Lockpick System- New Version - 26/01

makervictor

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I do not know if here is the right place to post this, if not, sorry
 

 
By: Maker Victor
Incompatibilities: None*
Engine: RMVXAce
F.A.Q Embuted: No

If there are bugs or incompatibilities, I ask you to let me know that a future upgrade will fix the system*
 
 

 
I'm Bringing all makers, a system lockpick. You do not know what is lockpick? :panic:
Lockpick is widely used for keychains, which is done to unlock the locks without the use of keys. Thanks to a request made by Shadow I then started to make this system. And for lack of designers to make the images mounted the pictures myself with the little experience I have.
 
 

 
This system was updated on 11/20/13 (Wednesday) I let my laziness aside and changed all the images of the game putting the Oblivion. It was not an easy task ... 
Also decreases the number of images contained in the game (from 10 to just 3 images) 
I added an animation in clamp at the changing spring ... 
Anyway, is incredibly better both in graphics and in the system! 
Hope you enjoy!
 
 

 
Version 0.5
10 images;
4 Switchs sites that can be exchanged for normal switches;
1 Switch.
The DEMO is in three languages​​: Portuguese, English and Spanish.
This system will be available in several forums.
 
Version 1.0
Were used: 
3 images; 
4 locations Switches that can be exchanged for normal switches; 
1 Switch
 
 

 ​
Version 0.5


 ​


All credits for me MakerVictor or Victor Maker.and Graphcs for Oblivion
 
Sorry if I made ​​some spelling errors, I'm brazilian and I do not know very much English.
 
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joeyhugg

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I don't know why this isn't more popular. I'm going to download this right now.

Edit: Can you post a mirror download? I can't seem to download it...
 
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Napoleon

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I also can't seem to download it and I rather not click on a bunch of fake download adds in Spanish.
 

Drathora

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Hi there Maker Victor, I would like to point out that your download link is rather unfriendly to English speakers and possibly others. Nevertheless I was able to download it despite these problems. I then tried playing your demo but the system seemed a bit lacking. I hope you don’t mind but as per the text in your demo “Feel free to… modify it for better use just don’t forget to credit me either by system as the use graphics” (Map002 Event001) I did indeed edit it.

I am of the opinion that your event, while aesthetically pleasing, left much to be desired insofar as functionality. Therefore I used your graphics and the same basic idea of the moving pins but I made it so that you had to lock the pins when they reached the top of the cylinder rather than at any time. I also added options to attempt to force the lock as well as consequences for a failure. Finally I made the input system a little friendlier, as I have heard that button conditions give a lot of people grief.

Having said that, I wanted to provide the community with my edit as well as provide my fellow English speakers with the original. I am a bit wary on providing the original as it appears you are trying to use your download link to generate some money (although anyone with half a brain should realize they can just copy and paste the 4shared portion of the hyperlink).  Therefore if you do not want my edit to be shared or if you would like me to remove the original from the attached rar, please let me know and I will remove it/them as soon as possible.

Notes:

Most of the script is done through a common event but a little bit of initialization is necessary in the event which calls it. 6 Variables, 3 Self Switches and a lot of in-event ruby was used. This edit may not be useful to people who are even worse than I am at eventing and ruby scripting but if you understand how to change which variables are being used ($game_variables[#]) and such you should be able to make it useful for yourself.

RMVX ACE Lockpick System v2.rar
 

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Napoleon

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What's the license on this thing and does Viktor Maker also own all rights to the graphics?
 

Drathora

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What's the license on this thing and does Viktor Maker also own all rights to the graphics?
In his demo he says that he made the graphics and that the original idea came from "Shadow" from the Brazilian forum mundo RPG maker. Moreover he said that people can use and modify it but they must give credit to him, even if they just use the graphics (which he made/owns.) There was no license explicitly stated but, assuming we can agree upon International Law, we can fall back onto contract law to retroactively apply licensing to it. Basically his statements in both this forum post and in his demo can be considered an informal contract. Also, we can extrapolate his intent by interpreting what he wrote and therefore make a good faith effort to comply. Based upon his wording I would assume that the license merely requires citation of works. That is to say, he requires you to state the source of the graphics and, if you used his version (Game Title: Lockpick System) not my remake, you must state the source of the system in an overt way (e.g., credits.) Moreover he made no statement of commercial vs. non-commercial renditions and therefore, legally, no distinction can be made.

