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Everything posted by Anemoi
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Holy crapple doodlez, it's Neon! Ya, I thought that avatar seemed familiar. Didn't bother to remember 'till now that you said that... Good old memories. P.S. Happy Birthday Formlesstree4!
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Name: Christian Aliases: xXDarkDragonXx, Zephyr, Capt. Drake, Capt. Malboro, Anemoi (current) Sex: Male Color: Red Birthdate: 3/12/92 Height: 5'4" Weight: Less than 100... Blame my accelerated metabolism! Shoe Size: 7-8 Eye Color: Brown Hair Color: Dark Brown Favorite Color: Red Birthmarks/Tattoos/Piercings: N/A Dating/Marital Status: Free Sexual Orientation: Straight Religion: I think Catholic but I don't go to church so... N/A Family: Father, mother, 2 older brothers Pets: (USED TO HAVE) 1 Chihuaha (if you have seen the Taco Bell's chihuaha... looked just like that dog), 1 Dash hound, 2 female cats; (HAVE) 2 purse chihuahas, 1 cocker spaniel, 1 female cat, 1 female bird Occupation: High School Student (almost senior) Favorite Movie: Final Fantasy: Spirits Within Favorite Music Genre: Rock, Heavy Metal, Punk Rock... and just about everything there is Favorite Video Game: Dragon Quest Series Favorite Book: El Alquimista (The Alchemist) Favorite Food: Burrito Favorite Beverage: Float Favorite Cartoon: Freakazoid Favorite Other Members: Uh... Nisage? Joey? Preferred RPG Maker: XP Preferred Web Browser: Mozilla Firefox Preferred Email Service: GMail (even though my main is Hotmail) Website?: PlanetaRPG (not really mine but I am an Admin, practically a Webmaster) Vegetarian?: Hell no! Meat is that which feeds my soul! Where you've traveled: Orlando, FL Dislikes: Bastards, ***holes, backstabbers Likes: Game Making, travelling, computer, programming, etc. Useless Facts: Thin as hell, can bend my thumb in a unusual way, and my shoulder bone thingy is out of place, so I can move it however I wish Pictures: Not feeling like uploading now Do you drink? No, and will not Do you smoke? Same Did you ever skip class? No Do you obtain a good amount of sleep daily? Hmm... 3 hours count? No Have you ever been on an airplane? Yes have you ever broken a bone? No Do you wear jewelry? Just some metal bracelet, plain and simply, with scratches on it How do you dress? Normal but I would like to dress like an executive How many keys are on your keyring? 1 What time do you go to bed? Depends... 10 PM -4 AM How many hours a day do you spend in the computer? Almost all day What are your goals/dreams in life? Become a Hotel Administrator in Luxor (Las Vegas) Who do you admire? N/A Are you into sports? Hell no What is your dream job? Hotel Admin What was your first screenname? dark123_777 Do you have any piercings? No o_O Are you a lefty/righty or ambidextrous? Was righty but switched and became lefty Do you have any tattoos? If not do you wish/plan to get one? No, no What is your favorite website? Google, GameFAQs, IGN, GameSpot, YouTube Do you play computer games? Yes Do you play video game consoles? Yes Are you married or planing to get married? No, but want to P.S. Happy Birthday Formlesstree4!
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Most of time IF it doesn't have too much crap on it. I like them simple and clean... easy to understand what's going on there.
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Congrazzles, Sir Polraudio, for being the second one with 1k posts!! And here's to a thousand more!
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Don't sweat it - we here at Unlimited are very helpful and we'll explain no matter what, and if we don't have the answer, we'll try to help the best we can. So, welcome!!
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*le gasp* I thought you were different! *goes to cry in a corner* Some things are best kept a secret... Aw, c'mon! Although I'm not THAT new anymore...
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(Selkie: Engines in English Communities are eventing systems, by the way... I'm Capt. Malboro) Hello, Sir Selkillo! And welcome to this here RMXP Unlimited!
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Well! Hello there and welcome back.
