Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.

Share | 
 

 [RGSS2]Emperor and Slave Minigame

Topik sebelumnya Topik selanjutnya Go down 
[RGSS2]Emperor and Slave Minigame Empty2010-11-04, 09:36
Post[RGSS2]Emperor and Slave Minigame
#1
hart 
Senior
Senior
avatar

Level 5
Posts : 805
Thanked : 38
Engine : Other
Skill : Very Beginner
Type : Developer

[RGSS2]Emperor and Slave Minigame Vide
Emperor and Slave
Versi: 1.5
Tipe: Minigame


Pengenalan

Ingat trid ini kan? https://rmid.forumotion.net/complete-games-f5/gm8card-minigame-t2455.htm

nah, sekarang saya bikin versi RGSS2 nya.


Fitur

  • Bisa dipanggil via event.
  • Hasil permainan(menang sebagai emperor, kalah sebagai emperor, menang sebagai slave, atau kalah sebagai slave) di simpan dalam sebuah variabel yang bisa ditentukan sendiri.
  • Terdiri dari 4 tingkat kesulitan.





Cara menggunakan script

  • Seperti biasa, copy paste di script editor di atas main
  • Jangan lupa set file gambar di bagian script bila anda bukan mengambil script dari demo.
  • Panggil minigame pada event dengan memilih bagian advanced, script, tuliskan
    Code:
    $scene = Scene_EmperorAndSlave.new(1)
    untuk memakai emperor dan
    Code:
    $scene = Scene_EmperorAndSlave.new(2)
    sebagai slave.




Screenshots

Lihat SS di trid yg GM, hampir sama kok.


Demo
http://www.mediafire.com/?2bpcoykhouc7eow



Scripts

dianjurkan untuk mendonlod demonya, tapi kalau mau ya..
Code:

#===============================================================================
# How to use:
# - Copy paste to script editor above main
# - Call via event script:
#    $scene = Scene_EmperorAndSlave.new(side, difficulty)
#    - Fill side with 1 to play as Emperor, or 2 to play as Slave.
#    - difficulty: fill with:
#      1 = Easy
#      2 = Normal
#      3 = Hard
#      4 = Impossible
#===============================================================================
module Hart
  module EmperorAndSlave
#===============================================================================
# Variable's ID to determine the result.
# The value of this variable will determine the result as listed below
#  1 = WIN using EMPEROR
#  2 = LOSE using EMPEROR
#  3 = WIN using SLAVE
#  4 = LOSE using SLAVE
#===============================================================================
RESULT_VARIABLE_ID = 1
#===============================================================================
# The card position
# PLAYER_CARD_X and PLAYER_CARD_Y represents the x and y
#  coordinate of player's cards.
# PLAYER_HORIZONTAL. If true, the cards will be displayed horizontally.
#  If false, they will be displayed vertically.
# PLAYER_CARD_DISTANCE is the distance of each card.
# PLAYER_PLAYCARD_X and PLAYER_PLAYCARD_Y are the x and y coordinate of the
#  played player's card.
# Same for the enemy's part and pointer.
# The comment value beside each constant are the ideal value if you want to use
# vertical display.
#===============================================================================
PLAYER_CARD_X = 0
PLAYER_CARD_Y = 234        #0
PLAYER_HORIZONTAL = true  #false
PLAYER_CARD_DISTANCE = -10 #-80
PLAYER_PLAYCARD_X = 400
PLAYER_PLAYCARD_Y = 208
ENEMY_CARD_X = 0          #434
ENEMY_CARD_Y = 0
ENEMY_HORIZONTAL = true    #false
ENEMY_CARD_DISTANCE = -10  #-80
ENEMY_PLAYCARD_X = 400
ENEMY_PLAYCARD_Y = 58

