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Everything posted by Heretic86
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Nice work Agent Paper! For future reference, I just wanted to say that Events and Player passability are calculated differently. The player is allowed to move through events, regardless of their passage settings, based on Event Graphics. NPC Events and Events with Non Passable Tile Graphics arent passable unless they have a Through Flag. However, Events calculate their passage differently. Events arent "allowed" to pass through other Events unless one of them has a Through flag. If you want to read more on them, start off with class Game_Character. It defines "passable?", but Game_Character basically redefines it for the Game_Player class to do further checks on Tile Passability.
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Quick suggestion. Change your moving event to have a graphic and put it always on top, temporarily, just to see if it completes its move route or not...
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Got it. Do you have the Event that is moving going over ANOTHER EVENT? Two Events can NOT move over each other unless at least ONE of them is marked as through, regardless if they have Graphics or not.
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How are you doing your move route? I'll clarify. There are two places you can put a move route. The first one is the "Autonomous Movement" move route. Thats the one just to the right of where you put in a Picture or Sprite for the Event. The other one is with the "Set Move Route" button. There is a big difference between the two. First one. IS affected by Frequency. For example. Set to move Up Up Up Left Up. There will be a big delay between each step. Second one. Ignores Freqency. Same move route, with a Low Frequency (how frequently the movement happens). This will immediate each and every step along the way immediately with no delays. It almost sounds like you might be hitting a delay...
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[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
Short and easy to get a Cat Follower: #1 Turn Game Switch 23 On. #2 Create an event and name it "Something\cat_follower[1]" (without the quotes, and notice the squared braces, not parens) #3 Use a Move Route for that Cat Follower event, and run a Script "add_follower(1)" (without the quotes) #4 To get rid of the Cat Follower, again use a Move Route Script "remove_follower(1)" Note: Events must exist on every map you intend to have your Cat Follower show up on. You dont need to set the graphics for each maps event, just leave it empty and the script will take care of that for you. You can have more than one Cat Follower. Just change the "1" to be what ever number you want them to be. --- For the Auto Font, if it is giving you problems, you can just delete the script. The Caterpillar isnt dependant on it to work. -
[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
I never expected everyone to use every single feature. I just consider all of these featuresl to be tools. A mechanic might have himself a complete toolset, but doesnt use each and every single tool all the time, and sometimes, not at all. The point of making it do as many things that it could was so that everyone could have the tools and not need them as opposed to needing them and not having them. Auto Font Installer: I didnt touch that one at all. You should be able to install the fonts manually if you like them. They do fit the style of the chat bubbles as well. What version of Windows are you on? -
Now Im starting to wonder if the script was originally intended to be used with something that bypasses the Main screen where everything does get loaded...
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@F0 It was just a Full Screen Script I found in 30 seconds on google. I dont know why the author put it there.
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I believe there is a limitation on how big the Event Graphics can be. I think the only thing you could do is to set each tile as a part of the house and animate each one to be synchronized with the movement of those other events at the same time. Probably not a very effective way of doing it however.
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class Scene_FullPrompt $data_system = load_data("Data/System.rxdata") $game_system = Game_System.new # Prevents F12 Reset from switching Fullscreen again if $Scene_FullPrompt_has_run != true showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), '' showm.call(18,0,0,0) showm.call(13,0,0,0) showm.call(13,0,2,0) showm.call(18,0,2,0) $Scene_FullPrompt_has_run = true end $scene = nil end This will cause the game to start in Full Screen, and stay that way, even if F12 is pressed (reset), but still allows users to hit Alt+Enter to flip back and forth between Full Screen and Windowed.
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... that I just stumbled across something that made me feel very good about myself. I came across a couple of games and resource packs that had some of my stuff in it! And that gave me emotional wood! So for everyone out there that both creates and uses the resources that others create (I'm sure many of us fall into both categories), this is why credits are important! But, just finding that someone felt that some of the stuff I made for others to use was quality enough that it was put in a game made me feel great! I didnt get any credit in the resource pack, which is fine, but it still felt great to just stumble across my own content being recognized. I know I havent made a great deal of content, a few scripts, one major one, and only bits and pieces of artwork here and there, so I really had no idea if anyone was actually using any of my stuff until I came across not just one but two instances of stuff being used! Unlike Piracy, its exactly what I wanted! I didnt feel ripped off. I didnt feel like someone stole from me. I felt the exact opposite! I felt honored! I felt like I did a good job, and others actually appreciated the small content that I used. So now, the question for everyone isnt so much about using other peoples stuff, but how much time do you spend looking for specific types of content? Either Sprites or Scripts? If you were looking for a Sprite, did you find it was easier to make that Sprite yourself, or were you lucky enough to come across a Sprite that suited your needs exactly? Same thing with Scripts. Were you able to find the Script you felt your game needed? Do you guys have any idea how great it makes the content creators feel when they / we see their content actually in use?
