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Foxtalestimes > Fox Tales Games > Rpg Maker Mv Vs. Rpg Maker Vx Ace

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Title: Rpg Maker Mv Vs. Rpg Maker Vx Ace
Description: Discussion / Resources


CS_Fox - October 25, 2015 06:48 PM (GMT)
Heyo Everyone,

user posted image


NEW: ABDL RESOURCE PACK

Sooo as of 10/24/2015 the new RPG Maker MV is out. Being brand new, its not cheap, and on Steam right now it is $79.99 (currently on sale at 10% off, ~$71.99). Historically the engine will go down in price within a year, and if you just want to test out the engine without buying it, you can get a 30-day free trial copy from here. At the moment its expensive, but I think its worth the buy if you're serious about making an RPG with this toolset (it goes without saying that I am >.> or at least like to think I am.)

The company is doing some fun things, they've opened a tutorial site here and even hired Yanfly as one of the tutorial writers and plugin makers. For those not familiar with him, he made scripts for free for RPG Maker VX Ace. Tons of them. Its awesome to see he got a job from it. He made the combat script, the menu script, the save script and most of the added functionality I was using in Momsterous.



IMPORTANT THINGS TO KNOW ABOUT RPG MAKER MV:

-The new engine can natively support Windows/EXE, MacOSX/APP, Android/APK, iOS/IPA and HTML 5 for Web Browsers. This is a big improvement from just Windows with their RTP required.

-There's a built in search button for events, and built in debugging. This is huge for anyone who's game grows big enough.

-There is a third map layer now. This is also a big deal because it gives you a lot more freedom when making maps that you didn't have in previous versions. Example:

user posted image

-RPG Maker VX Ace projects CAN be converted into RPG Maker MV... BUT the game is now based on a higher resolution.

user posted image

This means that all of your sprites from RPG Maker VX Ace will need to be upscaled to be usable in RPG Maker MV. I've tried doing it with the stuff I made for Momsterous and it comes out a little wonky and doesn't look as good or as crisp when held up next to the new sprites - Example:

user posted image

The game does come with a much improved character generator. The character in the left above was made in it within 3 minutes. The sprites are actually rather good, but unfortunately since the game is so new, there's a limit to what outfits and choices are available. I trust in short time this will improve as free resources become available.

SSJ5Cloufiroth - October 25, 2015 07:09 PM (GMT)
Thank you very much for the short review! I'd love to bring these games to mobile platforms, now that that's mostly what I play on anymore. The lack of change in graphic style turned me away, but if it's a higher resolution that would help. I may actually look into this now.

Do you know if projects can be transferred in from VX, or just VXAce?

crayola ray - October 25, 2015 07:19 PM (GMT)
Again, thank you CS. I purchased VX Ace and have played with it a lot....but eventually just ran out of goals and its fallen by the wayside. I will definitely be taking a look at the demo and playing with it....and if I find something that keeps my attention....maybe I can make something for these forums myself.

KatKatastrophe - October 26, 2015 01:14 AM (GMT)
As i had said in the other thread, and will re-state for the sake of it being here, the updated version of FF4 on the DS vs the classic 8-bit sprites is basically the same as the difference here, and would probably be a good example to look at, and i think it looks great.

CS_Fox - October 29, 2015 02:17 PM (GMT)
Couple of update notes:

RPG Maker MV has a lot more tools for debugging and working on BIGGER games.

Playtesting like a pro

And... here's a plugin -

External Game Text

Both have been SUPER helpful. The playtesting tutorial helps you get errors out of the way, and the external text exports all the game dialogue out to a text file that you can then modify, check, edit... basically it makes proof-reading and script checking a breeze. Did I messpell a werd? Ctrl+F boom fixed.

tromedlov87 - October 29, 2015 04:02 PM (GMT)
Sounds like MV has some pretty awesome features in it. Thanks for the rundown on some of this stuff, CS. I don't think I'll be getting it anytime soon, though, unless it goes on a decent sale. I've always thought the RPG Makers were too expensive, at least until they go on a good steam sale/humble sale or something.

