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I have just released a demo of the first chapter of a fangame based on the Hokuto no Ken anime and manga. The game is a beat'em up rpg mainly programmed with a edited version of the XAS battle system.
Story:
Characters:
Kenshiro

System:
The main core of the battle system is a edited (by me) XAS battle system by Moghunter. Event systems play a major role as well. Other scripts are also used.
Gameplay:
This game can be defined as a "2d version" of Ken's Rage, the Koei beat'em up. I "stole" the character's growth system idea from it as well as the Quick Time Event finisher (credits go to Moghunter again for the chain command script). The character will be able to purchase skills through the Meridian Chart by obtaining ability points after defeating enemies. The character will be able to equip 3 different battle skills (basic skills, counters and special skills) as well as 1 support skill (to boost the character's stats).
Screenshots:







Video:
Demo:
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You might need the Rpg Maker XP RTP as I am afraid there is a couple of things that are default.
Please give me your feedback, especially for what concerns the boss battle.
shogun3
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Story:
- Spoiler:
- Kenshiro is the heir of Hokuto Shin Ken, a deadly martial art originated from China. His girlfriend was kidnapped and he's wandering hopelessly in the desert to find her in a post-nuclear holocaust world.
Characters:
Kenshiro

System:
The main core of the battle system is a edited (by me) XAS battle system by Moghunter. Event systems play a major role as well. Other scripts are also used.
Gameplay:
This game can be defined as a "2d version" of Ken's Rage, the Koei beat'em up. I "stole" the character's growth system idea from it as well as the Quick Time Event finisher (credits go to Moghunter again for the chain command script). The character will be able to purchase skills through the Meridian Chart by obtaining ability points after defeating enemies. The character will be able to equip 3 different battle skills (basic skills, counters and special skills) as well as 1 support skill (to boost the character's stats).
Screenshots:







Video:
Demo:
[You must be registered and logged in to see this link.]
You might need the Rpg Maker XP RTP as I am afraid there is a couple of things that are default.
Please give me your feedback, especially for what concerns the boss battle.
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WOAH! Looks very neat! LOL the battler looks like a beatle
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HOLLY SH!T
this looks really nice, i know that you will make a few people very happy with this.
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this looks really nice, i know that you will make a few people very happy with this.
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@shogun3 - Like Woah!
talk about throwing a bucket of gasoline on a fire of inspiration!
now that's what I'm talking about!
I've always been a Fist of the North Star fanatic and it always kills me on how naive I was for lending out my comic book collection back in the day.
This project of yours looks bad @$$ and I'm certain we would love to play a demo release... I know I would ^,^
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talk about throwing a bucket of gasoline on a fire of inspiration!
now that's what I'm talking about!

I've always been a Fist of the North Star fanatic and it always kills me on how naive I was for lending out my comic book collection back in the day.
This project of yours looks bad @$$ and I'm certain we would love to play a demo release... I know I would ^,^
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lol it seems people like it
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@blue - so far only 3 people replied ~ I'm certain there will be more.
@shogun3 - u rock!
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@shogun3 - u rock!
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yeah but by our comments
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True that, and im informing a few friends of this. they'll be sure to enjoy it as well.
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Thank you guys, I'm really flattered
I'm sorry I didn't post much information on this project of mine, I promise I'll add more asap.
@gameface101: I'm glad you're a Fist of the North Star fan! Here in Italy my generation grew up watching that.
I noticed that some of you guys seem pretty skilled when it comes to scripting and eventing, so I hope you don't mind if I ask you a question regarding a feature I would like to implement in the tactical battle system I'm using (Gubid) which allows for the placement of extra party members and troops on the battlefield.
While these extra troop members are able to move/attack/die like their counterparts, I can't use conditional switches to call events when they are hit, have a state inflicted, etc. because the drop down menu only lists 8 enemies. Example: If enemy#8 has state "Hit" inflicted==>show picture 3.
Do you guys think it's impossible to do so through events?
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I'm sorry I didn't post much information on this project of mine, I promise I'll add more asap.
@gameface101: I'm glad you're a Fist of the North Star fan! Here in Italy my generation grew up watching that.
I noticed that some of you guys seem pretty skilled when it comes to scripting and eventing, so I hope you don't mind if I ask you a question regarding a feature I would like to implement in the tactical battle system I'm using (Gubid) which allows for the placement of extra party members and troops on the battlefield.
While these extra troop members are able to move/attack/die like their counterparts, I can't use conditional switches to call events when they are hit, have a state inflicted, etc. because the drop down menu only lists 8 enemies. Example: If enemy#8 has state "Hit" inflicted==>show picture 3.
Do you guys think it's impossible to do so through events?
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I'm having doubts on which battle system I should use the most and I need your advice. At first I wanted to use a sideview bs as the main one, using xas only on certain occasions (for instance in some boss battles that need lots of dynamic effects or require the player to change it's graphics) but recently I thought I could use xas all game long thanks to the countless opportunies it offers through eventing and thanks to hackel's ally system.
What do you guys think? What would you do you you could use 3 different battle systems (real time, tactical, sideview) in such a game?
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What do you guys think? What would you do you you could use 3 different battle systems (real time, tactical, sideview) in such a game?
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Yo shogun3 - just curious, what did you end up using?
I know it's been over a year
but I haven't forgotten about this and still look forward to the Fist's RPG.
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I know it's been over a year


