Mog's Save Window with Quick-Save Custom Script

Joined
Apr 17, 2013
Messages
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Primarily Uses
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Hey. I recently got all of Moghunter's scripts (https://atelierrgss.wordpress.com/) from his Master Collection and amongst them was a super-fancy save script, which I will include below:
Moghunter's Script:
Code:
#==============================================================================
# +++ MOG - Scene File A (V1.3) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# Tela de salvar e carregar animado versão A.
#==============================================================================
# Serão necessários as seguintes imagens na pasta Graphics/System
#
# Save_Number.png
# Save_Background.png
# Save_Character_Floor.png
# Save_Layout01.png
# Save_Layout02.png
# Save_Window01.png
# Save_Window02.png
#
#==============================================================================
#
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.3 - Melhor codificação.
# v 1.1 - Melhoria no sistema de dispose de imagens.
#==============================================================================
module MOG_SCENE_FILE
  #Quantidade de slots de saves.
  FILES_MAX = 9
end

#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp

  attr_accessor :scene_save
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_scene_file_initialize initialize
  def initialize
      mog_scene_file_initialize
      @scene_save = false
  end

end
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window

  #--------------------------------------------------------------------------
  # ● draw_picture_number(x,y,value,file_name,align, space, frame_max ,frame_index)  
  #--------------------------------------------------------------------------
  # X - Posição na horizontal
  # Y - Posição na vertical
  # VALUE - Valor Numérico
  # FILE_NAME - Nome do arquivo
  # ALIGN - Centralizar 0 - Esquerda 1- Centro 2 - Direita
  # SPACE - Espaço entre os números.
  # FRAME_MAX - Quantidade de quadros(Linhas) que a imagem vai ter.
  # FRAME_INDEX - Definição do quadro a ser utilizado.
  #--------------------------------------------------------------------------
  def draw_picture_number(x,y,value, file_name,align = 0, space = 0, frame_max = 1,frame_index = 0)  
      number_image = Cache.system(file_name)
      frame_max = 1 if frame_max < 1
      frame_index = frame_max -1 if frame_index > frame_max -1
      align = 2 if align > 2
      cw = number_image.width / 10
      ch = number_image.height / frame_max
      h = ch * frame_index
      number = value.abs.to_s.split(//)
      case align
         when 0
            plus_x = (-cw + space) * number.size
         when 1
            plus_x = (-cw + space) * number.size
            plus_x /= 2
         when 2
            plus_x = 0
      end
      for r in 0..number.size - 1    
          number_abs = number[r].to_i
          number_rect = Rect.new(cw * number_abs, h, cw, ch)
          self.contents.blt(plus_x + x + ((cw - space) * r), y , number_image, number_rect)    
      end
      number_image.dispose
  end

  #--------------------------------------------------------------------------
  # ● Draw Help Layout
  #--------------------------------------------------------------------------
  def draw_face_save(name,x,y,type)
      if type == 0
         image_name = name + "_0"
      elsif type == 1
         image_name = name + "_1"      
      else
         image_name = name + "_2"
      end
      image = Cache.face(image_name)
      cw = image.width
      ch = image.height
      src_rect = Rect.new(0, 0, cw, ch)
      self.contents.blt(x , y , image, src_rect)
      image.dispose
  end
  
  #--------------------------------------------------------------------------
  # ● draw_parameter_layout
  #--------------------------------------------------------------------------
  def draw_parameter_layout(x,y)
      image = Cache.system("Save_Window01")
      cw = image.width
      ch = image.height
      src_rect = Rect.new(0, 0, cw, ch)
      self.contents.blt(x , y , image, src_rect)  
      image.dispose
  end

  #--------------------------------------------------------------------------
  # ● draw_parameter_layout2
  #--------------------------------------------------------------------------
  def draw_parameter_layout2(x,y,type)
      if type == 0
         image = Cache.system("Save_Window02")
      else
         image = Cache.system("Save_Window03")
      end
      cw = image.width
      ch = image.height
      src_rect = Rect.new(0, 0, cw, ch)
      self.contents.blt(x , y , image, src_rect)  
      image.dispose
  end    

