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Messages - Rukiri

1
Love it!
Be warned if you had a launch model the battery might have issues, which resulted in cracks and bulging batteries.

One can hope for another Super Mario RPG!  If anyone can make it happen it's Nintendo's Legal team! 

2
Projects / Re: Project Zelda [MiniSphere 5 Beta]
Ooh, another Zelda project, huh? Can I ask, what generation of Zelda are you basing this on? Or is it a little more generic and combining the general 2D top-down Zelda style in general?

Link to the past.
3
Projects / Re: Project Zelda [MiniSphere 5 Beta]
So, using miniSphere, v2 api? Any chance I can persuade you to use some of my new scripts? (MapEngine, Sprite Engine and HUDSystem)

I know they're not 100% ready but they're pretty close and having someone else use them would help them get polished.
Sure :)
4
Projects / Project Zelda [MiniSphere 5 Beta]
Project Zelda
Engine: miniSphere  ||  Dev: Rukiri || Anyone can chip in :)
Spoiler (click to show/hide)
Will update with screenshots hopefully soon :)
5
Engine Development / Re: miniSphere 5.0b2 (stable: 4.8.8)
My game is at 640x360, which I just found out is exactly on the edge for 2x.
640x361 works well for recording a gif to showoff new menu. :))
Try 960x540, it's a pretty standard base for resolution :)
6
Sphere General / Re: Promoting Sphere?
Focus on minisphere, make sure there's really only 1 sphere to work with and make it blatantly clear that 1.5x is legacy and not supported for future development.

That's what I keep telling people, but they insist on writing new code against the Sphere v1 API anyway.  I guess it doesn't help that most of our active members are still old-timers and there's no Sphere v2 map engine yet (though @Rhuan is slowly working on one).  The classic map engine just isn't conducive to writing idiomatic Sphere v2 code, and the divide has widened even further with ES6 being supported in the beta.
I think the absence of a v2 map engine is a pretty major issue, I'm trying to fix that but getting it right is taking time (plus I was away for almost a month since starting it which delayed me quite a bit).

Also the v2 API still feels a little new/untested, it's not a stable 100% there definitely good to go platform yet, it's getting there and when it's finalised it will be great just needs a little bit longer IMO.

Still think a rpg template would go a long way in bringing in people, use xp stuff "everybody does..." just put a disclaimer for assets use *can not be used for commercial projects.   I'm also thinking about moving my rpg project from unity I was going to use RPG Maker MV only because I could do entire 5hr story arks in a month or 2, Dragon Ball currently has 10 so the game would be around 50hrs "the Future trunks ark is going to be 10+ only because I love Black <3"  So imagine doing a project like that in Unity especially with how scenes are organized... even tho I have most of my Zelda kit done it was quite a pain in unity "especially the room transitions...". 
I'd love to make a full RPG template - just taking a while on the map engine; I have a full time job and other things in my life + recently have just been writing too much code both in and outside of work, been making my brain spin and I've had to slow down/do simpler stuff.

So you've got a project you're thinking of moving from unity? What do we need to do to persuade you to bring it to miniSphere?
Not much sadly :)
One thing I absolutely have to recommend is polygon colliders (basically full "tile", none, and shape "great for slopes/half tiles")  Unity spoiled me in this regard, Zelda A Link To The Past used or at least appeared to use Polygon colliders or at the very least used circular collision.
7
Hellos and Byes / Re: So sphere is still a thing!
Your username looks familiar, were you ever on GamingW back in the day?    I thought sphere 1.5x was basically dead?  And new projects were just using the new minisphere?

Nice to see you again tho!
8
Arts / Dragon Ball HS Resource Thread





Will continuously update this topic
9
Sphere General / Re: Promoting Sphere?
Focus on minisphere, make sure there's really only 1 sphere to work with and make it blatantly clear that 1.5x is legacy and not supported for future development.

That's what I keep telling people, but they insist on writing new code against the Sphere v1 API anyway.  I guess it doesn't help that most of our active members are still old-timers and there's no Sphere v2 map engine yet (though @Rhuan is slowly working on one).  The classic map engine just isn't conducive to writing idiomatic Sphere v2 code, and the divide has widened even further with ES6 being supported in the beta.
It's almost better if Minisphere had it's own community...  and spidermonkey js is pretty old...  I personally haven't touch sphere in ages which I don't think minisphere any of the "new" spheres were a thing yet.   