However, if you used my remake (Game Title: Lockpick System v2) you need only state the source of the graphics (MakerVictor) as the eventing I did, as per what I implied in the remake demo, is considered public domain. Although retroactive modification of an informal contract (unless specific terms allow for such) is frowned upon. If you use my remake, so long as you credit MakerVictor for the graphics I do hereby grant permission to any and all persons to use my event (Common Event: Lockpicking) in any and all contexts and moreover I grant permission to shamelessly take full credit for the entirety of my work as I do not consider it personal property, intellectual or otherwise, but rather communal property. I do however make the condition that if MakerVictor requests I remove my remake you must either use a different set of graphics with the event I made (Common Event: Lockpicking) or comply with his newly established terms.
 

makervictor

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Hello Makers,


I apologize for not responding to you for a great time,


Excuse me for not get the download link, which is not accompanied my post here on the forum.


Updated the demo with an improved version of the system ...


Thank you for Drathora improve sistem. Not seen it yet but will download more forward.


On the charts. In the previous verse was made by me but this version took pictures s "Oblivion"


Hope you enjoy!
 

Jaden

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Ok, wow, seriously if you want people to use this, get the download off of 4-shared, because that site is probably the worst you could've put it on (and it's even worse now than it was when this topic was created). I finally got frustrated with it and decided it wasn't worth the effort to go through that crappy site for a single download of something that I might not even be satisfied with.

My advice is to use Mediafire instead, less hassle, less frustration for your end-users.
 

Eurgh

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Hi there Maker Victor, I would like to point out that your download link is rather unfriendly to English speakers and possibly others. Nevertheless I was able to download it despite these problems. I then tried playing your demo but the system seemed a bit lacking. I hope you don’t mind but as per the text in your demo “Feel free to… modify it for better use just don’t forget to credit me either by system as the use graphics” (Map002 Event001) I did indeed edit it.

I am of the opinion that your event, while aesthetically pleasing, left much to be desired insofar as functionality. Therefore I used your graphics and the same basic idea of the moving pins but I made it so that you had to lock the pins when they reached the top of the cylinder rather than at any time. I also added options to attempt to force the lock as well as consequences for a failure. Finally I made the input system a little friendlier, as I have heard that button conditions give a lot of people grief.

Having said that, I wanted to provide the community with my edit as well as provide my fellow English speakers with the original. I am a bit wary on providing the original as it appears you are trying to use your download link to generate some money (although anyone with half a brain should realize they can just copy and paste the 4shared portion of the hyperlink).  Therefore if you do not want my edit to be shared or if you would like me to remove the original from the attached rar, please let me know and I will remove it/them as soon as possible.

Notes:

Most of the script is done through a common event but a little bit of initialization is necessary in the event which calls it. 6 Variables, 3 Self Switches and a lot of in-event ruby was used. This edit may not be useful to people who are even worse than I am at eventing and ruby scripting but if you understand how to change which variables are being used ($game_variables[#]) and such you should be able to make it useful for yourself.
Ok, wow, seriously if you want people to use this, get the download off of 4-shared, because that site is probably the worst you could've put it on (and it's even worse now than it was when this topic was created). I finally got frustrated with it and decided it wasn't worth the effort to go through that crappy site for a single download of something that I might not even be satisfied with.

My advice is to use Mediafire instead, less hassle, less frustration for your end-users.

Check the post above. It has an attached file.
 

Dymdez

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Hi there Maker Victor, I would like to point out that your download link is rather unfriendly to English speakers and possibly others. Nevertheless I was able to download it despite these problems. I then tried playing your demo but the system seemed a bit lacking. I hope you don’t mind but as per the text in your demo “Feel free to… modify it for better use just don’t forget to credit me either by system as the use graphics” (Map002 Event001) I did indeed edit it.

I am of the opinion that your event, while aesthetically pleasing, left much to be desired insofar as functionality. Therefore I used your graphics and the same basic idea of the moving pins but I made it so that you had to lock the pins when they reached the top of the cylinder rather than at any time. I also added options to attempt to force the lock as well as consequences for a failure. Finally I made the input system a little friendlier, as I have heard that button conditions give a lot of people grief.

