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Old June 23rd, 2012 (09:46 PM). Edited April 23rd, 2014 by KitsuneKouta.
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KitsuneKouta KitsuneKouta is offline
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This project is currently RMXP only.

What is Harvest Moon?

Harvest Moon has been a relatively steady series of video games in terms of sales and popularity, with around 30 games (including some spin-offs) having been produced since the first game on the SNES in 1996. While each of the main titles in the series tries to improve on the last (though not always with equal success), the core gameplay mechanics have remained virtually the same as always. You plant crops, raise animals, and try to court one of a handful of eligible bachelors/bachelorettes. The games focus very much or rural life, usually with small towns and few people with just enough to be self-sufficient. It's probably THE most successful dating sim in North America (and possibly everywhere else that it has been released except Japan), and one of a very few farming sims (and of course, the most successful on video game consoles. Also, it may or may not be what inspired the infamous Farmville on Facebook. Regardless, Harvest Moon came first, and is much more appealing in my opinion).

There is also an entire spinoff series of games in the Harvest Moon universe called Rune Factory. Harvest Moon is one of a few very successful non-violent video games, but a more standard RPG experience was opted for in the form of Rune Factory. These games feature the same farming and dating elements that you find in Harvest Moon games, except there are also some dungeon-crawling elements added to the mix. If you get tired of laboring on the farm for cash, you can go fight monsters instead (or do both).

This starter kit is primarily targeted at the production of Harvest Moon games, but Rune Factory games are also quite possible with it. No built-in features of RMXP have been removed (some may have changed slightly), so it should be fairly compatible with a number of things (or with very minor changes), so you can import battle systems that others have created or just use what's built-in to RMXP. That is roughly all it takes to turn this Harvest Moon starter kit into a Rune Factory starter kit.

Please take a moment to read the "What You Can Do" section below, and check out the "Basic Tutorial."

Current Features:

Code:
-Growing crops
-Raising animals
-Carrying items, and giving them to people
-The shipping dude (he should automatically appear on your farm in the
  evening and take your stuff, leaving you the money for it)
-Some common tools are functional (such as the hoe, watering can, seeds,
  brush, milker, shears, etc).
-Some animations have been implemented (most lvl 1 tool animations).
-Data modules for common game data (for storing data about villagers, 
  animals, crops, items, etc. Designed to be expandable)
-A "Settings" script section for a number of common game settings
  (credit goes to Maruno for this idea, which he added to Pokemon Essentials).
-Mining (both digging with the hoe and breaking rocks with the hammer
  should work and randomly give you items)
-Fishing (a little buggy still)
-Graphical stamina bar (can be disabled in settings)
-Classic Harvest Moon time system (no day/night shading yet)
-A customizable databox which displays common game parameters when
  debugging (only visible in debug mode, and can be disabled in settings)
-Seasonal tilesets
-Running
-Power Berries (currently only indicated by a pop up message, but they do
  increase stamina as expected)
-Spawning sticks, rocks, stumps, weeds, and boulders on player's farm map
-Villager's face graphics appear when talking to them (can be disabled in
  settings)
-Villagers can react to different circumstances with different text
  (however, the text itself and the villagers have only partially been
  implemented, and some circumstances are unaccounted for)
-The shipping bin
-Seasonal items in the mountain
-The infobox standard to HM games (includes current time, season, day, a
  weather icon, and equipped item icon)
-Weather effects
-Some debug features and methods to help with testing your projects
-A letter by letter message system, with a beep accompanying each letter
-A name input interface has been created, and mostly works
-The rucksack (divided into tools and items, with an HM:FOMT style interface)
-The toolbox (very similar interface to the rucksack)
-Colored hearts that indicate how much an eligible bachelor/bachelorette likes
 you (can be disabled in settings)
-Mayonnaise Maker, Yarn Maker, and Cheese Maker
-Stumps that respawn daily on the mountain
-The greenhouse
-Tool upgrades
-Turning without moving
-Support for multiple farms (similar to HM:MM)
-possibly a few others I forgot about
Planned/Partially-Implemented Features:

Code:
-Festivals (might be too project-specific to implement)
-Marriage (I think affection can be raised and lowered, but marriage isn't
  possible yet)
-Horse riding (and possibly a generic Horse Race system)
-Swimming (and possibly a generic swimming event)
-Changing outfits (easy)
-Upgradable/purchasable buildings (not as hard as it sounds actually)
-Better maps to demonstrate features
-Cooking
-House Decorating
-any other features the community feels are important
What You Can Do:

There are some things I'd like input about or help with. These include:
Code:
-support banners! Putting the logo with a link to the thread in your
  signature would be a great way to help advertise and gain support for this
  project (I can't be everywhere at once, after all). More users means more
  testing, more suggestions, more fangames, and ultimately, a better project.
  You can even make your own banners if you prefer something that looks nicer.
-more efficient ways to code existing features (I could always use a
  few pointers on what I'm doing wrong or sloppy)
-finding/fixing bugs
-screenshots!
-which settings should be customizable by the user (or ones I should take out)
-recipes and tools for cooking (recipes should ONLY include ingredients that
  exist in this project, or ones that exist in official HM games that have
  been excluded from this project so far)
-how tools should behave (area of effect for higher level tools. This differs
  slightly between different HMs, especially unique max lvl tools [i.e.
  goddess level tools or comparable])
-finding completed features I didn't add to the list of features above
Credit will be given for every reasonable contribution that goes directly into the project. This includes menu designs, rips, code, etc.

Controls:
Code:
W - Open the rucksack
D - Take item from or store item in the rucksack
X - Cancel / Use equipped tool
C - Confirm / Grab / Throw / Interact
SPACE - Hold to run
Errors/Bugs:

-Error when opening project:

When opening the project with an older version of RMXP, an error will occur that will prevent it from loading. To fix it, open the Game.rxproj file with notepad (NOT RMXP) and change the RMXP version number to the version of RMXP you are currently running (it should be the only text in that file). If you do not know which version of RMXP you have, open RMXP and click Help -> About...

Alternatively, you can copy/paste a Game.rxproj file from a different project created with your version of RMXP (since the Game.rxproj file is not specific to any project).

-Strange bug when collecting eggs from chickens:

When chickens lay their eggs, an event is spawned on their current location. Although the egg correctly appears to be under them, it is in fact on top of them. When you try to grab the chicken to move them off the egg, you grab the egg instead. Convenient, but incorrect.

-A custom animation you added looks strange when playing:

This is an odd bug I haven't figured out the source of, and have been dealing with for quite a while. For some reason, every animation that's been added to the project has it's blending value set to either Add or Sub (not sure which since I don't care. both are bad). This causes the animations to look odd (semi-transparent, and badly discolored). If you have this issue with an animation, open the RMXP Database and go to the Animations tab, then select the animation, click Cell Batch..., then check the Blending box and select Normal. The animation should play fine after that.

-Ladders spawning in places they shouldn't in the mine:

If you dig a hole in the mine and find a ladder, climbing down the ladder takes you to a new floor where an escape ladder is spawned automatically. Sometimes a rock will also spawn in the same spot, resulting in a ladder being placed on top of an impassable tile.

Other Notes:

Sound and graphic rips would be appreciated for many things. Some scratch spriting may also be needed to fill in the blanks (I've done a little bit so far).

Please, do not suggest features you would like for YOUR game. Only suggest core features and recurring elements that are common to all or most Harvest Moon games (i.e. don't ask me to add new crops, animal breeds, or other things that aren't already in SEVERAL Harvest Moon games. Create them yourself in your project or ask someone to help you create them). Before it is suggested though, I'll address dual screens: I don't mind either way if dual screens are used. If someone wants to make the project work with a dual screen script, I'd be more than willing to host it in this thread with the standard project for users to choose from (and you will be credited for the contribution). You can also put it in your own thread if you prefer, just be sure to give proper credits. Additionally, if someone wants to turn this into an RMVX or RMVXA project, that would also be much appreciated, and the same terms apply.

If you don't understand or need clarification on something or how it works, be sure to ask in this thread and I'll explain it to the best of my ability (Please don't fill up my PM box or profile with stuff about this project unless absolutely necessary. Post your questions/thoughts/suggestions/flaming here if at all possible). I've also been re-working code to make it more efficient and/or more easily understandable and usable. I've tried to keep flexibility and scalability in mind as well, and have re-written some code many times because of it. I'm currently evaluating all of the code once again (though some of it I won't mess with until I get some suggestions from the community) to find things to improve, so suggestions in that regard are much appreciated.

Screenshots:

Unfortunately, there currently isn't as much to visually show as I'd like and I haven't taken the time to get a lot of good screenshots. When the project is more complete, better screenshots with larger variety can be posted to show off the functionality. If you'd like to contribute screenshots, post them in the thread and I'll add them here if they are suitable (with credits, of course). Some basic screenshots can be found on my ImageShack account: https://imageshack.com/a/FFPq/1.