POINTER_X = 39
POINTER_Y = 384            #75
#===============================================================================
# The card's and pointer's sound file name
#===============================================================================
SE_PATH = "Audio/SE/"
CARD_SOUND_FILE = "Attack1.ogg"
POINTER_SOUND_FILE = "Blow1.ogg"
#===============================================================================
# Change the graphic name for each card and the pointer
#===============================================================================
GRAPHICS_PATH = "Graphics/Pictures/"
VILLAGER_FILE = "villager.png"
EMPEROR_FILE = "emperor.png"
SLAVE_FILE = "slave.png"
CARDBACK_FILE = "cardback.png"
POINTER_FILE = "pointer.png"
#===============================================================================
# Don't change the code below this.
#===============================================================================
VILLAGER = 0
EMPEROR = 1
SLAVE = 2
SIDE_ERR_MESSAGE = "Argumen pada pada event anda salah. Secara default, argumen
                  pertama hanya boleh diisi dengan 1 atau 2."
EASY = 1
NORMAL = 2
HARD = 3
IMPOSSIBLE = 4
DIFFICULTY_ERR_MESSAGE = "Argumen kedua dari event script hanya boleh berupa angka
                  1, 2, 3, atau 4"
#===============================================================================
  end
end

class Scene_EmperorAndSlave < Scene_Base
  def initialize(player_side, difficulty = Hart::EmperorAndSlave::NORMAL)
    if player_side != Hart::EmperorAndSlave::EMPEROR && player_side != Hart::EmperorAndSlave::SLAVE
      print(Hart::EmperorAndSlave::SIDE_ERR_MESSAGE)
      $scene = nil
    end
    if difficulty < Hart::EmperorAndSlave::EASY || difficulty > Hart::EmperorAndSlave::IMPOSSIBLE
      print(Hart::EmperorAndSlave::DIFFICULTY_ERR_MESSAGE)
      $scene = nil
    end
   
    @difficulty = difficulty
    @player_side = player_side
    @number_of_cards = 5
    @player_hand = []
    @enemy_hand = []
    @card_sprites = []
    @pointer_sprite = Sprite.new
    @card_sprites[11] = Sprite.new
    @card_sprites[12] = Sprite.new
    @index = 0
  end
 
  def start
    super
    create_menu_background
   
    Audio.se_play(Hart::EmperorAndSlave::SE_PATH + Hart::EmperorAndSlave:: CARD_SOUND_FILE)
    for i in 0 ... @number_of_cards
      @player_hand[i] = Hart::EmperorAndSlave::VILLAGER
      @enemy_hand[i] = Hart::EmperorAndSlave::VILLAGER
     
      @card_sprites[i] = Sprite.new
      @card_sprites[i + 5] = Sprite.new
    end
   
    case @player_side
    when Hart::EmperorAndSlave::EMPEROR
      @player_hand[rand(5)] = Hart::EmperorAndSlave::EMPEROR
      @enemy_hand[rand(5)] = Hart::EmperorAndSlave::SLAVE
    when Hart::EmperorAndSlave::SLAVE
      @player_hand[rand(5)] = Hart::EmperorAndSlave::SLAVE
      @enemy_hand[rand(5)] = Hart::EmperorAndSlave::EMPEROR
    end
   
    @pointer_sprite.bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::POINTER_FILE)
   
    @card_sprites[11].x = Hart::EmperorAndSlave::ENEMY_PLAYCARD_X
    @card_sprites[11].y = Hart::EmperorAndSlave::ENEMY_PLAYCARD_Y
    @card_sprites[11].z = 1000
    @card_sprites[12].x = Hart::EmperorAndSlave::PLAYER_PLAYCARD_X
    @card_sprites[12].y = Hart::EmperorAndSlave::PLAYER_PLAYCARD_Y
    @card_sprites[12].z = 1000
  end
 
  def terminate
    super
    dispose_menu_background
    for sprite in @card_sprites
      next if sprite == nil
      sprite.dispose
    end
    @pointer_sprite.dispose
  end
 
  def update
    super
    update_menu_background
    update_action
    update_draw
  end
 
  def update_draw
    for i in 0 ... @number_of_cards
      case @player_hand[i]
      when Hart::EmperorAndSlave::VILLAGER
        @card_sprites[i].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::VILLAGER_FILE)
      when Hart::EmperorAndSlave::EMPEROR
        @card_sprites[i].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::EMPEROR_FILE)
      when Hart::EmperorAndSlave::SLAVE
        @card_sprites[i].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::SLAVE_FILE)
      end
      if Hart::EmperorAndSlave::PLAYER_HORIZONTAL
        @card_sprites[i].x = Hart::EmperorAndSlave::PLAYER_CARD_X + i * (@card_sprites[i].bitmap.width + Hart::EmperorAndSlave::PLAYER_CARD_DISTANCE)
        @card_sprites[i].y = Hart::EmperorAndSlave::PLAYER_CARD_Y
      else
        @card_sprites[i].x = Hart::EmperorAndSlave::PLAYER_CARD_X
        @card_sprites[i].y = Hart::EmperorAndSlave::PLAYER_CARD_Y + i * (@card_sprites[i].bitmap.height + Hart::EmperorAndSlave::PLAYER_CARD_DISTANCE)
      end
      @card_sprites[i].visible = true
     