Having said that, I wanted to provide the community with my edit as well as provide my fellow English speakers with the original. I am a bit wary on providing the original as it appears you are trying to use your download link to generate some money (although anyone with half a brain should realize they can just copy and paste the 4shared portion of the hyperlink).  Therefore if you do not want my edit to be shared or if you would like me to remove the original from the attached rar, please let me know and I will remove it/them as soon as possible.

Notes:

Most of the script is done through a common event but a little bit of initialization is necessary in the event which calls it. 6 Variables, 3 Self Switches and a lot of in-event ruby was used. This edit may not be useful to people who are even worse than I am at eventing and ruby scripting but if you understand how to change which variables are being used ($game_variables[#]) and such you should be able to make it useful for yourself.
I truly hate to resurrect old threads, but I quite like this script and the demo attached here. Would anyone be able to explain why Drathora's attached demo here has the following problems:

1) failing to trigger the lock at the right time doesn't cause the mini game to end

2) there are no lockpicks required to use the system

Also, how do I make the game more difficult in terms of how fast the pins move?
 
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Drathora

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I truly hate to resurrect old threads, but I quite like this script and the demo attached here. Would anyone be able to explain why Drathora's attached demo here has the following problems:

1) failing to trigger the lock at the right time doesn't cause the mini game to end

2) there are no lockpicks required to use the system

Also, how do I make the game more difficult in terms of how fast the pins move?
Sorry if this is hard to understand, I just had oral surgery and am rather out of it because of the pain medication I was given. Anyways, It's not a bug or a problem, my edit wasn't truly an update it was more of a repair. To address your suggestions; making the event consume lockpicks is pretty easy, just make a conditional branch that checks whether or not you have an item and only call the common event if that item is available. Then just make it consume the item at the appropriate time. You can make the event exit after failure by changing the commands after the comment "Pin Position was Invalid." Basically choose a switch that you want to be the fail switch. Then copy the conditional branch at the bottom of the common event. Instead of Conditional Branch: Script: Input.repeat?(Input:: B) have it check whether or not that switch is flipped on. After the pictures are erased flip the switch back off otherwise all lock picking will break. You can make the pins faster by changing the amount $game_variables[3] adds and subtracts in the common event (although it might break it). I had planned to improve the system to be more easily edited and have more difficulty settings (including speed of pin movement and sensitivity of pin location) but I got fed up trying to find the rgss command for sine, was too lazy to create my own, and then forgot all about it. If you want I might be willing to update my edit to be more usable since I have the a week off of work to recover.
 

Kes

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 If you want I might be willing to update my edit to be more usable since I have the a week off of work to recover.
Even if Drathora doesn't want this, I would be interested, if you have the time/inclination.

Thanks.
 

Dymdez

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Sorry if this is hard to understand, I just had oral surgery and am rather out of it because of the pain medication I was given. Anyways, It's not a bug or a problem, my edit wasn't truly an update it was more of a repair. To address your suggestions; making the event consume lockpicks is pretty easy, just make a conditional branch that checks whether or not you have an item and only call the common event if that item is available. Then just make it consume the item at the appropriate time. You can make the event exit after failure by changing the commands after the comment "Pin Position was Invalid." Basically choose a switch that you want to be the fail switch. Then copy the conditional branch at the bottom of the common event. Instead of Conditional Branch: Script: Input.repeat?(Input:: B) have it check whether or not that switch is flipped on. After the pictures are erased flip the switch back off otherwise all lock picking will break. You can make the pins faster by changing the amount $game_variables[3] adds and subtracts in the common event (although it might break it). I had planned to improve the system to be more easily edited and have more difficulty settings (including speed of pin movement and sensitivity of pin location) but I got fed up trying to find the rgss command for sine, was too lazy to create my own, and then forgot all about it. If you want I might be willing to update my edit to be more usable since I have the a week off of work to recover.
Yes, I would be very interested in an updated version and would be willing to help in any way I can (I was thinking about editing the graphics to include instructions to help the user understand how to operate the mini-game)

Also, some other ideas include

1) displaying the percentage that the "force lock open" function has at that specific instance

2) being able to control difficulty not just in how fast the pins move but also by reducing the space that qualifies a "successful pick" (currently it is too easy and the user can get a successful lockpick without really having the pins close to the top)

Lastly, the only "bug" I was able to find is that the event sometimes does not register input 20% of the time for the first time the : C key is hit (try the demo a few times on "epic" and youll see it will fail to register a key input every now and then). Edit: Actually, it occurs less than 20% of the time, around 5% of the time, but I can tell it's just some latency in when the event is looking for input, it's hard to describe, though :/

Feel free to respond here or PM me if you want to work on this! I don't have scripting knowledge (even the common event is difficult for me to comprehend) but my brother codes in ruby professionally and I can forward any questions to him (or even just other members of this forum, who are quite good, in fact).

