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Scripts & Tutorials This forum is for scripts and code, as well as all kinds of tutorials, software, tools and so forth. Remember to give credit!
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  #76    
Old May 4th, 2013, 05:02 AM
KitsuneKouta's Avatar
KitsuneKouta
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Join Date: Mar 2010
Age: 23
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@romhunter: feel free to "join" the project. There's not really a team, so all contributions will be credited to individuals. It's a completely open source kit, so anyone is free to add things from the Harvest Moon series to it.

@Billy--: I would also like to see that implemented at some point. I've been stuck more on core systems work at the moment instead of the visual stuff, but it should be there eventually. Once the mechanics are in good order, the frills will be the next priority (which should finish things off for the most part).
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #77    
Old June 22nd, 2013, 07:12 PM
OMG_RAWR!
 
Join Date: Jan 2010
Location: Route 9
Gender: Male
Nature: Timid
I can't believ I JUST NOW found this, I'm a big big fan of harvest moon and I've wanted to make games like them for so long! I'm learning java and C++ to try and get a wrap on scripting and now I won't have to learn how to do ALL of this :] thank you so much! if I make any break through (which I doubt) I'll contribute. Keep this project going and alive! Lemme know what I can do to help!
  #78    
Old July 3rd, 2013, 06:47 PM
OMG_RAWR!
 
Join Date: Jan 2010
Location: Route 9
Gender: Male
Nature: Timid
Hey I just noticed the game will crash if you try picking turnips (probably any crops up) as well as a few other things. I did manage to get a derpy watering can refill to work after finding you had a plan to implement it in the script.
  #79    
Old July 30th, 2013, 06:19 PM
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KitsuneKouta
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Join Date: Mar 2010
Age: 23
Gender: Male
Quote:
Originally Posted by OMG_RAWR! View Post
Hey I just noticed the game will crash if you try picking turnips (probably any crops up) as well as a few other things. I did manage to get a derpy watering can refill to work after finding you had a plan to implement it in the script.
I only occasionally find the time and motivation to work on this project, but I do pop in once in a while and make a little progress. There are actually a number of bugs that have been introduced with the latest release, since I was right in the midst of transitioning several of the major systems into new and more efficient logic. Most of the fixes aren't too difficult if you are familiar with the ins and outs of this project, but I will hopefully manage to get around to it and make it a little more complete. Thanks for the interest in the project. Glad to see that there are still those who enjoy it.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #80    
Old February 19th, 2014, 06:23 PM
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KitsuneKouta
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Join Date: Mar 2010
Age: 23
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Version 2.1 has been released. The download link in the first post has been updated.

Here's a quick overview of what's been done:

