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Everything posted by Moonpearl
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Nope, not like that. You should use the "conditions" panel on the left. The problem with what you did is that the interpreter will always execute the second page, what your conditional branch does is just prevent the event from doing anything if the variable is not above 71. What the left panel does is ignore the entire page if the conditions are not met, and fall back to the previous one.
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You can reserve a game variable you regularily update with the player's level. Then you can have each monster event hold several pages, each of which is set to condition: variable XX is greater than this level or that.
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If I may, perhaps this project's lack of popularity has something to do with the fact that it's not quite clear what you actually get to do with it in the first place (to me at least). I'm just saying because we have had a long discussion about a similar concept and yet I'm not quite sure what this is all about. As soon as I get some free time to try it out (been pretty busy lately as you already know) I shall give you some feedback, and possibly suggestions for a catchier introduction.
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Then what I have might not be what you're looking for, either. Here is a sample of it: And here is the site: http://fayforest.sakura.ne.jp/resource.html.
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I have a complete set somewhere, but I didn't bookmark the site. I'll try to put them online in the following days.
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It is. Annoying for sure, but normal. The script will be interpreted as you can see it in the input window - so if your input is split in two lines, so will your script call be. And as you noticed, you have to find a way to split the line so that it remains legal as far as Ruby syntax is concerned. Another annoying-but-normal issue. In my experience it happens when you put a line break in your text, then the editor will stop you at 3 lines whereas you can very well put 4 of them (using the batch text entry for instance). In short your version of RPG Maker seems perfectly fine to me, that is as fine as can be.
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Metaclaw is correct, there's nothing you can do in regards with the editor, unless yoiu're a pretty hardcore coder and willing to cross legal boundaries too, which I don't believe is an accurate description of most RPG Maker users anyways (to answer Metaclaw's question, which is not stupid at all, to see the code behind an executable file requires de-compiling it, i.e. reverting binary codes to human-readable code, which in turn implies you can understand machine code and is illegal anyways). Now it is possible to mess with RPG Maker's limitations to some point, but this means going for huge and dirty workarounds - for instance scripts that change the game window size actually ask Windows to do it manually. Then, since the Game.exe rechincally remains unaware of such a change, you also have to rewrite all of the internal code that handles graphics display, so that it covers the entire game window, instead of sticking to the upper-left 640x480 rectangle. And C code rewritten in Ruby is much, much slower. So, all in all, you're going through a lot of trouble for a pretty lame benefit. Actually you could very well make your own map editor. But, aside from actually writing a map editor software, that would also mean remake RGSS's internal classes to match those specifications and be able to read the maps you would create with it in the first place. And at that point, you're pretty much writing an entire game-making engine of your own, so why stick to RPG Maker anyways. So the bottom line is, you should either stick to RPG Maker's specifications or use a different software.
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How to use the VX Ace engine in your XP games
Moonpearl replied to Bigace360's topic in Forum Archive
The part about the gain of performances is actually not quite accurate. Ruby 1.9.2 is faster than 1.8.1 as far as internal processing/object management is concerned, but RGSS isn't - meaning anything that revolves around graphic processing doesn't go any faster at all, and is even a bit slower in actuality than it is in XP. This is probably due to a heavier graphics engine, since it supports more functions. Besides, the main reason behind lags in huge maps is the number of sprites, rather than the number of events. It's a flaw in RMXP, which does not draw only the part of the map you can see in the game window, but the entire map at each frame - and it's still about graphics processing and not about events. Then again I don't know how the internal Tilemap class is handled with VX/VXA, they should have fixed that by now, but knowing Enterbrain I wouldn't bet on it - and the trick proposed by bigace involves using XP's Tilemap class anyways. All in all, what makes VXA projects look like they run smoother than XP projects is the higher FPS limit, but I'm pretty positive that performances decrease about as fast with either engines. -
You're talking about the depth of the mask used for your lamp, but let me clear something up - do you even want it to show outside the map? Isn't is supposed to go away completely when you're in battle? If so it's not a layer problem as such, it's rather that said picture is not disposed in the appropriate manner.
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Where do scripters and spriters hide?
Moonpearl replied to Bob423's topic in General Game Development
Just thought I was going to whine a bit so that people would keep me. :p -
Where do scripters and spriters hide?
Moonpearl replied to Bob423's topic in General Game Development
Well it's always a pleasure to hang around this forum and be told to go away. -
Where do scripters and spriters hide?
Moonpearl replied to Bob423's topic in General Game Development
I'm here! Only just once in a while. Besides I must confess I got a little lost with the forum's various interface changes so your topics don't necessarily catch my eye. Feel free to ask personnally via PM if you're really in need, I check my e-mails every day and I will have no excuse then. ;) -
Well yes, because she's cute. :P And more importantly because I like her ideas. I'm a pretty picky person you know. I don't like mainstream and popular stuff, so I don't think I would be a fit for a project anyone can join. I'm always there to help people with their scripting issues, I don't need to be part of any projects for this. How? By scripting myself? That's a bit counterproductive if people are to learn to script themselves isn't it? Fame as a RPG Maker scripter, huh. I think I'm already as famous as I want to be. Well, that's the point: my newest challenge is to manage without RPG Maker, and I'm learning a lot of stuff I could never have in 6 years of scripting with it. Well maybe but I don't have a good experience with contacts made from joining a project, perhaps my obnoxious side. Sorry? Now don't get me wrong, I think this training project is a great idea, I just seriously doubt I can give it what you'd expect of me. My time with RPG Maker is definitely over and I will script for it only when I feel like it and the way I like, with no constraints whatsoever. If something catches my eye at a later stage of the project I will consider giving it a try, but should that happen it will be once in a while, and I don't wish to commit to anything otherwise. Good luck with your reccruitment.