  #--------------------------------------------------------------------------
  # ● draw_character_floor
  #--------------------------------------------------------------------------
  def draw_character_floor(x,y)
      image = Cache.system("Save_Character_Floor")
      cw = image.width
      ch = image.height
      src_rect = Rect.new(0, 0, cw, ch)
      self.contents.blt(x , y , image, src_rect)
      image.dispose
  end

end
  
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager

  #--------------------------------------------------------------------------
  # ● Make Save Header
  #--------------------------------------------------------------------------
  def self.make_save_header
      header = {}
      header[:characters] = $game_party.characters_for_savefile
      header[:playtime_s] = $game_system.playtime_s
      header[:playtime] = $game_system.playtime
      header[:map_name] = $game_map.display_name
      header[:members] = $game_party.members
      header
  end
end

#==============================================================================
# ■ Window_SaveFile
#==============================================================================
class Window_SaveFile_A < Window_Base
  attr_reader   :filename            
  attr_reader   :file_exist            
  attr_reader   :time_stamp          
  attr_reader   :selected              
  attr_reader   :file_index

  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
      super(0, 0,720, 140)
      self.opacity = 0
      @file_index = file_index
      @filename = filename
      load_gamedata
      refresh
      @selected = false
  end

  #--------------------------------------------------------------------------
  # ● load_gamedata
  #--------------------------------------------------------------------------
  def load_gamedata
    @time_stamp = Time.at(0)
    @file_exist = FileTest.exist?(@filename)
    if @file_exist
       header = DataManager.load_header(@file_index)
       if header == nil
          @file_exist = false
          return
       end
       @characters = header[:characters]
       @total_sec = header[:playtime]
       @mapname = header[:map_name]
       @members = header[:members]
    end
  end

  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
      self.contents.clear
      self.contents.font.color = normal_color
      xp = 96
      ex = 60
      if @file_exist
         if @total_sec == nil
            draw_parameter_layout2(0,50,0)
            draw_parameter_layout(-10 + xp,0)
            value = @file_index + 1
            draw_picture_number(13 + xp, 32,value, "Save_Number_01",1,0,3,0)        
            self.contents.draw_text(140, 50, 450, 32, "Error! - Please, dont't use your old Save Files...", 0)
            return
        end
        draw_parameter_layout2(0,50,0)
        draw_parameter_layout(-10 + xp,0)
        value = @file_index + 1
        draw_picture_number(13 + xp, 32,value, "Save_Number_01",1,0,3,0)
        draw_party_characters(180 + xp, 75,ex)
        draw_playtime(495, 20, contents.width - 4, 2)
        draw_map_location( 400 + xp,64)
        draw_level(185 + xp,85,ex)
        draw_face_save(40 + xp,0)
      else
        draw_parameter_layout2(0,50,1)
        draw_parameter_layout(-10 + xp,0)
        value = @file_index + 1
        draw_picture_number(13 + xp, 32,value, "Save_Number_01",1,0,3,0)    
         self.contents.draw_text(260, 50, 120, 32, "No Data", 1)
      end
    end
  
  #--------------------------------------------------------------------------
  # ● draw_face
  #--------------------------------------------------------------------------
  def draw_face_save(x,y)
     draw_actor_face(@members[0], x, y)
  end

  #--------------------------------------------------------------------------
  # ● draw_level
  #--------------------------------------------------------------------------
  def draw_level(x,y,ex)
      self.contents.font.color = normal_color
      for i in 0...@members.size
        break if i > 3
        level = @members[i].level
        draw_picture_number(x + (ex  * i) , y ,level, "Save_Number_01",1,0,3,1)
      end    
  end