Code:
-it now snows instead of raining in winter
-debug_set_time added
-debug_set_season now recalculates weather
-weather effects now update outdoors too if you switch weather mid-day (for debug_set_season)
-tile changes are now instantly visible when revisiting a map, instead of taking a little less than a second to load (not a big difference, but more professional).
-text should no longer beep repeatedly when a choice box is displaying
-when a message box is followed by two choice boxes in a row, a blank text box no longer displays for the second one.
-some extra error messages added
-added more comments to code
-removed debug toolbox that gave the player items
-added fisherman event to get fishing pole
-player now starts with some tools in their toolbox (like in the official games. can be customized in Settings)
-season-changing signs removed from mountain
-player can now interface with the toolbox in their house to grab and store tools (only holds 8 tools for now)
-additional tools can be bought in the shops (including seasonal seeds)
-you can now check if the player is indoors or outdoors with $game_player.outdoors?
-time now stops when indoors (can be disabled in settings)
-time can now be stopped at will any time for an indefinite period (without pausing the game) with $time.frozen=true (use false to unfreeze time). may be useful for events, cutscenes, festivals, etc.
-number of floors in mine can now be specified in settings
-you can now obtain appropriate items when breaking rocks in the mine
-digging up coins in the mine adds the money to your wallet instead of giving you a coin bag
-the custom message system now supports displaying variables with \v[n], gold with \g in messages and player name
 with \pn.
-fixed Input Number event command for the custom message system
-custom message system is now more abstract, to make applications more versatile
-tile manipulation has been simplified, to make tool code shorter and more readable.
-tiles on foreign maps can be manipulated at will (but the player must have visited the map at least once).
-custom choice box code has been added (only used by Title screen at present)
-NPC affection has been updated, and colored hearts now appear when speaking to available bachelors/bachelorettes
-colored hearts that appear when spreaking to bachelors/bachelorettes can be disabled in settings
-added Mayonnaise Maker, Yarn Maker, and Cheese Maker, as well as Mayonnaise, Yarn, and Cheese as items. The makers
 are activated with conditional switches for convenience.
-rucksack has been split into separate sections for tools and items. They can be accessed with $game_player.rucksack["items"] and $game_player.rucksack["tools"] respectively.
-added item descriptions (used in the new rucksack menu)
-changed $time to $world and class Time_and_Date to class World, because $time.weather made no sense.
-re-wrote tool code
-tools now use up some stamina
-watering can is now refillable when facing the watering hole and pressing the "Cancel / Use Tool" button
-cutting lumber with the axe now awards lumber (1 per stick, 6 per stump)
-can now display lumber count with \lumber in messages (used in the sign next to the lumber box)
-stumps can now be placed in the mountain as events and will automatically respawn daily
-chicken feed can now be retrieved from a feed box in the chicken coop like fodder from the barn
This update was about 50% complete several months ago, but was promptly delayed after I started working full time. I got a little bit of motivation to revisit this, so I tied things up a bit worked through the to do list a bit further. The more I fixed or added, the larger the to do list grew, so I figured now was as good a time as any to post an update.

As always, let me know if you find any bugs or errors. There are bound to be some new ones after so many internal changes. I'll try to keep this alive as much as motivation allows, and add more features as I go. There's just a few major features left, such as marriage, building upgrades (the house most importantly), and horse riding, before a complete game can be made with this. After that is a never-ending list of little things to work on.

Enjoy!
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #81    
Old February 20th, 2014, 08:44 AM
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Pokemon Trainer Jackey
 
Join Date: Jan 2014
Gender: Male
Nature: Gentle
Sweet! I was starting to wonder if this project was still active, and you answered my question. ^o^ I want to play with this after I get more experience with Pokemon Essentials, so I'm looking forward to playing with this eventually. Thank you for all your hard work on this.
Boop.
A site.
  #82    
Old February 26th, 2014, 01:29 PM
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KitsuneKouta
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Join Date: Mar 2010
Age: 23
Gender: Male
Minor update, so you guys know I'm still working on this.

A fully functional greenhouse has been finished, and best of all it spawns dynamically (i.e. it does not exist in the map data, not even the door event, until it is unlocked). This will likely become the groundwork for eventual building upgrades (such as for your house, barn, coop, etc). Direct tile and event manipulation on maps using code rather than the point and click functionality of RMXP is mostly sorted out, but I have plans to eventually make it a little more flexible and seamless so everyone can use it without too much trouble.

I've also worked out a couple of minor bugs (though I'm certain there are more), and am planning to finally bring back the ability to ride a horse. It was partially finished in an earlier version, but was too buggy and was subsequently removed. Swimming may also be in the pipeline. I'm planning for a minor release (v2.3), so the major remaining features like marriage, children, basic festivals, building upgrades, etc, likely won't be finished until the next major release (v3.0).

As always, if you'd like to contribute anything, feel free to do so. Even simple things like finding (or better yet, fixing!) bugs would be great. There's also a sore lack of music to provide atmosphere, and character dialog is incredibly limited and basic. If you'd like to help with dialog for the various characters, let me know and I'll get you pointed in the right direction. Also, if anyone has mapping skills and wants to make the test maps look better, that would be awesome.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #83    
Old March 2nd, 2014, 08:29 AM
Varion Bluefire's Avatar
Varion Bluefire
A.K.A The Glitch
 
Join Date: Apr 2013
Age: 20
Gender: Male
Nature: Naughty
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Quote:
Originally Posted by KitsuneKouta View Post
Minor update, so you guys know I'm still working on this.