Download:

HMTK v2.2 - http://www.mediafire.com/download/te8rpgfo95anu9y/HMTK+v2.2.zip

If the link ever stops working, or you have issues with that uploading site, let me know and I'll post additional links.



Basic Tutorial:
Warning: lots of text.
Spoiler:
-Once you've got the project up and running, you can start following the steps below (if you get any errors, be sure to check the "Errors/Bugs" section above):

-Go outside and check out the farm. You'll see a toolbox outside your house. Open it (It won't be in the next release).

-Now that you have some tools to play with, head over to the field full of rocks, sticks, and weeds. You can cut sticks and stumps (currently, it only takes one hit to break stumps. that is temporary) with your axe, and you can similarly break rocks and boulders with your hammer. The scythe doesn't work yet, so you can't cut those weeds. BUT, you can grab and throw them to weed your field. You can also pick up those sticks and rocks and place them anywhere else on the field (and only on the field).

-Once you have a nice clear spot, equip your hoe. Dig a nice 3x3 square, stand in the middle, then equip some seeds (the white bag is turnips. try those out since they grow faster). With your seeds equipped, press the D key to use them like any other tool and watch them cover that 3x3 patch. You've successfully planted your first crops!

-With your crops planted, you have to take care of them now. If you were lucky and did this on a rainy day, they are watered already. If not, equip your watering can and water a couple (don't water all of them, because you'll run out. I haven't added a means of refilling it just yet). Now, head back inside, interact with your diary next to the bed, and sleep. Go back outside, water the same couple you did before (unless it's raining), then go back to sleep again. Do this a few times, and you should notice your crop has grown a couple times. When it's full grown, you can pull it out of the ground. From there, you can sell it or give it to someone. Or just throw it on the ground to get rid of it. You're now an expert at farming!

-Next up is your animals. Some animals have already been provided for you as a courtesy, so you can get a feel for how they work. They aren't finished yet though, so it's a little rudimentary right now. First, go up to each of your animals in the barn and press C. You'll notice a little heart appear. If you press C on that animal again, nothing happens. Why is that? Because you've already showed them a little affection, so they're used to it. Otherwise you'd be able to make your animal completely loyal and happy in just a day. BUT, you can come back tomorrow and do it again to score a little more affection points. Not much to it so far though. Animals need food though, so head over to the right side of the barn, press C on the box protruding from the side, and you'll suddenly be holding something (unless you already have something equipped. if so, unequip it). This is fodder, and animals get sick (and will eventually die when I maliciously program them to) if you don't feed it to them. But slow down there cowboy! You can't just run up and stick it in their mouth (yet). Walk up to those conspicuous boxes you see next to them. There's one for each animal (and a couple extra), so place the fodder in those. You just have to stand next to one, face it, and press C with the fodder in your hands. Easy.

-Now that you've seen the animals in your barn, run over to the next building: your chicken coop. There's already a few in there waiting for you. One thing you should notice right off when you interact with your chickens is that you show them affection in a different way. You pick them up, the put them back down on the ground. Now they're happy. It's a Harvest Moon thing. You can also grab a chicken and take it outside. You can even take it completely off your farm to some obscure place and drop it off. When you come back, it will still be there (I need to program something like wolves eating them when you do that though. It was in the SNES version after all). Normally, leaving chickens outside on your farm will encourage them to scavenge for their own food so they don't starve (well, they can't starve just yet). However, they haven't been programmed to do so. So leave them inside for now. Chickens are pretty simple really. But wait, how do you feed them? You should already have some handy dandy bags of chicken feed in your bag. Just press S until a brown bag with a chicken on it pops up. Now that it's equipped, face the little feed stalls behind where your chickens first appeared. There's one per chicken, so put feed in one for each of them (just press D). You can come back the next day to get eggs from the chickens you fed.

-Now, go outside and leave your farm. You'll be at a crossroads. From there, go left to the town. There's three shops there: the tool shop (don't go there, they have defective products :p), the restaurant/cafe (it's locked though. no food for you), and the animal shop. There's also a church, but it's not finished yet. Head to the animal shop (notice the little cow icon on the building that gives it away), and once inside grab the three items on the counter. You'll have to pay for them, but that's okay. You have nearly $10 billion. With your new toys in hand, there's a few more possibilities open to you now. First, equip your brush (Just press S until it pops up). Then head to your barn and use the brush on your animals. They love it. This allows you to score a little more affection each day from your animals (certain things require your animals to like you. such as getting better produce from them, or winning certain festivals). Once you've brushed your animals, equip the milker (the funny-looking yellow and white thing). Guess what it's for? Milking your cows (that was a tough one). So, get milking! You can take the milk you get and sell it, give it to someone, or throw it away. If you don't feed your animals, they'll get sick and won't produce anything though. Also, cows that are too young can't be milked either (but your cows are already mature enough). Next up is the sheep. Pull out the shears and get clipping. You'll be awarded some wool that you can do the same thing with as everything else so far. Normally, you can't shear them every day. But they're programmed to regrow their wool every day for now, so don't worry about that just yet.