CS_Fox - October 30, 2015 01:47 AM (GMT)
ABDL PACK
www.foxtalestimes.com/ABDL_Pack.rar

I've finished a tileset pack for ABDL games. Has all the stuff from the old pack, and more, upscaled to the new resolution of RPG Maker MV.

If you want to use these in VX Ace, you'll need to scale everything down to 75% of the original.

XenonVoid - October 31, 2015 01:30 AM (GMT)
I've got extra money to blow for once after selling something on eBay, so I'll probably get this or VX Ace on Monday. Right now I'm at an anime convention out of state with family, so I want to wait until I get home in order to buy one.

My question is: as a total novice coder who's only coded a few simple things before under supervision of others, should I go for VX Ace or MV? The promise of being able to make games for iPhone is a major draw for me as an IOS user who doesn't always have his laptop with him, but I'd like to know which one would be easier overall to code in before making my decision. I have no doubt that I'd pick it up quickly, I've always been an incredibly fast learner with everything I do, but I would also prefer to use the easier version to make the "figuring it out" phase as fast as possible.

SSJ5Cloufiroth - October 31, 2015 02:14 AM (GMT)
For the most part, RPG Maker doesn't require a lot of actual coding to make a great game. If you're really fancy, you can use simple branches or loops using only the default event handlers, switches, and variables. If you genuinely want to learn to script things, I would suggest MV. As much as I like Ruby, RGSS(3)(What VX uses) is a very narrowly applicable variant of an already somewhat uncommon language. If you learn JavaScript(What MV uses(?)), it will more likely help you out a little more down the line.

Dathias - October 31, 2015 03:09 AM (GMT)
The Javascript implementation in RPGMaker MV isn't very well documented. It is much harder to navigate the Code in this version than most. You're better off using an external code editor.

XenonVoid - November 1, 2015 09:48 PM (GMT)
I have a rather difficult question. I've never seen it done before, but I thought I'd ask anyway, since I'll be home and purchasing RPGmaker MV in a couple hours.

Is it possible to have a weapon that levels up with the character in MV? As in, when the character levels up, the equipped weapon gets stronger by a percentage or fixed rate as well?

I ask because I have a game idea in mind where the main character gets a legendary sword right off the bat (first dungeon, anyway), but the sword itself is only as strong as the wielder. That way it isn't too overpowered, considering the characters are still at the start of the game's plot, not the end.

EDIT: another possibility I'd be okay with is if I could get the weapon itself to gain EXP separately from the player, but at the same rate. But I'm not sure if that option is any more possible than option one, so I dunno which one is more worth asking. I'd probably have seven separate weapons in this game that could do this, for anyone who's wondering.

XenonVoid - November 2, 2015 02:27 AM (GMT)
Got MV about an hour ago, and I've created a few characters and messed around with the first map.

I have one question... where do you find door tiles? I looked all over and couldn't find any, but I'm probably doing something wrong.

CS_Fox - November 2, 2015 07:24 PM (GMT)
First, found a master script call list for RPG Maker MV:

https://docs.google.com/spreadsheets/d/1-Oa...7OHs/edit#gid=0

Master Script Call List

XenonVoid:

In the ABDL resource pack I posted above there are some doors. They fit into the character folder. The easiest way to add a door to your project is to go to the event layer of a map, right click and there's a simple 'add door' event you can generate. Double click the event to open it up and then in the graphic area you can set it to any one of the doors you want, if you've imported the ones I posted above you should be able to find them as a choice. The auto created event is usually just a 'move player part to location X,Y' play door sound, and rotate sprite to simulate the opening and closing of the door.

On your other question, there's a few ways to make a weapon level up with the player. For your first method you would make a common event that checks player level. Sooo conditional branch, is player level 1? Then weapon = level 1. Is player level 2? Then weapon = level 2. You would then make multiple weapons in the item list to show the stats you'd want for it at each level.

The other way you could make it happen would be one that's a little more dynamic. You'd make a variable that would represent the weapon's experience and you'd modify each battle win to give a set amount of that variable experience along character experience. You could then change the formula for how damage is calculated, so instead of just 'sword does 10 damage' you could set it at 'sword does 10 damage + % weapon experience' and you'd get a dynamically changing number based on the strength of the weapon.