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\f[S_Face]\Name[Satsuriku] hiya people lol
Anemoi replied to Satsuriku's topic in Introductions and Farewells
Hmmm... I think maybe 'cool.gif' refers to an emoticon: :B): < that one. If you check it's called 'cool.gif'. Maybe the one that posted the script didn't post it with the correct BBCode (could be quote or something that is NOT the code BBCode and an emoticon just... slipped through). Not exactly sure but try: @group = @name.slice!(a..b) Better yet... link to the topic where you found said script? PS: Welcome (again). -
\f[S_Face]\Name[Satsuriku] hiya people lol
Anemoi replied to Satsuriku's topic in Introductions and Farewells
Y, helo thar, Sir Satsuriku, and welcome to this here RMXU! Kick back and relax, for everything is cool in here. So, ya, you know... enjoy your stay and... whatever, I don't know. -
"Bombs Away!" v3.0 (If this is in the wrong section, please move it to the correct one) v1.0 = original, full of bugs v2.0 = modified by my good old friend Dieguin451, which he fixed all the bugs but I lost it v3.0 = actual version, made anew with no bugs found at the moment Description: This event system occurred to me back when my fan level of The Legend Zelda was really high... It occurred to me "why not try and make bombs in RPG Maker, using only events?" and so I did. That's exactly what this event system does... you can put bombs on the map and it will obviously explode, however, if it's in front of a crumbled wall, a weak rock, etc. (your choice) the latter will explode along with the bomb, revealing something (up to you). Limitations are that the explosion DOESN'T affect you and you can only put one bomb at a time. But, nevertheless, it's a simple event system, easy to understand, and easy to modify. Explanations: This event system only uses two events: the one that constantly checks both the player's and the bomb's X and Y coordinates and the event of the bomb, that stalks you everywhere you go... The bomb is divided in three phases: Initialize Explosion - we check if Z is being pressed, if so we check if the player has at least one bomb, and if he/she does then we move the bomb event to the player's coordinates, take away one bomb, and turn on Local Switch A to move on to the next phase Bomb Explodes - we wait for the bomb to explode (some frames, to make it more realistic), show some classy yet fancy animation and we check two things: the bomb's X and Y coordinates. If the coordinates are in the right place (say... in front of a crumbled wall, a weak rock, etc.) then we turn on a Global Switch (note that each wall or whatever must have its own Global Switch) that will "explode" the wall (or whatever) and following that we turn on Local Switch B to go to phase 3; else if the conditions are not made, we simply wait a few frames (the recommended amount is that equal of the animation, in this case 13 will suffice) and turn off Local Switch A to go back to the beginning, so we can use the bomb again. Why wait frames? If you don't do so, the explosion is going to stalk you, that's why Return - we simply turn off Local Switch A and simply wait a few frames (the recommended amount is that equal of the animation, in this case 13 will suffice) and turn off Local Switch B to go back to the beginning, so we can use the bomb again. Why wait frames? If you don't do so, the explosion is going to stalk you, that's why For more information please refer to the top-left events in the map. (Comments in them explaining step by step, although they are practically the same as what I explained above... just a little more detailed) Screenshot: It's just a freaking bomb but oh well... Screenshot Download Link: "Bombs Away!" English Version (FileFront) Credits: Capt. Malboro / Anemoi (nicknames of mine... choose whichever you like best)
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Problem refreshing the index
Anemoi replied to Anemoi's topic in Feedback, Bug Report and Forum Help
If the points system is important then don't remove it just because of me. I'm starting to get acquainted with this 'issue'. But if it will help to remove it to allow us members to improve our forum experience... then by all means. So, thanks. -
Welcome to the land where gummy assassinate you on sight. (As shown by Joey) So, yeah, be careful. ANYWAYS! Welcome and have a good time. Hope seeing you dive into RGSS any time soon.
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My favorite of all time is: Sagara Sousuke, specifically in Fumoffu! The other one has got to be Kenshin and Yahiko from Rurouni Kenshin. And last, but not least, Osaka, from Azumanga Daioh.