      @card_sprites[i + 5].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::CARDBACK_FILE)
      if Hart::EmperorAndSlave::ENEMY_HORIZONTAL
        @card_sprites[i + 5].x = Hart::EmperorAndSlave::ENEMY_CARD_X + i * (@card_sprites[i + 5].bitmap.width + Hart::EmperorAndSlave::ENEMY_CARD_DISTANCE)
        @card_sprites[i + 5].y = Hart::EmperorAndSlave::ENEMY_CARD_Y
      else
        @card_sprites[i + 5].x = Hart::EmperorAndSlave::ENEMY_CARD_X
        @card_sprites[i + 5].y = Hart::EmperorAndSlave::ENEMY_CARD_Y + i * (@card_sprites[i + 5].bitmap.height + Hart::EmperorAndSlave::ENEMY_CARD_DISTANCE)
      end
      @card_sprites[i + 5].visible = true
    end
   
    if Hart::EmperorAndSlave::PLAYER_HORIZONTAL
      @pointer_sprite.y = Hart::EmperorAndSlave::POINTER_Y
      @pointer_sprite.x = Hart::EmperorAndSlave::POINTER_X + @index * (@card_sprites[i].bitmap.width + Hart::EmperorAndSlave::PLAYER_CARD_DISTANCE) if @index != -1
    else
      @pointer_sprite.y = Hart::EmperorAndSlave::POINTER_Y + @index * (@card_sprites[i].bitmap.height + Hart::EmperorAndSlave::PLAYER_CARD_DISTANCE) if @index != -1
      @pointer_sprite.x = Hart::EmperorAndSlave::POINTER_X
    end
  end
 
  def update_action
    if Input.trigger?(Input::RIGHT)
      if Hart::EmperorAndSlave::PLAYER_HORIZONTAL
        @index = (@index + 1) % @number_of_cards
        Audio.se_play(Hart::EmperorAndSlave::SE_PATH + Hart::EmperorAndSlave:: POINTER_SOUND_FILE)
      end
    elsif Input.trigger?(Input::LEFT)
      if Hart::EmperorAndSlave::PLAYER_HORIZONTAL
        @index = (@index - 1 + @number_of_cards) % @number_of_cards
        Audio.se_play(Hart::EmperorAndSlave::SE_PATH + Hart::EmperorAndSlave:: POINTER_SOUND_FILE)
      end
    elsif Input.trigger?(Input::UP)
      if !Hart::EmperorAndSlave::PLAYER_HORIZONTAL
        @index = (@index - 1 + @number_of_cards) % @number_of_cards
        Audio.se_play(Hart::EmperorAndSlave::SE_PATH + Hart::EmperorAndSlave:: POINTER_SOUND_FILE)
      end
    elsif Input.trigger?(Input::DOWN)
      if !Hart::EmperorAndSlave::PLAYER_HORIZONTAL
        @index = (@index + 1) % @number_of_cards
        Audio.se_play(Hart::EmperorAndSlave::SE_PATH + Hart::EmperorAndSlave:: POINTER_SOUND_FILE)
      end
    elsif Input.trigger?(Input::C)
      process_card_battle
    end
  end
 
  def process_card_battle
    player_choose = @index
    player_card = @player_hand[player_choose]
   
