Jump to content
Rpg²S Forum

Burton

Utenti
  • Posts

    82
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Burton

  1. sisi so che è facilmente riproducibile ad eventi, ma sarà un potere richiamabile dal menu in qualsiasi momento anche se non è necessario, non ci sarà nulla nelle mappe che indicherà al giocatore dove usare questa tecnica quindi sarebbe molto meglio farlo tramite script.

  2. Un abilità di campo può essere la  realitatem visivae i 4 giocatori avranno abilità diverse, la realitatem visivae è una prerogativa del protagonista (il personaggio che avete visto nello screen), una volta padroneggiata questa abilità, sarà possibile vedere ciò che i normali sensi non permettono di vedere :)

     

    Tutte queste belle cose per il momento sono idee XD non farò nulla del genere se non imparo a scriptare XD

    Anzi se qualcuno volesse aiutarmi/insegnarmi sarebbe meraviglioso!

  3. Ho deciso di aggiungere nello spazio in basso un orologio da taschino le cui lancette segnano l'ora esatta.

    Aggiungerò i nomi sopra le icone quando queste vengono selezionate.

     

    Vi aggiorno con un po' di chicche del gioco.

    Nel corso dell'avventura vi ritroverete a dover superare ostacoli che bloccano il vostro cammino.

    I personaggi che guiderete non sono semplici guerrieri, essi sono in possesso di doti magiche anche se non parliamo proprio di magia ma di manifestazioni di potere spirituale.

    Potrete avvalervi di questi poteri tanto in battaglia quanto nel mondo di gioco per proseguire nel corso dell'avventura.

     

    Le mappe di Holy Blood nascondono tanti segreti, non siate superficiali nell'esplorarle, potreste trovare oggetti molto utili e detto questo vi introduco ai collezionabili.

    I collezionabili sono oggetti nascosti nelle mappe di Holy Blood o nella stessa mappa del mondo. Trovarli non sarà facile ma una volta raccolti tutti otterrete particolari bonus come armi, armature o nuovi poteri.

  4. Aggiorno con l'anteprima del nuovo menu:

    http://kashikoi.altervista.org/Holy_Blood/menu_anteprima.png

     

    Oggi ho finito di scriptare la scena del titolo quindi domani scriverò il menu.

    Spero vi piaccia :)

  5. salve ragazzi avrei un problemino piccolo piccolo.

    ho trovato questo script che ridimensiona la finestra di gioco e con un paio di modifiche l'ho adattato al mio progetto, però ho bisogno di una modifica che non sono in grado di fare...

    Lo script è qesto:

     

     

    #===============================================================================
    # Custom Resolution
    # Author: ForeverZer0
    # Version: 0.93
    # Date: 12.18.2010
    #===============================================================================
    #
    # Introduction:
    #
    #   My goal in creating this script was to create a system that allowed the user
    #   to set the screen size to something other than 640 x 480, but not have make
    #   huge sacrifices in compatibility and performance. Although the script is
    #   not simply Plug-and-Play, it is about as close as one can achieve with a 
    #   script of this nature.
    #
    # Instructions:
    #
    #  - Place the "screenshot.dll" from Fantasist's Transition Pack script, which 
    #    can be found here: http://www.sendspace.com/file/yjd54h in your game folder
    #  - Place this script above main, below default scripts.
    #  - In my experience, unchecking "Reduce Screen Flickering" actually helps the
    #    screen not to flicker. Open menu with F1 while playing and set this to what
    #    you get the best results with.
    #
    # Features:
    #  
    #  - Totally re-written Tilemap and Plane class. Both classes were written to
    #    display the map across any screen size automatically. The Tilemap class
    #    is probably even more efficient than the original, which will help offset
    #    any increased lag due to using a larger screen size with more sprites
    #    being displayed.
    #  - Every possible autotile graphic (48 per autotile) will be cached for the
    #    next time that tile is used.
    #  - Autotile animation has been made as efficient as possible, with a system
    #    that stores their coodinates, but only if they change. This greatly reduces
    #    the number of iterations at each update.
    #  - System creates an external file to save pre-cached data priorities and
    #    autotiles. This will decrease any loading times even more, and only takes a
    #    second, depending on the number of maps you have.
    #  - User defined autotile animation speed. Can change with script calls.
    #  - Automatic re-sizing of Bitmaps and Viewports that are 640 x 480 to the 
    #    defined resolution, unless explicitely over-ridden in the method call.
    #    The graphics themselves will not be resized, but any existing scripts that
    #    use the normal screen size will already be configured to display different 
    #    sizes of graphics for transitions, battlebacks, pictures, fogs, etc.
    #  - Option to have a log file ouput each time the game is ran, which can alert
    #    you to possible errors with map sizes, etc.
    #
    # Issues/Bugs/Possible Bugs:
    #
    #   - Graphic related scripts and your graphics will need to be customized to
    #     fit the new screen size, so this script is not for everyone.
    #   - The Z-axis for the Plane class, which is used for Fogs and Panoramas has
    #     been altered. It is now multiplied by 1000. This will likely be a minor 
    #     issue for most, since this class is very rarely used except for Fogs and
    #     Panoramas, which are already far above and below respectfully.
    #   - Normal transitions using graphics cannot be used. With the exception of
    #     a standard fade, like that used when no graphic is defined will be used.
    #     Aside from that, only special transitions from Transition Pack can be
    #     used.
    #
    #  Credits/Thanks:
    #    - ForeverZer0, for script.
    #    - Creators of the Transition Pack and Screenshot.dll
    #    - Selwyn, for base resolution script
    #
    #===============================================================================
    #                             CONFIGURATION
    #===============================================================================
    
