-
Content Count
1,023 -
Joined
-
Last visited
-
Days Won
26
Content Type
Profiles
Forums
Blogs
Downloads
Calendar
Gallery
Everything posted by kellessdee
-
Yay I am happy everyone likes me and found me useful :D I hope to be just as useful if not more as time goes on :D and technically I have only released one mini-game...still slowly working on Galaga D:
-
banned because I was gonna quote your quote but decided not to.
-
Command Line Image Filters
kellessdee replied to kellessdee's topic in Computers, Internet and Tech Talk
Oh, I guess I should've mentioned my intent. See I started working on a real-time blur script for rmxp (only rmvx can blur bitmaps real-time) and have discovered that ruby (well at least 1.8.5) is WAY too slow to do real-time blurs. It took 8 seconds to blur just the title screen... I am assuming because the bitmap class is some kind of low level function, it can blur bitmaps in rmvx with ease, but when translating it to just ruby it is too slow. So I have decided to try out running external filters on the bitmap and returning the new bitmap, but the easiest way (that I can see) is to use ruby's Kernel class, which has a method called system which runs commands through a sub shell. Which is why I need a filter that can be run from the command line, and I would prefer just the filter.exe or whatever so it is easier for other's to implement without making them have to install something like image magick, and thus distrubuting projects easier. I only assume that something like this might exist, as I have a h2qx filter that I can ONLY run from the command line (which would be cool...if I could easily apply it to the entire game screen) -
so music just plays right through as in no change? #-------------------------------------------------------------------------- # * Switch to Battle Screen #-------------------------------------------------------------------------- def call_battle @spriteset.update Graphics.update $game_player.make_encounter_count $game_player.straighten $game_temp.map_bgm = RPG::BGM.last $game_temp.map_bgs = RPG::BGS.last RPG::BGM.stop RPG::BGS.stop Sound.play_battle_start $game_system.battle_bgm.play $game_temp.next_scene = nil $scene = Scene_Battle.new end That is in the Scene_Map Script. first comments out these two lines # RPG::BGM.stop # RPG::BGS.stop if you want the same bgm to continue to play and no battle bgm, comment out this line # $game_system.battle_bgm.play There will still be more things you need to change IF you do not want to play victory ME, etc... or is this what you need? I am unsure if you do not want the pause between map bgm / battle bgm or you just do not want the battle bgm to play at all.
-
Oh shi- I remember reading the thread about the ps3 mod lawsuits + hackers... That is pretty shitty though. I guess it is a good way to get revenge in their eyes, however I don't think they should target those who did not do anything (psn users) since I highly doubt sony's going to start refunding stolen money....so they aren't really getting any revenge, just stealing money. Which is lame. I hope people can cancel their cards before any money is taken :( I am not sure the exact stats of psn, but considering there are probably a load of users...even just stealing 1 dollar from every user probably adds up to a large sum.
-
Hey there everyone, I spent a little while looking to no luck (and I have to leave for work in 15min)... Maybe you can help. Well I am currently looking for any kind of image filters (specifically a gaussian blur or something like that...although any cool effects filters would be pretty cool) that can be run from the command line in windows... for example say filter.exe source_image destination_image [other_args,] or something like that. I need it so the software doesn't need to be opened + no gui. If you guys could find or already know where anything like this is, it would be greatly appreciated. If not I could probably look into making my own... I just figure it would be easier if any already exist.
-
What do you need to know about battle screen music?
-
So apparently ruby is too slow for extensive real-time image manipulation...Working in implementing external filters to be applied real-time
-
Also, I looked into the scripts and it appears that the game timer doesn't stop while in battle, and it should also be displayed on the screen.
-
Try commenting out lines 46 & 112 in Game_Vehicle line 46 # @bgm = sys_vehicle.bgm line 112 # @bgm.play # Start BGM Not 100% if this will work correctly(I do not have a working version of vx, my trial ran out)...Try it out and lemme know, or if there is a VX user who could verify if this is all you need to do.
-
I really like that first picture..and the concept of everything growing is really cool i think. For the second picture I think you should maybe try it with a thinner brush style? It looks nice, but i dunno, i think it may look better with thinner lines. It would look more natural, part of the scenery. And I am digging the music! It really matches the art style.
-
Good point, I just didn't want to suck :(
-
*sigh* 8 seconds to blur 640x480 pixels. It works, looks alright, but waayy too slow. Sleep, then back to the drawing board.