A fully functional greenhouse has been finished, and best of all it spawns dynamically (i.e. it does not exist in the map data, not even the door event, until it is unlocked). This will likely become the groundwork for eventual building upgrades (such as for your house, barn, coop, etc). Direct tile and event manipulation on maps using code rather than the point and click functionality of RMXP is mostly sorted out, but I have plans to eventually make it a little more flexible and seamless so everyone can use it without too much trouble.

I've also worked out a couple of minor bugs (though I'm certain there are more), and am planning to finally bring back the ability to ride a horse. It was partially finished in an earlier version, but was too buggy and was subsequently removed. Swimming may also be in the pipeline. I'm planning for a minor release (v2.3), so the major remaining features like marriage, children, basic festivals, building upgrades, etc, likely won't be finished until the next major release (v3.0).

As always, if you'd like to contribute anything, feel free to do so. Even simple things like finding (or better yet, fixing!) bugs would be great. There's also a sore lack of music to provide atmosphere, and character dialog is incredibly limited and basic. If you'd like to help with dialog for the various characters, let me know and I'll get you pointed in the right direction. Also, if anyone has mapping skills and wants to make the test maps look better, that would be awesome.
I can try help supply Harvest Moon Music from various harvest moon games, if you need it?

Just strollin' to my next destination...
  #84    
Old March 2nd, 2014, 05:01 PM
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KitsuneKouta
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Join Date: Mar 2010
Age: 23
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Quote:
Originally Posted by The Glitch View Post
I can try help supply Harvest Moon Music from various harvest moon games, if you need it?
That would be great actually. I don't remember 100% for sure how each harvest moon does music, but I do remember HM:64 off the top of my head. I've already got the title screen music (from HM:64), which leaves:
  • Farm and minor area BGM (1 for each season. I may need to code seasonal music)
  • Town BGM
  • Mountain BGM
  • Ocean BGS (Not music, just the sound of waves)
  • Goddess Spring BGM (there's no dedicated map for it right now though)
  • Some festival BGM
I would almost say HM:64 music is preferable, being so iconic, but as long as it's a consistent set from one particular game or another, I am fine with music from any of the games. It could be SNES music, HM:64, HM:FOMT, etc. If it's not from HM:64, I'll also need title screen music. Any or all of the above are fine, so if you can only find a couple, it's not a problem. I will add whatever I get. If it comes from somewhere online, please include any applicable credits from the source so I can credit them as well as you for the music.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #85    
Old March 27th, 2014, 05:37 PM
Xili
 
Join Date: Mar 2014
Gender: Male
Hello May i ask something?. i get an error when using hoe on the same tile twice.
  #86    
Old March 28th, 2014, 02:02 PM
KitsuneKouta's Avatar
KitsuneKouta
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Join Date: Mar 2010
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Quote:
Originally Posted by Xili View Post
Hello May i ask something?. i get an error when using hoe on the same tile twice.
Thanks for the tip! I've addressed the issue, and the fix will be in the next release. For clarity, if you use the hoe on a tile that's already been tilled, it will crash as you experienced. Using the hoe repeatedly anywhere else should be fine.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #87    
Old March 28th, 2014, 03:58 PM
Xili
 
Join Date: Mar 2014
Gender: Male
Quote:
Originally Posted by KitsuneKouta View Post
Thanks for the tip! I've addressed the issue, and the fix will be in the next release. For clarity, if you use the hoe on a tile that's already been tilled, it will crash as you experienced. Using the hoe repeatedly anywhere else should be fine.
Oh yeah also i think there's an error when we give villager an item...


Im new here pleased to meet all of you
  #88    
Old March 28th, 2014, 04:10 PM
Xili
 
Join Date: Mar 2014
Gender: Male
If we remove 2 from if tile2==TILES["Seeds"] on line 172 script tool i think the problem for using hoe on same place twice will be fixed
  #89    
Old April 2nd, 2014, 08:25 PM
KitsuneKouta's Avatar
KitsuneKouta
狐 康太
 
Join Date: Mar 2010
Age: 23
Gender: Male
Quote:
Originally Posted by Xili View Post
If we remove 2 from if tile2==TILES["Seeds"] on line 172 script tool i think the problem for using hoe on same place twice will be fixed
I'll check out the issue with giving a villager an item. I did a lot of reworking of core functionality, so it's likely an artifact left over from the old code.