      SCREEN = [384, 480]
      # Define the resolution of the game screen. These values can be anything
      # within reason. Centering, viewports, etc. will all be taken care of, but it
      # is recommended that you use values divisible by 32 for best results.
      
      UPDATE_COUNT = 8
      # Define the number of frames between autotile updates. The lower the number,
      # the faster the animations cycle. This can be changed in-game with the
      # following script call: $game_map.autotile_speed = SPEED
      
      PRE_CACHE_DATA = true
      # The pre-cached file is mandatory for the script to work. As long as this is
      # true, the data will be created each time the game is test-played. This is
      # not always neccessary, only when maps are altered, so you can disable it to
      # help speed up game start-up, and it will use the last created file.
      
      RESOLUTION_LOG = true
      # This will create a log in the Game directory each time the game is ran in
      # DEBUG mode, which will list possible errors with map sizes, etc. 
      
    #===============================================================================
    # ** Resolution
    #===============================================================================
    
    class Resolution
      
      attr_reader :version
      
      def initialize
        # Define version.
        @version = 0.93
        # Set instance variables for calling basic Win32 functions.
        ini = Win32API.new('kernel32', 'GetPrivateProfileString','PPPPLP', 'L')
        title = "\0" * 256
        ini.call('Game', 'Title', '', title, 256, '.\\Game.ini')
        title.delete!("\0")
        @window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
        set_window_long = Win32API.new('user32', 'SetWindowLong', 'LIL', 'L')
        set_window_pos  = Win32API.new('user32', 'SetWindowPos', 'LLIIIII', 'I')
        @metrics         = Win32API.new('user32', 'GetSystemMetrics', 'I', 'I')
        # Set default size, displaying error if size is larger than the hardware.
        default_size = self.size
        if default_size[0] < SCREEN[0] || default_size[1] < SCREEN[1]
          print("\"#{title}\" requires a minimum screen resolution of [#{SCREEN[0]} x #{SCREEN[1]}]\r\n\r\n" +
                "\tYour Resolution: [#{default_size[0]} x #{default_size[1]}]")
          exit
        end
        # Apply resolution change.
        x = (@metrics.call(0) - SCREEN[0]) / 2
        y = (@metrics.call(1) - SCREEN[1]) / 2
        set_window_long.call(@window, -16, 0x14CA0000)
        set_window_pos.call(@window, 0, x, y, SCREEN[0] + 6, SCREEN[1] + 26, 0)
        @window = Win32API.new('user32', 'FindWindow', 'PP', 'I').call('RGSS Player', title)
      end
      #--------------------------------------------------------------------------
      def size
        # Returns the screen size of the machine.
        return [@metrics.call(0), @metrics.call(1)]
      end
      #--------------------------------------------------------------------------
      def snapshot(filename = 'Data/snap', quality = 0)
        # FILENAME =   Filename that the picture will be saved as.
        # FILETYPE =   0 = High Quality   1 = Low Quality
        @screen = Win32API.new('screenshot.dll', 'Screenshot', 'LLLLPLL', '')
        @screen.call(0, 0, SCREEN[0], SCREEN[1], filename, @window, quality)
      end
      #--------------------------------------------------------------------------
    end
    