CS_Fox - November 2, 2015 07:35 PM (GMT)
Quick question.... a while back KatelynG offered an ABDL toolkit here: http://z13.invisionfree.com/foxtalestimes/...p?showtopic=495

Would anyone like it if I made a new one for RPG Maker MV with the new resource pack I've compiled? I could add in a simple potty script and annotate how it works.

XenonVoid - November 2, 2015 09:30 PM (GMT)
QUOTE (CS_Fox @ Nov 2 2015, 01:24 PM)
First, found a master script call list for RPG Maker MV:

https://docs.google.com/spreadsheets/d/1-Oa...7OHs/edit#gid=0

Master Script Call List

XenonVoid:

In the ABDL resource pack I posted above there are some doors. They fit into the character folder. The easiest way to add a door to your project is to go to the event layer of a map, right click and there's a simple 'add door' event you can generate. Double click the event to open it up and then in the graphic area you can set it to any one of the doors you want, if you've imported the ones I posted above you should be able to find them as a choice. The auto created event is usually just a 'move player part to location X,Y' play door sound, and rotate sprite to simulate the opening and closing of the door.

On your other question, there's a few ways to make a weapon level up with the player. For your first method you would make a common event that checks player level. Sooo conditional branch, is player level 1? Then weapon = level 1. Is player level 2? Then weapon = level 2. You would then make multiple weapons in the item list to show the stats you'd want for it at each level.

The other way you could make it happen would be one that's a little more dynamic. You'd make a variable that would represent the weapon's experience and you'd modify each battle win to give a set amount of that variable experience along character experience. You could then change the formula for how damage is calculated, so instead of just 'sword does 10 damage' you could set it at 'sword does 10 damage + % weapon experience' and you'd get a dynamically changing number based on the strength of the weapon.

Actually, I figured out how to create doors about a half hour after I asked, through looking at a tutorial on YouTube. Thanks for telling me how to change the graphics, though; I think I'll fiddle around with that next.

As for the growing weapon thing, I think I'll go with the second one. Now to figure out how to do that... hmm...

Also, in regards to the toolkit with possible potty script... yes! I personally would be very grateful for something like that!

XenonVoid - November 3, 2015 07:23 AM (GMT)
A question: how do I set up a common event to check the player's level? I decided to go with that version, but only have a new weapon every five or so levels.

So I need help (possibly step by step guidelines) setting up a common event to check the player's level, specifically one that would check whether it's in a specific range.

CS_Fox - November 3, 2015 04:05 PM (GMT)
QUOTE (XenonVoid @ Nov 3 2015, 01:23 AM)
A question: how do I set up a common event to check the player's level? I decided to go with that version, but only have a new weapon every five or so levels.

So I need help (possibly step by step guidelines) setting up a common event to check the player's level, specifically one that would check whether it's in a specific range.

Okay this is going to be very basic to get you started. Some of this is how potty systems work, so its a good intro.

First a common event is an event run in the database that can be accessed from any map or point in the game (even in battles).

To get to common events: Tools > Database > Common Events

Make a new common event, give it a name, whatever name you want since its only for your reference. I name mine by character, variable and a few other things to keep track when I start getting like 400 common events.

Add a conditional branch. Set the conditional branch to Variable, and then make a new variable (just name it, like Sword EXP or something). Then change the parameter to less then or equal too... and then set a number (like say 99). Click 'include ELSE' then click okay. This makes an IF THEN statement, right now, it says IF SWORD EXP is 99 or less, then _____ and if not, then _____. Now you fill in those _____.

This will be the level 1 part, so you can actually leave the first part _____ blank, as you don't want it to change your weapon from level 1 till they've hit level 2. So you'd make another event inside the ELSE portion just like the first, but now make it 199 or less. This means that when the event start it looks at SWORD EXP and says 'is this less then 99? Yes? Then I don't need to do anything. Is it more then 99? But not more then 199? Then we'll move on to level 2!

