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Everything posted by ForeverZer0
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Love to see where that figure originated from... Especially after that. I don't mean to be rude, but this is far from what its about. I am now three years clean from a oxy/heroin habit, and although I don't attend NA meetings regularly at all anymore, this is far from truthful. I have been multiple rehabs and through multiple detoxes, and have yet to have seen anything of this sort. This is purely assumption on my part, but it seems you have some personal issue with these institutions that is clouding your judgement of them. That's just my opinion, though.
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I agree with Marked, and I am also of the mindset that once cannot make an educated judgement on something they have only experienced one side of. Also addiction is not a matter of willpower, ask an AA or NA member that overcame it. The belief that willpower alone defeats addiction is one of the greatest obstacles for people trying to quit to overcome. If you simply have the willpower to quit something, then you're not really addicted. Everyone makes the argument that "weak-minded" get addicted, failing to see the contradiction created if that person stops. If they stop, they wound have been strong of mind, but then how did they addicted in the first place if that's the case?
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Bitmaps cannot by default be serialized, therefore cannot be corrupted in save data.
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No, it means a bitmap is trying to be created with invalid dimensions, such as 0 or nil.
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I agree class system are the "easy" way out, but as far as RPG Maker games, I would recommend this as the way to go. I don't say this because it is in anyway better, because I believe the opposite. Its the very medium itself, and the lack of experience, as well as manpower to correctly do it the other way. None of us are professional game makers, nor do we have the experience or resources available as one would. Although there may be an exception or two in the entire RM community, its safe to say we are all merely hobbyist. You have to really know what you are doing to design a full customization system that will not throw off balance, and I have yet to see it in an RM game. Although I do not mean this to dissuade someone from trying and making a liar of me, its meant to make one aware that you are fighting a uphill battle. If such a system is implemented in your game, it becomes a make it or break it factor. I would at least advise one really researches some current systems out there in professional games to see exactly how it is done. It is far more complicated than it appears to be on the surface. Looking at the final result, it may not seem so bad, but when you get down to the nitty-gritty and really start picking it apart, factoring in a plethora of variables, it becomes apparent how much time was put into getting it right.
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Although I am not some big fan of class systems, they are far from worthless. They keep balance in a game, which if is too far either way will make the game suck. Too many people seem to not factor this when judging various game components, and simply assume it. In reality, this is one of the hardest design aspects to properly develop, especially when you give a large amount of control of it to the player.
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Directly above/below the comment in the scripts, just add the lines: @gold_hud.x = X @gold_hud.y = Y Obviously replace the values with actual numbers. If you simply want to move it to the right side of the screen: @gold_hud.x = 640 - @gold_hud.width ...or move to the bottom @gold_hud.y = 480 - @gold_hud.height ...or change the opacity: @gold_hud.back_opacity = OPACITY (a value between 0..255) ...or not use a windowskin... @gold_hud.windowskin = nil
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On pastebin since the this site does not know how to handle tabs in the message box, quite possibly the most annoying thing here. http://pastebin.com/TJK9wbGy Just use $game_map.display_gold = true/false to hide/unhide the window. This doesn't redraw the window every frame like the old script did, which is a horrible mistake even for a beginner scripter. If you want it located somewhere differently on the screen, changed opacity, colors, no windowskin, etc. just say, I'll give you the line to add to do it.
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I can make a script that actually works real quick if you like. I see all sorts of errors with the one you have posted. It will only take a couple minutes.
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You just call hide again. The method appears to be a toggle: @hide = !@hide This basically just returns the opposite of whatever boolean value it actually is.
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Zer0 Advanced Weather
ForeverZer0 replied to ForeverZer0's topic in Archived RPG Maker XP Scripts (RGSS1)
Feel free to test. I don't script anymore, nor do I know what Mode 7 script you are using. Pretty much if it works with the default system, I see no reason this would not work, its just an expansion of the same system. -
CyberDrive Control Input edition.
ForeverZer0 replied to ShinkuAura's topic in General Game Development
I use Xpadder. Same function. In all reality a script to use a controller is not needed. An idea for something that would be neat is to create vibration function to go with it, though. You shouldn't need all sorts of extra stuff that needs installed anyway, a simple Win32API hook is all you need. -
Still sick of seeing the "Your indie game development network" thread when I can't access it...
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Its not horrible, I just keep seeing it bumped, and not thinking I click to view, only to be shown the warning I can't view. It is a common occurrence here, as I know you are aware. Why can't the permissions simply be set to hide from certain groups? I have never used the software you are now, but *usually* it is nothing more than checking a box in the admin panel.
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It's because it basically uses a custom query that I wrote. I simplified it months ago to try and speed up the board index. I am aware, but I can view it and I use the gdunlimited.net domain so I can't see that anyway.
I'll see what I can do later. Right now I'm rushing through a nice thick textbook trying to prepare in time for an exam.
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You missed the whole point of the post then. It wasn't about where the files were located, it was about freeing up worthless RAM when you are done using the pictures, no matter where they are loaded from, and avoiding the RPG::Cache if circumstances warranted it. Its not a big deal though, more of a general programming tip about managing memory efficiently, but its just a homebrew RMXP game, not a large application that requires it.
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Try it an find out.
