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ForeverZer0

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Everything posted by ForeverZer0

  1. Apples and Oranges. Its like arguing which tastes better. Seriously, if someone needs to have it explained that it is merely a personal preference, then they are not capable of intelligent argument.
  2. Yeah, z-index does not apply to bitmaps, and never does in programming. All bitmaps displayed on the screen are via a graphics context, in which case RGSS uses the "Sprite" class as a wrapper. As you said, the drawing order is how you can have bitmaps "overlap" each other, although what is actually happening is it is overwriting/combining with the pixels beneath it. It achieves the same effect, though. If the Z values are going to be constantly changing, it might be wiser to use multiple sprites instead, since this will limit the number of draws needed, but for many cases what you have is more than sufficient.
  3. Ah, I see. It will just be a matter of changing the viewport to fix the "head sticking up" thing. I can fix when I get home from work. If not, I can make a graphic changer for you based off terrain tags. EDIT: I got to thinking, the terrain tag thing is much easier. I managed to create a simple way to do it in two methods, and it doesn't have the problems above, nor require the use of separate graphics. #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # Shade Terrain Tag # Author: ForeverZer0 # Version: 1.0 # Date: 6.27.2012 #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # # Simply shades characters by blending a color with their sprites whenever they # are stepping on a tile with a specific terrain tag. Not a whole lote more to # it than that. # # See below to adjust the blend color and terrain tag number. # ##+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ #=============================================================================== # ** Game_Character #=============================================================================== class Game_Character #----------------------------------------------------------------------------- # * Configuration #----------------------------------------------------------------------------- SHADE_TERRAIN_TAG = 7 SHADE_COLOR = Color.new(0, 0, 0, 60) #----------------------------------------------------------------------------- # * Public Instance Variables #----------------------------------------------------------------------------- attr_reader :shaded #----------------------------------------------------------------------------- # * Frame Update (alias) #----------------------------------------------------------------------------- alias shade_terrain_tag_update update def update @shaded = self.terrain_tag == SHADE_TERRAIN_TAG shade_terrain_tag_update end end #=============================================================================== # ** Sprite_Character #=============================================================================== class Sprite_Character #----------------------------------------------------------------------------- # * Frame Update (alias) #----------------------------------------------------------------------------- alias shaded_blend_update update def update if @character.shaded && @blended == nil self.color = Game_Character::SHADE_COLOR @blended = true elsif !@character.shaded && @blended != nil self.color = Color.new(0, 0, 0, 0) @blended = nil end shaded_blend_update end end
  4. Could you not just display opaque pictures for "shade" areas? This would eliminate the need to change graphics at all. A script could be made to draw shaded areas without the need for actual graphics, but it may be a pain in the ass to configure, depending on how prevalent they are in your game. In fact, I'll see what I can whip up. I image the script could be pretty small. not more than 30-40 lines. EDIT: Alrighty, script is done. I'm gonna add some comments, instructions, etc., and will post it up, EDIT 2: See how this works out. Not sure if its exactly what you were looking for or not. http://pastebin.com/vgWn1qtj
  5. You can do this all with one Sprite and its bitmap. Instead of creating new sprites, just perform blits onto its bitmap. Take a look in the help manual under Bitmap at the #blt method.
  6. Changing the battler graphic would do that much. What exactly do you mean "animated". That's a little vague for someone to try and give a good answer.