Also, yes, removing that line would fix the error in that spot, however I think it may cause some undesirable behavior. tile2 refers to the tile on the second layer in this case, which is where seeds should go, so you may lose the ability to dig up seeds with the hoe. Alternatively, you can grab the line of code that assigns tile2 below the block the error occurred in and move it up just below the other tile= assignment. This would make it available in the whole method, instead of it being defined within the second block. That's basically all I did to fix it.

And before I forget, welcome to PC!
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #90    
Old April 3rd, 2014, 01:17 PM
Xili
 
Join Date: Mar 2014
Gender: Male
Quote:
Originally Posted by KitsuneKouta View Post
I'll check out the issue with giving a villager an item. I did a lot of reworking of core functionality, so it's likely an artifact left over from the old code.

Also, yes, removing that line would fix the error in that spot, however I think it may cause some undesirable behavior. tile2 refers to the tile on the second layer in this case, which is where seeds should go, so you may lose the ability to dig up seeds with the hoe. Alternatively, you can grab the line of code that assigns tile2 below the block the error occurred in and move it up just below the other tile= assignment. This would make it available in the whole method, instead of it being defined within the second block. That's basically all I did to fix it.

And before I forget, welcome to PC!
I see. okay i'll try it. Oh by the way where i can get the graphic for this game?. I don't have mayor's face.

This is an interesting project could i join?. Maybe i can be the tester if you don't mind
  #91    
Old April 7th, 2014, 07:53 AM
KitsuneKouta's Avatar
KitsuneKouta
狐 康太
 
Join Date: Mar 2010
Age: 23
Gender: Male
Quote:
Originally Posted by Xili View Post
I see. okay i'll try it. Oh by the way where i can get the graphic for this game?. I don't have mayor's face.

This is an interesting project could i join?. Maybe i can be the tester if you don't mind ^_^
For graphics, there's a few routes you can take. You can try The Spriter's Resource, which has graphic rips for tons of games, ripping your own with an emulator (legality is questionable at best), or requesting them in the resources section of this forum. I'm not sure how much luck you'll have requesting them here though, as resources tend to primarily be Pokemon oriented.

As far as joining goes, there's no official team. It's a completely open project, so whoever wants it can download and modify as they like. If you come up with new scripts, bug fixes, maps, or have resources to contribute, etc, they will be credited appropriately in the first post if I add them to the project. As far as testing goes, anyone is free to do so. If contributions are meaningful in quality and quantity, say a significant amount of bug finding from testing, resources, script development, map making, etc, I may designate individuals as team members for their contributions, rather than just contributors.

One thing that may be helpful at this point is for users (including yourself if you like) to attempt making something of a game of what's currently developed. You should quickly find missing features, limitations, or bugs in doing so (and I also plan to do so eventually). Things like attempting to add new characters, creating additional working farm and mine maps, new animals, new crops, etc, should help reveal any unnecessary complexity or bugs. Any and all contributions are welcome, so feel free to contribute whatever you like as motivation dictates.

Also, a wiki would likely prove to be an immense help eventually. It would be a great place to include the basics of how things work, how to add new stuff (i.e. crops, animals, etc), what the controls are, what's been implemented, bug tracking, etc. I may do so if motivation allows it, or if someone else would like to, they would have a golden spot on the contributor/team member list.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #92    
Old April 7th, 2014, 02:29 PM
Xili
 
Join Date: Mar 2014
Gender: Male
Well if that the case, i have some favor to ask. Could you change notification when we get power berry into conversation text like when we talked to villager instead of notification from program.Its kinda weird for me but since i don't really understand the script

Oh yeah recently i download two project of yours but when i open the new one there's an error when i talked to Mayor...I don't know why the first run smoothly
  #93    
Old April 7th, 2014, 03:40 PM
KitsuneKouta's Avatar
KitsuneKouta
狐 康太
 
