Tuesday, May 24, 2016

Weekly update

Last week was a highly productive one with many code improvements being made. The skill usage plug-in now sorts actors from enemies and puts them in a separate database. This improves the organization and will help in readability. Also in theory it will now be capable of displaying the low and the high damage that the skill has done. The code already works on the server side. However I will have to rewrite my client side code quite a bit.

Lets look at some of the things I have been thinking of:
  1. Damage from skills that hit multiple enemies; should they calculate the total damage from those skills, the damage from the first target hit or the highest damage dealt. Personally I am leaning towards the total damage.
  2. This also means it might be a good idea to grab the amount of targets hit and send that to the server.
 That being said more testing is needed to figure out the best way of collecting this new data.


Tuesday, May 17, 2016

Update plus a discussion on random events

Progress on Skill_Usage has been slow this past week. Meaning I have very little to report on that. So instead I'm going to talk about random events.


Monday, May 9, 2016

Weekly update 2 for Skill_Usage plugin

Much progress has been made since my last update. My ultimate plan for it works so far flawlessly which includes using PHP and SQL for storing the data. There's still a few things that need to be worked out however.

1. Enemy data gets stored currently in the same database as Actors. Having them get stored in their own databases will look a bit cleaner.

2. Average damage for skills will probably require a third database for storing just the skill damage so I can use the average method and return that data back into the actor/enemy database tables.

3. A how to use manual will have to be written as setting this up requires a bit of advanced knowledge. I shall try and keep the manual as easy to understand as possible.

Here's some advantages to doing it this way:

1. The client will not suffer any major performance drop as calculations and data storing is handled server side.

2. You will not have to ask your testers/game players to send a text file to you.

3. It is much cleaner i.e you can view just one actor at a time vs every one at the same time.

4. It should in theory work for any number of testers/game players. Meaning you can collect a massive amount of data all added together for you to better understand whats being used and whats not.

Saturday, April 30, 2016

Weekly update:

Well this week I have been researching  a lot on the next set of plugin's that I am working on. Depending on if I can get all the necessary information sorted out programming should start sometime next week. Following is a cryptic teaser on a special feature that I am researching.

Preliminary research for Skill_Usage looks very promising for a very special feature I want to include in it. I can't divulge any details at this time as I am still uncertain of if it will make it into the final version. If it does; however I am certain that it will make this plugin even more useful. More teasers to come in the future on this.

Let me know if there are any additional features you guys might want, as right now it will be easier for me to implement.

Friday, April 22, 2016

Up next:

For the next set of plugins I will be writing for RPGmaker MV will be my Skill_Usage and Time_Machine from RPGmaker VX Ace. I plan on adding a few extra features to Skill_Usage, Time_Machine seeing extra features depends on if I can find extra features to put in it.

Tuesday, April 19, 2016

SAR_MVAchievements

Description: This plugin allows you to have achievements inside an RPG maker MV game. It is highly flexible allowing you to program your own achievement scene or to use one of the achievement scene style plugins I have provided.

Features:
- Global achievements
- Non-global achievements
- Achievement auto checking
- Achievement sealing (disallows extra achievements from being added over what you want)
- Tie achievements to switches or variables

Script calls:
SAR.achievements.achievementSwitch(global, name, description, gameSwitchID, reward, icon, bool)
global = number 1 or 0
name = string
description = string
gameSwitchID = number
reward = number
icon = number
bool = optional true or false (false is default)

SAR.achievements.achievementVariable(global, name, description, gameVariableID, limit, reward, icon, bool)
global = number 1 or 0
name = string
description = string
gameVariableID = number
limit = number (this is what the gameVariable must equal to recieve the achievement)
reward = number
icon = number
bool = optional true or false (false is default)

Plugin commands:
SarleccAchievementsSwitch global name description gameVariableID limit reward

SarleccAchievementsVariable global name description gameVariableID limit reward

*Note that the description value uses periods "." to bind words to its self. i.e: this.is.a.description

Screen shots:










Non-Commercial links.
Github link: SAR_MVAchievements.js
Github link: Achievement_scene_style1.js

Credit Sarlecc

For commercial use license:
Shop $5.99

Comes with the following bonus':
Demo, pdf manual, SAR_POPUP, an additional achievement scene style, a plugin that displays particle explosions, and js-expression-eval (for convenience as SAR_POPUP uses it). It also includes some basic graphics (shown above in the screen shots) and a sound effect.