-Now what? You'll probably notice that there's a few more tools in your bag. Most don't work though, so don't bother trying them out just yet. So next, leave your farm again and this time go north. You're in the mountains. Early on in your game, it's common to come here to forage for wild food to sell. It's not worth as much as milk, wool, or crops, but buying animals to start with is expensive, and both crops and animals take time to grow before you can get anything of value from them. So, this is the alternative for making a quick buck. You can grab some items laying around and, like everything else, ship them, give them away, or throw them away. You should also see four signs side by side. You can interact with these to change the season (just for fun). Doing so will change which items are available to forage. Next to these signs is a little pond. You can use your fishing pole here to catch fish (or sometimes junk). It's a little awkward right now, but fishing does work. Cast out your line, and sit tight until you get a bite. Quickly press B when you get a bite (hit it repeatedly if you have trouble) and you'll hook a fish. You can do the same thing with that fish as anything else. It can be sold, thrown away, or given away.

-I bet you've been dying to explore that cave (if you haven't already) over there. Well, go ahead! Once inside, you'll notice that's it's pretty empty. Boring right? Equip your hoe and dig around a bit. You can find items in the ground, and even old ladders that take you to the lower levels of the mine. On the next levels down, you should see some rocks all over the place. You can break these with your hammer to score items as well. Dig around some more until you've found enough ladders to take you to the last floor. There's a nice pond you can fish in there. All you'll get is a "rare" fish all the time if you fish in it though. To get out, run back over the ladder and climb out.

-If you didn't earlier, you can talk to Ellen and Ann in town to see how the message system works and the different dialog patterns. You get a greeting when you first meet them, some generic filler text (you only get one or two of these common dialogs per day. two for right now), and then an ending phrase to indicate that there's nothing more to talk about. All dialog will increase that villagers affection level a little, but only the first time you hear it each day. So after you see the ending text once, talking to them again will do nothing until their dialog is reset the next day (I think I've programmed it to reset anyways). They'll just repeat their ending text over and over.

That's more or less all for right now. There's a whole lot more to it in the background, but you don't need to worry about that until the project is finished up and a tutorial on how to use or customize certain features is written up. When that time comes, you can take the role of a developer and start building your own Harvest Moon with your own (or just your favorite) characters, in your own towns (or ones you liked in the official games) and add as many new items, features, animals, or characters as you want.


Credits:


If you find anything in this project which needs credits and isn't already on the list below, such as ideas you feel I stole from you (be prepared to provide sufficient proof. I'll let the community decide based on evidence if it comes to this), graphics, audio, scripts, or anything else, post it here so it can be taken care of and a proper credits list determined. So far, these are the people you should credit:

KitsuneKouta - obvious reasons are obvious
Nintendo, Natsume, Marvelous Interactive - for creating/publishing Harvest Moon
SephirothSpawn - for his scripted event notes I included (and extended) in the project, and some general logic behind event spawning (from his EventSpawner)
Cheese (from TSR) - for some HM:FOMT rips I downgraded into SNES style
Billy-- - for some graphics rips
Cujo the Cat
(from TSR)- for HM:FOMT face rips (and some charsets, but they are only temporary)
Crazyninjaguy - for his awesome mouse script (only used for debug stuff so far)
Mobius XVI and SirBilly (from rpgmakerweb.com) - for their simple turn without moving code
Nickalooose - for the Ellen charset
...and you, if you contribute!

Happy farming :)

I claim no ownership of any audio, graphics, ideas, or otherwise which were created and/or copyrighted by Nintendo, Natsume, Marvelous Interactive, or any other party which created in whole or part and/or owns any copyright related to the Harvest Moon video game series. This work is purely for entertainment and learning purposes, and should NOT be used for profit in any way.
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Old June 24th, 2012 (01:32 AM).
Cilerba Cilerba is offline
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Yes yes yes. I'm so glad to see this, Kitsune. I'll be sure to try it out later on, and rip some graphics and things that you may need.
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Old June 24th, 2012 (04:41 AM). Edited June 24th, 2012 by KingCharizard.
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I was going to start something similar awhile back but I didn't think many people wanted it. When I asked no one seemed to know what HM was or wanted to make their own game. And finding the sprites and graphics was hard. I'll definitely be following this..