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Quite frankly I don't know you but yes, happy birthday: go out there and party like there's no other thing to do.
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I understand the situation. It seems that with this new structure things will flow better. Indeed the forum was too crowded... Maybe that was the reason I didn't knew where to post something. But these changes will make surfing the forum much easier and more user-friendly. Anyways, great updates.
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Well... That sucks. At least you don't get sick in Christmas time, like me. XD Anyways, get well.
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I would have to add CCleaner, a freeware system optimization, privacy and cleaning tool. Really useful (has helped me clean GBs of useless junk).
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Problem refreshing the index
Anemoi replied to Anemoi's topic in Feedback, Bug Report and Forum Help
Ah, I see... that explains a lot. Thanks Marked: I didn't knew that part of the history of Unlimited so yeah, thanks for clearing that up. I guess I'll get myself used to this then. -
Dragon Quest Church System [XP/VX] Description: This script is meant to emulate a system used in a variety of Dragon Quest games, such as DQ III, IV, V, VI, VII, VIII, which is a priest that gives some services: Confession (Save Game), Revive (want me to point out the obvious, uh? XD), Blessing (removes cursed state) and Nothing (... seriously). One command is missing (Divination, which reveals how much experience points are left for the next level) and due to my laziness I haven't done it... There's a version for both XP and VX. Screenshots: Screenshots XP Version VX Version Instrucciones: Pretty much a plug-and-play script. At anytime that you wish to call this scene, just enter the following in a 'Call script...': $scene = DQCS_Command.new And that's it. Script: XP Version: XP Version #============================================================================== # ** Dragon Quest Church System #------------------------------------------------------------------------------ # By: xXDarkDragonXx / Capt. Malboro / Anemoi # Last Update: 9/10/07 (M/D/Y) # # Special thanks to SephirothTDS for helping me out with some of the coding... # and his inmense patience. #============================================================================== class DQCS_Command #============================================================================== # ** Editable Part #============================================================================== # How much money does the resurrection cost? REVIVE_COST = 200 # ... blessing cost? (decurse) BLESSING_COST = 50 # Altered Status ID in order for the blessing command to work BLESSING_STATE = 17 #============================================================================== # ** End of Editable Part #============================================================================== def initialize(menu_index = 0) @menu_index = menu_index end def main @spriteset = Spriteset_Map.new @gold_window = Window_Gold.new @gold_window.back_opacity = 180 @gold_window.update @gold_window.x = 480 @gold_window.y = 0 @heroes = [] for i in 0...$game_party.actors.size @heroes << $game_party.actors[i].name end @heroes_command = Window_Command.new(140, @heroes) @heroes_command.back_opacity = 180 @heroes_command.x = 180 @heroes_command.y = 33 @heroes_command.visible = false @heroes_command.active = false @heroes_command.index = 0 @heroes_bendicion = Blessing_Command.new @heroes_bendicion.back_opacity = 180 @heroes_bendicion.x = 180 @heroes_bendicion.y = 64 @heroes_bendicion.visible = false @heroes_bendicion.active = false @heroes_bendicion.index = 0 @dead_heroes = @heroes #============================================================ # Confession = Save Game # Revive = Revive a fallen ally # Blessing = Decurses an ally #============================================================ s1 = "Confession" s2 = "Revive" s3 = "Blessing" s4 = "Nothing" @command_window = Window_Command.new(160, [s1, s2, s3, s4]) @command_window.back_opacity = 180 @command_window.y = 0 @command_window.x = 320 @command_window.index = @menu_index if $game_party.gold < REVIVE_COST @command_window.disable_item(1) @revive_disable = true else @revive_disable = false end if $game_party.gold < BLESSING_COST @command_window.disable_item(2) @bendicion_disable = true else @bendicion_disable = false end if $game_system.save_disabled @command_window.disable_item(0) end Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @gold_window.dispose @command_window.dispose @heroes_command.dispose @heroes_bendicion.