Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Quote:
Originally Posted by
DeathLord17
whenever i compile it with encryption it cannot load the scripts for some reason, so i'm gonna give you guys the un=encrypted client, think of it as a kind gesture so that you get my edits, but anyone caught altering the client and connecting to my server (that is like making a cheat, or making it spawn pokemon for you) will be banned no matter what :D
I'm working on making a live version of this game. Which is amazing by the way. Many thanks to Markz.
I'm curious though. How do you go about encrypting the scripts and assets to the game? So far I'm just working on it and stabilizing it to reduce bugs and such. But that's something to look into in the future. Perhaps a way to read maps from the server rather than having them on the client.
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
@Deathlord,
I don't have a program that does that, but I'll look into it and get back to you.
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Ok, I'll see what I can find.
3 Attachment(s)
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
hi, there are some items such as houses and interior things the character stepped on or passed over, as you can fix that?
Attachment 121465Attachment 121466Attachment 121467
regards
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Quote:
Originally Posted by
gonxfreaks
This isn't a bug, you have to go to the Database -> Tilsets and set the passage and other things for all the tilesets that you use into the game.
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Quote:
Originally Posted by
DeathLord17
Ok, I'll see what I can find.
why you deleted my credits at the startup?
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Quote:
Originally Posted by
DresdenJohn
I'm working on making a live version of this game. Which is amazing by the way. Many thanks to Markz.
I'm curious though. How do you go about encrypting the scripts and assets to the game? So far I'm just working on it and stabilizing it to reduce bugs and such. But that's something to look into in the future. Perhaps a way to read maps from the server rather than having them on the client.
When you are done, save your work then do file>compress game data> then tick the box that says encrypt
beware, encryption will only work with game data files that are less than ~80mb and compression only works with <125mb of data.
(you will get no errors when compressing, but you will have an error when extracting the stuff if your file sizes are too big)
Quote:
Originally Posted by
gonxfreaks
Gonx, as mark typed just press database>tilesets then click on the tiles you want to be solid, solid tiles should be marked with an "X" and ones you can walk through marked with an "O"
Quote:
Originally Posted by
Markz88
why you deleted my credits at the startup?
If you have noticed, it isn't even loading my logo atm, and because i will put credits in an alternative menu. (from the F9)
--edit1
server and client updated:
server now runs using less memory up
server is able to run for ~5% longer before it needs to be restarted
fixed triad minigame in the game corner at cedalon/celadon (first proper town)
added base for ribbon support (ribbons are not saved, but the values are able to be entered)
need to add it so that the client send save data (ribbon and card data) to the server and server sends it back on login
new client link: http://www.multiupload.nl/PJ73SVTD4U
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
hello, that is what must be changed to remove the menu option "debuge"??
otra cosa el tiempo en el juego no avanza se queda pegado en las "00:00".....
regards
PHP Code:
class Sprite_Timer
def initialize(viewport=nil)
@viewport=viewport
@timer=nil
@total_sec=nil
@disposed=false
end
def dispose
@timer.dispose if @timer
@timer=nil
@disposed=true
end
def disposed?
@disposed
end
def update
return if disposed?
if $game_system.timer_working
if !@timer
@timer=Window_AdvancedTextPokemon.newWithSize("",
Graphics.width-120,0,120,64)
@timer.width=@timer.borderX+96
@timer.x=Graphics.width-@timer.width
@timer.viewport=@viewport
@timer.z=99998
end
curtime=$game_system.timer / Graphics.frame_rate
curtime=0 if curtime<0
if curtime != @total_sec
# Calculate total number of seconds
@total_sec = curtime
# Make a string for displaying the timer
min = @total_sec / 60
sec = @total_sec % 60
@timer.text = _ISPRINTF("<ac>{1:02d}:{2:02d}", min, sec)
end
@timer.update
else
@timer.visible=false if @timer
end
end
end
PHP Code:
#===============================================================================
# ** Modified Scene_Map class for Pokémon.
#-------------------------------------------------------------------------------
#
#===============================================================================
class Scene_Map
def spriteset
for i in @spritesets.values
return i if i.map==$game_map
end
return @spritesets.values[0]
end
def disposeSpritesets
return if !@spritesets
for i in @spritesets.keys
if @spritesets[i]
@spritesets[i].dispose
@spritesets[i]=nil
end
end
@spritesets.clear
@spritesets={}
end
def createSpritesets
@spritesets={}
for map in $MapFactory.maps
@spritesets[map.map_id]=Spriteset_Map.new(map)
end
$MapFactory.setSceneStarted(self)
updateSpritesets
end
def updateMaps
for map in $MapFactory.maps
map.update
end
$MapFactory.updateMaps(self)
end
def updateSpritesets
@spritesets={} if !@spritesets
keys=@spritesets.keys.clone
for i in keys
if !$MapFactory.hasMap?(i)
@spritesets[i].dispose if @spritesets[i]
@spritesets[i]=nil
@spritesets.delete(i)
else
@spritesets[i].update
end
end
for map in $MapFactory.maps
if !@spritesets[map.map_id]
@spritesets[map.map_id]=Spriteset_Map.new(map)
end
end
Events.onMapUpdate.trigger(self)
end
def main
createSpritesets
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
disposeSpritesets
if $game_temp.to_title
Graphics.transition
Graphics.freeze
end
end
def miniupdate
$PokemonTemp.miniupdate=true if $PokemonTemp
loop do
updateMaps
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
updateSpritesets
$PokemonTemp.miniupdate=false if $PokemonTemp
end
def update
loop do
updateMaps
pbMapInterpreter.update
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
updateSpritesets
if $game_temp.to_title
$scene = pbCallTitle
return
end
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if Input.trigger?(Input::C)
unless pbMapInterpreterRunning?