Quote:
I get an error this project is from an eariler RPG maker and cannot be loaded.
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Old June 24th, 2012 (06:26 AM).
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I own all of the Harvest Moon DS games, so if you need anything I will help you!
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Old June 24th, 2012 (11:01 AM).
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I actually like this idea, but is there any way you could make it compatible with poccils kit to make a harvest moon pokemon game?
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Old June 24th, 2012 (12:31 PM).
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KitsuneKouta KitsuneKouta is offline
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Thanks for the support guys, help will be much appreciated.

@KingCharizard: I also found that finding graphics was a bit of a pain, so what I have I actually ripped myself as needed. Some of the larger resources I found weren't sized right or were incomplete, so they weren't much help. Also, that error is one that has given me some trouble too. I found that all you have to do is open your Game.rxproj in notepad and edit the version number to the version of RMXP you're using (it should be the only text in that file at all). You can find the version you're using by opening RMXP and clicking Help -> About... With newer releases of this project, you should be able to just copy you Game.rxproj file into the new version and overwrite the one in it (the Game.rxproj file isn't project specific anyways, so you could even copy one from a different project).

@pokehackster: It MIGHT be possible to use this with Pokemon Essentials with a few small changes. I did NOT remove a single line of code that comes standard with RMXP, I merely overrode or extended things with aliasing to improve compatibility. I had also tinkered with the idea of using some Pokemon graphics as placeholders for the animals (this being a Pokemon community and all), especially since there was no sheep in the SNES version so I couldn't find a reasonable substitute for it. If everyone is cool with the idea, I might use Torchic for chickens, Miltank for cows, and Mareep for sheep (and possibly include some Pokemon as fish too). It was just a novelty idea I had been considering. So if you want to use this with Essentials, you can probably copy all of the new script sections (I put them all at the bottom. Every line of new code is there so you don't have to dig around the default scripts at all) and paste them at the bottom of Essentials. Expect some errors though, especially in regards to tilemap stuff. I play with the tilemap a little bit for the farming and mining systems, so I may look into a minor re-write for compatibility if I find the spare time. It would be great if you knew enough programming to do it though. I could give you pointers to hopefully help you get it working.

On another note, I forgot to mention how the controls work.

Hold X to run
Press S to switch tools
Press D to use the current tool
Press C to interact

There's no rucksack or pause menus just yet, so there's no button for that.

I'll be updating the first post with some of this since it's important stuff I left out.
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Old June 24th, 2012 (12:37 PM).
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Right when I was planning to do a Pokemon + Harvest Moon Crossover this appears :I
I don't know if I will still do the project, though. Still this seems to be a fun engine.
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Old June 24th, 2012 (01:45 PM).
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I'm kinda disappointed that this is XP (I have VXA), I really want to try it out! I can still try out the sample maps though, I'll do that right away and let you know my opinion.

First thing I noticed is that the game crashes when I pressed enter or c with any objects or people. There's also a window that comes up when I pick up the weeds.

It looks really nice though, makes me want to play my old game again. .
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Old June 24th, 2012 (01:56 PM). Edited June 24th, 2012 by KitsuneKouta.
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Quote originally posted by fiOWNya:
I'm kinda disappointed that this is XP (I have VXA), I really want to try it out! I can still try out the sample maps though, I'll do that right away and let you know my opinion. ;)

First thing I noticed is that the game crashes when I pressed enter or c with any objects or people. There's also a window that comes up when I pick up the weeds.

It looks really nice though, makes me want to play my old game again. :).
It shouldn't be too hard to port to VX or VXA actually. I'd been thinking about getting VXA recently, so I might work on that. Anything that's strictly Ruby code should be fully compatible. The only issue should be with the stuff that uses the built in functionality of RMXP (which is a small percentage of the total. Maybe some of the code that changes the tilemap would need to be updated too). If anyone has VX or VXA and would like to work on that, it would a great contribution. Until then it will probably have to wait until I get some spare time and cash.

The game crashes when talking to people right now since I didn't fix them initializing after porting the project (the game is supposed to initialize every single villager object when New Game is selected, so they can be used wherever whenever by the player), among other minor things. The pop up when grabbing rocks and weeds and stuff is something I was using for debugging (the item kept transforming into the next one in the list after being picked up, so I was checking the item's id).