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @heroes_command.update @heroes_bendicion.update @command_window.update @gold_window.update #-------------------------------------------------------------------------- # ** Revive #-------------------------------------------------------------------------- if $game_party.gold < REVIVE_COST @command_window.disable_item(1) @revive_disable = true else @revive_disable = false end for i in 0...$game_party.actors.size if $game_party.actors[i].hp != 0 @dead_heroes[i] = nil end end $game_party.actors.each do |actor| if actor.hp == 0 @heroes_command.disable_item(actor.index) end end #-------------------------------------------------------------------------- # ** Blessing #-------------------------------------------------------------------------- if $game_party.gold < BLESSING_COST @command_window.disable_item(2) @bendicion_disable = true else @bendicion_disable = false end if @heroes_command.active update_revive return end if @heroes_bendicion.active update_bendicion return end if @command_window.active update_command return end end #-------------------------------------------------------------------------- # * Update revive window Command #-------------------------------------------------------------------------- def update_revive if Input.trigger?(Input::B) @heroes_command.visible = false @heroes_command.active = false @command_window.active = true return end if Input.trigger?(Input::C) if $game_party.actors[@heroes_command.index].hp == 0 $game_party.lose_gold(REVIVE_COST) $game_system.se_play($data_system.shop_se) @gold_window.refresh $game_party.actors[@heroes_command.index].recover_all @heroes_command.draw_item(@heroes_command.index, Color.new(255, 255, 255, 255)) return else $game_system.se_play($data_system.buzzer_se) end end end #-------------------------------------------------------------------------- # * Update bendicion window Command #-------------------------------------------------------------------------- def update_bendicion if Input.trigger?(Input::B) @heroes_bendicion.visible = false @heroes_bendicion.active = false @command_window.active = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.buzzer_se) if $game_party.gold < BLESSING_COST $game_system.se_play($data_system.buzzer_se) if @heroes_bendicion.cursed_actors[@heroes_bendicion.index] == false return unless $game_party.gold >= BLESSING_COST if @heroes_bendicion.cursed_actors[@heroes_bendicion.index] == true $game_party.lose_gold(BLESSING_COST) $game_system.se_play($data_system.shop_se) @gold_window.refresh $game_party.actors[@heroes_bendicion.index].states.delete(BLESSING_STATE) @heroes_bendicion.verify_use @heroes_bendicion.refresh return end end return end #-------------------------------------------------------------------------- # * Update Window Command #-------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 # Confession if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new $game_system.se_play($data_system.cancel_se) when 1 # Revive if @revive_disable != true $game_system.se_play($data_system.decision_se) @heroes_command.visible = true @heroes_command.active = true @command_window.active = false return else $game_system.se_play($data_system.buzzer_se) return end when 2 # Blessing if @bendicion_disable != true $game_system.se_play($data_system.decision_se) @heroes_bendicion.visible = true @heroes_bendicion.active = true @command_window.active = false return else $game_system.se_play($data_system.buzzer_se) return end when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end #============================================================================== # ** Blessing Command Window #============================================================================== class Blessing_Command < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :cursed_actors # Variable flag for cursed actors #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(180, 64, 140, $game_party.actors.size * 32) @item_max = $game_party.actors.size @item_count = $game_party.actors.size + 1 self.height = @item_count * 32 @column_max = 1 self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = 180 self.index = 0 # Cursed state @cursed_state = BLESSING_STATE # Cursed actors array @cursed_actors = [] refresh end #-------------------------------------------------------------------------- # * Verify if character can be used #-------------------------------------------------------------------------- def verify_use $game_party.actors.each {|x| @cursed_actors << x.state?(@cursed_state)} return end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @cursed_actors.clear self.contents.clear verify_use for i in 0...