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I decided to use xas only.. cuz I want the game to be a sidescroller... I am waiting for the new realease to keep working on the code
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action side scroller!? NICE!
now you are talking my language 
just sent you a PM with an early version of the latest Xplat project yet to come.
Maybe this could be used as your starter kit?
edit: yo sho, did you get a chance to look at the project I sent you?


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just sent you a PM with an early version of the latest Xplat project yet to come.
Maybe this could be used as your starter kit?
edit: yo sho, did you get a chance to look at the project I sent you?


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I did and it's really good, the only problem I have with xas 3.91 is that the sized event script
I use in my project is not compatible with the xas scripts, and to me that script is crucial since I use bigger sprites...
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I use in my project is not compatible with the xas scripts, and to me that script is crucial since I use bigger sprites...
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yo sho - check the BATTLER script, line 201
A = the enemy ID
B = the size of the body square
you may not need the sized event script after all...
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- Code:
BODY_SQUARE = {
A=>B
}
A = the enemy ID
B = the size of the body square
you may not need the sized event script after all...
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yeah but the sized event script actually gives u the chance to interact with more than one tile of a sprite whereas the body square thingy is just hit detection for the tools... 
maybe someone can make it compatible with the newer version of xas...
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maybe someone can make it compatible with the newer version of xas...
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I'll take a swing at it ~> [You must be registered and logged in to see this link.]
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Well not that i don't support XAS or anything seeing as its a great ABS. But WABS has what you want basically build into it, granted it's not complete yet still in alpha. The AI team mates are event clones and have their own built in HUDS. < Looking like an aid for you. Granted XAS can do it too but not with out some additional programing and eventing.
Granted that wont be an option seeing all the work you have already put into the project.
Also here
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shogun3 wrote:I noticed that some of you guys seem pretty skilled when it comes to scripting and eventing, so I hope you don't mind if I ask you a question regarding a feature I would like to implement in the tactical battle system I'm using (Gubid) which allows for the placement of extra party members and troops on the battlefield.
While these extra troop members are able to move/attack/die like their counterparts, I can't use conditional switches to call events when they are hit, have a state inflicted, etc. because the drop down menu only lists 8 enemies. Example: If enemy#8 has state "Hit" inflicted==>show picture 3.
Do you guys think it's impossible to do so through events?
Well not that i don't support XAS or anything seeing as its a great ABS. But WABS has what you want basically build into it, granted it's not complete yet still in alpha. The AI team mates are event clones and have their own built in HUDS. < Looking like an aid for you. Granted XAS can do it too but not with out some additional programing and eventing.
Granted that wont be an option seeing all the work you have already put into the project.
Also here

