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Heretic86

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Everything posted by Heretic86

  1. Does anybody use Vector Graphics like Flash to draw? The power to do gradients and pretty much infinite zoom really makes characters pop IMHO...
  2. I'd say that both the tileset and the mapping are very very good! Maybe tone down the color saturation on the fallen leaves a tad to look a bit more like the rest of the color tone of the rest of the map! (useful hint for aspiring mappers: double clicking on an autotile allows you to select specific sets of that autotile instead of being auto assigned!)
  3. A story is not as important in the settings but in the details of the characters. Characters are what breathe life into a story. The way they talk. The way they interact. The way they feel about and interact with other characters. A story in any setting with the right words and characters can change a blank canvas into a masterpiece if the story and characters remain true to themselves. If you want a good tutorial on storytelling, play some games that focus on story telling. Go play Alan Wake. The imaginative ficticious settings and non real things written into the story are crafted in such a manner that we as players can accept them as being real because the story explains how those things shift from the really real world and transition into the heavy elements of believable fiction. But more for this crowds style, Chrono Trigger is by far one of my all time favorite games. Why? Because I think it was really the first game that fleshed out the characters instead of using the RPG aspects of the game to give an excuse for combat. Both games are what I consider to be True Masterpieces of their day. They should be studied and understood more than just the stories they tell but why the storytellers told those stories in the ways that they did.
  4. Ignorant people are going to get viruses on their computers regardless of what browser they use. IE can be a very secure browser, but at the expense of decreasing all of its functionality. My biggest gripe about IE is that it does not follow W3C standards and they insist on doing everything totally different which makes cross browser compatability a proportional pain in the ass to the size and complexity of a site. When I was hosting websites for a living, that was one of the most common frustrations that people would complain about. I ended up explaining to the same folks over and over again that it wasnt anything to do with the web servers, or their web designers, but some things in IE need to be done differently than they are in other web pages. I dont think it is exceptionally rare for a forum regular to hit up the site while at work where they may not have administrative control over their computers. Not all of us can afford smart phones. Glad to hear you've gotten the issue solved.
  5. Just a dumb question. Thinking on something. Just wanted to see if anyone used them for anyone in your Party, not so much other Non Party NPCs or tile graphics. Just the Party...
  6. Offers to save as html for me. Could be something with the webhost too...
  7. I dont think this should be about IE bashing, I think it should be about trying to find a solution to those that use IE. Even if people know better than to use IE, sometimes using or even installing another browser just isnt an option.
  8. I seem to be having trouble posting scripts. Even though I am CODE tagging the scripts, the forum seems to be parsing for email addresses and changing anything with @'s and Periods into Email Addresses which dont just copy and pase right into RPG Maker. @actor_foo = "something" $game_party.actors[@actor_foo].something_else for example has @ symbols and periods in it. CODE tags need to not parse for email addresses. Any way we can fix this?
  9. Im glad to see I wasnt the only one that thought this was a good idea. I think I posted it here but cant remember, but did pretty much the same thing. http://forum.chaos-p...ic,11729.0.html I did try to look at your scripts, but had some trouble with them coming up and having the formatting all wonky. Looks like text, but newlines arent being recognized so its all running on one line! Your text files arent Rich Text Documents, are they? And yes, I did realize Im having trouble embedding the scripts themselves on this website. It keeps wanting to change anything with @'s and periods into email addresses.
  10. Nobody's had a reason except for Custom Scripts and Scripters. They were a built in feature to RMXP but with the Default Engine, they didnt do anything without the additional Scripts. So if a scripter came along and really wanted to change things around, like make an "ice" terrain tag that made actors "slide" instead of a "ladder", they could do so.
  11. Ladders need a Game Switch to be turned on. Aside from that, it uses whats called a Terrain Tag. In the Database where you set up your actors, names, hp, edit items, all of that, under the Tilesets Tab is where you can set Terrain Tags. See the Image? It is kind of hard to make out, but just change that Terrain Tag to the #7. If you need it to be a Different Number, due to a Script Conflict or something, you can change that number as well. The Graphic Tile is edited to include the Transparent Shadow Tent Entrance and the Ladder isnt normally a part of this Tileset, but the principal is the same. Last thing about the Ladders is I set it up to ONLY affect the Player. Other Events wont be affected by Terrain Tags. That was to prevent things like a Bird or Bat flying over a Ladder Tagged Terrain from flying all goofy, so not just laziness. Does that make more sense?
  12. I'd prefer if I had the control to give it what ever window skin I wanted so it matches the style of whatever game anyone comes up with, no offense, but non customized window transparency, or at least make it optional. So I ran into this bug after I deposited ALL my Gold. Adv Inventory System - line 667 nil cant be coerced into a Fixnum Still a few bugs to work out...