Sooo for the IF the SWORD EXP is more then 100, add 'Change Weapon' and choose a sword (in this case you'll need to make a copy of your LEVEL 1 sword in your item list, so for all intents and purposes, you'll have multiple swords named the same but with leveled up stats). So Change Weapon, and choose the level 2 sword, and increase the number by 1. Then change equipment, change to the Level 2 sword, then change weapon level 1 sword decrease by 1. Sooo this would give you a new sword, equip it, and then remove the old sword, without the player noticing.

That's basically it. The only thing beyond this would be how to increase SWORD EXP and trigger the event. I'd personally do it after battle. So at the end of a battle just add the line "call common event:" and whatever you named this common event. It would check sword exp and replace your sword if needed after every battle. You could set new levels by just making high brackets on the conditional branch to like 299, 399, 499, and creating new items to match.

You can add sword experience after each battle by just doing a control variable: SWORD EXP + whatever number.

Again this is all just a rough overview, but that's how I'd do it.

XenonVoid - November 3, 2015 10:24 PM (GMT)
How would I add an event specifically after a battle? I can't seem to figure out how to do that. And specifically, how to do it only after the sword gets equipped?

XenonVoid - November 4, 2015 02:35 AM (GMT)
Just did something similar, but also kind of different. I set up two common events with parallel triggers.

Basically, I set up the conditional branches just like you said, but I made the sword EXP variable much lower, with the first part being less than or equal to 5, and the second part being less than or equal to 11. Then I set up a third part for less than or equal to 18, for the sword's third form. I set up the change weapons and change equipment commands just like you said.

Then, I set up another common event to control the sword EXP variable. I set it to equal the level of Sept, the main character.

So, would this work? I'm pretty sure it would, but I wanted to check before doing the same thing with another sword.

EDIT: also, I need help figuring out how to make a boss that looks like the main character. I haven't been able to find any useful results around the web, so I figured I'd ask here.

EDIT EDIT: I actually figured out that last part. The sprite still has a white background, however.

XenonVoid - November 4, 2015 08:40 AM (GMT)
Hey, CS... I don't mean to rush you, since I know you have less free time than I do, but... will that ABDL toolkit be coming out anytime soon? If you decided to make it, I mean. See, I'm almost done with the demo of my game (just a few small details left to put in, really), and I'll probably end up waiting on the toolkit so I can incorporate a potty script if it doesn't come out in the next few days.

Sorry if it seems like I'm rushing you, I promise it's not my intention.

CS_Fox - November 4, 2015 01:38 PM (GMT)
QUOTE (XenonVoid @ Nov 4 2015, 02:40 AM)
Hey, CS... I don't mean to rush you, since I know you have less free time than I do, but... will that ABDL toolkit be coming out anytime soon? If you decided to make it, I mean. See, I'm almost done with the demo of my game (just a few small details left to put in, really), and I'll probably end up waiting on the toolkit so I can incorporate a potty script if it doesn't come out in the next few days.

Sorry if it seems like I'm rushing you, I promise it's not my intention.

I'm working on it now, but I have to travel tomorrow and won't be back till Sunday, so I'm not sure how long it will take me to finish. I've also been tinkering with a few other proof of concept things I've wanted to mess about with (as usual) so it'll probably be more then just the potty script.

XenonVoid - November 4, 2015 10:56 PM (GMT)
Then, if I may ask, would you mind pointing me in the direction of a potty script/system that would work for MV, if there is one? And if there isn't one, would you mind giving me instructions on how to set one up? My demo is literally done with at this point other than setting up/implementing a potty script/system and incorporating toilets.

KatelynG - November 5, 2015 07:17 AM (GMT)
QUOTE (XenonVoid @ Nov 4 2015, 04:56 PM)
Then, if I may ask, would you mind pointing me in the direction of a potty script/system that would work for MV, if there is one? And if there isn't one, would you mind giving me instructions on how to set one up? My demo is literally done with at this point other than setting up/implementing a potty script/system and incorporating toilets.

I'd happily convert mine, but that would require me to buy MV. Not sure if the existing project file for my stuff would help.