You will probably all notice random pop up boxes like that from time to time in random places. It's one of my preferred debugging methods for whatever reason, and I usually forget to get rid of it when I finish. Also, I forgot that I wrecked the Transfer Player events when copying over maps, so doors/exits do not work like you'd expect (except the door to the house). I'll address some of these things in the next update.
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Old June 24th, 2012 (02:10 PM).
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If you do decide to convert it to VXA at all, let me know and I'd be happy to test it out more in depth for you.

I always enjoyed the Harvest Moon series, so I'm really happy you're creating this.
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Old June 24th, 2012 (07:33 PM).
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Quote originally posted by KitsuneKouta:
@pokehackster: It MIGHT be possible to use this with Pokemon Essentials with a few small changes. I did NOT remove a single line of code that comes standard with RMXP, I merely overrode or extended things with aliasing to improve compatibility. I had also tinkered with the idea of using some Pokemon graphics as placeholders for the animals (this being a Pokemon community and all), especially since there was no sheep in the SNES version so I couldn't find a reasonable substitute for it. If everyone is cool with the idea, I might use Torchic for chickens, Miltank for cows, and Mareep for sheep (and possibly include some Pokemon as fish too). It was just a novelty idea I had been considering. So if you want to use this with Essentials, you can probably copy all of the new script sections (I put them all at the bottom. Every line of new code is there so you don't have to dig around the default scripts at all) and paste them at the bottom of Essentials. Expect some errors though, especially in regards to tilemap stuff. I play with the tilemap a little bit for the farming and mining systems, so I may look into a minor re-write for compatibility if I find the spare time. It would be great if you knew enough programming to do it though. I could give you pointers to hopefully help you get it working.
Unfortunately I know very little about ruby scripting so even with pointers It would take me forever to get something like that working, but I'm sure that there's someone out there that can and more than likely will incorporate this into poccils kit successfully. The main thought I had as far as incorporating it would be something similar to buying a farm and having the ability to raise different pokemon on it, but I know how tedious it would be to script something like that ^.^;
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Old June 24th, 2012 (11:14 PM).
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It's earlier than I was expecting, but an updated version has been released. A number of minor things have been fixed up to make the project more usable (since I did some testing and found I broke things a little more than I expected while working on other things). The download link in the main post has been updated. Here's a quick list of changes:

Code:
-Grabbing items (like the ones in the Mountain) no longer causes the game to crash
-Transfer Player events now go to the right places (might have missed a couple though)
-Non-existent dialog entries no longer cause villager events to crash the game
-Pop up window when grabbing weeds rocks or sticks has been eliminated
-Some junk events have been erased
-Some tile corrections
-Shipping bins in the barn and coop now work
-face graphics display as expected when talking to a villager
-the message system no longer crashes when non-text events run
-shipping dude spawns as expected
-cancelling in the diary cancels properly instead of opening the load menu (the Continue/load menu still causes a crash)
-visual weather effects (ok, just rain) work. I held off on them before due to lag, but it seems I accidentally fixed it at some point.
-the start of a calendar interface
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  #13    
Old June 24th, 2012 (11:25 PM).
Nickalooose Nickalooose is offline
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Oh congratulations on this you... Was meant to comment yesterday but stupid England were playing in the Euros *cough*.

It's great to see this come along way since you sent me the kit, I've never really played these but can see I'd play this, I wander if I can find any hidden horses again haha.

Still, well done, especially for the new update so quickly.
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Old June 26th, 2012 (08:43 AM).
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I love this a lot because for the longest times, I've always wanted to make a Harvest Moon game! Though when I use this, even if I talk to someone, I get an error, and it closes out the whole game... When I pick up a weed too, it comes up with a little box that says "0" and I have to close it out with the mouse. Good work so far though :)
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Old June 26th, 2012 (08:56 AM). Edited June 26th, 2012 by KitsuneKouta.
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Quote originally posted by Billy--:
I love this a lot because for the longest times, I've always wanted to make a Harvest Moon game! Though when I use this, even if I talk to someone, I get an error, and it closes out the whole game... When I pick up a weed too, it comes up with a little box that says "0" and I have to close it out with the mouse. Good work so far though :)
Not sure how, but I ended up re-uploading the old project both times so the updated link still had the old project. I fixed it last night though, so it should be correct now, and those issues should be gone.