  13. Version 1.97 Released! Newest features are a Built In Framerate Optimizer, Ladder Effects based on Terrain Tags, and Enhanced Caterpillar Movement and Transparency Effects! See Original Post in this thread for Download Link. *NOTE* This version fixes several Savegame Bugs that were present in 1.96. I recommend using this version over 1.96 because of the bugs that make loading a Savegame crash the Game! Unfortunately, the old savegames are not compatible with this latest version. *END NOTE* I also heavily expanded the Demo to show off the new features and some seriously advanced mapping techniques that I think many could benefit from. And yes, as usual, there is a bit of comedy in it as well, but not sure if I could call "funny" a feature! I've tried testing the script as thoroughly as I could and believe this is a Stable Release. Every bug should have been eliminated. But Im not perfect. If anyone cares to test this out and see if there are any bugs, I'd greatly appreciate it!
  14. Yeah, well, thanks to me kell and jon are tied again! 4 and 4...
  15. I will remember that he was the first one that made me feel welcome anywhere in the RMXP community, even across several different boards. The best thing about that is the only memories I have of him are good ones. He will be missed. :(
  16. I found a nasty bug in this script, but fixed it. def update if @scroll_rest > 0 This needs to be def update # Refresh map if necessary if $game_map.need_refresh refresh end # If scrolling if @scroll_rest > 0 Minor oversight. What happens is this. If you have an event that has multiple pages, each page is dependant on switch conditions. When those switch conditions are changed, each event needs to be checked again. Excluding that snippit of code prevented Events from being able to change Pages correctly. Events are only refreshed when they need to be, and changing game switches is a valid reason to refresh each event. I know this is a Necropost, however, I feel the importance of that single minor glitch can cause too many issues for anyone who uses this script. --- Edit: This script is INCREDIBLE! I kid you not! In order to push it to its limit, I made a map and literally had 999 Events all moving around all at once, and managed to maintain 100% full speed framerate! Dont believe me? Make a map with 999 Moving Events and try it with, and without this script! If you can get more than one frame per second, good for you, but not everyones computer is that fast! I was getting a frame every 4 seconds! Anyway, I went back and double checked, and did manage to come across another bug. It happens with Off Screen Event Movement that needs to occur. Such as an Event (NPC Game Character) walking or doings something off screen. Easy solution, but required some extra code. I changed it around a bit so that any time you use "Set Move Route", for example, in a Cutscene, it will automatically ALWAYS be Updated with no funky stuff from you. Now for the funky stuff. The other thing I did was allowed for a "Naming Parameter" for Events that ALWAYS need to be up to date. This might be something like an NPC that is following a specific pattern. It might appear strange to a Player if the NPC was supposed to appear to be doing something specific. This is EXTREMELY USEFUL for Events that move On and Off the screen. If you want to use the Naming Parameter, change the Name of an Event to include the string "\al_update". So, for example, "EV001" would become "EV001\al_update", without the Quotes. I've been having a bit of difficulty using the [ CODE ] tags for the Site, so I uploaded it as a Text File. If you want it, grab it from the Link below. Near Fantastica deserves all the credit, I just fixed a couple things that I thought would cause trouble. All Legal Stuff belongs to Near Fantastica, I dont really care if you give me credit or not. MODIFIED ANTI LAG SCRIPT http://www.775.net/~heretic/downloads/rmxp/anti-lag.txt
  17. @kellessdee - Your dropbox demo version wont open either the game executable or editor. It complained that "This project is from an old version of RPG Maker and cannot be loaded." First time I have ever seen that error msg. @moon - Actual error msg (I was tired and being lazy) did have to do with the Script Manager. "No such file to load -- bla bla path /RGSS/Standard/Scripts/Script Manager.rb". I didnt make a lot of effort to get it to work though. Tried it once and thought something in the script (that I didnt even bother to look at) was calling to the RTP packages installed to a different location and didnt notice Script Manager. Youre right tho, I should have provided a bit better response. Bad me for being lazy, I deserve a spanking! And its not even my birthday! :P
  18. I cant get your demo to work. I dont usually install programs to their default "publishers are more important" directory first, and changed my default install path. Oh yeah that and my C drive was full when I installed. Why no workie?
  19. Sorry about the delay. Mother's Day. You know how that goes. Like a Fart in Church, and I dont even go to church! Anyway, was looking into making that thing a variable and saw I completely forgot about this! #---------------------------------------------------------------------------- # * Check if visible actors should be removed #---------------------------------------------------------------------------- def remove_visible_actors? if REMOVE_VISIBLE_ACTORS.is_a?(Integer) return $game_switches[REMOVE_VISIBLE_ACTORS] else return REMOVE_VISIBLE_ACTORS end end So it looks like if you wanted to assign that to a Switch, just change FALSE to the SWITCH NUMBER you want to use! Easy peesy! Its things like that which do impress me about the original script, albeit cryptic as all hell and not going to find it just from reading the original comments.