Credit Sarlecc, Matthew Crumley, Chad Engler

TERMS: link

Authors notes: If you have any questions/issues/suggestions please feel free to leave a comment or use the contact form located to the right.

What's happening:


   Here's a short summary:
  • Due to lack of funds Hardly Working extended is being set aside yet again.
  • I will be selling commercial usage of my JavaScript plugins to help cover those costs.
  • Meaning I will be unable to provide them how I provided my Ruby scripts (i.e free to use in non-commercial and commercial).
  • I am also going to try and do a weekly post on my blog to try and keep everyone more updated on what I am doing.

Saturday, September 12, 2015

Almost there.

"Hardly Working Extended" has moved into the final stages finally. What does that mean well to be put simply beta testing is done and working on install files, order processing, and various other little things.

Friday, November 28, 2014

Cheat Engine Delux (v1.1.0)

Hey,
Sarlecc here.


   Have a new script here that I was working on off and on for awhile enjoy.

Cheat Engine Delux Version 1.1.0
    Author Sarlecc


Hardly Working Progress.

Hey,
Sarlecc here.


So I have not made an update on progress for awhile and I apologize for that. I have been sick throughout most of November, and haven't been able to do much of anything in quite some time on it.
I will continue to work on it though when I feel up to it.

Wednesday, November 12, 2014

Auto/System save files V1.0.1

Hey,
Sarlecc here.

When my two testers kept dieing in my game and having to go back several minutes or more due to not saving; I decided to make an Auto save system. The following script was the result (go figure). Not only does it have the ability to Auto save based on a script call but it also allows you to have a System file. The System file can save variables and switches that can be loaded up on a new game creation.

Instructions:
 Place this script under Materials (and under Yanfly's save system if you are using it) and above Main.

Script calls:
i is the index number you want it to use
DataManager.save_settings(i)
DataManager.auto_save(i)
DataManager.load_settings(i) By default load_settings gets called when you
start a new game. But only if USE_SYSTEM_FILE is set to true.

Requirements: None though fully supports Yanfly's save system.

Credits:
Sarlecc for Auto save and System files
http://sarleccmythicalgames.blogspot.com/p/blog-page_12.html

Yanfly if you are using his save script
 http://yanflychannel.wordpress.com/terms-of-use/

Update:
You may now call auto save with a key and display a message when said key is pressed.

Newest version
Download
Old version(s)
Download

Thursday, October 30, 2014

How to start in Game Design

Hey,
Sarlecc here.

So if you are reading this then there is a possibility that you want to start down the road to being a Game Designer. Before we begin we should first define what a Game Designer does. Game Designers are as such they literately create the game in nearly every aspect. This includes the games rules, game play, storyline, characters and the list goes on. So we have established that Game Designers are a very (and shall I say it again very) broad term.

Monday, October 13, 2014

Overdue progress report.

Sarlecc here,

Been awhile since I posted news anyway here's a mini update.

Nearly all the maps are made just need to event them. Need to work on a few more monsters. Will need to balance it and test it for bugs. Also still need to make the movie clips for finishing medium and hard level sets for the first time. There are probably a few things I am forgetting though this is pretty much what has been happening over the past month.

New game features are:
Random accessory items you can collect for bonus's to your stats.

Saturday, August 23, 2014

Progress report 2.0! Cards, States and new enemy features.

Hey,
Sarlecc here.

So it's been awhile since I posted anything (since I didn't really have a whole lot to post about). Here is a screen shot of every card that is currently in the game (new cards might show up later).