  #--------------------------------------------------------------------------
  # ● draw_map_location
  #--------------------------------------------------------------------------
  def draw_map_location(x,y)
      self.contents.font.bold = true
      self.contents.font.name = "Georgia"
      self.contents.font.size = 20
      self.contents.font.italic = true
      self.contents.draw_text(x, y, 125, 32, @mapname.to_s, 0)
  end
  #--------------------------------------------------------------------------
  # ● draw_party_characters
  #--------------------------------------------------------------------------
  def draw_party_characters(x, y,ex)
      for i in 0...@characters.size
        break if i > 3
        name = @characters[i][0]
        index = @characters[i][1]
        draw_character_floor(- 35 + x + i * ex,y - 20)  
        draw_character(name, index, x + i * ex, y)
      end
  end

  #--------------------------------------------------------------------------
  # ● draw_playtime
  #--------------------------------------------------------------------------
  def draw_playtime(x, y, width, align)
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      draw_picture_number(x + 18 * 0, y ,0, "Save_Number_01",0,0,3,0) if hour < 10
      draw_picture_number(x + 18 * 1, y ,hour, "Save_Number_01",0,0,3,0)
      draw_picture_number(x + 18 * 3, y ,0, "Save_Number_01",0,0,3,0) if min < 10
      draw_picture_number(x + 18 * 4, y ,min, "Save_Number_01",0,0,3,0)
      draw_picture_number(x + 18 * 6, y ,0, "Save_Number_01",0,0,3,0) if sec < 10
      draw_picture_number(x + 18 * 7, y ,sec , "Save_Number_01",0,0,3,0)  
  end

  #--------------------------------------------------------------------------
  # ● selected
  #--------------------------------------------------------------------------
  def selected=(selected)
      @selected = selected
  end
end

#==============================================================================
# ■ Scene Save
#==============================================================================
class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
      $game_temp.scene_save = true
      super
  end
end
#==============================================================================
# ■ Scene Load
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
      $game_temp.scene_save = false
      super
  end
end

#==============================================================================
# ■ Scene_File
#==============================================================================
class Scene_File
  include MOG_SCENE_FILE


  #--------------------------------------------------------------------------
  # ● initialize
  #--------------------------------------------------------------------------
  def initialize
      @saving = $game_temp.scene_save
      @file_max = FILES_MAX
      @file_max = 1 if FILES_MAX < 1
      execute_dispose
      create_layout
      create_savefile_windows
      @index = DataManager.last_savefile_index
      @check_prev_index = true
      @savefile_windows[@index].selected = true
  end

 #--------------------------------------------------------------------------
 # ● Main
 #--------------------------------------------------------------------------      
 def main
     Graphics.transition
     execute_loop
     execute_dispose
 end

 #--------------------------------------------------------------------------
 # ● Execute Loop
 #--------------------------------------------------------------------------        
 def execute_loop
     loop do
          Graphics.update
          Input.update
          update
          if SceneManager.scene != self
              break
          end
     end
 end

  #--------------------------------------------------------------------------
  # ● Create_background
  #--------------------------------------------------------------------------
  def create_layout
      @background = Plane.new
      @background.bitmap = Cache.system("Save_Background")
      @background.z = 0
      @layout_01 = Sprite.new
      @layout_01.bitmap = Cache.system("Save_Layout01")
      @layout_01.z = 1  
      @layout_01.blend_type = 1
      image = Cache.system("Save_Layout02")
      @bitmap = Bitmap.new(image.width,image.height)
      cw = image.width
      ch = image.height / 2
      if @saving
         h = 0
      else
         h = ch
      end
      src_rect = Rect.new(0, h, cw, ch)
      @bitmap.blt(0,0, image, src_rect)  
      @layout_02 = Sprite.new
      @layout_02.bitmap = @bitmap
      @layout_02.z = 3
      @layout_02.y = 370
      image.dispose
  end

  #--------------------------------------------------------------------------
  # ● Execute Dispose
  #--------------------------------------------------------------------------
  def execute_dispose
      return if @background == nil
      Graphics.freeze
      @background.bitmap.dispose
      @background.dispose
      @background = nil
      @layout_01.bitmap.dispose
      @layout_01.dispose  
      @layout_02.bitmap.dispose
      @layout_02.dispose
      @bitmap.dispose
      dispose_item_windows
  end