    #===============================================================================
    # ** Integer
    #===============================================================================
    
    class Integer
        
      def gcd(num)
        # Returns the greatest common denominator of self and num.
        min, max = self.abs, num.abs
        while min > 0
          tmp = min
          min = max % min
          max = tmp
        end
        return max
      end
      
      def lcm(num)
        # Returns the lowest common multiple of self and num.
        return [self, num].include?(0) ? 0 : (self / self.gcd(num) * num).abs
      end
    end
    
    #===============================================================================
    # ** Graphics
    #===============================================================================
    
    module Graphics
    
      class << self
        alias zer0_graphics_transition transition
      end
      
      def self.transition(duration = 8, *args)
        # Call default transition if no instance of the resolution is defined.
        if $resolution == nil
          zer0_graphics_transition(duration, *args)
        else
          # Skip this section and instantly transition graphics if duration is 0. 
          if duration > 0
            # Take a snapshot of the the screen, overlaying screen with graphic.
            $resolution.snapshot
            zer0_graphics_transition(0)
            # Create screen instance
            sprite = Sprite.new(Viewport.new(0, 0, SCREEN[0], SCREEN[1]))
            sprite.bitmap = Bitmap.new('Data/snap')
            # Use a simple fade if transition is not defined.
            fade = 255 / duration
            duration.times { sprite.opacity -= fade ; update }
            # Dispose sprite and delete snapshot file.
            [sprite, sprite.bitmap].each {|obj| obj.dispose }
            File.delete('Data/snap')
          end
         zer0_graphics_transition(0)
       end
     end
    end  
    
    #===============================================================================
    # ** RPG::Cache
    #===============================================================================
    
    module RPG::Cache
      
      AUTO_INDEX = [
      
      [27,28,33,34],  [5,28,33,34],  [27,6,33,34],  [5,6,33,34],
      [27,28,33,12],  [5,28,33,12],  [27,6,33,12],  [5,6,33,12],
      [27,28,11,34],  [5,28,11,34],  [27,6,11,34],  [5,6,11,34],
      [27,28,11,12],  [5,28,11,12],  [27,6,11,12],  [5,6,11,12],
      [25,26,31,32],  [25,6,31,32],  [25,26,31,12], [25,6,31,12],
      [15,16,21,22],  [15,16,21,12], [15,16,11,22], [15,16,11,12],
      [29,30,35,36],  [29,30,11,36], [5,30,35,36],  [5,30,11,36],
      [39,40,45,46],  [5,40,45,46],  [39,6,45,46],  [5,6,45,46],
      [25,30,31,36],  [15,16,45,46], [13,14,19,20], [13,14,19,12],
      [17,18,23,24],  [17,18,11,24], [41,42,47,48], [5,42,47,48],
      [37,38,43,44],  [37,6,43,44],  [13,18,19,24], [13,14,43,44],
      [37,42,43,48],  [17,18,47,48], [13,18,43,48], [13,18,43,48]
        
      ]
      
      def self.autotile(filename)
        key = "Graphics/Autotiles/#{filename}"
        if !@cache.include?(key) || @cache[key].disposed? 
          # Cache the autotile graphic.
          @cache[key] = (filename == '') ? Bitmap.new(128, 96) : Bitmap.new(key)
          # Cache each configuration of this autotile.
          self.format_autotiles(@cache[key], filename)
        end
        return @cache[key]
      end
    