shogun3 wrote:yeah but the sized event script actually gives u the chance to interact with more than one tile of a sprite whereas the body square thingy is just hit detection for the tools...
maybe someone can make it compatible with the newer version of xas...
- Code:
#===============================================================================
# Bigger Event Interaction
#===============================================================================
# By: Mr_Wiggles
# Version: 1.0
# 2/5/13
#-------------------------------------------------------------------------------
# Events always grow to the LEFT!, odd tiled events are centered after moving
# left.
#
# Create an event with a comment in an event in the TOP 10 LINES!
# BIGEVENT <size x> <size y>
#
# i.e. "BIGEVENT 2 2" will make an event 2 tiles by 2 tiles large.
#===============================================================================
module BigEvent
# INCREMENT
Increment = 1
def self.front_pos_large_event?(event)
# Calculate player new position
d = $game_player.direction
new_x = $game_player.x + (d == 6 ? Increment : d == 4 ? -Increment : 0)
new_y = $game_player.y + (d == 2 ? Increment : d == 8 ? -Increment : 0)
# Calculate event offset (ie size delta)
event_new_size = event.check_event_size
if (event_new_size==false)
ex, ey = 0,0
else
ex ,ey = event_new_size
end
# Calculate event min and max coordinates
p1, p2 = event.x - ex, event.y - ey
p3, p4 = event.x, event.y
plx, ply = new_x, new_y
# Verify if player new position is inside event min and max coordinates
if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
return true
else
return false
end
end
end
class Game_Event < Game_Character
attr_accessor :hasBeenLift
alias :bigev_init :initialize
def initialize(*args)
bigev_init(*args)
check_event_size # run first to make sprites aligned correctly
@hasBeenLift=false
#File.open("debug.txt", 'a') {|f| f.write(self.inspect) } if (@newsize != false)
end
def check_event_size
return @newsize unless @newsize.nil?
list = @event.pages[0].list
for i in 0..9 # check top 10 lines
line = list[i]
next if line.nil?
command = line.parameters[0]
break unless command.is_a?(String)
next if command.nil?
command = command.split
if command.include?("BIGEVENT")
sizex = command[1].to_i - 1
sizey = command[2].to_i - 1
#DEBUG.write("sizex="+sizex.to_s+",sizey="+sizey.to_s)
end
end
if sizex.nil? or sizey.nil?
@newsize = false
else
@newsize = [sizex, sizey]
end
return @newsize
end
def screen_x
if @newsize.is_a?(Array)
extra = (@newsize[0] % 2 == 0) ? -16 : 0 # even odd offset
return (@real_x - $game_map.display_x + 3) / 4 + extra
end
return (@real_x - $game_map.display_x + 3) / 4 + 16
end
end
class Game_Player < Game_Character
alias :bigev_passable? :passable?
def passable?(x, y, d)
for event in $game_map.events.values
event_new_size = event.check_event_size
#DEBUG.write("PASSABLE="+ (!(event.hasBeenLift == true && event.throw_active == false && event_new_size && check_large_event(event, event_new_size, d))).to_s)
return false if event.hasBeenLift == false && event.throw_active == false && event_new_size && check_large_event(event, event_new_size, d)
end
#DEBUG.write("COND3="+bigev_passable?(x, y, d).to_s)
return bigev_passable?(x, y, d)
end
def check_large_event(event, size, dir = nil)
#DEBUG.write("Size:#{size} Colision with: #{event.id} and this: #{self.id}")
ex, ey = size
p1, p2 = event.x - ex, event.y - ey
p3, p4 = event.x, event.y
plx, ply = (self.x), (self.y)
if dir != nil
plx = plx + (dir == 6 ? 1 : dir == 4 ? -1 : 0)
ply = ply + (dir == 2 ? 1 : dir == 8 ? -1 : 0)
end
#DEBUG.write("EVENT original=["+p3.to_s+","+p4.to_s+"] corrected=["+p1.to_s+","+p2.to_s+"], PLAYER origin=["+(self.x).to_s+","+self.y.to_s+"], PLAYER cible=["+plx.to_s+","+ply.to_s+"]")
if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
#DEBUG.write("Passable=false")
return true
end
#DEBUG.write("Passable=true")
return false # passable
end
#--------------------------------------------------------------------------
# ? Can Pickup?
#--------------------------------------------------------------------------
def pickup_event
return if @pickup_lock
return if @pickup_lock_time > 0
return if $game_system.map_interpreter.running?
return if $game_switches[XASTHROW_ACTIVE_SWITCH_ID] == false
#return if $game_switches[76] = true
return if jumping?
return if @swimming
return if $game_temp.cast_time > 0
$game_map.events.each_value do |event|
front_pos = BigEvent::front_pos_large_event?(event)
#DEBUG.write("pickup_event[" + event.id.to_s + "] front_pos=" + front_pos.to_s)
if front_pos
next if event.throw == 0
next if event.erased
next if event.collapsing?
next if event.through
next if event.throw_weight > @throw_weight_max.to_i
if event.battler != nil and not event.battler.e_item
next if event.battler.dead?
$game_temp.carry_time = Graphics.frame_rate * XAS::ENEMY_CARRY_TIME
event.blow(0,0)
end
@pickup_lock_time = 15
event.throw_active = true
#LEPAS33
event.hasBeenLift=true
$throw_active=true
@pickup_lock = true
@need_refresh_pose = true
#Baf Edit : Added lift SE
$game_system.se_play(XAS::LIFT_SE)
event.jump(0,0)
event.x = @x
event.y = @y
event.pre_move_speed = event.move_speed
event.move_speed = 7
end
end
end
end
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awesome Sho + (checking out the demo, you know I'm such a FOTNS fan +)
awesome wiggles + (big event script? @,@)
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awesome wiggles + (big event script? @,@)
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Yea, had some things laying around my desk top :p