  7. Ruby sucks in the fact that it doesn't offer much control over memory management. Lower level languages like C, C++, hell even C# allow the use of pointers and explicitly freeing resources. Ruby on the hand does its own thing. There is no "passing by reference" in Ruby, everything is passed as a value. What it does instead of modifying the object directly, it always creates a new object. Ruby also offers no way to control where memory is stored, whether on the stack or on the heap. Ruby simply stores everything on the heap. The only real way around this is using symbol for strings, etc, but that is in no way full control, and cannot be used for everything obviously. These "automatic" features of Ruby are both a blessing and a curse. The plus side: it allows for a language that is very simple to learn and provides a great introduction to OO programming. The downside: it lacks performance to do much more than simple processing. 2-D gaming is about as much as it can handle, and only doing that acting as a wrapper for a lower-level library. All in all, Ruby is a language that basically has a "don't worry about that stuff, I'll handle it" kinda of demeanor. In the example you listed above, neither way is going to have any real impact on anything. A struct would probably be the best way to handle it if you were determined to have a container for the values you could reference by name. Offset = Struct.new(:left, :right, :top, :bottom) offset = Offset.new(0, 3, 0, 3) right = offset.right If you were after absolute performance at any cost, then a simple 4 element array of integers without any labels is going to offer the best performance. Remember that Ruby arrays cannot perform optimally whenever they are very large. If you have an array that contains hundreds or thousands of objects, then more than likely a hash is going to the best option. RGSS also comes with the Table class, which is a built-in C/C++ class that has high performance containing lots of data. The drawback is that it can only contain 16-byte integers, which aside from that drawback itself, care must be taken, since Ruby's Fixnum class has a wider range than a 16-bit integer. Anyways, I'm rambling now, so hopefully you picked up something from all that nonsense... ;)
  8. Oops, yeah. I have been away from Ruby too long, trying to mix syntaxes....
  9. You can just place it outside of a class, or in the beginning of the main/initialize method of Scene_Title. Graphics.freeze sprite = Sprite.new sprite.bitmap = RPG::Cache.picture('name of graphic') Graphics.transition count = 0 while count < 200 # 5 seconds Graphics.update count += 1 break if Input.trigger?(Input::C) end Graphics.freeze sprite.dispose
  10. Just change the sprite coordinates there is no need to dispose until you are done with it, such as the scene ends, etc.
  11. The code I posted is in no way a working example, it was just a demonstration of the logic to do it in. Obviously you will have to update whatever it is that you are making. Whatever scene or class your class deals with, create its instance within that class, and add its update to the parents update. For example, using the above example: class Scene_Map alias setup_mySprite main def main @mySprite = MySprite.new init_mySprite @mySprite.dispose end alias update_mySprite update def update update_mySprite @mySprite.update end end If you look at the default scripts, you will see plenty of examples of this. For example, Scene_Map is a container for Spriteset_Map, which is in turn a container for all the map sprites. Spriteset_Map is updated by Scene_Map, and it in turn updates all the sprites within its update method.
  12. The translation is so that we can understand your request. You apparently want a specific kind of tilemap, but you lack the ability to explain it. I was just suggesting an idea to better explain it, but okay.
  13. Google either "Ruby tutorial" or "RGSS tutorial", maybe throw in the word "beginner", and you will be greeted with loads of good resources on getting started learning to script. And don't forget the help manuals that RM comes with, they are full of great information that covers scripting for RM specifically, and even some Ruby 101 stuff.
  14. Instead of having a separate loop, you sync it with the main loop. Basically when you want it to do something, you simply set a "loop_count" or however you want to name it. The normal update method of the class you are working in can handle what to do when the loop_count is at certain values. Here's an example: class MySprite : RPG:Sprite # This is the wrong way def fade_out(frames) while frames > 0 self.opacity -= 1 Graphics.update frames -= 1 end end #------------------------------------------------------------- # This is the correct way def fade_out(frames) @fade_duration = frames end def update super if @fade_duration != nil self.opacity -= 1 @fade_duration -= 1 if @fade_duration <= 0 @fade_duration = nil end end end end
  15. You don't have to be good with English, type in your normal language. http://translate.google.com/
  16. In all honesty, you are not really conveying what you what want clearly at all, and most of your statements don't make sense. I understand that English is not your native language, and its merely a matter of proper translation. Perhaps trying writing it out in your native language and using Google translate will help explain a bit better.