@Nickaloose: haha, I remember that. There is still one horse, though not quite as hidden. It probably doesn't work though, so I've been reworking animals to hopefully get them ready for the next release.
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Old June 26th, 2012 (09:23 AM).
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Quote originally posted by KitsuneKouta:
Not sure how, but I ended up re-uploading the old project both times so the updated link still had the old project. I fixed it last night though, so it should be correct now, and those issues should be gone.

@Nickaloose: haha, I remember that. There is still one horse, though not quite as hidden. It probably doesn't work though, so I've been reworking animals to hopefully get them ready for the next release.

Ahh okay :) I'll re-upload it later 'cause I tried again just now, but the people are still being weird...I can pick up wild items though!
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Old June 26th, 2012 (09:27 AM).
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Quote originally posted by Billy--:
Ahh okay :) I'll re-upload it later 'cause I tried again just now, but the people are still being weird...I can pick up wild items though!
I should mention there are still a couple issues with villager events. The message system is still broken, so when pressing C to close the dialog box it re-opens when talking to a villager. The mayor event however doesn't have any dialog, so I created a little error message instead (so the game wouldn't crash). That one is supposed to be there (since I don't have the time or patience to implement the thousands of lines of dialog that will ultimately be needed). If you can grab wild items, and the map teleports work, then you have the correct version.
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Old June 26th, 2012 (09:29 AM).
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Quote originally posted by KitsuneKouta:
I should mention there are still a couple issues with villager events. The message system is still broken, so when pressing C to close the dialog box it re-opens when talking to a villager. The mayor event however doesn't have any dialog, so I created a little error message instead (so the game wouldn't crash). That one is supposed to be there (since I don't have the time or patience to implement the thousands of lines of dialog that will ultimately be needed). If you can grab wild items, and the map teleports work, then you have the correct version.
Ahh okay! I know the maps, and the wild items work, but I tried talking to Ann, and I think Elli...Oh wells xD This just started.
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Old June 30th, 2012 (03:22 PM).
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It's been a few days, so I've decided to update everyone on what's going on. I've been making significant changes to the tool kit and should have a new release ready in the next day or two.

The message system is working correctly first and foremost (choice boxes are almost almost done, and number input might be done at some point in the future), with letter by letter text (and adjustable speeds) and support for a beeping noise has been added as each letter is drawn (a common feature in Harvest Moon games). If users want extra features for the message system, be sure to ask about it and I'll try to get to it eventually. I can add things like changing the color of specific text with tags or something (right now it's all or none, and the color can be specified in Settings). So if you think of any additions to the message system that would be good, name it. Also, animals are partially complete, and should be ready for the next release. Some tools have to be coded first though (like the brush, milker, etc). I'll try to add some generic interfaces for stuff too.

I'll update the first post with the new version and information once it's ready, and add a few people to the credits.

If you have any suggestions or things you'd like to contribute, please do so soon so I can add them to the tool kit.
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Old July 1st, 2012 (05:49 AM).
Nickalooose Nickalooose is offline
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I have an idea for the messaging thing... I was actually looking into it for my game, but I don't see why I don't throw it your way for an idea.

Maybe you could do a system that eventid[x] get's it's name like Jill and makes that text colour grey (or whatever):
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|Jill\
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Kind of how that looks! So the message box has it's text in what ever colour you specify, green, blue, pink whatever you've made I guess, but the Event name that is speaking has it's own little tab with the eventid name, which would be your greys, blacks and whites, depending on the graphic I guess... Or whatever you think haha! just an idea, you don't need it of course.

Obviously, I'm hoping you get the idea with that picture, because using underscores and slashes, is not the easiest thing to make a picture haha
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Old July 1st, 2012 (07:27 AM).
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Quote originally posted by Nickalooose:
I have an idea for the messaging thing... I was actually looking into it for my game, but I don't see why I don't throw it your way for an idea.

Maybe you could do a system that eventid[x] get's it's name like Jill and makes that text colour grey (or whatever):
__
|Jill\
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Kind of how that looks! So the message box has it's text in what ever colour you specify, green, blue, pink whatever you've made I guess, but the Event name that is speaking has it's own little tab with the eventid name, which would be your greys, blacks and whites, depending on the graphic I guess... Or whatever you think haha! just an idea, you don't need it of course.