Just noticed that Team PZE made some edits to that version. (Lift and Hit detection, moved the interactions for events out of the script as well)
here is my origional Works with XAS. PZE was deturmaned after i put this together
I was never able to find out how they worked with their database and tortus so i myself was unable to make the required edits to work with XAS. :p
Thanks Baf and NR.
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Just noticed that Team PZE made some edits to that version. (Lift and Hit detection, moved the interactions for events out of the script as well)
here is my origional Works with XAS. PZE was deturmaned after i put this together
- Code:
#===============================================================================
# Bigger Event Interaction
#===============================================================================
# By: Mr_Wiggles
# Version: 1.0
# 2/5/13
#-------------------------------------------------------------------------------
# Events always grow to the LEFT!, odd tiled events are centered after moving
# left.
#
# Create an event with a comment in an event in the TOP 10 LINES!
# BIGEVENT <size x> <size y>
#
# i.e. "BIGEVENT 2 2" will make an event 2 tiles by 2 tiles large.
#===============================================================================
class Game_Event < Game_Character
alias :bigev_init :initialize
def initialize(*args)
bigev_init(*args)
check_event_size # run first to make sprites aligned correctly
end
def check_event_size
return @newsize unless @newsize.nil?
list = @event.pages[0].list
for i in 0..9 # check top 10 lines
line = list[i]
next if line.nil?
command = line.parameters[0]
break unless command.is_a?(String)
next if command.nil?
command = command.split
if command.include?("BIGEVENT")
sizex = command[1].to_i - 1
sizey = command[2].to_i - 1
end
end
if sizex.nil? or sizey.nil?
@newsize = false
else
@newsize = [sizex, sizey]
end
return @newsize
end
def screen_x
if @newsize.is_a?(Array)
extra = (@newsize[0] % 2 == 0) ? -16 : 0 # even odd offset
return (@real_x - $game_map.display_x + 3) / 4 + extra
end
return (@real_x - $game_map.display_x + 3) / 4 + 16
end
end
#===============================================================================
class Game_Map
def passable?(x, y, d, self_event = nil)
# If coordinates given are outside of the map
unless valid?(x, y)
# impassable
return false
end
# Change direction (0,2,4,6,8,10) to obstacle bit (0,1,2,4,8,0)
bit = (1 << (d / 2 - 1)) & 0x0f
# Loop in all events
for event in events.values
#-------------------------------------
# New method
# If tiles other than self are consistent with coordinates
if event.tile_id >= 0 and event != self_event and !event.through
temp = false
use_new = event.check_event_size
if !self_event.nil? and use_new
temp = self_event.check_large_event(event, use_new, d)
#print("Map: #{temp}")
else
temp = (event.x == x and event.y == y)
end
if temp
# If obstacle bit is set
if @passages[event.tile_id] & bit != 0
# impassable
return false
# If obstacle bit is set in all directions
elsif @passages[event.tile_id] & 0x0f == 0x0f
# impassable
return false
# If priorities other than that are 0
elsif @priorities[event.tile_id] == 0
# passable
return true
end
end
end
#-------------------------------------
end
# Loop searches in order from top of layer
for i in [2, 1, 0]
# Get tile ID
tile_id = data[x, y, i]
# Tile ID acquistion failure
if tile_id == nil
# impassable
return false
# If obstacle bit is set
elsif @passages[tile_id] & bit != 0
# impassable
return false
# If obstacle bit is set in all directions
elsif @passages[tile_id] & 0x0f == 0x0f
# impassable
return false
# If priorities other than that are 0
elsif @priorities[tile_id] == 0
# passable
return true
end
end
# passable
return true
end
end
#===============================================================================
class Game_Character
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
return false if !$game_map.valid?(new_x, new_y)
# If through is ON
return true if @through
# If unable to leave first move tile in designated direction
return false if !$game_map.passable?(x, y, d, self)
# If unable to enter move tile in designated direction
return false unless $game_map.passable?(new_x, new_y, 10 - d)
# Loop all events
#-------------------------------------
# new method
for event in $game_map.events.values
temp = false
use_new = event.check_event_size
if use_new
temp = check_large_event(event, use_new, d)
#print("Character: #{temp}")
else
temp = (event.x == new_x and event.y == new_y)
end
if temp
return false if event.character_name != ""
return false if (self != $game_player and !event.through)
end
end
#-------------------------------------
if $game_player.x == new_x and $game_player.y == new_y
return false if (@character_name != "" and !$game_player.through)
end
# passable
return true
end
#--------------------------------------------------------------------------
# New Definition
def check_large_event(event, size, dir = nil)
#print("Size:#{size} Colision with: #{event.id} and this: #{self}")
ex, ey = size
p1, p2 = event.x - ex, event.y - ey
p3, p4 = event.x, event.y
plx, ply = self.x, self.y
if dir != nil
plx = plx + (dir == 6 ? 1 : dir == 4 ? -1 : 0)
ply = ply + (dir == 2 ? 1 : dir == 8 ? -1 : 0)
end
if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
#print("SizeX: #{p1},#{plx},#{p3} SizeY: #{p2},#{ply},#{p4} ")
return true
end
return false # passable
end
end
#===============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
return result if $game_system.map_interpreter.running?
# All event loops
for event in $game_map.events.values