    case @difficulty
    when Hart::EmperorAndSlave::EASY
      enemy_choose = rand(@number_of_cards)
      rndm = rand(101)
      if player_card == Hart::EmperorAndSlave::VILLAGER && @player_side == Hart::EmperorAndSlave::EMPEROR
        if rndm > 70
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        else
          enemy_card = Hart::EmperorAndSlave::SLAVE
        end
      elsif player_card == Hart::EmperorAndSlave::VILLAGER && @player_side == Hart::EmperorAndSlave::SLAVE
        if rndm > 60
          enemy_card = Hart::EmperorAndSlave::EMPEROR
        else
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        end
      elsif player_card == Hart::EmperorAndSlave::EMPEROR
        if rndm > 80
          enemy_card = Hart::EmperorAndSlave::SLAVE
        else
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        end
      elsif player_card == Hart::EmperorAndSlave::SLAVE
        if rndm > 60
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        else
          enemy_card = Hart::EmperorAndSlave::EMPEROR
        end
      end
    when Hart::EmperorAndSlave::NORMAL
      enemy_choose = rand(@number_of_cards)   
      enemy_card = @enemy_hand[enemy_choose]
    when Hart::EmperorAndSlave::HARD
      enemy_choose = rand(@number_of_cards)
      rndm = rand(101)
      if player_card == Hart::EmperorAndSlave::VILLAGER && @player_side == Hart::EmperorAndSlave::EMPEROR
        if rndm > 30
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        else
          enemy_card = Hart::EmperorAndSlave::SLAVE
        end
      elsif player_card == Hart::EmperorAndSlave::VILLAGER && @player_side == Hart::EmperorAndSlave::SLAVE
        if rndm > 20
          enemy_card = Hart::EmperorAndSlave::EMPEROR
        else
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        end
      elsif player_card == Hart::EmperorAndSlave::EMPEROR
        if rndm > 40
          enemy_card = Hart::EmperorAndSlave::SLAVE
        else
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        end
      elsif player_card == Hart::EmperorAndSlave::SLAVE
        if rndm > 20
          enemy_card = Hart::EmperorAndSlave::VILLAGER
        else
          enemy_card = Hart::EmperorAndSlave::EMPEROR
        end
      end
    when Hart::EmperorAndSlave::IMPOSSIBLE
      enemy_choose = rand(@number_of_cards)   
      if player_card == Hart::EmperorAndSlave::VILLAGER && @player_side == Hart::EmperorAndSlave::EMPEROR
        enemy_card = Hart::EmperorAndSlave::VILLAGER
      elsif player_card == Hart::EmperorAndSlave::VILLAGER && @player_side == Hart::EmperorAndSlave::SLAVE
        enemy_card = Hart::EmperorAndSlave::EMPEROR
      elsif player_card == Hart::EmperorAndSlave::EMPEROR
        enemy_card = Hart::EmperorAndSlave::SLAVE
      elsif player_card == Hart::EmperorAndSlave::SLAVE
        enemy_card = Hart::EmperorAndSlave::VILLAGER
      end
    end
   
    @card_sprites[player_choose].visible = false
    @card_sprites[enemy_choose + 5].visible = false
   
    Audio.se_play(Hart::EmperorAndSlave::SE_PATH + Hart::EmperorAndSlave:: CARD_SOUND_FILE)
   
    case player_card
    when Hart::EmperorAndSlave::VILLAGER
      @card_sprites[12].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::VILLAGER_FILE)
      @card_sprites[12].visible = true
    when Hart::EmperorAndSlave::EMPEROR
      @card_sprites[12].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::EMPEROR_FILE)
      @card_sprites[12].visible = true
    when Hart::EmperorAndSlave::SLAVE
      @card_sprites[12].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::SLAVE_FILE)
      @card_sprites[12].visible = true
    end
   
    case enemy_card
    when Hart::EmperorAndSlave::VILLAGER
      @card_sprites[11].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::VILLAGER_FILE)
      @card_sprites[11].visible = true
    when Hart::EmperorAndSlave::EMPEROR
      @card_sprites[11].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::EMPEROR_FILE)
      @card_sprites[11].visible = true
    when Hart::EmperorAndSlave::SLAVE
      @card_sprites[11].bitmap = Cache.load_bitmap(Hart::EmperorAndSlave::GRAPHICS_PATH, Hart::EmperorAndSlave::SLAVE_FILE)
      @card_sprites[11].visible = true
    end
   