Still think a rpg template would go a long way in bringing in people, use xp stuff "everybody does..." just put a disclaimer for assets use *can not be used for commercial projects.   I'm also thinking about moving my rpg project from unity I was going to use RPG Maker MV only because I could do entire 5hr story arks in a month or 2, Dragon Ball currently has 10 so the game would be around 50hrs "the Future trunks ark is going to be 10+ only because I love Black <3"  So imagine doing a project like that in Unity especially with how scenes are organized... even tho I have most of my Zelda kit done it was quite a pain in unity "especially the room transitions...". 
10
Sphere General / Re: Promoting Sphere?
Sphere was insanely popular back in the day, it was literally the go-to pokemon engine "even tho it's not a pokemon kit... one came out for XP which kinda killed the poke sphere scene..."   There were also tutorials on any RPG Maker related site, however with minisphere a lot changes also even tho it's cross platform the editor is still windows based so I would suggest at least focusing on OS X then work on a Linux port but that's just me.

You're going to need generate buzz, how do you do that? Show off current in progress titles "not titles that haven't been touched in years..."  Focus on minisphere, make sure there's really only 1 sphere to work with and make it blatantly clear that 1.5x is legacy and not supported for future development.

I would also consider making an RPG Template, essentially copy RPG Maker (look at RMs success and mimic it).  by having a template you have a foundation for new users to come in and create projects, I believe there was one for sphere 1x but that's long gone tho...
11
Game Development / Re: The Screenshot Thread
Can I post a video?
I'm gonna post a video.
Using a screenshot.
Planning to have the dragon radar on the bottom? 
Kinda like the old hud better personally :(
12
Can't say which engine it uses but I believe it's ES5 compliant but also read it has ES6 features so there probably was an update that updated it to ES6.
13
Site Comments / Re: Discord server
One thing about forums is they need to be well designed, PHPbb doesn't cut it anymore unless you have a thriving community! 
Xenforo has become the most popular bb software as of 2017, IP.Board is still also a great choice, I myself chose xenforo.

I personally prefer discord over slack but that is just me :)
14
So... MV has been out for a while and I've written some code for it, so I can talk a bit about how it works:

Basically, they tried to implement ruby inside javascript.
Everything is added to the prototype;

Plugins are replacing existing methods to simulate Ruby's aliases:

Code: [Select]
  //Updates Game_Temp.prototype.setDestination to only be executed when the player has no destination set on itself
  var oldGameTemp_setDestination = Game_Temp.prototype.setDestination;
  Game_Temp.prototype.setDestination = function(x, y) {
    if ($gamePlayer._xDestination === undefined && $gamePlayer._destinationCharacter === undefined && $gamePlayer._yDestination === undefined) {
      oldGameTemp_setDestination.call(this, x, y);
    }
  };


They kept all classes and methods from Rpg Maker Vx Ace with basically the same name, just changing snake_case for camelCase.
The whole thing runs on a lot of open source projects: The rendering is managed by and old version of Pixi.js (the new version came out just a few weeks before MV). The windows and mac run on node.js. The mobile export is just a manual explaining how to use open source tools to turn your html5 game into an app.

Debugging is finally possible, thanks to node.js (or your browser's development tools if you use it).

The whole editor is completely unnecessary if you know how to write JS code, except for drawing maps (although you can use tiled map editor for that).
While stable 60fps is achievable, performance is still nowhere near Sphere level.

Every single line of code is now visible, so the community has already started writing deep changes to it.
I feel like this might be the last version of RM as we know it, because the community can do much more for it than the 2 programmers that made it.

Here's the link to my github, with some plugins written for it: https://github.com/Hudell/mv-plugins
Obviously bumping my own topic but thought I'd update what's happened with MV since the launch.
It's currently at 1.5x version they've also opened up an OSS project "Remember the XP standards project over a decade ago?" 
I would still say performance probably isn't as good as sphere, also it seems to be a pain in the arse to do an action-rpg in MV... I mean seriously, I could for the most part write Zelda ALTTP *base in 2 weeks or less, actually even less in Unity :)

The good thing is the RPG stuff is actually open and if you wanted could bring that over to Sphere (menu's/battle system).  
15
I have...no idea, was mixing up stuff and just came to Rukiri.