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Farewells! "We'll meet again someday..."
Heretic86 replied to Calvinchun's topic in Introductions and Farewells
I am! For leaving! Now who am I supposed to take out all my frustrations on? -
Wait! There's a Manual? :P
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No worries. RMXP is a lot more complex and has a lot more potential than people make it out to be at first. And sometimes it takes someone with lots of experience and has had a chance to read the scripts that determine what is passable and not passable to be able to explain the nuances. When I first started mapping in RMXP, I got bit by that same bug until I figured out the "Eraser" is the tile in the upper left hand corner.
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Let me solve this riddle for everyone as best as I can. #1. Know your Eraser. The "Eraser" is the Empty Graphic in the Top Left of your Tileset. If you use other Blank Tiles, those "Blank" tiles are actually calculated for Passage. That will mess you up every time. #2 Know your Shadows The "Edge" Shadows of Trees tend to cause a lot of people frustration because they override the passability settings. The ones I am talking about are the ones that are Just Shadow, and don't show any part of the Tree itself. The problem is that if the shadow is on the Top Layer, that is the one that determines a locations Passability. Other small decorative passable tiles will do the same thing. What happens is that passability is calculated from the top most layer to the bottom most layer. So if you have any tiles on layer 1, and another tile on layer 2, layer 1's passage is not used, only layer 2. The solution to this dilema is to use an Event as a Tile Graphic. Then set it to Through. Setting an Event to Through means that any passability settings from it will NOT be calculated. So if an Event is set to Through on Non Passable Terrain, it will remain Unpassable. Likewise, if an Event is set to Through on Passable Terrain, it will remain Passable. Oh, also keep in mind that Transparency also has absolutely no bearing on passability. An invisible rock is still Unpassable unless it is set to Through. Note about Events and Passability: Events can not pass through other Events unless one of those events is set to Through. It doesnt matter if it has graphics, tiles, or is totally empty. And although the Player can pass through a Non Graphical Event, other events can not. --- The solution to your problem comes from one of those two determining factors. --- If I might add, if you intend on allowing the player to be allowed to go to that part of the map, make the edge of the cliff out of Events, set them to Always ON Top, and block the path with Invisible Event Rocks. The Terrain can have Two Event Pages, just set one to some game switch so you can change them all at the same time, since you'll need several events to pull off that effect.
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[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
No problem. Glad to be of help. Let me know if you have any other feature requests. That goes for everyone! -
[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
Okay. New version is up that fills the request. 1.98a. No bugs were located to fix, just the single added feature to put the "Other" foot forward. This is for ANYONE, not just Agent Paper. You can use \F+ to have the speaker put their Foot Forward, or \F* to put their "Other" Foot Forward, if called from the modified MMW system. If you use Set Move Route, use foot_forward_on(1) to call the other frame of animation. This allows access to all of the frames of animation in a Sprite Sheet. -
[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
I dont believe people respond at all to facial expression portraits (pictures), regardless of how well placed they are. The problem being that once a person has observed that a picture is shown, they dont look at it again, regardless of positioning or changes in the facial expression. Nine times out of ten they go unobserved, thus, they fail to communicate the emotion of the scene. But I didnt write the script to exclude developers that want to use use pictures, just merely point out that using pictures too often is used as a "Crutch" to the point where developers wont put in a single bit of animation and rely solely on those facial expressions to convey the mood of a scene. That is when people start just spamming enter to get through the dialogue. If anyone prefers a picture solution, thats fine, its not my call. Im just saying that when developers are using the pictures as a Crutch, it comes across as excessively obvious, which makes the game come across as bad, which turns back and reflects on the person that developed the game. Here's why. Our eyes are in the front of our heads and we eat meat. We are predators by nature. Our brains are hard wired to respond to any sort of movement, be that movement a sprite in a game, or response to a predator / prey situation. The human brain responds and interpretes even the most subtle shift in the position more quickly than it does changes in color or flash changes (changes in pictures) by orders of magnitude recognized by the multitude of tests of neuro-cognative response based tests. If the facial expression portrait could render the movement of a smirk or show the transition from not smiling to a full grin, then the face would be able to display the motion and then it would be a more effective tool. But as it stands, the pictures are static, and unfortunately, pictures still are far too heavily relied upon over any form of animation. It was the entire point of that cutscene in the demo. To allow you to observe for yourself that without movement, the characters feel lifeless. One of the things I pointed out in the demo was that I'm not a spriter. So the script for the Alternate Spries functions as expected, the sprites I used were absolute crap. A spriter with real talet could do amazing things with it hopefully. However Sprites I do believe is where its at. The "foot forward" animation was limited because our sprite sheets show only 16 poses, and 4 of them are duplicates. What I think would truly help the quality of everyones game was if someone with more talent than I were to create a Sprite Generator that not only created our default sprite sheets for the walking animations, but other animations as well such as shaking their heads yes or no, shoulder slumps, arms up for victory, doing things with their hands, etc. But due to the excessive work that is involved in such a project, I can understand why such a Generator has never been built. In regards to pictures, since I didnt try to impose any limits, lets just call it a matter of opinion and agree to disagree. I'll see what I can do about using a different frame of animation. That is a good idea. Shouldnt be too difficult to implement as two of the frames show a standing animation. You'll probably see it up relatively shortly. IE, not two months. -
I dont know why I didnt think of this before. But honestly, I think Kiriashi deserves a to be nominated for Member of the Month title one last time. Dead or not, he is the reason I actually stuck around this place! The rest of you guys are all assholes! just kidding! But in all seriousness, he did a lot for this community and he will be missed in Real Life as well as his internet hangouts.