XenonVoid - November 5, 2015 07:34 AM (GMT)
QUOTE (KatelynG @ Nov 5 2015, 01:17 AM)
QUOTE (XenonVoid @ Nov 4 2015, 04:56 PM)
Then, if I may ask, would you mind pointing me in the direction of a potty script/system that would work for MV, if there is one? And if there isn't one, would you mind giving me instructions on how to set one up? My demo is literally done with at this point other than setting up/implementing a potty script/system and incorporating toilets.

I'd happily convert mine, but that would require me to buy MV. Not sure if the existing project file for my stuff would help.

Actually, maybe not. The creation of plugins for MV is done in Javascript, separate from the engine itself. So if you know how (and have the necessary software) to convert the code in the current version into Javascript, then you could effectively create plugins for MV without actually having to buy it.

And while I have your attention, do you know how to edit the text below the topic title in topics you've created? I said my demo wouldn't be out for a month, but I grossly overestimated the time it would take if I worked on it ten hours a day. The demo is literally just waiting on a potty script, and I'll be able to release it.

CS_Fox - November 5, 2015 03:37 PM (GMT)
Should have a basic potty script out this weekend. I got a little carried away and also made a character and sprite creator in game... >.>

XenonVoid - November 6, 2015 12:55 AM (GMT)
QUOTE (CS_Fox @ Nov 5 2015, 09:37 AM)
Should have a basic potty script out this weekend. I got a little carried away and also made a character and sprite creator in game... >.>

Okay. Does weekend mean Friday night, sometime Saturday, or sometime Sunday?

Anyway, I think I'll start working on the second demo of my game while I wait.

EDIT: Also, how do you change the text right below the topic title? I can't figure out how to do it.

XenonVoid - November 6, 2015 12:20 PM (GMT)
I'm pleased to announce that I actually created my own potty system for MV! I did it using two common events, one for the potty events and variable requirements, and another to set the variable (named potty level) to increase every 60 frames, or every second.

So yeah, I actually pulled it off. This one actually works, too - I tested it myself for about an hour to fine tune everything.

So I guess this means I don't need the potty script after all... but when you release it, if it's better than mine, I'll probably switch mine out for yours.

CS_Fox - November 6, 2015 11:40 PM (GMT)
user posted image

I got a little carried away... and since your patience is short, I'm posting what I have done, although its not finished. I'll try and update it and have more done soon, but I can't make anything small or basic and can't help the need to make it complex.

This has 6 plugins built into it. Three for timers by the scripter Orange (so that the timer is hidden), and three from Yanfly which do things like add Dynamic message boxes and lock certain equipment (like preventing your underwear from being removed).

I made two things of note.. first, there's a 'make your own character' option. You can choose male/female, one of three skin colors, and one of three hair colors. It even stores your name and picture. This still needs a little work since right now it just stays with one face and doesn't dynamically switch to other faces for different emotions (like surprise and shock) when you're having accidents. The event is on the doll in the nursery if anyone wants to look.

Second, the potty script basics are there. Check the common events. I've only finished guys right now and only for wetting. You can click the tamberine in the nursery to increase your need to pee by 5 and to see what the current need is. I left comments in the common events to explain what's happening. If you want a complete script, you'll have to wait till I finish it or use what I started and fill in the rest.

Things I did't add but need too:

-Girls accident script.
-A negative effect for each accident (potty ability goes down).
-A value for each underwear type (panties can hold 20wet, while a diaper can hold 90. Go over the value = leak).
-Leaks = Puddle on the ground.
-A skill to feel if you need to go to potty.
-A skill to just let it go.
-A skill to check underwear.
-A toilet / training potty you can use to decrease your need to go.
-A positive effect for successfully using the potty (potty ability goes up).
-Being able to change your underwear to something other then diaper at the dresser.
-An NPC who periodically checks your pants or invites you to try going potty in the bathroom.
-Crinkle noise when you walk and your diapered.

ABDL Toolset MV

The current version of the momsterous script is like this, but more complex and specifically for Mira (as in her faces, vocal patterns and emotions). It includes another variable (WetHold, MessHold) that makes it so not only does she have a stat on how well she can tell she needs to go she has a stat on how well she can hold it. And it also includes varieties of different 'accident' texts so its not just always 'Mira wet her diaper'. And it also offers the option to give up on trying to hold it if you need to go.