  20. Right now, it is a Constant. That means basically you cant change it during gameplay. What it means appears to do exactly what youre requesting. When youre on an overworld map and change party members, it erases any events that you just kicked out. If you need to readd them later, you can unerase events, which the script is already set up to do automatically. The way it would currently work is any time a party member leaves your party, they'd get erased, but it would happen everywhere in your game. Hence the need to make it a variable for you... Edit: In regards to the request: #1 Auto Create Events. It also causes more limitations than it opens up. If the event is auto generated, you wouldnt be able to do a cutscene that involved those events on the map, since the event editor only allows you to target events that have been created. I understand how many could see this as useful, but you'd have to understand how it can be limiting at the same time. Besides, its also a little over my head at this point. Im far from a great scripter #2 I think it already exists, but it has to be explained a bit how to get access. You'd have to start getting into scripting a bit to understand how to get access to them. For example, what you'd want to check for would be something like $game_system.caterpillar.actors[0] to reference the 2nd party member. The whole system is based on Arrays, and Arrays always start "naturally" at 0 instead of 1. Did you have something specific in mind?
  21. There is an option called REMOVE_VISIBLE_ACTORS, but it is a constant. That was something left over from the original script. If you need me to, I can change that so it can be a switch variable, like the Pause switch. It should be fairly easy to do. Like 5 minutes. Do you want me to change that into a Variable for you?
  22. Nicole, I believe you have some sort of great difficulty in communicating with people. This appears to be the result of a lack of awareness that what is being said may not be clearly understood by others. "Judge: Did you or did you not commit the crime? Defendant: Yes. Judge: So does that mean Yes you did commit the crime, or Yes you did not commit the crime, which is it? Defendant: Yes. That one." The short lazy answers are very ambigious. They can be interpreted multiple different ways. Thus, the person listening to your response may not have understood your statement or question in such a way that doesnt leave it wide open to a complete and total misunderstanding. Although you may believe that your questions and answers make perfect sense to you, you have to understand that they are not perfectly clear to others, thus leading to misinterpretation, which can be a source of conflict. The "last" one and most up to date one is in the Demo. However, as I said, your statements are quite ambiguous, and do not clearly express the information you are trying to convey. I had TWO versions. The first one was embedded in the Spoiler tags on the Website, but that didnt fix an issue with Empty Party, so it was again revised. It was also rather difficult to try to copy and paste from the website, and became out of date when it was again updated to fix crashing due to an Empty Party. As a result, it was removed from that post and updated to the Demo. This was done because many people may not read this far into the thread. Now, I hope that I am not coming across as treating you unfairly. I am not trying to. I am trying to help you as best as I can. But I need questions and answers that there is no possible way I can misunderstand. So allow me to explain clearly what I would like. I would like you to answer with one of the following statements. Either say "I am using the version from the Demo that I just downloaded again. Version 1.96-BUGFIX" or "I am using the version that was in Post #40 of this thread, which was embedded with the Spoiler button on this webpage." Please reply using either of the aforementioned statements. So please clearly answer, which version are you using?
  23. Ok. Not sure if it is a script conflict. I hope like hell it isnt. I updated the demo and fixed two more bugs that werent included in the text version. Did you grab that version from the demo?
  24. How do I recreate the problem so it will happen for me as well? You start up your game, and it crashes. Do you have an Empty Party? I am fairly certain I just fixed that bug. But can you at least tell me if you have NO actors when you initially fire up the game? Other Autorun events? Any other scripts? Anything other than start and crash?
  25. @niclole, that doesnt help at all. I can fire up any of my games or test projects and it works just fine for all of them. Now I could make this sound completely crass, but I dont want to. If you want help from ANY scripter with ANY script, you have to understand that when they release their scripts, they feel they have done a pretty good job of thoroughly testing them out, so to say "I fired up my game and it gives an error" is as vague as saying "I bought that one game you made, and I tried to play it but it doesnt do what it is supposed to do. How do I fix your problem?" The "game" could be one of several. And since this is a script, you are starting up your game differently than someone else is. There is literally an infinite number of possiblites to consider and Im not psychic. I cant just Guess as to what you are doing that causes that error. Did you notice how AgentPaper gave me very specific information that allows him to recreate the problem? That is the information I'll need from you in order to help you fix what ever issue youre having. If I was aware of a bug, I would have already made an effort to fix it, but since I havent, I dont have any idea what you are doing that causes this error to appear. I can probably fix it, but only if you provide me very specific information as to what you are doing that creates the error. Can you explain to me how I can recreate the same problem with the same script so I can fix it?
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