  #--------------------------------------------------------------------------
  # ● Frame Update
  #--------------------------------------------------------------------------
  def update
      update_savefile_windows
      update_savefile_selection
      check_start_index
  end

  #--------------------------------------------------------------------------
  # ● check_start_index
  #--------------------------------------------------------------------------
  def check_start_index
      return if @check_prev_index == false
      @check_prev_index = false
      check_active_window
  end
  
  #--------------------------------------------------------------------------
  # ● check_active_window
  #--------------------------------------------------------------------------
  def check_active_window
      @index = 0 if @index == nil
      for i in 0...@file_max
        @pw = @index - 1
        @pw = 0 if @pw > @file_max - 1
        @pw = @file_max- 1 if @pw < 0    
        @aw = @index
        @nw = @index + 1
        @nw = 0 if @nw > @file_max - 1
        @nw = @file_max - 1  if @nw < 0
        case @savefile_windows[i].file_index
           when @pw,@nw
                @savefile_windows[i].visible = true
                @savefile_windows[i].contents_opacity = 80
           when @aw
                @savefile_windows[i].visible = true
                @savefile_windows[i].contents_opacity = 255
           else
                @savefile_windows[i].visible = false
        end
      end      
  end
  
  #--------------------------------------------------------------------------
  # ● Create Save File Window
  #--------------------------------------------------------------------------
  def create_savefile_windows
    @pw_pos = [-160,32]
    @aw_pos = [-96,160]
    @nw_pos = [-32,288]  
    @savefile_windows = []
    for i in 0...@file_max
        @savefile_windows[i] = Window_SaveFile_A.new(i, DataManager.make_filename(i))
        @savefile_windows[i].z = 2
        @savefile_windows[i].visible = false
        @savefile_windows[i].x = 400
    end
    check_active_window
    @item_max = @file_max
  end

  #--------------------------------------------------------------------------
  # ● Dispose of Save File Window
  #--------------------------------------------------------------------------
  def dispose_item_windows
      for window in @savefile_windows
          window.dispose
      end
  end

  #--------------------------------------------------------------------------
  # ● Update Save File Window
  #--------------------------------------------------------------------------
  def update_savefile_windows
      update_slide_window
      for window in @savefile_windows
        window.update
      end
  end

  #--------------------------------------------------------------------------
  # ● update_slide_window
  #--------------------------------------------------------------------------
  def update_slide_window
      @background.ox += 1
      slide_window_x(@pw,@pw_pos[0])
      slide_window_x(@aw,@aw_pos[0])
      slide_window_x(@nw,@nw_pos[0])
      slide_window_y(@pw,@pw_pos[1])
      slide_window_y(@aw,@aw_pos[1])
      slide_window_y(@nw,@nw_pos[1])
  end
  
  #--------------------------------------------------------------------------
  # ● slide_window_x
  #--------------------------------------------------------------------------
  def slide_window_x(i,x_pos)
      if @savefile_windows[i].x < x_pos
         @savefile_windows[i].x += 15
         @savefile_windows[i].x = x_pos if @savefile_windows[i].x > x_pos
      end
      if @savefile_windows[i].x > x_pos
         @savefile_windows[i].x -= 15
         @savefile_windows[i].x = x_pos if @savefile_windows[i].x < x_pos    
       end          
  end
  
  #--------------------------------------------------------------------------
  # ● slide_window_y
  #--------------------------------------------------------------------------
  def slide_window_y(i,y_pos)
      if @savefile_windows[i].y < y_pos
         @savefile_windows[i].y += 15
         @savefile_windows[i].y = y_pos if @savefile_windows[i].y > y_pos
      end
      if @savefile_windows[i].y > y_pos
         @savefile_windows[i].y -= 15
         @savefile_windows[i].y = y_pos if @savefile_windows[i].y < y_pos    
       end          
  end
  