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[RMXP] Heretic's Caterpillar - Extensive Features and Add Ons!
Heretic86 replied to Heretic86's topic in Forum Archive
Version 1.98 Released! This version contains my long promised Alternate Character Sprites! - Dead Actors will now change into a Specified Sprite for Each Character What this allows for is unique graphics for each and every one of your Characters in the game! Now, I'm not much of a Spriter myself, but someone with talent at making sprites could make some really creative stuff! Maybe you want your Lead Actor to have a Halo and Angel Wings, but another character to have Devil Horns and a Red Cape! Totally possible now! Also included is Non Party Followers! - NPC's that follow the Player around but are not actually a part of the Party. This allows for things like "Escort Quests". I also set this up so you could have more than one Non Party Follower at the same time. Actually, I didn't put ANY limits on how many Non Party Followers you could have so you could actually have a Caterpillar that goes right off the edge of the screen! This was done because I dont think it is my call to impose artifical limitations on people that may decide to use this script. If there are going to be any limits, those limits on how many Non Party Followers should be implemented by the person that makes their game. Also heavily updated and modified Multiple Message Windows! - You can now show a New Window at any time using \* - Introduced Auto Orienting Text Options: \$ and \% will try to automatically position Message Windows based on the Speaker's Direction - MMW included a feature that allowed you to move around while a Message was displaying. It also included a feature that would close those message windows if the Speaking NPC moved off the screen. However, this caused some problems in that those Events would not pick up their Move Routes if it was a Repeating Move Route. That has been fixed. Basically, it allows for more "Chrono Trigger" style conversations where you can "Walk Away" from a conversation if you get bored with it instead of speed clicking through all of the text. - Included some features to Automatically Pause on specific characters. Namely commas, exclamation points, periods, and question marks. They just put in a brief delay in an effort to make the way the text appears in the window as if it were a person speaking it. - Included more features that I call "Foot Forward". It allows Actors to show a bit more animation rather than just standing there with their proverbial thumbs in their asses. It actually allows for more than that. If you set a Move Route to an Actor and have them move around, and use the "wait" command in the Move Route, the Actor will have a "Foot Forward" stance that will stay there until the Move Route has completed. "Foot Forward" allows for a quick reset of that pose without jumping into and out of Set Move Route - MMW also used to have a nasty bug that prevented Choice Windows from functioning correctly when more than one Window was present on the screen. That has been fixed. ---- Demo has been heavily expanded yet again in order to try to teach you about the new features, and provide examples of how to use those features. The demo also contains a ton of General Information on common criticisms that I have about so many peoples games. There is a Cutscene in the Demo where I build a Cutscene from scratch and evolve it into something that actually comes across as fairly decent. I have a heavy background in Film Making and Broadcast Entertainment, so you should know I have a good idea of what I am talking about. A lot of the information that I put into the Demo is stuff that come from the Pros. And I mean the Real Pros. --- I also have a feeling that this version might be my Last Version. Honestly, I cant see anything else that I can possibly do with this Script. I've implemented every possible feature I could think of. I believe I have eliminated every bug in it, and there were some nasty ones in previous releases. I feel like this script is finished. And it has taken me quite a while and honestly, I couldnt count the number of hours I've pumped into making this thing shine as best as I could. I know that there are so many features, that you'll probably never have a use for all of them. But that isnt the point. The point was to make them available to you in case you need them instead of you needing them and not having them. Also, it isnt just about showing off a Script. Its about making YOUR game shine. And having that game be different from someone elses game, even if it uses the Same Script. So you dont have to use ALL of the features if you dont like them, but hopefully, there are enough to suit your needs. I'd probably call this Version 2.0 finally, but Im going to leave the last two slots of 1.99 and 2.0 open for Bug Fixes and Feature Requests, just in case there are any out there. Let me know what you think! Either Feature Requests or if you find any Bugs, please post and let me know! -
I'll also nominate Moonpearl as F0 was the winner last time.
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I wish I had more stuff to contribute...