      def self.format_autotiles(bitmap, filename)
        # Iterate all 48 combinations using the INDEX, and save copy to cache.
        (0...(bitmap.width / 96)).each {|frame|
          # Iterate for each frame in the autotile. (Only for animated ones)
          template = Bitmap.new(256, 192)
          # Create a bitmap to use as a template for creation.
          (0...6).each {|i| (0...8).each {|j| AUTO_INDEX[8*i+j].each {|number|
            number -= 1
            x, y = 16 * (number % 6), 16 * (number / 6)
            rect = Rect.new(x + (frame * 96), y, 16, 16)
            template.blt(32 * j + x % 32, 32 * i + y % 32, bitmap, rect)
          }
          # Use the above created template to create individual tiles.
          index = 8*i+j
          tile = Bitmap.new(32, 32)
          sx, sy = 32 * (index % 8), 32 * (index / 8)
          rect = Rect.new(sx, sy, 32, 32)
          tile.blt(0, 0, template, rect)
          @cache[[filename, index, frame]] = tile
        }}
        # Dispose the template since it will not be used again.
        template.dispose }
      end
    
      def self.load_autotile(name, tile_id, frame = 0)
        # Returns the autotile for the current map with TILE_ID and FRAME.
        return @cache[[name, tile_id % 48, frame]]
      end
    end
    
    #===============================================================================
    # ** Tilemap
    #===============================================================================
    
    class Tilemap
      
      attr_reader   :map_data, :ox, :oy, :viewport
      attr_accessor :tileset, :autotiles, :priorities
      
      def initialize(viewport)
        # Initialize instance variables to store required data.
        @viewport, @autotiles, @layers, @ox, @oy = viewport, [], [], 0, 0
        # Get priority and autotile data for this tileset from instance of Game_Map.
        @priorities, @animated = $game_map.priorities, $game_map.autotile_data
        # Create a sprite and viewport to use for each priority level.
        (0..5).each {|i|
          @layers[i] = Sprite.new(viewport)
          @layers[i].z = i * 32
        }
      end
        
      def ox=(ox)
        # Set the origin of the X-axis for all the sprites.
        @ox = ox
        @layers.each {|sprite| sprite.ox = @ox } 
      end
      
      def oy=(oy)
        # Set the origin of the y-axis for all the sprites.
        @oy = oy
        @layers.each {|sprite| sprite.oy = @oy } 
      end
      
      def dispose
        # Dispose all of the sprites and viewports.
        @layers.each {|layer| layer.dispose }
      end
      
      def map_data=(data)
        # Set the map data to an instance variable.
        @map_data = data
        # Clear any sprites' bitmaps if it exists, or create new ones.
        @layers.each_index {|i|
          if @layers[i].bitmap != nil
            # Dispose bitmap and set to nil.
            @layers[i].bitmap = @layers[i].bitmap.dispose
          end
          # Create new bitmap, whose size is the same as the game map.
          @layers[i].bitmap = Bitmap.new($game_map.width*32, $game_map.height*32)
        }
        # Draw bitmaps accordingly.
        refresh
      end
      
      def refresh    
        # Set the animation data from the file if it exists, or create it now.
        @animated = $game_map.autotile_data
        # Iterate through all map layers, starting with the bottom.
        [0,1,2].each {|z| (0...@map_data.ysize).each {|y| (0...@map_data.xsize).each {|x|
          tile_id = @map_data[x, y, z]
          # Go to the next iteration if no bitmap is defined for this tile.
          if tile_id == 0 # No tile
            next
          elsif tile_id < 384 # Autotile
            name = $game_map.autotile_names[(tile_id / 48) - 1]
            bitmap = RPG::Cache.load_autotile(name, tile_id)
          else # Normal Tile
            bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0) 
          end
          # Determine what the layer to draw tile, based off priority.
          layer = @priorities[tile_id] 
          # Perform a block transfer from the created bitmap to the sprite bitmap.
          @layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 32, 32))
        }}}
      end
      
      def update
        # Update the sprites.
        if Graphics.frame_count % $game_map.autotile_speed == 0
          # Increase current frame of tile by one, looping by width.
          @animated[0].each_index {|i|
            @animated[2][i] = (@animated[2][i] + 1) % @animated[1][i]
            @animated[3][i].each {|data|
              # Gather data using the stored coordinates from the map data.
              tile_id, x, y = @map_data[data[0], data[1], data[2]], data[0], data[1]
              name, layer = @animated[0][i], @priorities[tile_id]
              # Load the next frame of the autotile and set it to the map.
              bitmap = RPG::Cache.load_autotile(name, tile_id, @animated[2][i])
              @layers[layer].bitmap.blt(x*32, y*32, bitmap, Rect.new(0, 0, 32, 32)) 
            }
          }
        end
      end
    end
    