  17. I'll show you a way to do it with Paint.NET, which is a also a free image editor. It lacks many of the features of GIMP, but for simple image manipulation, I still use instead of Photoshop or other more powerful programs. One of the best features of Paint.NET is that is not overly complicated to use, and is pretty user-friendly. You can download it here. Step 1 Open your image in Paint.NET. You need to turn a 3x4 frames sprite into a 4x4 framed sprite. In RMXP, the 1st and 3rd columns are identical. They realized this in later RM versions, hence they went to the 3 column sheets to avoid the worthless extra space. Your image will look like this: Step 2 Now, go to Image -> Canvas Size You will see a dialog that looks like this: As you can see, the width is set to 96. This means for a three column spritesheet, each individual tile is 32, because 96 / 3 = 32. We need it to be 4 columns wide, and need to resize the width of the image. Since each tile for this image is 32 pixels wide, our new width will be 128, because 32 x 4 = 128. Select the anchor to be the right-middle as I did in the picture, because we need to insert a new column in the first position. After you have set the width to 128, and set the anchor to the right side, press OK. Your new image will look like this: Notice that there is now a blank column in the first position. Step 3 As is said earlier, the first and third columns are identical in RMXP, so we need to make a copy of the now third column, and paste it into the first column. Paint.NET shows you the coordinates of the mouse cursor in the status bar at the bottom. We can use this to get a accurate copy of the third column without getting any pixels of the columns beside it. Select the top-left tool in the toolbox, which is simply the selector tool. We want to select an area that is exactly one column wide (32 pixels), and the full height of the image. Since we are aiming for the third column, the X coordinate should be 64, because 32 x 2 = 64, which would be the left side of the third column. The Y value is not as important. As long as it is 0 or less is all that matters. Here's an image demonstrating what I mean. I have selected the third column only. Step 4 Now that we have the column selected, it is merely a matter of copying it to the first column. Either right-click on the selected rectangle and choose "Copy", select copy through the Edit menu, or I personally just click C while holding Ctrl. After you have done that, simply paste the image back down (Ctrl + V). You can then click and hold the image with the mouse, and move the column you just pasted around. We need to get it to the top left corner of the image, so move it until its top-left coordinates are 0, 0. That will be the final result. From here, simply save the image in your desired format (I recommend PNG), and you have converted a VXA character into an XP character. This is not nearly as complicated as I may have made it sound, but once you do it once or twice, you will realize its not so bad.
  18. We have finished our little debate, obviously, although splitting this topic might be wise. In the end, we each agree to disagree based on own respective opinions and experiences. I don't really consider it "intense", and I, as I am sure he, harbor no ill feelings.
  19. Yes, indeed you are triumphant, you utterly crushed every point I made. Wow, I have never been so utterly defeated in a "debate". You do realize that I made no point to debate? I never denied what was on an the AA site. I merely said you are taking it a bit out of context. Seriously, what the hell is getting into you? You have always seemed like one of the most level-headed people here, but you are taking this topic extremely personal. I reiterate, I do not care what your perceptions are. I do not care what website links you may post. Surely by now in your life you know that anybody can post links that support their point of view by now, the subject doesn't matter. I could waste time copy-pasting links that clearly explain what "higher power" is meant to mean, straight out of the NA handbook, but what is the point? Is it gonna change your mind? No. Do I care enough to change your mind? No. If you really were in the pursuit of facts, you could find it yourself. Instead you merely search for quotes that support your own claim. Your aim in to "win" an argument, not to listen to what someone else has to say. You keep spewing AA website quotes out like I care. I don't know how many different ways to tell you my experience comes from NA, which while based on the same program, is much different. Did you look into that? No. Why, when the AA site had all the "good" quotes that back up your non-point. I don't even attend NA anymore, and have not for nearly a year and half. I only ever did 4 of the 12 steps. I don't go to church and I am not religious. I believe in a god, but I do not worship one. I have nothing to try and prove, nor to stand up and try to defend the honor of anything. I just know from PERSONAL and FACTUAL experience of going to hundreds upon hundreds of these meeting in my life that religion is not part of it. No links you may post, no 25 year-old study, no YouTube video that you may direct me to changes that. Never was religion pressed onto me, I even started with the same beliefs that it was "God" driven that you do. Reading the some topic points sure does make it sound as such, but I assure you, that is not the case. If you truly want to know, put your Google Degree to work and find out yourself, you have shown you know how to type into a search box. I doubt you will. BTW, I meant no insult with "boy", it was merely a figure of speech, but its nice to see you changed your pic to demonstrate your "manliness" though. ;) And with that, you are welcome to have the last condescending word. Its all yours. Good day, and good health.