Another thing not in this toolset demo is my Momsterous Sprites. I have sprites of Mira doing a potty dance, or suddenly having an accident and her dress gets wet, or getting changed lying on the changing table or mat. Pics of her on the toilet or potty. Etc etc.

XenonVoid - November 7, 2015 06:57 AM (GMT)
Yeah... I think my first update to my demo, which will be in a few weeks, is definitely going to include this instead of my own script. This is just looking way too good. Mine is child's play compared to this. Admittedly, I am still a total newb with RPG Maker.

CS_Fox - November 10, 2015 09:23 PM (GMT)
Group question...

What assets would you like to see in the new sprite generator? The biggest thing about the new generator is that it builds everything at once, a face sprite, a walking sprite and a battler sprite. This also means that each outfit requires roughly 57 frames to fill out properly.

What sort of outfits and things would work well for an ABDL game?

Overalls? (Normal or puffy midsection.)
Short dress with diaper peaking out?
T-shirt and diapers?
One piece footed sleeper?
Accessory pacifier?

Any other clothing? I know some pixel artists and I don't mind commissioning some of this stuff, especially if its for group use. I'm just trying to think what would go well in the sprite generator.

pembroke - November 10, 2015 11:05 PM (GMT)
something I have noticed a lack of is one piece bathing suits on these sprites, I know it isnt dl related or anything, but I am kinda curious if no stock sprite pack has them

I dont have rpg maker, wish I did, I would love to look in to these things.

XenonVoid - November 10, 2015 11:51 PM (GMT)
QUOTE (CS_Fox @ Nov 10 2015, 03:23 PM)
Group question...

What assets would you like to see in the new sprite generator? The biggest thing about the new generator is that it builds everything at once, a face sprite, a walking sprite and a battler sprite. This also means that each outfit requires roughly 57 frames to fill out properly.

What sort of outfits and things would work well for an ABDL game?

Overalls? (Normal or puffy midsection.)
Short dress with diaper peaking out?
T-shirt and diapers?
One piece footed sleeper?
Accessory pacifier?

Any other clothing? I know some pixel artists and I don't mind commissioning some of this stuff, especially if its for group use. I'm just trying to think what would go well in the sprite generator.

This is mainly for my own game, but... armor. Lots of it. I mean, like, six or seven sets of armor, varying types, but each one a different color.

I need white plate armor, black/purple plate armor, silver lightweight-looking armor, brown heavy armor, blue heavy armor, light green lightweight-looking armor, and red lightweight-looking armor.

I can't really say why without giving major plot spoilers, but that's the kind of stuff I need in the sprite generator.

And I know I'm not really being helpful because my suggestions are mainly for my own game, not just any game, but I still thought I'd share.

mato - November 11, 2015 02:12 AM (GMT)
I think gym clothes would be cute, and maybe a school uniform with a diaper sticking out a little bit from the bottom

and my last idea is maybe a few different types of diapers

pembroke - November 11, 2015 03:44 AM (GMT)
QUOTE (mato @ Nov 10 2015, 08:12 PM)
I think gym clothes would be cute, and maybe a school uniform with a diaper sticking out a little bit from the bottom

and my last idea is maybe a few different types of diapers

to expand on that, there's a distinct lack of "poof" dangit. There needs to be poof options XD

DiaperedChristy - November 11, 2015 04:53 AM (GMT)
QUOTE (CS_Fox @ Nov 10 2015, 03:23 PM)
Group question...

What assets would you like to see in the new sprite generator? The biggest thing about the new generator is that it builds everything at once, a face sprite, a walking sprite and a battler sprite. This also means that each outfit requires roughly 57 frames to fill out properly.

What sort of outfits and things would work well for an ABDL game?

Overalls? (Normal or puffy midsection.)
Short dress with diaper peaking out?
T-shirt and diapers?
One piece footed sleeper?
Accessory pacifier?

Any other clothing? I know some pixel artists and I don't mind commissioning some of this stuff, especially if its for group use. I'm just trying to think what would go well in the sprite generator.