    Graphics.wait(120)
   
    if player_card == enemy_card
    elsif player_card == Hart::EmperorAndSlave::VILLAGER && enemy_card == Hart::EmperorAndSlave::EMPEROR
      $game_variables[Hart::EmperorAndSlave::RESULT_VARIABLE_ID] = 4
      card_end
    elsif player_card == Hart::EmperorAndSlave::VILLAGER && enemy_card == Hart::EmperorAndSlave::SLAVE
      $game_variables[Hart::EmperorAndSlave::RESULT_VARIABLE_ID] = 1
      card_end
    elsif player_card == Hart::EmperorAndSlave::EMPEROR && enemy_card == Hart::EmperorAndSlave::VILLAGER
      $game_variables[Hart::EmperorAndSlave::RESULT_VARIABLE_ID] = 1
      card_end
    elsif player_card == Hart::EmperorAndSlave::EMPEROR && enemy_card == Hart::EmperorAndSlave::SLAVE
      $game_variables[Hart::EmperorAndSlave::RESULT_VARIABLE_ID] = 2
      card_end
    elsif player_card == Hart::EmperorAndSlave::SLAVE && enemy_card == Hart::EmperorAndSlave::VILLAGER
      $game_variables[Hart::EmperorAndSlave::RESULT_VARIABLE_ID] = 4
      card_end
    elsif player_card == Hart::EmperorAndSlave::SLAVE && enemy_card == Hart::EmperorAndSlave::EMPEROR
      $game_variables[Hart::EmperorAndSlave::RESULT_VARIABLE_ID] = 3
      card_end
    end
   
    for i in player_choose ... @number_of_cards
      @player_hand[i] = @player_hand[i + 1] if @player_hand[i + 1] != nil
    end
   
    for i in enemy_choose ... @number_of_cards
      @enemy_hand[i] = @enemy_hand[i + 1] if @enemy_hand[i + 1] != nil
    end
   
    @number_of_cards -= 1
    @index = @number_of_cards - 1 if @index == @number_of_cards
    clear_all
  end
 
  def clear_all
    for sprite in @card_sprites
      next if sprite == nil
      sprite.visible = false
    end
  end
 
  def card_end
    $scene = Scene_Map.new
  end
end


Term of Use
Credit saya, Hart, bila mau, kalau ga mau gpp.


Thanks


  • Film jepang yang judulnya.. Lupa. Karena permainan ini diambil dari situ.
  • RMVX
  • GM untuk gambar kartunya.




FAQ
Q: Kok komen di scriptnya pake bahasa inggris?
A: ga tau, entah kenapa ini tangan tiba2 ngetik bahasa inggris :swt:

Q: aku nemu bug!
A: Lapor ke sini atau ke kantor polisi.



Terakhir diubah oleh hart tanggal 2010-11-08, 14:12, total 2 kali diubah
[RGSS2]Emperor and Slave Minigame Empty2010-11-04, 14:03
PostRe: [RGSS2]Emperor and Slave Minigame
#2
LightNightKnight 
Topeng Buaya
LightNightKnight

Level 5
Posts : 799
Thanked : 6
Engine : RMVX
Skill : Intermediate
Type : Developer

[RGSS2]Emperor and Slave Minigame Vide
wanzrot hebat bener buat game card buat RMVX :banana: :banana:
mungkin bakal wa pake d TLW :hmm:
btw, gambar2 kartunya bisa diganti gak? dan kalo bisa apakah wa harus tetep credit GM ato kgk?
[RGSS2]Emperor and Slave Minigame Empty2010-11-04, 15:23
PostRe: [RGSS2]Emperor and Slave Minigame
#3
hart 
Senior
Senior
avatar

Level 5
Posts : 805
Thanked : 38
Engine : Other
Skill : Very Beginner
Type : Developer

[RGSS2]Emperor and Slave Minigame Vide
@om NR: ga hebat kok, ini cuma minigame super simpel(bikinnya aja cuma 3 jam-an) :sembah:
gambar kartu tentu saja bisa diganti, tapi harus berada di folder "Graphics/Pictures/". Kalau nama filenya beda dari yang di demo, bisa diatur di bagian scriptnya.