You may notice that there are several different colors being used for cards. So do the different colors mean anything you might wonder? While here is a simple breakdown:

Yellow/Green/Blue color cards don't really have a meaning.
Light blue cards i.e 600W Sun you will only get during PM hours.
Black cards you will only get during AM hours.
Red cards are holiday cards and will only be dropped on certain holidays.
Purple cards are special rare cards.

What is with the (U)/(?)/(CO) stuff mean?
(U) Means the card is rarer than normal some cards may even be rare without this tag though.
(?)  Means you found a special use card that is not used in the normal methods.
(CO) Christmas Only so I guess this would make it very very very rare

__________________________________________________________________________________

Saturday, August 2, 2014

Hardly Working Extended progress

Hey,
Sarlecc here.

It has bee awhile since I made a new post. Anyway here is what's been added so far.

A complicated time handler which will cause events to happen on:
1. Every 12 hours
2. Every day of the week
3. Every season
4. Christmas

New currency for buying cards in a shop.

Two new map layouts (no events on them yet though).

Several new game mechanics.

New card plus a skill to go with it.

You will be able to replay a set of levels as many times as you want now on the same save file.

Check back soon for more game updates. 

Saturday, July 19, 2014

Hardly Working Extended

 Hey
Sarlecc here

So I have decided to go ahead with making the Hardly Working Extended game. Here are some things you can expect.
  • Two new areas with six levels each.
  • Each new level will have it's own monsters to fight.
  • New currency for buying cards/potions from a shop.
  • Shop is only accessible after you finish an area.
  • Lots of new text messages.
  • New cards.
  • New endings.
I am working on some ideas that may/may not get in the game.
  • Puzzles to get to the next level.
  • More custom artwork.
Let me know if you have suggestions you would like to see in the game. Note that not all suggestions will make it.

Thursday, July 10, 2014

General FAQ

General FAQ

Q: Where does my game install to on a Windows machine?

A: C:\Users\Name\Desktop this is the default location on a machine running Windows. Name is your profile name.

Q: HELP my game screen is to small to see anything!

A: This is an issue with Windows 8. To get you the best screen size open your game folder and right click on the game icon. Click on properties and compatibility. Check the box for "Run in 640 * 480 resolution" then click apply. This will get you a game screen that is fairly close to the full screen size.

Q: My game is giving me an RTP not found error!!! Please help!

A: If you are getting this error open up the game folder. Open up the game.ini file and erase the line
that says RTP = "Text Here". In some cases there may not be anything after the RTP =. After you delete this line save the game.ini file then try playing the game again. Also if you get this error post a comment with the name of the game and I will fix asap.

Q: My question isn't answered here.....

A: If your question isn't answered here try the game related FAQ or post your question in a comment.

Thursday, July 3, 2014

Players choice voting under way.

Hey,
Sarlecc here.

The players choice voting is underway on the 2014 Indie Game Maker Contest. With over 700 games to play this contest is going to be a tough one. If you have not voted yet I strongly encourage you to do so. Link to my game Hardly Working. There are many other games there that you may like as well, remember to have fun and check out a lot of games. Also one more thing the players choice voting ends July 7, 2014.

Other news: I am also still working on a massive RPG game. I can't release a huge amount of details yet but some things you can expect are quests and achievements.

Got a suggestion for a game or a feature you would like to see? Feel free to post a comment about it.

Update: Players choice voting has been extended to the end of July due to the number of entries.

Saturday, June 28, 2014

First Game!

Hey,
Sarlecc here.

My first game is ready to download from Mediafire!
This game was made for the 2014 Indie Game Maker Contest. Check it out: Contest

Game Name: Hardly Working

Game description: You are a employee that likes playing games when he/she is suppose to be working. Will this be their last game they ever play or will you be able to help them get rich. Fight monsters using cards you collect. Read funny text messages that your player sends to you. Get different cards every time you play for a new experience. Est game time: 21-30+ minutes.

Download link: Download



























Updated the Credits.txt file with the correct game name.

Bug Fixes: Fixed bug with Time Lapse card, Fixed bug With A.I Ghost Immortal state not lasting for intended number of turns.