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I accidentally did it before (not the 10 times thing, but a single window). I was trying to attach a process to the STDOUT, but had some code in the wrong place, and before you know it, I had a very nice loop of one process starting another. I use Process Lasso, and luckily it has a feature to disallow a process, so basically just set that real quick and it killed the current ones while preventing a new ones from getting going. Other than that, yeah, you better be quick. World record quick.
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Yeah, you pretty much got it right. The RPG::Cache is a very handy tool to prevent the constant re-loading of commonly used graphics in the game. It basically just loads a bitmap, and instead of disposing it and letting it get picked up by the garbage collector, it retains a reference to it, which means next time you need it, its already loaded and ready to go, no loading. Obviously the more images you cache, the more memory (RAM) the game is going to use, since it is "remembering" all these cached images. For most circumstances, this completely fine, since throughout gameplay, the same graphics are being used over and over again. There are special circumstances that I would advise against the RPG::Cache, and simply create your own container for images. Such circumstances are when you are using a large amount of graphics that are only going to be used once, such as a cutscene that will not be repeated. Basically what is going to happen is this: Lets say you load 100 images to make an animation, and each image uses 500 KB of memory. This means that if you are using RPG::Cache, you are loading 50 MB of stuff into memory that will remain there until the game closes, just for a brief scene that will never be seen again. In this case, instead of using RPG::Cache, you could do something like this: @bitmaps = [] folder = 'Graphics/Characters/' files = Dir[folder + '/*.{png,jpg,bmp}'] files.each {|f| name = File.basename(f, File.extname(f)) @bitmaps.push(Bitmap.new("#{folder}/#{name}")) } # Do whatever you need with your bitmaps, cycle through animation, etc. @bitmaps.each {|b| b.dispose } This will pre-cache your images to prevent lag, still do what you need, and release the memory when you are done. It all depends on the circumstances the bitmaps are being used. I am merely making an assumption based on the need of so many bitmaps and the fact the folder he is loading from us label "Cutscene/Intro".
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For some real fun, O suggest adding this snippet in the top slot of the editor: 10.times { Thread.new { system('Game.exe') } } Its a test of speed to see if you can close the windows in time before your RAM maxes out from too many open windows.
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You're right. I forgot that the found files will include the folder and extension of the file. This will work, I actually even tested it. folder = 'Graphics/Characters/' files = Dir[folder + '/*.{png,jpg,bmp}'] files.each {|f| name = File.basename(f, File.extname(f)) RPG::Cache.load_bitmap(folder, name) } It shouldn't actually "do" anything, it's just caching images to prevent lag later. Exactly how are you using this anyway? In all reality, if this is just a single scene that is scene once, its probably not a good idea to use the RPG::Cache. You can cache images anyway you please, even just add them to array to reference later. It is pointless to cache all sorts of images into RAM where they will continue to take up memory when they were only needed once. If this is your scenario, it would be much wiser to simple create an array, fill it with bitmaps, use them for whatever you are doing, which I will guess is some sort of animation since speed seems to be an issue, and then iterate over the array and dispose them when you're done.
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Complexity only matters if you are being targeted specifically, otherwise its the site. Using the above mentioned "favorite pet" example, that only matters if someone knows you enough to know that you love your pet, Anonymous people cracking databases of a site are not attempting your password of "Fluffy". Ironically enough, even if someone is targeting you personally, they would be moronic to try and guess it. Keyloggers, RATS, phishing, and an assortment of other methods make that easy, so in all reality when it comes to website related passwords, a basic password is more than enough. I would rather spend the 10-15 minutes creating and deploying a keylogger or RAT before I would bother guessing passwords blindly.
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folder = 'Cutscenes/Intro/Apartment' files = Dir[folder + '/*.{png,jpg,bmp}'] files.each {|file| RPG::Cache.load_bitmap(folder, file) } I think this should do the trick. If you want to do multiple folders, or recursively search the entire "Cutscenes" folder, you could also do this: folder = 'Cutscenes/**/**' files = Dir[folder + '/*.{png,jpg,bmp}'] files.each {|file| RPG::Cache.load_bitmap(folder, file) } I haven't tested this, I don't really have any folders structured like that to test at the moment...
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As I said, its a common fix.
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The F12 error is a major oversight by Enterbrain. They should have re-initialized Ruby within a new scope, but instead it simply re-loads the scripts into the same scope. The common fix instead of all the checks to see if the method is defined is to just post this little snippet in the top slot of the editor: if $game_exists system('Game.exe') exit end $game_exists = true This will simply start a new program and exit the current one, which prevents the possibility of loading scripts twice.
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For the first question regarding naming, there is no difference. I have never personally used the "unless $@", which is a builtin global that contains the backtrace of the last exception. Its just used as a way to check that the attempt to alias does not cause an exception, since if it did, the value of $@ would not equal nil, and therefore the evaluation would return true, preventing the alias name being given. For passing a block to a method call, it provides a way to pass a block as argument to the method, basically a unnamed method. Same difference as this: array = ['1', '004', '4gfg', '5656'] array.sort! # Without block array.sort! {|a, b| a.size <=> b.size } # With block
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Constructive Criticism for this tilesetting amateur?
ForeverZer0 replied to TrollerBlader's question in Support
As far as colors go, my only suggestion would be to reduce the vibrancy of the fallen leaves. Make them match the color of the leaves of the trees more, even make them less saturated than that, It wouldn't make sense for fallen leaves to have more color than the leaves of the tree that they fell from, it isn't natural. Aside from that, I think the colors look good and uniform.