#-------------------------------------
# new method
# If event coordinates and triggers are consistent
if triggers.include?(event.trigger)
temp = false
use_new = event.check_event_size
if use_new
temp = check_large_event(event, use_new)
#print("Player Here: #{temp}")
else
temp = (event.x == @x and event.y == @y)
end
if temp and !event.jumping? and event.over_trigger?
event.start
result = true
end
end
#-------------------------------------
end
return result
end
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
return result if $game_system.map_interpreter.running?
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
#-------------------------------------
# new method
temp = false
if triggers.include?(event.trigger)
use_new = event.check_event_size
if use_new
temp = check_large_event(event, use_new, @direction)
else
temp = (event.x == new_x and event.y == new_y)
end
# If starting determinant is front event
if temp and !event.jumping? and !event.over_trigger?
event.start
result = true
end
end
#-------------------------------------
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# All event loops
for event in $game_map.events.values
#-------------------------------------
# new method
temp = false
if triggers.include?(event.trigger)
use_new = event.check_event_size
if use_new
temp = check_large_event(event, use_new, @direction)
else
temp = (event.x == new_x and event.y == new_y)
end
# If starting determinant is front event (other than jumping)
if temp and !event.jumping? and !event.over_trigger?
event.start
result = true
end
end
#-------------------------------------
end
end
end
return result
end
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
return result if $game_system.map_interpreter.running?
# All event loops
for event in $game_map.events.values
#-------------------------------------
# new method
temp = false
if [1,2].include?(event.trigger)
use_new = event.check_event_size
if use_new
temp = check_large_event(event, use_new)
else
temp = (event.x == x and event.y == y)
end
# If starting determinant is front event (other than jumping)
if temp and !event.jumping? and !event.over_trigger?
event.start
result = true
end
end
#-------------------------------------
end
return result
end
end
I was never able to find out how they worked with their database and tortus so i myself was unable to make the required edits to work with XAS. :p
Thanks Baf and NR.
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wow sho, congrats on the progress and effort, love the youtube vid and the music +
you really captured the the cast on this project, just finished downloading the demo,
looking forward to what you had put together +
do you have an icon/logo for this project? or would you like me to make one for you?
I want to put a hot link for this project in hopes to get it more views +
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you really captured the the cast on this project, just finished downloading the demo,
looking forward to what you had put together +
do you have an icon/logo for this project? or would you like me to make one for you?
I want to put a hot link for this project in hopes to get it more views +
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Thank you so much Gameface, I do not have an icon, feel free to make one if you wish, I am sure I would love it
Lemmie know what you think of the enemies etc, I only have a couple of problems so far in setting them up with the side movement scripts: the one you created is nice but unfortunately it makes the character move while executing a skill.
So I am still using that snippet of mine. The other problem I found is that I want enemies to shoot weapons only horizontally, instead they also shoot up and down and that looks very awkward with side poses only... Is there a way to correct that you think? (wiggles what do you think as well?) I found a temporary solution by using the more move routes script but I can basically only set up move_to_random_x movement to achieve what I want... Can you guys understand at all what I mean lol
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So I am still using that snippet of mine. The other problem I found is that I want enemies to shoot weapons only horizontally, instead they also shoot up and down and that looks very awkward with side poses only... Is there a way to correct that you think? (wiggles what do you think as well?) I found a temporary solution by using the more move routes script but I can basically only set up move_to_random_x movement to achieve what I want... Can you guys understand at all what I mean lol
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here you go sho! hope you like it
Made a hotlink for you at the lower right to go along with the other awesome projects
...man I should have done this from the start :~.
I got you, first I'm going to play around with the demo and share some feedback, soon as I'm done with this wave of site stuff, I'll get back to you on that [uirl=http://gameface101.playogame.com/t1723-rmxpxas391-bus-beat-em-up-style-movement?highlight=Bus+Movement]B.U.S.M.[/url] script
unless the amazing mr_wiggles can take a stab at it
I'm actually excited about his new abs, I'm hoping that it's got what I need for side scrolling platformers, my xplat is still buggy but it's slowly getting there... and XAS4, well I've been patiently waiting, for years...
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shogun3 wrote:Thank you so much Gameface, I do not have an icon, feel free to make one if you wish, I am sure I would love it
here you go sho! hope you like it