  #--------------------------------------------------------------------------
  # ● reset_position
  #--------------------------------------------------------------------------  
  def reset_position(diretion)
      check_active_window  
      case diretion
         when 0
            @savefile_windows[@pw].y = -64
            @savefile_windows[@pw].x = 0
         when 1
            @savefile_windows[@nw].y = 440
            @savefile_windows[@nw].x = 0
      end    
  end
  
  #--------------------------------------------------------------------------
  # ● Update Save File Selection
  #--------------------------------------------------------------------------
  def update_savefile_selection
      if Input.trigger?(Input::C)
         on_savefile_ok
      elsif Input.trigger?(Input::B)
         Sound.play_cancel
         return_scene
      else
        last_index = @index
        if Input.trigger?(Input::DOWN)
           execute_index(1)
           if @file_max > 2
              reset_position(1)
           else
              reset_position(0)
           end
        end
        if Input.trigger?(Input::UP)
           execute_index(-1)
           reset_position(0)
        end
        if @index != last_index
           Sound.play_cursor
           @savefile_windows[last_index].selected = false
           @savefile_windows[@index].selected = true
        end  
      end
  end

  #--------------------------------------------------------------------------
  # ● Execute Index
  #--------------------------------------------------------------------------
  def execute_index(value)
      @index += value
      @index = @index >= @file_max ? 0 : @index < 0 ? (@file_max - 1) : @index
  end

end

$mog_rgss3_scene_file = true

I will also include the necessary images for the script to work, obviously all credits still go to Moghunter (see the images at the bottom of the post).

Can we make it work in conjuction with the custom quick-save script that I have been using until now? It has mostly been made and edited my members on this forums per requests, so I doubt you will find it anywhere else on the net. I imagine it would be easier editing this script than it would be editing the above one:
Code:
=begin
====================================================================
  GENERAL INFORMATION
--------------------------------------------------------------------
  Title: Quick Save/Load System
  Author: Adiktuzmiko
  Version: 1.01 - Khas' Fix
  Requirements: None

  This script allows you to set a button in the game for quick save and load.
  If you press the quicksave button, the game will automatically save
  your progress in the designated slot without going thru the save screen.
  The same goes for quickload.

====================================================================

====================================================================
  FEATURES
--------------------------------------------------------------------

  Quick Save/Load Anytime
  - Save/Load your progress with the press of a button

  Customizable
  - Modify which file index is used as the quick slot
  - Modify which buttons
  - Determine if quick system is usable in battle and during show text
    event commands
  
  Works with Khas' Awesome Light Effects

====================================================================

====================================================================
  INSTRUCTIONS
--------------------------------------------------------------------

  After importing this script to your project, go to the config part
  below (after TERMS AND CONDITIONS) and edit to suit your needs.

====================================================================

====================================================================
  TERMS AND CONDITIONS
--------------------------------------------------------------------

  View it here: http://lescripts.wordpress.com/terms-and-conditions/

====================================================================

=end

module ADIK
  module QUICK
  
    #Is the system enabled?
    ENABLED = true
  
    #Save file index to be used by Quick save/load
    #Note that by default the first file is index 0
    INDEX = 1
  
    #SaveLoad Keybindings
    #Default are L and R keys (Q/W at the keyboard by default)
    SAVE_KEY = :L
    LOAD_KEY = :L
  
    #Set these if you want to use a button "combo" to activate the system
    #Example if SAVE_KEY is set as :L and SAVE_KEY_2 is set as :A
    #then you need to press both to activate the quick save
    SAVE_KEY_2 = nil
    LOAD_KEY_2 = :A
  
    #Is the system allowed in battle scene?
    #I suggest keeping this as false
    ALLOW_AT_BATTLE = false
  