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Weeeeeeeeeeeeeeeeeeeeeeeell, you're asking me to go back on my vow to never use RPG Maker again. :p But what's the point of an experienced scripter to join a project for people who want to train exactly?
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Moving from XP to VX isn't "upgrading" anyways, rather trading some limitations for others. I stick to saying that all in all, XP allows for more customization.
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Hello, I'm just a girl looking for a collaborator..
Moonpearl replied to hay_ley's topic in Introductions and Farewells
Hello Hayley, Your pitch did catch my attention. I'm confident I can script whatever battle system you need but we should discuss the details thoroughly before I get committed to anything. You can visit my profile for my Skype address - also feel free to take a look at my blog to get an idea of what I can do. Cheers! -
That guy on Youtube asked me for support in a disrepectful manner. He just told me that he wouldn't use my script in the end, and that makes me happy, you see.
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Yes, a video t demonstrate the capabilities of a script of mine: http://www.youtube.com/watch?v=9SPqwRfXqQY. Basically he told me he didn't understand a thing about my site because it's in English (he's French) and he can't find the instructions and everything. Since he couldn't even come up with a mere "please" I just told him to learn English and it would be very useful to him in the future. Then he bragged about how I should consider dropping scripting if it bot...
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Forget about mouse support with RPG Maker. The scripts you're using are dirty workarounds and you'll eventually run into a series of issues (as you already have by the way) that are a pain in the ass to solve. Maybe there's a good samaritan out there who will address your request but be aware that you're dealing with stuff that's not supposed to happen in the first place.
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I have never let anyone join any projects of mine simply because I do not believe anyone would be interested in fulfilling fantasies that are my own. That's why I don't make topics about my projects in the first place.
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Nice article dolarmak, I completely agree with it. I once told some guy who was in that situation, if your think people should definitely join your project, ask yourself why don't you join theirs?
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Well I must admit I'm a bit stuck at the moment, and besides, the death of my small EEEPC sure didn't help. So the project is standing by right now but I'm not giving up on it.
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I agree with ShinGamix. While this is good news you have something else planned, the difference between the two sites isn't clear at all. From your description it just looks like the newer new will be some kind of duplicate of the current one, especially considering the latter was once called "game dev unlimited" (and still is if you judge by the URL). I don't mind getting two sites instead of one at all, you should just give each one a distinctive purpose. For example, leaving RMU as an exclusive RPG Maker community, while GDU would revolve around anything kind of indie game development, seems like a good compromise to me, in order to address the issues I have pointed out a few days ago, and seems just logical since RM stands for "RPG Maker" anyways.
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If I may, I think that building a website/community around RPG Maker is restrictive in the extent that RPG Maker is restrictive itself. RPG Maker adresses to amateur gamemakers with little to no knowledge in programming, who wish to make RPGs exclusively. While I'm sure there's a good number of people who match those criteria, those who don't will never even give RPG Maker a try, and in turn never consider joining a community like ours, which is a shame because their insight and works could very well interest RPG Maker users after all. They might even give the inspiration to try something else and let people expand their horizons. I'm saying because I'm kinda borderline myself, I mean I don't use RPG Maker properly speaking since I don't make any games with it, I'm just a geek who likes to script for the sake of it, just not enough to script with something other than RGSS. Ideally, I would have a game-making software able to do anything from platformers to RTS, with a better extension support than a mere script editor (which is what I'm currently building by the way, if you followed my activity in the last two months). But seeing as how this website revolves around RPG Maker; I might think, as an outsider, that this is not the place for me to be. I have no clue about RPG Maker's actual popularity to be honest but I do know that those who want to create their very own, unique games, and have some programming knowledge or at least the will to learn that, turn away from it because it has too many drawbacks, and is designed to make a single, very specific type of games. So I'm definitely not suggesting to drop RPG Maker at all, but perhaps expanding the community's scope to other softwares/other genres might interest more people in joining. Now the question is - what do we want to be? A community of game-makers or a community of RPG Makers users?
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Thanks for your appreciation CrimsonInferno. :) Actually it mostly takes a lot of planning ahead. One I've got everything cleared up in my head I do progress quite fast.
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Thanks for the feedback guys. :) It's not a matter of what application you use but rather what soundfont. It's a bit like you were asking me what word processor to use in order to get the best-looking text. The best of course is a real MIDI synth (you can plug it to your computer via a USB/MIDI cable and then tell the system to route MIDI to your USB port instead of using its built-in synth), but this forces you to keep it on at all times, and you also need speakers for it so it seems a bit much just for the sake of getting top-notch music. That's why I introduced the third-party software synth option, you just have to set it up and then no more worrying about where your MIDI goes. Now to suggest some soundfonts, Merlin Gold sounds just right and is small enough to prevent memory overloading. It works fine on my old ASUS EEEPC 1005HA, with just a small lag when the music loops. All of Merlin's are great in a general manner. The GeneralUser GS FluidSynth is even smaller but sounds a little awkward with some instruments so it all depends on what kind of music you intend to play back. You just need to get an application that supports soundfonts, and VLC does (you need to go to Preferences>Codecs>Audio Codecs>FluidSynth and specify the path of your soundfont).