Hmm.. kurasa kalau gambarnya diganti, ga perlu credit GM deh :hmm:
[RGSS2]Emperor and Slave Minigame Empty2010-11-08, 14:22
PostRe: [RGSS2]Emperor and Slave Minigame
#4
hart 
Senior
Senior
avatar

Level 5
Posts : 805
Thanked : 38
Engine : Other
Skill : Very Beginner
Type : Developer

[RGSS2]Emperor and Slave Minigame Vide
UPDATE!!
v1.5 changelog:
- Bug bila permainan selesai pas di kartu terakhir error, telah diperbaiki.
- Sekarang posisi kartu bisa diatur sesuka hati.
- Begitu juga dengan pointernya(gambar penunjuknya).
- Ukuran gambar kartu tidak lagi harus 110x150, anda bebas menggunakan gambar ukuran apapun(tapi jgn lupa diatur di configurasinya biar pas sesuai keinginan).
- Sekarang file gambar kartu dan penunjuk tidak lagi harus ada di folder "Graphics/Pictures/". Anda bisa mengubahnya bila mau, bahkan anda bisa membuat 1 folder tersendiri khusus untuk minigame ini bila mau.
- Kartu tidak lagi harus disusun secara horizontal, sekarang bisa vertikal dengan cara menset PLAYER_HORIZONTAL menjadi false(lihat di scriptnya).
- Bila kartu disusun vertical, secara otomatis kontrol akan berganti menjadi atas dan bawah, bukan lagi kiri dan kanan
- Lawan sekarang mempunyai tingkat kesulitan, yaitu easy, normal, hard, dan impossible.
- Ketika memanggil via event script, anda bisa memasukkan argumen kedua untuk tingkat kesulitannya.
1 = easy, 2 = normal, 3 = hard, 4 = impossible
contoh:
Code:
$scene = Scene_EmperorAndSlave.new(1, 2)
yang berarti anda akan bermain sebagai Emperor, dengan tingkat kesulitan normal.
- Beberapa algoritma yang terasa 'sia-sia' diubah.
- Demo updated, dianjurkan mendonlod demonya XD
[RGSS2]Emperor and Slave Minigame Empty2011-07-05, 21:22
PostRe: [RGSS2]Emperor and Slave Minigame
#5
Fahim 
Newbie
Newbie
Fahim

Level 4
Posts : 34
Thanked : 1
Engine : RMVX
Skill : Very Beginner
Type : Artist

[RGSS2]Emperor and Slave Minigame Vide
gimana cara tambahin kartu nya ?
[RGSS2]Emperor and Slave Minigame Empty2011-07-06, 07:53
PostRe: [RGSS2]Emperor and Slave Minigame
#6
hart 
Senior
Senior
avatar

Level 5
Posts : 805
Thanked : 38
Engine : Other
Skill : Very Beginner
Type : Developer

[RGSS2]Emperor and Slave Minigame Vide
@^: ngga bisa bung, ini bukan TCG.. lagian kalau kartunya nambah jadi gimana mainnya? :hammer:
[RGSS2]Emperor and Slave Minigame Empty2011-07-06, 07:57
PostRe: [RGSS2]Emperor and Slave Minigame
#7
shikami 
Member 1000 Konsep
avatar

Level 5
Posts : 3744
Thanked : 31
Engine : Multi-Engine User
Skill : Beginner
Type : Developer
Awards:


[RGSS2]Emperor and Slave Minigame Vide
convert k rmxp juga dunk :3
[RGSS2]Emperor and Slave Minigame Empty2011-07-06, 07:58
PostRe: [RGSS2]Emperor and Slave Minigame
#8
hart 
Senior
Senior
avatar

Level 5
Posts : 805
Thanked : 38
Engine : Other
Skill : Very Beginner
Type : Developer

[RGSS2]Emperor and Slave Minigame Vide
@^: malas dan tak ada enginenya.
[RGSS2]Emperor and Slave Minigame Empty
PostRe: [RGSS2]Emperor and Slave Minigame
#9
Sponsored content 




[RGSS2]Emperor and Slave Minigame Vide
 

[RGSS2]Emperor and Slave Minigame

Topik sebelumnya Topik selanjutnya Kembali Ke Atas 

Similar topics

+
Halaman 1 dari 1

Permissions in this forum:Anda tidak dapat menjawab topik
RPGMakerID :: Scripts & Event Systems :: RMVX Scripts-