$PokemonTemp.hiddenMoveEventCalling=true
end
end
if Input.trigger?(Input::B)
unless pbMapInterpreterRunning? or $game_system.menu_disabled
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
if Input.trigger?(Input::F5)
unless pbMapInterpreterRunning?
$PokemonTemp.keyItemCalling = true if $PokemonTemp
end
end
if $DEBUG and Input.press?(Input::F9)
$game_temp.debug_calling = true
end
unless $game_player.moving?
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
elsif $PokemonTemp && $PokemonTemp.keyItemCalling
$PokemonTemp.keyItemCalling=false
$game_player.straighten
Kernel.pbUseKeyItem
elsif $PokemonTemp && $PokemonTemp.hiddenMoveEventCalling
$PokemonTemp.hiddenMoveEventCalling=false
$game_player.straighten
Events.onAction.trigger(self)
end
end
end
def call_name
$game_temp.name_calling = false
$game_player.straighten
$game_map.update
end
def call_menu
$game_temp.menu_calling = false
$game_player.straighten
$game_map.update
sscene=PokemonMenu_Scene.new
sscreen=PokemonMenu.new(sscene)
sscreen.pbStartPokemonMenu
end
def call_debug
$game_temp.debug_calling = false
pbPlayDecisionSE()
$game_player.straighten
$scene = Scene_Debug.new
end
def autofade(mapid)
playingBGM=$game_system.playing_bgm
playingBGS=$game_system.playing_bgs
return if !playingBGM && !playingBGS
map=pbLoadRxData(sprintf("Data/Map%03d", mapid))
if playingBGM && map.autoplay_bgm
if playingBGM.name!=map.bgm.name
pbBGMFade(0.8)
end
end
if playingBGS && map.autoplay_bgs
if playingBGS.name!=map.bgs.name
pbBGMFade(0.8)
end
end
Graphics.frame_reset
end
def transfer_player(cancelVehicles=true)
$game_temp.player_transferring = false
if cancelVehicles
Kernel.pbCancelVehicles($game_temp.player_new_map_id)
end
autofade($game_temp.player_new_map_id)
if $game_map.map_id != $game_temp.player_new_map_id
$MapFactory.setup($game_temp.player_new_map_id)
end
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
case $game_temp.player_new_direction
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
$game_player.straighten
$game_map.update
disposeSpritesets
GC.start
createSpritesets
if $game_temp.transition_processing
$game_temp.transition_processing = false
Graphics.transition(20)
end
$game_map.autoplay
Graphics.frame_reset
Input.update
end
end
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
To disable the debug menu just search "$DEBUG = $TEST = true" and change it to false.
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Quote:
Originally Posted by
gonxfreaks
hello, that is what must be changed to remove the menu option "debuge"??
Open the Script Editor, select ---<:::RMX-OS Main:::>--- and go to line 25, so set $DEBUG = $TEST = true to false
I'm uploading a new version (v1.5.1) with this features fully working:
Code:
Triad Game (100%)
Ribbons System (100%)
Thank you for your segnalations =)
v1.5.1
Unavailable
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Markz make a trade or pvp system!
That would be awesome :)
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
hello, testing the game, PKMN evolve, after a few seconds the game closes an unexpected error windows ... any ideas
regards
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
Quote:
Originally Posted by
gonxfreaks
hello, testing the game, PKMN evolve, after a few seconds the game closes an unexpected error windows ... any ideas
regards
Could you give us more information? I just tested it by evolving a Rattata and it didn't crash. It didn't play any animation however.
Is there an animation when its evolving for you? And what version of the source are you using?
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
When you evolve after a trade, it crashes. When you trade the Mew for Gengar
5 Attachment(s)
Re: [Release] Pokemon Markz88 MMO STARTER KIT [RPG Maker XP]
no, just a Charmander evolves to Charmeleon, no animation, the version is 1.5
Attachment 121584Attachment 121585Attachment 121586Attachment 121587
al sacar la pocion del pc, aparece el siguiente error
Attachment 121588
regards