Looking forward to it.
 
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Drathora

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Even if Drathora doesn't want this, I would be interested, if you have the time/inclination.

Thanks.
Even if I don't want this? I think you are confusing me with Dymdez.

Yes, I would be very interested in an updated version and would be willing to help in any way I can (I was thinking about editing the graphics to include instructions to help the user understand how to operate the mini-game)

Also, some other ideas include

1) displaying the percentage that the "force lock open" function has at that specific instance

2) being able to control difficulty not just in how fast the pins move but also by reducing the space that qualifies a "successful pick" (currently it is too easy and the user can get a successful lockpick without really having the pins close to the top)

Lastly, the only "bug" I was able to find is that the event sometimes does not register input 20% of the time for the first time the : C key is hit (try the demo a few times on "epic" and youll see it will fail to register a key input every now and then). Edit: Actually, it occurs less than 20% of the time, around 5% of the time, but I can tell it's just some latency in when the event is looking for input, it's hard to describe, though :/

Feel free to respond here or PM me if you want to work on this! I don't have scripting knowledge (even the common event is difficult for me to comprehend) but my brother codes in ruby professionally and I can forward any questions to him (or even just other members of this forum, who are quite good, in fact).

Looking forward to it.
If you want to redo the graphics feel free to do so. I had thought about doing it when I was making the original edit but I rather liked Maker Victors graphics as it looks very modern. As for your ideas I would like to show the percent chance to force the lock but I need to figure out how to display and clear text outside of a textbox and without adding a new script. As for the difficulty I had said that my original plan was to use basic trigonometry to better control the speed and in doing so I would free up the space to give better control over sensitivity of pin location. The bug you are experiencing is probably 1.66%-3.33% of the time, you are probably pressing the button at the same time the event is calling for a wait of one frame. I don't think it is possible to fix this without crashing the game as everything (as far as I know) is dependent upon frames. I might be able to move the call to wait to reduce the percent of the time that is experienced but it will probably always exist. Finally, I don't think I would need any help with the coding, I just need to find a good function dictionary as well as a better understanding of what is and is not allowed to be called by the in-event scripts.

Anyways, I have successfully found a way to cut the length of the event and the amount of scripting in half and add better control to speed of pin movement I am currently working on a way to lower the events dependencies on $game_variables so that people don't have to edit it too much to get around issues with the variables already being in use. I will keep you guys updated as I get closer to a working demo. The things are I am currently changing are as follows:

1. More difficulty settings, which not only change the number of pins but also the speed of the pins movement and the sensitivity of the pin locations.

2. Item requirements to even attempt to pick the lock.

3. Item requirements to bypass the lock picking minigame (i.e. if you have a key you don't need to pick the lock)

4. Penalties for failing the minigame.

5. Fewer, preferably no, dependencies on $game_variables.

6. More options for flipping switches (so that locks can be permanently unlocked without needing extra pages in the door/chest/whatever event).

7. If I can manage to display text on screen outside of a textbox and without a new script I will give an optional display of chance to force the lock.

If anyone has any additional ideas let me know, I will take any ideas into consideration.
 

Dymdez

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Ok, that's great.

If you manage to figure out how to display the text on screen, we could also include other, relevant information, such as 1) difficulty, 2) amount of lockpicks remaining and anything else we think up.
 

Drathora

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Ok, that's great.

If you manage to figure out how to display the text on screen, we could also include other, relevant information, such as 1) difficulty, 2) amount of lockpicks remaining and anything else we think up.
I don't see why not.
 

Dymdez

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Yea, maybe something that could look like this... And we don't really need to put instructions on there because the player can offer a tutorial the first time a lockpick event is accessed.

 
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Dymdez

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Bump - Drathora's link above is disabled, does anyone by chance have the non-oblivion graphics for this? I couldn't find them.
 

Kes

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I have the graphics that came with the demo.  Is that what you mean by "the non-oblivion" graphics?
 

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