-
Well I am a little sneaky and get curious and try to mess with things...I have realized that .rxdata & .rvdata aren't real extension types at all. I have managed to get all the rmvx scripts into rmxp (they don't actually work of course) by simply renaming "Scripts.rvdata" to "Scripts.rxdata" so I can do that, make modifications, flip it back to .rvdata, and the game will load it all the same. And really, doing the scripts themselves i could easily write in notepad as well (of course no syntax highlighting...) but the only thing I would dislike is not being able to test the script. And merely hoping it works. Though, thanks for that link to programmers notepad!!!! I have notepad++ which is alright, but that looks like 999999x better!!! :D
-
XMB Style Menu System Script
kellessdee replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
Heehee the general consensus (thus far) seems to be that everyone wants a VX version. And, I do admit the final product isn't as "neat" as it could've been. I could've generalized some of the classes more, etc. And because the span of time I took to do the project, some of it is probably almost coded a little differently than from the start, from new things i've learned, etc. (then I started learning that you can actually create sprite/RPG::Sprite subclasses that also create instances of other sprites within that class with no issues...which I guess makes perfect sense) But essentially the entire menu is sprite based. There are no windows used at all, so I just basically created Sprite versions of almost every window class...I also had each menu operate "within" the menu scene (so it would be more seamless) so it probably looks a little weird how theres the main loop, then when the "phase" changes, it redirects the script to another loop (Which in my mind probably prevented a lot of lag...the menu is then only processing/updating what it needs to at that instance ONLY not all the time..) I was thinking about trying to port it myself for VX...but alas with no way to really test it, it may prove difficult. Broken Messiah, if you think you might be able to port it easily enough (or if you would like to anyways) i think you should go for it, it would be cool if it was more accessible. I however am hoping to go and probably reorganize and improve the original script. But right now, unless it is bug-related i don't want to touch it for a little bit XD -
Hmm. Well I could probably get something done to your necessity, my only issue at the moment is apparently my rmvx trial period has ran out XD so I can't really test the script...unless someone were to send me a new (fresh) rmvx project, then I could easily load the scripts into rpg maker xp's editor, do whatever, throw it into the rmvx data files then just run the game.exe to test it. Thats not violating any ToS is it? :D
-
Maybe I will be able to help? Are you just learning in general or is it something more specific? Hey! You never messaged me :P
-
banned because banned is exactly 6 letters long
-
banned because you are absolutely right and I still haven't gotten my laundry!!!!!
-
banned because i am lazy and should've gotten my laundry from the dryer 30 minutes ago
-
XMB Style Menu System Script
kellessdee replied to kellessdee's topic in Archived RPG Maker XP Scripts (RGSS1)
@Mercury: THanks, and that is true the menu is probably better fit for a more futuristic/semi-futuristic type game. If it is only the icon graphics that are an issue, you can easily swap in your own icons, just make them 128x128 px and save them as the exact corresponding name in the pictures, overwrite them and presto, you will have new icons. Maybe I could put together different "icon" packs for the menu so people can easily use different icons. @broken messiah: thanks man :P I can see how rmxp icons could look a little off, as they are only 24x24 px, I think there would be too much unused space. Also, as soon as you mentioned doing the psp menu, i looked up videos of it in action and I was sold...sometimes when I make replicas I try to get it right on the nose @polraudio: Thanks a lot man :) This script took a decent amount of work, and I really like how it turned out, so I am really happy you guys like it too! ALSO: I totally just realized I never included the "psp" style font...I dunno how the demo would look without the font, but the script itself will just use the default font. I will update the original post to include the font i used XD -
banned because my progress is almost the exact opposite right now :(
-
Hmm, I don't see why it wouldn't be. Mind you I also haven't really looked at any mode 7 scripts so I don't exactly know how they work :/ but the best thing you can do is try it out! If it works, cool if not just take out mode 7 or maybe try another ABS? Although to me it seems like battling enemies in mode 7 maybe difficult..depending on how it is done
-
Hmm, I know where some sprite sheets like this (I believe what you are talking about) are, the only issue is if the style is how you would like or if it was exactly what you needed. Are they going to be an actual character? or do you literally need like a straw dummy for weapon practice kinda thing...? Anyways, maybe you will be able to find something you like here: Although I am not sure of the resolution/style if they will match what you are using D: http://www.spriters-resource.com/search/?q=scarecrow&g=1&s=1 http://www.spriters-resource.com/search/?q=dummy&g=1&s=1 Hope this helps in someway, I use spriters-resource for most of my sprites :D