  20. Lol, okay you win, it's all about God. You seriously got some issues with it. I have already wasted enough time with this pointless discussion. To anyone else: If you would truly like to know what its about, perhaps asking a member of such an organization. I have not personally read the AA book, only the NA one, which explains the distinctions much more clearly than I will bore you with here. As I already said, there are no shortage of atheist who work 12 step programs. According to Jon, that is not possible, so maybe it would be wiser to ask one of them how it is done instead of relying on one boy's obviously biased opinion. I'm done with this topic. Its a waste time that could be better spent doing something else, like forcing religion on a vulnerable crackheads or something. Good day, all.
  21. This is kinda where the misconception of the "higher power" things is, at least as far as I have ever seen taught throughout rehabs and meetings. Their strength that they give to you IS a "higher power". That's how it is taught in NA. Talk of religion and God doesn't really come into play. Sure, many people choose to use religion and their God as their "higher power", but it is no way the rule. Believe me, their are plenty of atheist who use the program.
  22. So lets see here, a support group SHOULD teach others that they do not need a support group. Hmm. Seems kind of a contradiction to itself, but hey, that's just what I got from it. Lets see how that would work: JimBob the addict can't seem to stop using drugs. His life is in shambles, and yet he still can't seem to figure out how to maintain sobriety. He has tried, but eventually always seems to find his way back into it. "Hmmm, maybe I should try one of them meetings I have heard about, since I obviously lack the willpower to do this on my own." JimBob ponders to himself one day. JimBob fully realizes that it takes willpower to quit, but yet he has found that he either has not enough of it, or there is something else to it. Later on that day, JimBob goes to a local meeting to see what its about. He finds a chair in the corner, takes a seat and sits quietly by himself. The meeting begins. There is a speaker. He approaches the podium. "None of you actually need to be here! You all have the simply lack the willpower to do this on your own!" the speaker proclaims. "Well, duh." JimBob thinks, "that's why I came." The meeting then ends, and JimBob is now recovered.
  23. Like I said, believe what you will. I speak from an NA perspective, but you are taking the God thing out of context. NA usually uses the term "Higher Power", which is anything bigger or more enduring than you that helps you stay clean. That really only applies before what we call "The Conversion", which is when you are taken into the church basement and hypnotized, and given your full status as a sleeper agent in the Army of Jesus Christ. From this point on, your sole responsibility in life is to recruit more potential sleeper agents like yourself. Obviously a helpless and weak-minded drug-addict is an easy target and is recruited easily. We prey on their misfortune, not to really try and help another who was once like yourself to stay clean, but to recruit another member into the Army of Jesus Christ, Our Lord and Savior, blessed be his name. You got it about it right.
  24. In all the literature I have ever read in NA, it calls it a "High Power", which it clearly and repeatedly conveys that this is not "Jesus Christ, Our Lord and Savior", but whatever you choose to believe. I have neither the ambition nor the care to begin a worthless debate that you are already decided on. I could, if I actually cared, go get a quick Google degree as you did and produce tons of evidence to the contrary, just as you could continue to produce. Whatever issues you seem to have with ### Anonymous groups is your business. I base my opinion of personal experience and what I have witnessed, not a 25 year old study told on a YouTube show by some magicians with their own agendas. If it makes you sleep at night to believe these institutions are top-secret recruitment agencies trying to convert the world to Christianity, then more power to you. Cheers.
  25. Why does this cost show as a float, when gold can only be gained in integers. Looks like there is a forgotten ".to_i" in the script.
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