    #Is the system allowed during the Show Text event command?
    ALLOW_AT_TEXT = false
  
  end
end

# DO NOT EDIT BELOW THIS LINE

if ADIK::QUICK::ENABLED

  class Scene_Quick < Scene_File
  
    attr_accessor :quick_save
    attr_accessor :quick_load
  
    def create_help_window
    end
    def help_window_text
    end
    def create_savefile_viewport
      @savefile_viewport = Viewport.new
      @savefile_viewport.rect.y = 0
      @savefile_viewport.rect.height = 0
    end
    def create_savefile_windows
      @savefile_windows = Array.new(item_max) do |i|
        Window_SaveFile.new(savefile_height, i)
      end
      @savefile_windows.each {|window| window.viewport = @savefile_viewport; window.hide }
    end
    def init_selection
    end
  
    def update
      if @quick_save
        if DataManager.save_game(ADIK::QUICK::INDEX)
          Sound.play_save
        else
          Sound.play_buzzer
        end
        @quick_save = false
        SceneManager.return
      end
      if @quick_load
        if DataManager.load_game(ADIK::QUICK::INDEX)
          Sound.play_load
          $game_system.on_after_load
          @quick_load = false
          SceneManager.goto(Scene_Map)
        else
          Sound.play_buzzer
          @quick_load = false
          SceneManager.return
        end
      end
    end
  
    def quicksave
      @quick_save = true
    end
  
    def quickload
      @quick_load = true
    end
  
  end

  class Scene_Base
  
    def quicksave
      SceneManager.call(Scene_Quick)
      SceneManager.scene.quicksave
    end
  
    def quickload
      SceneManager.call(Scene_Quick)
      SceneManager.scene.quickload
    end
  
    def is_quicksave
      if ADIK::QUICK::SAVE_KEY_2 != nil
        return (Input.trigger?(ADIK::QUICK::SAVE_KEY) and Input.press?(ADIK::QUICK::SAVE_KEY_2))
      else
        if ADIK::QUICK::LOAD_KEY_2 != nil
          return false if Input.press?(ADIK::QUICK::LOAD_KEY_2)
        end
        return Input.trigger?(ADIK::QUICK::SAVE_KEY)
      end
    end
  
    def is_quickload
      if ADIK::QUICK::LOAD_KEY_2 != nil
        return (Input.trigger?(ADIK::QUICK::LOAD_KEY) and Input.press?(ADIK::QUICK::LOAD_KEY_2))
      else
        if ADIK::QUICK::SAVE_KEY_2 != nil
          return false if Input.press?(ADIK::QUICK::SAVE_KEY_2)
        end
        return Input.trigger?(ADIK::QUICK::LOAD_KEY)
      end
    end

  
    def quicksystem
      if is_quicksave and not SceneManager.scene_is?(Scene_Save)
        if SceneManager.scene_is?(Scene_Battle) then
          if ADIK::QUICK::ALLOW_AT_BATTLE
            quicksave
          end
        else
          quicksave
        end
        return
      end
      if is_quickload and not SceneManager.scene_is?(Scene_Load)
        if SceneManager.scene_is?(Scene_Battle) then
          if ADIK::QUICK::ALLOW_AT_BATTLE
            quickload
          end
        else
          quickload
        end
        return
      end
    end
  
    alias update_quicksystem update
    def update
      update_quicksystem
      quicksystem
    end
  
  end

  class Game_Interpreter

    def wait_for_message
      while $game_message.busy?
        SceneManager.scene.quicksystem
        Fiber.yield
      end
    end
   
  end

end

Trying to use the quick-save now (by the time I installed moghunter's script I mean), I get the following error:
Script 'Scene_File' line 89: NoMethodError occured.
undefined method `rect' for nil:NilClass

The referred line is the following:

Code:
  def savefile_height
    @savefile_viewport.rect.height / visible_max
  end

Thanks for your time! If you have any questions, feel free to ask. The script will be used for my free-to-play Broken Reality, and credits will be given properly.
 

Attachments

Last edited:

Roninator2

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It will work if you comment out
def create_savefile_viewport
#removed
end

and

def create_savefile_windows
# removed
end

It does a short scene of loading the save scene and then closes.
 
Joined
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N/A
It will work if you comment out
def create_savefile_viewport
#removed
end

and

def create_savefile_windows
# removed
end

It does a short scene of loading the save scene and then closes.
It worked! Thanks.

Edit: Admin you can lock the thread now.
 
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