Join Date: Mar 2010
Age: 23
Gender: Male
Quote:
Originally Posted by Xili View Post
Well if that the case, i have some favor to ask. Could you change notification when we get power berry into conversation text like when we talked to villager instead of notification from program.Its kinda weird for me but since i don't really understand the script

Oh yeah recently i download two project of yours but when i open the new one there's an error when i talked to Mayor...I don't know why the first run smoothly
I tracked down the problem with the mayor. If you check the Villagers data module (in the script editor, find ---Data Modules--- and open the Villagers section), you'll see that the Messages module only has data for two villagers, numbered 0 and 1. In the Names module at the very top, you can see that 0 is Ann and 1 is Ellen, but the mayor is number 5 (which doesn't exist in the Messages module). I haven't got around to loading much for conversations. Only the mechanics behind them. It seems I removed the error catching bit when redoing some of the message system this last time, but I put it back now so that any character should at least say that their message data is missing instead of crashing. It can be fixed by adding another item to the Messages module numbered 5, and filling in text just like 0 and 1 have for Ann and Ellen. It's tricky business if you aren't familiar with code though, so I wouldn't worry about it too much. Though if you'd like to contribute conversation text, that would be awesome. It's separated out by season and affection lvl at the moment, and eventually there should be weather conversation as well. If you have any or want to write some, I'd be more than happy to add it.

Eventually, I think it would be best to move out the text data into txt files. Perhaps each villager having their own named txt file. I'll need to write a tutorial on how to insert your own text for villagers at some point to make this easier to do. Perhaps once I start up a wiki, so I don't clutter the main thread here.

As for showing a text box for power berries instead of a debug message, it's a piece of cake. I'll have it in the next release. Basically, instead of p "Some message" you'll need to change it to Kernel.show_text("Some message"), which uses my custom message system. I went ahead and changed it but there's still more work that needs to be done for power berries, which is the reason I hadn't updated that yet. I haven't implemented the eating animation and I don't think I have the sound effect yet, so I had been putting it off until I could finish it in one go.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #94    
Old April 8th, 2014, 11:08 AM
Xili
 
Join Date: Mar 2014
Gender: Male
Quote:
Originally Posted by KitsuneKouta View Post
I tracked down the problem with the mayor. If you check the Villagers data module (in the script editor, find ---Data Modules--- and open the Villagers section), you'll see that the Messages module only has data for two villagers, numbered 0 and 1. In the Names module at the very top, you can see that 0 is Ann and 1 is Ellen, but the mayor is number 5 (which doesn't exist in the Messages module). I haven't got around to loading much for conversations. Only the mechanics behind them. It seems I removed the error catching bit when redoing some of the message system this last time, but I put it back now so that any character should at least say that their message data is missing instead of crashing. It can be fixed by adding another item to the Messages module numbered 5, and filling in text just like 0 and 1 have for Ann and Ellen. It's tricky business if you aren't familiar with code though, so I wouldn't worry about it too much. Though if you'd like to contribute conversation text, that would be awesome. It's separated out by season and affection lvl at the moment, and eventually there should be weather conversation as well. If you have any or want to write some, I'd be more than happy to add it.

Eventually, I think it would be best to move out the text data into txt files. Perhaps each villager having their own named txt file. I'll need to write a tutorial on how to insert your own text for villagers at some point to make this easier to do. Perhaps once I start up a wiki, so I don't clutter the main thread here.

As for showing a text box for power berries instead of a debug message, it's a piece of cake. I'll have it in the next release. Basically, instead of p "Some message" you'll need to change it to Kernel.show_text("Some message"), which uses my custom message system. I went ahead and changed it but there's still more work that needs to be done for power berries, which is the reason I hadn't updated that yet. I haven't implemented the eating animation and I don't think I have the sound effect yet, so I had been putting it off until I could finish it in one go.
Ok about Mayor its already fixed...but still getting error when gave the villager item..
And maybe about the text conversation i can help but after i finished my first job. i think weather conversation is very important cause many HM game's NPC affected by weather, the fastest that thing come the better it i think.

