
blue = color1.blue + (color2.blue - color1.blue) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
alpha = color1.alpha + (color2.alpha - color1.alpha) *
((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
color = Color.new(red, green, blue, alpha)
set_pixel(i, j, color)
end
end
end
end
end
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