I think you hit a lot of the big ones there. Some additions from my personal taste would be maybe shortalls alongside the overalls (so just shorter legs, if that's possible to really differentiate) and a onesie. Would also agree with the above suggestion for different types of diapers, even if it's only so far as a printed variant just to further go into the ABDL theme a bit.

Regardless, it's awesome to see these kinds of assets and such being looked at. I know stuff like sprite work was one of my biggest walls when I was looking into making a game as I'm horrible with the art aspect, so having a base to start from like this would be great. I don't know if I'll end up getting MV but I'm sure it'd help others in that way as well so it's a great thing to see.

pembroke - November 11, 2015 07:18 PM (GMT)
Im just so excited for the new possibilities this brings. I can't wait to see some of the resulting projects!

XenonVoid - November 12, 2015 07:00 AM (GMT)
By the way, I thought I'd check on the progress of the potty script, specifically the one for girls. I've been writing the plot of my game in my head, but I figured it's been a good several days, so I may as well check. Sorry if it still seems like I'm rushing you, I admittedly have a hard time with showing patience.

martin - November 12, 2015 11:41 AM (GMT)
QUOTE (XenonVoid @ Nov 12 2015, 01:00 AM)
By the way, I thought I'd check on the progress of the potty script, specifically the one for girls. I've been writing the plot of my game in my head, but I figured it's been a good several days, so I may as well check. Sorry if it still seems like I'm rushing you, I admittedly have a hard time with showing patience.

I was bored and have been playing around with the js plugins options provided (btw takes a while to find all the info needed to start one of them) and have a good foundation of one (gender-neutral). It's missing the actual events/logic atm but it's a good start.

Mainly functions using the plugin commands and the timing is reliable. Let me know if you want my work in progress but it still needs at least a day's work.

martin - November 13, 2015 02:55 AM (GMT)
QUOTE (martin @ Nov 12 2015, 05:41 AM)
QUOTE (XenonVoid @ Nov 12 2015, 01:00 AM)
By the way, I thought I'd check on the progress of the potty script, specifically the one for girls. I've been writing the plot of my game in my head, but I figured it's been a good several days, so I may as well check. Sorry if it still seems like I'm rushing you, I admittedly have a hard time with showing patience.

I was bored and have been playing around with the js plugins options provided (btw takes a while to find all the info needed to start one of them) and have a good foundation of one (gender-neutral). It's missing the actual events/logic atm but it's a good start.

Mainly functions using the plugin commands and the timing is reliable. Let me know if you want my work in progress but it still needs at least a day's work.

state as of this evening is a bit further, certainly not done yet. I'll let the plugin jsdoc header explain what there is now but basically:
  • Bladder and bowel are tracked.
  • Underwear state is tracked.
  • Notifications that you have to go to the bathroom appear based on how well you are potty trained and semi-random
  • Accidents happen
  • Armor items are changed depending on underwear type, state and gender.
  • All parameters are tweakable (but probably not intuitive)
  • States are preserved across saves

Todo:
  • Changing gender currently breaks the armor swap system
  • Refine the messages, current system tracks the state but doesn't tell the player much
  • leaks

Let me know if people are interested:
If you are inclined to read the jsdoc header it's here and contains first the parameters, then some explanation and finally all currently available commands:


CODE
//===============================================================================
/*:
* @plugindesc Potty System
* @author Martin
*
* @param defaultWear
* @desc What you start out wearing:
* 0 = Undies, 1 = pullups, 2 = diapers
* @default 0
*
* @param wetSwitch
* @desc Switch that is kept up to date with the current wetness
* state, 0 is off.
* @default 0
*
* @param messySwitch
* @desc Switch that is kept up to date with the current messyness
* state, 0 is off.
* @default 0
*
* @param underwearVar
* @desc Var that is kept up to date with the current underwear
* type, 0 is off.
* @default 0
*
* @param timer
* @desc How often the main loops needs to be repeated. Seconds
* between loops.
* @default 10
*
* @param startRunning
* @desc Start the game with the timer runnung
* @default true
*
* @param holdW
* @desc how much pee can be held by default. Will only be used at
* the start of the game after that use commands to change it
* @default 200
*
* @param holdM
* @desc how much poop can be held by default. Will only be used at
* the start of the game after that use commands to change it
* @default 300
*
* @param trainW
* @desc How well the player can hold their pee. 0-100
* @default 40
*
* @param trainM
* @desc How well the player can hold their poop. 0-100
* @default 40
*
* @param wetInc
* @desc how much max (random number between 0 and this number) to
* add each loop to the need to pee.
* @default 15
*
* @param messInc
* @desc how much max (random number between 0 and this number) to
* add each loop to the need to poop.
* @default 15
*
* @param equimentId
* @desc Number of the first underwear (Clean Undies) See help.
* @default 0
*
* @param idOffsetFemale
* @desc Offset for the first female armor items from the default
* equipment id.
* @defalut 0
*
* @param idOffsetGeneric
* @desc Offset for the first generic armor items from the default
* equipment id.
* @default 0
*
* @param underwearSlot
* @desc Number of the underwear slot, found in Database->Types
* ->Equipment Types, if it doesn't exist create one.
* @default 5
*
* @param defaultGender
* @desc Default gender used unless set elsewhere via commands.
* 0 = male, 1 = female, 2 = generic
* @default 0
*
* @help
* Autorun Event:
*
* Every map a player can load on and the first map loaded in a game must have
* an event with the plugin command 'PottySystem autorun' which is set to
* autorun and priority above players. The plugin will deal with the event to
* prevent the game locking.
*
* Equipment:
*
* This plugin can swap out armor to indicate the type of underwear and
* status currently appropriate. If so you will have to provide the appropriate
* armor items equipment slot (defaulted to the values needed from the demo).
* Also you will have to change what is being worn using this script rather than
* the default rpg-maker commands as otherwise the plugin won't know.
*
* The order of items is: Undies - Pullups - Diapers and within each item the
* order is: clean - Wet - Messy - Wet and Messy.
*
* Also it is possible to set diffent equipment slots for different genders.
* Those start by defalut at 0 which means they will use the same items. If you
* want to change this change it how much higher the itemid is. (if you add them
* right after eachother it will be 12 and 24, they are set this way in the demo)
*  
* Commands:
*
* PottySystem is case sensitive but the rest of the command isn't.
*
* <> is mandatory input
* [] is optional input
*
* PottySystem autorun
* Makes sure the PottySystem runs, needs to be called at least once after
* starting and each savegame load. (Easiest way to do that is add an event
* as described above.)
*
* PottySystem start
* Starts the main loop at the set time interval.
*
* PottySystem stop
* Stops the main loop. All commands will still work but bladder won't fill, it
* won't trigger automaticlly feeling the need to go and having accidents.
*
* PottySystem wet
* manually triggers wetting event;
*
* PottySystem mess
* Manually triggers messing event
*
* PottySystem setWear <type>
* Set current type of underwear:
* 0 = undies, 1 = pullups, 2 = diapers
*
* PottySystem setNeedWet <need>
* Set or change the current need to pee.
* To set enter a number, to change use + or - as the first character.
*
* PottySystem setNeedMess <need>
* Set or change the current need to poop.
* To set enter a number, to change use + or - as the first character.
*
* PottySystem setWet [boolean]
* Change the current state of the underwear to be or no longer be wet
* If no value is provided true is assumed. valid values: true,false,0,1
*
* PottySystem setMessy [boolean]
* Change the current state of the underwear to be or no longer be messy
* If no value is provided true is assumed. valid values: true,false,0,1
*
* PottySystem setClean
* Change the current state of the underwear to be clean (not wet ond not messy)
*
* PottySystem isWet <switch>
* Sets the provided switch number to the current wetness state.
*
* PottySystem isMessy <switch>
* Sets the provided switch number to the current messyness state.
*/
//===============================================================================

XenonVoid - November 13, 2015 03:00 AM (GMT)
@martin: I'm interested in this for sure, though if you could make it specifically for girls, I'd really appreciate it. I'm not a fan of male ABDL, honestly, and I'd prefer not to have that in my game.




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