Okay i'll try to make it as fast as i can.
I'll send you after it done oh do you want to add another character? I suggest we can put extra marriageable character on HM in this game but in different village ex. Celia would be unlocked when certain event is happened
  #95    
Old April 8th, 2014, 12:17 PM
Xili
 
Join Date: Mar 2014
Gender: Male
Kitsune Kouta-san I already PM you with my work
  #96    
Old April 8th, 2014, 01:21 PM
KitsuneKouta's Avatar
KitsuneKouta
狐 康太
 
Join Date: Mar 2010
Age: 23
Gender: Male
Quote:
Originally Posted by Xili View Post
Ok about Mayor its already fixed...but still getting error when gave the villager item..
And maybe about the text conversation i can help but after i finished my first job. i think weather conversation is very important cause many HM game's NPC affected by weather, the fastest that thing come the better it i think.

Okay i'll try to make it as fast as i can.
I'll send you after it done oh do you want to add another character? I suggest we can put extra marriageable character on HM in this game but in different village ex. Celia would be unlocked when certain event is happened
The error when giving an item should be the same issue as the error when talking to the mayor. There's another element in the Villagers module that corresponds to the villager's preferences. When you give them an item, it will attempt to determine if they like it, dislike it, love it, hate it, etc, and display a message accordingly. However, just the same as not having text for villager number 5 (the mayor) in the Messages array is a problem, it's also a problem when it's missing in the Preferences and Reactions arrays. It will first check Preferences for villager 5 and determine how they feel about it based on the position of the item id, and then find the corresponding reaction message. I fixed it with the error catching I put back in, and moreover I will likely be re-writing that functionality a bit to make it more user-friendly.

As for characters, I haven't been too concerned about adding specific ones. The point of HMTK is to be a general starter kit that you can use, swapping in your own characters, etc, as desired to make a Harvest Moon (or Rune Factory) game with. If I spend much time on specific characters or minor features, the overall project would be delayed further. It should be noted that this will not be a game of its own, but instead a development kit for making Harvest Moon games. For that reason, there won't be much in the way of events or unlockables, etc. Items, features, characters, etc, are all made available from the beginning for debugging and learning how the features work. That said, I am planning to use the kit once finished to make a game, at which point things like specific characters, events, locations, etc, would be relevant, but for the purposes of the kit I'm trying to focus as much on underlying mechanics as possible and using filler for everything else so that it at least has some semblance to the official games.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #97    
Old April 9th, 2014, 12:37 PM
Xili
 
Join Date: Mar 2014
Gender: Male
Quote:
Originally Posted by KitsuneKouta View Post
The error when giving an item should be the same issue as the error when talking to the mayor. There's another element in the Villagers module that corresponds to the villager's preferences. When you give them an item, it will attempt to determine if they like it, dislike it, love it, hate it, etc, and display a message accordingly. However, just the same as not having text for villager number 5 (the mayor) in the Messages array is a problem, it's also a problem when it's missing in the Preferences and Reactions arrays. It will first check Preferences for villager 5 and determine how they feel about it based on the position of the item id, and then find the corresponding reaction message. I fixed it with the error catching I put back in, and moreover I will likely be re-writing that functionality a bit to make it more user-friendly.

As for characters, I haven't been too concerned about adding specific ones. The point of HMTK is to be a general starter kit that you can use, swapping in your own characters, etc, as desired to make a Harvest Moon (or Rune Factory) game with. If I spend much time on specific characters or minor features, the overall project would be delayed further. It should be noted that this will not be a game of its own, but instead a development kit for making Harvest Moon games. For that reason, there won't be much in the way of events or unlockables, etc. Items, features, characters, etc, are all made available from the beginning for debugging and learning how the features work. That said, I am planning to use the kit once finished to make a game, at which point things like specific characters, events, locations, etc, would be relevant, but for the purposes of the kit I'm trying to focus as much on underlying mechanics as possible and using filler for everything else so that it at least has some semblance to the official games.
Well thanks i have tried it and fixed that. Is there someway to make a conversation instead of Hated item or liked item on conversation box?

Hmm yeah i know i mean not specific character I mean if there's feature that allow you to add character with additonal requerement that would be great i think..

