Archive for the 'Uncategorized' Category

DTBS – Disgaea Tactical Battle System

Version 0.1 (Showcase)

dtbs01

Download demo

I start this script before the release of RMVX ace, but give up because of others projects.

One year later, I clean it a bit and made this first showcase version. There is really a lot of work to do before it can be used in a game (Computer AI, multi-party…).

Currently, I have no really free time, this is why I return to RPG Maker because coding in ruby is like an hobby for me, I can do it when I have 1 or 2 free hours.

I hope this battle system will be released in the future.

See you.

 

Blender: 3D Animations to sprite sheet

Version: 1.0

Last Date Updated: 16/09/2013

THIS ADDON IS ONLY TESTED ON WINDOWS

INTRODUCTION

This addon allow you to render a set of 3D animations defined in the dope sheet, and put each 2d frames on a sprite sheet.

INSTALLATION

Activate the addons:

    • download render_spritesheet
    • unzip the archive
    • copy paste the folder ‘render_spritesheet’ to the addons folder of Blender
    • open Blender and go to the user preferences (File > User Preferences…)
    • in the filter type ‘render sprite sheet’ to find the addon and enable it

Dependencies:

Python 3 lacks of an image manipulation library, so we have to use an external python lib.

    • download and install Pillow: https://pypi.python.org/pypi/Pillow/2.1.0, there are installers at the end of the page if you use windows. Choose a 32 or 64 bits installer depending if you use blender 32 or 64bits, take the last py version available.
    • If the installers say to you that you cannot install pillow because it doesn’t find python 3, then you have to install the last version of python first (python), and then run the installers.
    • find the installed package named ‘PIL’ and copy paste it to the Blender lib folder (…/Blender/2.68/python/lib). If you use an installer ‘PIL’ package will be at the location C:/python3/Lib/site-packages.
    • You can then immediatly uninstall python 3 if you don’t want to keep it.

HOW TO USE

Model and animations:

    • create a model and attach an armature to it.
    • select the armature and create animations using the dope sheet in action mode if you don’t know how to do that you can google it for help: ‘blender multiple animation dope sheet’

help_01

Setup the camera:

This is how I setup the camera but maybe there are propers ways to do that.

    • open the render menu, and choose the render resolution for the 3d animations you can change it later, the important is to choose a proportion between the width and the height of the resolution. If you change this proportion later, you’ll probably have to redo the following operation.
    • select the camera
    • the camera has to look at your animated model, you can press ‘numpad 0’ to be in the view of the camera, choose a translation and a rotation depending of the view of your 2d game (sideview, top down view…)
    • in the camera menu, choose an orthographic lens and set the orthographic scale, the camera render rectangle has to contains all the animations of your model.

help_02

Sprite sheet settings:

The sprite sheet settings are accessible in the render menu.

    • column count: The maximum number of columns in the sprite sheet.
    • frame width/height: The final size of a frame in the sprite sheet. If the render resolution and the final frame size are different, the images will be scaled. If you use some effects (Edge for example), it give better result if the resolution is higher than the final frame size.
    • animations list: In this list, you have to choose the animations of the final sprite sheet (order is important). The name of the animation correspond to the action names defined in the dope sheet. If you choose a non existing name, an error message will pop out.
    • start/end frame: The first and last frame of the current animation
    • frame count: The 2d frames count for the current animation in the sprite sheet.
    • create sprite sheet: Use this button to launch the sprite sheet process. You have to select the good armature before launching the process.

help_03

Output:

    • go in the output panel of the render menu.
    • you can choose whatever you want like if you are rendering a basic image (image format, color mode…)
    • the sprite sheet will be saved at the path choosen in output.

help_04

LINK

GB PRODUCTION WEBSITE

My new website is open !

GBP Website

This blog will no longer be updated any more.

Developing CBS

A video of the future CBS of the GB Production.

29/04/11 – Only 2 days of development.

After Equipement Improvement Engine…

I have some ideas of scripting project after the EIE (Equip Impr Engine).

1) I want to made a adaptation of FF8 Junction (my favorite system of all) fully compatible with YEM as usual.

2) A good challenge for me will be to create a battle system, but I can’t do that because I am going to fully copying BEM, so maybe some people has an idea of a mode 5 for BEM (after DTB, PTB, ATB and CTB).

I think ATB need a good update but it’s difficult if I can’t edit directly BEM V…

3) Maybe a quick update for the most popular script of the blog : Disgaea skill level system.

Suggestion, idea and request are open !

Rough Perso01

Kaduki pixel art test


GBP Equipment Improvement Engine – Paper Version

You can participate to the paper version of our new scripting project by posting suggestions on this topic.

Introduction

The idea is to create the best upgrade scene for equipements by reproducing some systems we have seen in famous rpg or a systems 100% never seen.

If you want to have an equipement features/systems you have seen in a famous game or of your own idea post it!

Worklist of the gbp

Module separation (separate each weapon of the same ID) for drop, event and shop items.

Access to the scene : By a script call like all scene, and a key for YEM Equipement overhaul.

Exp system : Equipement will have a exp curve like actors. Exp curve will be determinated with a tag for the exp basis and a tag for the exp inflation. At each level, equipement have the possibility to gain a new capacity (stats, skill active/passif, trait, equip point, etc…)

Elemental/State Attack/Defense reworked : The engine will include the element/state system you can find in our script DarkCLoud element or Disgaea Item World (FF8 Style)

Make a hole : You have the possibility to make holes in equipements that allow you to insert stones/runes… that can increases the capacities of the equip.

Rune word : It’s the rune word system of Diablo 2. Insert some runes in the good order in a equipement to upgrade the equipement.

Equip point : Equipement gain those bonus points each time it reaches a new level, those point can be spended of many and many different ways (Increases stats, gain a new capacity, make a hole in the equip….)

Monster Stone : This stone can be slot in an equip (this equip must have a free hole) , when you kill the enemy corresponding to the stone, the stone gain power and can gain new capacities when an certain amount of monster soul is accumulated in the stone.

Capacities : Equipement can gain new capacities during level ups (New skill, passive, trait, auto-states…). There are others ways of gaining new capacities.

Equip Color : With a simple tag, you can choose the quality and the color of equipements in menus

Equip synth : 2 Different ways of synth the item :

1)Synth uniq : Equip can be upgraded to a new one when the it reach a required level.

2)Synth junction : The equip require some ingredients to be upgraded. There is a mini-game for this synth way, because ingredient appear « ??? » by default, but with a script call, you can discover which ingredients are needed (This system give importance to a library in a game for example)

Equip Malus system : It’s the last system of this script. You can notice there are many ways of upgrading equipements, the malus bring a possibility of failing an equip improve action and break the equip or lose stats/capacities. This system bring stress and excitation to the player and after the craft… jpy or pain.

Worklist of members

– Children of mana grid systems(Currently, replaces the diablo II runes system)

Screen of children of mana

Each equip has a grid (4×4, 8×8 …). You have a list of stones, gems… of different shape that you can slot inside the grid.

I don’t know yet if I’ll use pictures for the grid background and stones or only icons.

This system will be the last that I made for this script because it’s the harder and I hope I can do that 🙂

Melody break

I’ll stop to update Melody for a moment, because I have a new idea to realised and I have no many time to script.

You can always post request/suggestions, I can make them later.

My new project is a new scene for weapons and armors, I want to take my time with this script and bring many new functions for the game makers.


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