$game_party.actors.size @actor = $game_party.actors[i] x = 8 y = i * 32 self.contents.font.color = (@cursed_actors[i] == true ? disabled_color : normal_color) self.contents.draw_text(x, y, 120, 32, @actor.name) end end end end VX Version: VX Version #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # Adding a color to Window Base. I just missed the old XP '.disabled_color' #============================================================================== class Window_Base #-------------------------------------------------------------------------- # ● Disabled Color #-------------------------------------------------------------------------- def disabled_color return text_color(8) end end #============================================================================== # ** Dragon Quest Church System #------------------------------------------------------------------------------ # By: xXDarkDragonXx / Capt. Malboro / Anemoi # Last Update: 1/24/08 (M/D/Y) # # Special thanks to SephirothTDS for helping me out with some of the coding... # and his inmense patience. #============================================================================== class DQCS_Command #============================================================================== # ** Editable Part #============================================================================== # How much money does the resurrection cost? REVIVE_COST = 200 # ... blessing cost? (decurse) BLESSING_COST = 50 # Altered Status ID in order for the blessing command to work BLESSING_STATE = 17 #============================================================================== # ** End of Editable Part #============================================================================== def initialize(menu_index = 0) @menu_index = menu_index end def main @spriteset = Spriteset_Map.new @gold_window = Window_Gold.new(383, 0) @gold_window.back_opacity = 180 @gold_window.update @heroes = [] for i in 0...$game_party.members.size @heroes << $game_party.members[i].name end @heroes_command = Window_Command.new(140, @heroes) @heroes_command.back_opacity = 180 @heroes_command.x = 83 @heroes_command.y = 0 @heroes_command.visible = false @heroes_command.active = false @heroes_command.index = 0 @heroes_bendicion = Blessing_Command.new @heroes_bendicion.back_opacity = 180 @heroes_bendicion.visible = false @heroes_bendicion.active = false @heroes_bendicion.index = 0 @dead_heroes = @heroes #============================================================ # Confession = Save Game # Revive = Revive a fallen ally # Blessing = Decurses an ally #============================================================ s1 = "Confession" s2 = "Revive" s3 = "Blessing" s4 = "Nothing" @command_window = Window_Command.new(160, [s1, s2, s3, s4]) @command_window.back_opacity = 180 @command_window.x = 223 @command_window.y = 0 @command_window.index = @menu_index if $game_party.gold < REVIVE_COST @command_window.draw_item(1, false) @revive_disable = true else @revive_disable = false end if $game_party.gold < BLESSING_COST @command_window.draw_item(2, false) @bendicion_disable = true else @bendicion_disable = false end if $game_system.save_disabled @command_window.draw_item(0, false) end Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @gold_window.dispose @command_window.dispose @heroes_command.dispose @heroes_bendicion.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @heroes_command.update @heroes_bendicion.update @command_window.update @gold_window.update #------------------------------------------------------------ # ** Resurrection #------------------------------------------------------------ if $game_party.gold < REVIVE_COST @command_window.draw_item(1, false) @revive_disable = true else @revive_disable = false end for i in 0...$game_party.members.size if $game_party.members[i].hp != 0 @dead_heroes[i] = nil end end $game_party.members.each do |actor| if actor.hp == 0 @heroes_command.draw_item(actor.index, false) end end #------------------------------------------------------------ # ** Blessing #------------------------------------------------------------ if $game_party.gold < BLESSING_COST @command_window.draw_item(2, false) @bendicion_disable = true else @bendicion_disable = false end if @heroes_command.active update_revive return end if @heroes_bendicion.active update_bendicion return end if @command_window.active update_command return end end #-------------------------------------------------------------------------- # * Update revive window Command #-------------------------------------------------------------------------- def update_revive if Input.trigger?(Input::B) @heroes_command.visible = false @heroes_command.active = false @command_window.active = true return end if Input.trigger?(Input::C) if $game_party.members[@heroes_command.index].hp == 0 $game_party.lose_gold(REVIVE_COST) Sound.play_shop @gold_window.refresh $game_party.members[@heroes_command.index].recover_all @heroes_command.draw_item(@heroes_command.index, Color.new(255, 255, 255, 255)) return else Sound.play_buzzer end end end #-------------------------------------------------------------------------- # * Update bendicion window Command #-------------------------------------------------------------------------- def update_bendicion if Input.trigger?