Made a hotlink for you at the lower right to go along with the other awesome projects
...man I should have done this from the start :~.
shogun3 wrote:
Lemmie know what you think of the enemies etc, I only have a couple of problems so far in setting them up with the side movement scripts: the one you created is nice but unfortunately it makes the character move while executing a skill. So I am still using that snippet of mine. The other problem I found is that I want enemies to shoot weapons only horizontally, instead they also shoot up and down and that looks very awkward with side poses only... Is there a way to correct that you think? (wiggles what do you think as well?) I found a temporary solution by using the more move routes script but I can basically only set up move_to_random_x movement to achieve what I want... Can you guys understand at all what I mean lol
I got you, first I'm going to play around with the demo and share some feedback, soon as I'm done with this wave of site stuff, I'll get back to you on that [uirl=http://gameface101.playogame.com/t1723-rmxpxas391-bus-beat-em-up-style-movement?highlight=Bus+Movement]B.U.S.M.[/url] script

unless the amazing mr_wiggles can take a stab at it

I'm actually excited about his new abs, I'm hoping that it's got what I need for side scrolling platformers, my xplat is still buggy but it's slowly getting there... and XAS4, well I've been patiently waiting, for years...
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New videos: (sorry the audio is off)
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awesome mini-boss and car racing!?
it doesn't look like RMXP and that's just b@d@$$
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it doesn't look like RMXP and that's just b@d@$$
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After 4 years..new release!
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Awe yea... gonna be checking this out in a bit.
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likewise!mr_wiggles wrote:Awe yea... gonna be checking this out in a bit.
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Very cool game concept, like that ya got some kinda movie element to some of the story aspects. You do need RMXP in order to play this, I did not but had RGGS_standard.dll and patched it to work. However I could not read any text.
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