    #===============================================================================
    # Game_Map
    #===============================================================================
    
    class Game_Map
      
      attr_reader :tile_size, :autotile_speed, :autotile_data, :priority_data
      
      alias zer0_load_autotile_data_init initialize
      def initialize
        # Load pre-cached data hashes. They will be referenced during setup.
        file = File.open('Data/PreCacheMapData.rxdata', 'rb')
        @cached_priorities = Marshal.load(file)
        @cached_autotiles = Marshal.load(file)
        file.close
        # Call original method.
        zer0_load_autotile_data_init
        # Store the screen dimensions in tiles to save on calculations later.
        @tile_size = [SCREEN[0], (SCREEN[1]-32)/2].collect {|n| (n / 32.0).ceil }
        @autotile_speed = UPDATE_COUNT
      end
      
      alias zer0_map_edge_setup setup
      def setup(map_id)
        @priority_data = @cached_priorities[map_id]
        @autotile_data = @cached_autotiles[map_id]
        # Call original method.
        zer0_map_edge_setup(map_id)
        # Find the displayed area of the map in tiles. No calcualting every step.
        @map_edge = [self.width - @tile_size[0], self.height - @tile_size[1]]
        @map_edge.collect! {|size| size * 128 }
      end
    
      def scroll_down(distance)
        # Find point that the map edge meets the screen edge, using custom size.
        @display_y = [@display_y + distance, @map_edge[1]-64].min
      end
    
      def scroll_right(distance)
        # Find point that the map edge meets the screen edge, using custom size.
        @display_x = [@display_x + distance, @map_edge[0]].min
      end
      
      def autotile_speed=(speed)
        # Keep the speed above 0 to prevent the ZeroDivision Error.
        @autotile_speed = speed
        @autotile_speed = 1 if @autotile_speed < 1
      end
    end
    
    #===============================================================================
    # ** Game_Character
    #===============================================================================
    
    class Game_Character
      
      def screen_z(height = 0)
        if @always_on_top
          # Return high Z value if always on top flag is present.
          return 999
        elsif height != nil && height > 32
          # Iterate through map characters to their positions relative to this one.
          characters = $game_map.events.values
          characters += [$game_player] unless self.is_a?(Game_Player)
          # Find and set any character that is one tile above this one.
          above, z = characters.find {|chr| chr.x == @x && chr.y == @y - 1 }, 0
          if above != nil
            # If found, adjust value by this one's Z, and the other's.
            z = (above.screen_z(48) >= 32 ? 33 : 31)
          end
          # Check for Blizz-ABS and adjust coordinates for the pixel-rate.
          if $BlizzABS
            x = ((@x / $game_system.pixel_rate) / 2.0).to_i
            y = ((@y / $game_system.pixel_rate) / 2.0).to_i
            return $game_map.priority_data[x, y] + z
          else
            return $game_map.priority_data[@x, @y] + z
          end
        end
        return 0
      end
    end
    
    #===============================================================================
    # ** Game_Player
    #===============================================================================
    
    class Game_Player
      
      CENTER_X = ((SCREEN[0] / 2) - 16) * 4    # Center screen x-coordinate * 4
      CENTER_Y = ((SCREEN[1] / 2) - 128) * 4    # Center screen y-coordinate * 4
      
      def center(x, y)
        # Recalculate the screen center based on the new resolution.
        max_x = ($game_map.width - $game_map.tile_size[0]) * 128
        max_y = ($game_map.height - $game_map.tile_size[1]) * 128
        $game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
        $game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
      end  
    end
    
    #===============================================================================
    # ** Sprite
    #===============================================================================
    
    class Sprite
      
      alias zer0_sprite_resize_init initialize
      def initialize(view = nil)
        # Unless viewport is defined, use the new default viewport size.
        view = Viewport.new(0, 0, SCREEN[0], SCREEN[1]) if view == nil
        # Call original method.
        zer0_sprite_resize_init(view)
      end
    end
    