Ah i also forgot. Is there any blacksmith on this game?
  #98    
Old April 10th, 2014, 06:55 AM
KitsuneKouta's Avatar
KitsuneKouta
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Join Date: Mar 2010
Age: 23
Gender: Male
Quote:
Originally Posted by Xili View Post
Well thanks i have tried it and fixed that. Is there someway to make a conversation instead of Hated item or liked item on conversation box?

Hmm yeah i know i mean not specific character I mean if there's feature that allow you to add character with additonal requerement that would be great i think..

Ah i also forgot. Is there any blacksmith on this game?
There is no blacksmith yet, but one will be added when ore-based tool levels are implemented properly. I generally only add new characters as necessary to support underlying functionality, so there's currently a few missing.

As for adding new characters with requirements, that will most likely have to be handled with standard RMXP event functionality such as switches and variables. Villagers are relatively simple, as they have only a single method call to handle all of their functionality (Villager.interact). As for moving, appearing certain times/places, that will be up to the developer of the individual game to take care of, just like in any other RMXP-based project. Villagers are merely events, and as such their motions, appearance, location, etc, can be handled with standard event functionality.

Highly specific conditions, such as character x appearing after event y is far too narrow to be possible in a standard kit. The event is whatever you make it, and will vary greatly from game to game, so simply setting a switch when the event occurs would allow you to control the villager event's appearance with out of the box functionality. You may want to check into some RMXP eventing tutorials for a deeper understanding of how much you can do with it, as this is very definitely the type of thing it exists for.

As for displaying conversation text when giving an item to a villager, it is controlled in the Reactions array in the Villagers module. The Preferences array I mentioned before only determines whether they like it, and the Reactions array determines what they say based on that result. You should find the exact text you are seeing in that array (for each villager number), and should be able to change it to whatever you like.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
  #99    
Old April 10th, 2014, 12:46 PM
Xili
 
Join Date: Mar 2014
Gender: Male
Quote:
Originally Posted by KitsuneKouta View Post
There is no blacksmith yet, but one will be added when ore-based tool levels are implemented properly. I generally only add new characters as necessary to support underlying functionality, so there's currently a few missing.

As for adding new characters with requirements, that will most likely have to be handled with standard RMXP event functionality such as switches and variables. Villagers are relatively simple, as they have only a single method call to handle all of their functionality (Villager.interact). As for moving, appearing certain times/places, that will be up to the developer of the individual game to take care of, just like in any other RMXP-based project. Villagers are merely events, and as such their motions, appearance, location, etc, can be handled with standard event functionality.

Highly specific conditions, such as character x appearing after event y is far too narrow to be possible in a standard kit. The event is whatever you make it, and will vary greatly from game to game, so simply setting a switch when the event occurs would allow you to control the villager event's appearance with out of the box functionality. You may want to check into some RMXP eventing tutorials for a deeper understanding of how much you can do with it, as this is very definitely the type of thing it exists for.

As for displaying conversation text when giving an item to a villager, it is controlled in the Reactions array in the Villagers module. The Preferences array I mentioned before only determines whether they like it, and the Reactions array determines what they say based on that result. You should find the exact text you are seeing in that array (for each villager number), and should be able to change it to whatever you like.
I'll try it thanks oh yeah about fishing, when the fishing system would come?
  #100    
Old April 10th, 2014, 01:54 PM
KitsuneKouta's Avatar
KitsuneKouta
狐 康太
 
Join Date: Mar 2010
Age: 23
Gender: Male
Quote:
Originally Posted by Xili View Post
I'll try it thanks oh yeah about fishing, when the fishing system would come?
The fishing system should already be there and working, albeit a little buggy. If you go to the mountain and talk to the fisherman, he'll give you a fishing pole. You can use it in the water right next to him, or in the lake at the bottom of the mine.

In the very first post of this thread, I have a section that outlines what functionality is already in place. I try to keep it updated, so you should be able to see what is and isn't finished by checking there. There's quite a bit of other info there as well, so it may be helpful to check it out.
Creator of the Harvest Moon Tool Kit (HMTK).

Anime/Manga fans can find me on MyAnimeList.net, as KitsuneKouta.
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