Obviously, I'm hoping you get the idea with that picture, because using underscores and slashes, is not the easiest thing to make a picture haha
I think I kind of get what you're saying. The basic idea is that text color depends on the events name. What would probably be more intuitive (since you might not want 10 different "Jills" in your game) is to use a tag in the event name. It's something I've done before. So for instance, you name your event whatever you want, then add [Green] or [Purple] to the name and all text from that event is colored as such. Perhaps even something like [Boy] and [Girl] for simple gender-based text. Ah, and I could also do [Speed=2] to let you set the text speed for specific events (instead of having to change and then revert it for that one event). For things like old people that talk slower or whatever you can think of to use it for. Oh, and [Boy] [Girl] could also determine the pitch of the message beep (the pitch is lower when a boy it talking, and higher when a girl is talking). Anyone have any comments on this? I'll probably add it in after the next release.
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  #22    
Old July 3rd, 2012 (09:22 AM).
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Is there gonna be a way to put the character's likes and dislikes, and the use of their profile picture? And, maybe use of a background like when you talked to a character in HMDS? :)
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Old July 3rd, 2012 (01:13 PM).
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Quote originally posted by Billy--:
Is there gonna be a way to put the character's likes and dislikes, and the use of their profile picture? And, maybe use of a background like when you talked to a character in HMDS? :)
I'll only add in backgrounds when talking to characters if dual screens are implemented (I won't be doing dual screens though, so that will have to be handled by someone else. Should be pretty easy though). The other two things were there since the first release (actually a couple months before that even). When talking to a villager, a face graphic will show up that corresponds to their face (if one with their name exists). They also have likes and dislikes in terms of items, but it only affects text. It will be easy to make it affect face graphics and affection too though. And it's slightly buggy in that it only reads item ids, and items of different kinds can have the same id (weeds have id 0, and so do small chicken eggs, for example). This means that if they dislike an item with id 0, they will dislike every item with id 0. I'll probably change it to support item names instead.

Also, be on the lookout for the new release within the next couple hours (it was going to be out last night, but I kept finding more things to do to it). There have been significant changes to it, which will be listed when I post it here.
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Old July 3rd, 2012 (02:30 PM).
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Ooohh, I'll be very excited for this. I've been updating the tilesheets, and such.
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Old July 3rd, 2012 (04:26 PM).
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Version 2.0 has been released. The download link in the first post has been updated.

Here's a quick overview of what's been done:
Code:
-databox slightly updated
-scrollbar added to databox (to allow future expansion of elements without making it bigger) 
-databox is now an object with it's own script section
-weather effects for snow and cloudiness added (rain was already done)
-player can't go outside in hurricanes or blizzards (via simple event)
-minor map updates, maps added
-some unused graphic files removed
-catching a junk item (i.e. empty can) while fishing no longer crashes the game
-script sections were slightly cleaned up and organized
-notes in various script sections haved been marked with a #note: tag for convenience
-cleaned up some junk code
-some debug methods added
-tools reworked a bit, and are treated more like regular items by the rucksack.
-minor code optimizations
-added debug events to spawn animals in barn and coop (only in debug mode)
-made some corrections to Game_Player
-controls updated
-items can now be equipped and unequipped (between your hands and the rucksack)
-player updates correctly when running/stops running
-Some animations added and implemented
-message system much more functional. most bugs fixed.
-message system is now letter by letter with beep effect (beep can be disabled in Settings)
-$time.delay added (like $time.pause, but game updates while action is delayed)
-Player's gold is displayed with the stamina bar (like in HM:Animal Parade)
-Name input interface working
-Weather types now play a bgs
-rain effects changed
-support for clearing $game_system.playing_bgs added (use $game_system.bgs_stop instead of Audio.bgs_stop or the bgs will still be stored, though silent)
-animals mostly work (Horses need some additional work before they're finished, and aging isn't implemented yet)
-cows can be milked
-sheep can be shorn
-chickens lay eggs (there's a minor related bug)
-animals can be brushed (except chickens) and interacted with as expected
-some additions made to the Settings script section
-villagers moved into the town, instead of sitting on the farm
-some Pokemon OWs temporarily added as placeholders, until charsets are ripped and put together (a sheep will need to be ripped from the GBC version and upgraded a little if someone wants to do that)
-lumber can be put back in the lumber box now
-standard infobox added. displays time, date, weather, and equipped tool
-animals can be fed (they should get sick otherwise and not produce anything)
-item switching menu added (similar to HM: Magical Melody), but disabled until finished.
-item switching has been improved (separately from the disabled menu). Just press "S" to switch items any time
As you can see, I've been a busy bee. Enjoy!

With all these changes, a few things are bound to have gone amiss. If you run across any bugs or oddities, remember to post them here.
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