L.W. Flouisa

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What are some of the things changed from regular Ruby and RGSS current version?


Right now I'm busy working on a semi-rogue like, so I don't have as much time as I'd like. But what are some elements in Ruby that wont port over well to RGSSS?


I know gets.chomp doesn't work outside of terminal, although in my experience in learning rubygame the community over there is so quiet it's hard to ask a question


What I know how to do: A basic HUD screen, conditional statements, door unlocking, basic battle system (the battle isn't the point, stealth is), random name generator.


For a screen shot of what I mean.


How would such a HUD work in rubygame? Would such a format even be necessary in RPG Maker?


I'm wanting some elements of rogue like in RPG maker without all of them.


HUD.png
 
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Idril

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Well, RPG Maker works right of the box with no coding necessary (WYSIWYG). It's not really a system that requires any coding. And for your needs I'm willing to bet someone has whipped up scripts for roguelike gameplay before, since VXAce is well-established.


Two examples -


The default battle system in RPG Maker VX Ace has front-view battlers and turn-based battle, but there have been so many scripts put out to modify that, so you could have side-view or even on-map battles.


There are a few HUD scripts out there but I'm not sure they're exactly what you're looking for. I could use some more specifics on what you're wanting to make, then I'd be able to help you out more.
 

L.W. Flouisa

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Thanks I'll be sure to take a look. I just now figured out AI in ruby, so the semi roguelike (you change psuedonyms instead of characters) might have to wait for a few.
 

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