    #===============================================================================
    # ** Viewport
    #===============================================================================
    
    class Viewport
      
      alias zer0_viewport_resize_init initialize
      def initialize(x=0, y=0, width=SCREEN[0], height=SCREEN[1], override=false)
        if x.is_a?(Rect)
          # If first argument is a Rectangle, just use it as the argument.
          zer0_viewport_resize_init(x)
        elsif [x, y, width, height] == [0, 0, 640, 480] && !override 
          # Resize fullscreen viewport, unless explicitly overridden.
          zer0_viewport_resize_init(Rect.new(0, 0, SCREEN[0], SCREEN[1]/2))
        else
          # Call method normally.
          zer0_viewport_resize_init(Rect.new(x, y, width, height))
        end
      end
      
      def resize(*args)
        # Resize the viewport. Can call with (X, Y, WIDTH, HEIGHT) or (RECT).
        self.rect = args[0].is_a?(Rect) ? args[0] : Rect.new(*args)
      end
    end
    
    #===============================================================================
    # ** Bitmap
    #===============================================================================
    
    class Bitmap
      
      alias zer0_resolution_resize_init initialize
      def initialize(width = 32, height = 32, override = false)
        if width.is_a?(String)
          # Call the filename if the first argument is a String.
          zer0_resolution_resize_init(width)
        elsif [width, height] == [640, 480] && !override
          # Resize fullscreen bitmap unless explicitly overridden.
          zer0_resolution_resize_init(SCREEN[0], SCREEN[1])
        else
          # Call method normally.
          zer0_resolution_resize_init(width, height)
        end
      end
    end
    
    #===============================================================================
    # ** Plane
    #===============================================================================
    
    class Plane < Sprite
      
      def z=(z)
        # Change the Z value of the viewport, not the sprite.
        super(z * 1000)
      end
      
      def ox=(ox)
        return if @bitmap == nil
        # Have viewport stay in loop on X-axis.
        super(ox % @bitmap.width)
      end
      
      def oy=(oy)
        return if @bitmap == nil
        # Have viewport stay in loop on Y-axis.
        super(oy % @bitmap.height)
      end
      
      def bitmap
        # Return the single bitmap, before it was tiled.
        return @bitmap
      end
      
      def bitmap=(tile)
        @bitmap = tile
        # Calculate the number of tiles it takes to span screen in both directions.
        xx = 1 + (SCREEN[0].to_f / tile.width).ceil
        yy = 1 + (SCREEN[1].to_f / tile.height).ceil
        # Create appropriately sized bitmap, then tile across it with source image.
        plane = Bitmap.new(@bitmap.width * xx, @bitmap.height * yy)
        (0..xx).each {|x| (0..yy).each {|y|
          plane.blt(x * @bitmap.width, y * @bitmap.height, @bitmap, @bitmap.rect) 
        }}
        # Set the bitmap to the sprite through its super class (Sprite).
        super(plane)
      end
      
      # Redefine methods dealing with coordinates (defined in super) to do nothing.
      def x; end
      def y; end
      def x=(x); end
      def y=(y); end
    end
      
    #===============================================================================
    # DEBUG Mode
    #===============================================================================
    
    if $DEBUG 
      if PRE_CACHE_DATA
        tilesets = load_data('Data/Tilesets.rxdata')
        maps, priority_data, autotile_data = load_data('Data/MapInfos.rxdata'), {}, {}
        maps.each_key {|map_id|
          map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
          data = map.data
          tileset = tilesets[map.tileset_id]
          priorities = tileset.priorities
          autotiles = tileset.autotile_names.collect {|name| RPG::Cache.autotile(name) }
          animated = [[], [], [], []]
          autotiles.each_index {|i|
            width = autotiles[i].width
            next unless width > 96
            parameters = [tileset.autotile_names[i], width / 96, 0, []]
            [0, 1, 2, 3].each {|j| animated[j].push(parameters[j]) }
          }
          [0, 1, 2].each {|z| (0...data.ysize).each {|y| (0...data.xsize).each {|x|
            tile_id = data[x, y, z]
            next if tile_id == 0
            if tile_id < 384
              name = tileset.autotile_names[(tile_id / 48) - 1]
              index = animated[0].index(name)
              next if index == nil
              above = []
              ((z+1)...data.zsize).each {|zz| above.push(data[x, y, zz]) }
              animated[3][index].push([x, y, z]) if above.all? {|id| id == 0 }
            end
          }}}
          table = Table.new(data.xsize, data.ysize)
          (0...table.xsize).each {|x| (0...table.ysize).each {|y|
            above = [0, 1, 2].collect {|z| data[x, y-1, z] }
            above = above.compact.collect {|p| priorities[p] }
            table[x, y] = above.include?(1) ? 32 : 0
          }}
          priority_data[map_id], autotile_data[map_id] = table, animated
        }
        file = File.open('Data/PreCacheMapData.rxdata', 'wb')
        Marshal.dump(priority_data, file)
        Marshal.dump(autotile_data, file)
        file.close
        RPG::Cache.clear
      end
      
      if RESOLUTION_LOG
        undersize, mapinfo = [], load_data('Data/MapInfos.rxdata')
        file = File.open('Data/PreCacheMapData.rxdata', 'rb')
        cached_data = Marshal.load(file)
        file.close
        # Create a text file and write the header.
        file = File.open('Resolution Log.txt', 'wb')
        file.write("[RESOLUTION LOG]\r\n\r\n")
        time = Time.now.strftime("%x at %I:%M:%S %p")
        file.write("  Logged on #{time}\r\n\r\n")
        lcm = SCREEN[0].lcm(SCREEN[1]).to_f
        aspect = [(lcm / SCREEN[1]), (lcm / SCREEN[0])].collect {|num| num.round }
        file.write("RESOLUTION:\r\n  #{SCREEN[0].to_i} x #{SCREEN[1].to_i}\r\n")
        file.write("ASPECT RATIO:\r\n  #{aspect[0]}:#{aspect[1]}\r\n")
        file.write("MINIMUM MAP SIZE:\r\n  #{(SCREEN[0] / 32).ceil} x #{(SCREEN[1] / 32).ceil}\r\n\r\n")
        file.write("UNDERSIZED MAPS:\r\n")
        mapinfo.keys.each {|key|
          map = load_data(sprintf("Data/Map%03d.rxdata", key))
          next if map.width*32 >= SCREEN[0] && map.height*32 >= SCREEN[1]
          undersize.push(key)
        }
        unless undersize.empty?
          file.write("The following maps are too small for the defined resolution. They should be adjusted to prevent graphical errors.\r\n\r\n")
          undersize.sort.each {|id| file.write("    MAP[#{id}]:  #{mapinfo[id].name}\r\n") }
          file.write("\r\n")
        else
          file.write('    All maps are sized correctly.')
        end
        file.close
      end
    end
    
    # Call the resolution, setting it to a global variable for plug-ins.
    $resolution = Resolution.new
    

     

     

     

    Attualmente la schermata di gioco risulta così:

    http://i42.tinypic.com/2z7j5fl.png

     

    Le dimensioni sono perfette, è esattamente quello che volevo, ciò che non riesco a fare è applicare uno zoom out di 0.5, in modo che tutta la grafica venga ridimensionata del 50%.

    Il risultato dovrebbe essere questo qui:

    http://i40.tinypic.com/sc5eed.png

     

    Dove vedete quei tratti neri deve vedersi il resto della mappa.

    In campo di scripting sono un neofita e ho bisogno di un aiutino, qualcuno è disposto a darmelo?

  6. Felice che ti piaccia :)

    Si effettivamente il dual screen è stato fino ad ora una prerogativa degli RPG a base pokèmon, non mi dispiacerebbe vedere qualche progetto classico aggiungere il dual screen, credo di essere un po' un pioniere della fusione tra il vecchio e il nuovo stile, sono follemente innamorato di quello che la nuova generazione può offrire ma resto comunque legato allo stile con il quale sono cresciuto!

     

    EDIT:

    Scusa polakko non avevo letto il tuo commento, si ho deciso di utilizzare l'inglese, siccome sto presentando il progetto anche su DeviantART, per me sarà più facile tradurlo dall'inglese all'italiano che viceversa, quindi in fin dei conti ci sarà sia una versione Italiana che Inglese, infatti vedendo il primo screen (che è solo un anteprima, nessuno screen in-game, ci tenevo a specificarlo) potete vedere che tra le voci è presenta anche "Lingua".

  7. Si sono proprio io :)

    Mi fa piacere constatare che ancora ricordate quel progetto XD

    Ora il suo nome è Sigma e presto posterò anche quello :)

    PS: Si aiuto ancora Mercury ;)

×
×
  • Create New...