(Input::B) @heroes_bendicion.visible = false @heroes_bendicion.active = false @command_window.active = true return end if Input.trigger?(Input::C) Sound.play_buzzer if $game_party.gold < BLESSING_COST Sound.play_buzzer if @heroes_bendicion.cursed_actors[@heroes_bendicion.index] == false return unless $game_party.gold >= BLESSING_COST if @heroes_bendicion.cursed_actors[@heroes_bendicion.index] == true $game_party.lose_gold(BLESSING_COST) Sound.play_shop @gold_window.refresh $game_party.members[@heroes_bendicion.index].remove_state(BLESSING_STATE) @heroes_bendicion.verify_use @heroes_bendicion.refresh return end end return end #-------------------------------------------------------------------------- # * Update Window Command #-------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return end case @command_window.index when 0 # Confession if $game_system.save_disabled Sound.play_buzzer return end Sound.play_decision $scene = Scene_File.new(true, false, false) when 1 # Revive if @revive_disable != true Sound.play_decision @heroes_command.visible = true @heroes_command.active = true @command_window.active = false return else Sound.play_buzzer return end when 2 # Blessing if @bendicion_disable != true Sound.play_decision @heroes_bendicion.visible = true @heroes_bendicion.active = true @command_window.active = false return else Sound.play_buzzer return end when 3 # Nothing Sound.play_decision $scene = Scene_Map.new end return end end #============================================================================== # ** Blessing Command Window #============================================================================== class Blessing_Command < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :cursed_actors # Variable flag for cursed actors #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(83, 0, 140, $game_party.members.size * 32) @item_max = $game_party.members.size @item_count = $game_party.members.size self.height = @item_count * 32 @column_max = 1 self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max) self.back_opacity = 180 self.index = 0 # Cursed state @cursed_state = BLESSING_STATE # Cursed actors array @cursed_actors = [] refresh end #-------------------------------------------------------------------------- # * Verify if character can be used #-------------------------------------------------------------------------- def verify_use $game_party.members.each {|x| @cursed_actors << x.state?(@cursed_state)} return end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @cursed_actors.clear self.contents.clear verify_use for i in 0...$game_party.members.size @actor = $game_party.members[i] x = 8 y = i * 24 self.contents.font.color = (@cursed_actors[i] == true ? disabled_color : normal_color) self.contents.draw_text(x, y, 140, 24, @actor.name) end end end end Demo: No demo. Just test it out. Compatibility Issues: None that I'm aware of. Author's Comments: These two scripts were my very first, so a lot of garbage code is guaranteed to be found and some careless mistakes as well. On a sidenote one may see a weird thing... The commands (when choosing which character) that appear as WHITE are disabled and the ones that are GRAY are enabled. I know. It should be viceversa but I just can't find a way to fix it. Maybe I'm not looking in the right place... Ironic, I made the script yet I do not know how to fix it. XD
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Problem refreshing the index
Anemoi replied to Anemoi's topic in Feedback, Bug Report and Forum Help
That's the browser I use: Firefox. And I have Safari, too (tested on that one also), but still the same problem. -
Problem refreshing the index
Anemoi replied to Anemoi's topic in Feedback, Bug Report and Forum Help
As a matter of fact, yes. (GMT - 4:00 hours) Atlantic Time (Canada), Caracas, La Paz But it's still weird (both errors, seem to happen on random occasions). -
Ever since I registered in this forum I have notice a problem that has been bothering me ever since then. Let's say I made a post in the 'Spam-O-Rama!' section and I decided to go back to the index to find another section to post in. While scrolling down I happen to look at the 'Spam-O-Rama!' section and I see that my post isn't registered on the index... It doesn't show my post as the last post made in that forum. But when I get in the forum, I see very well, in the topic I posted, that it was indeed registered as the last post. So the problem being is... I post but it does not update the index correctly to show it, instead showing an old post as the latest. Example being... I posted in the screenshot thread and this happens (watch the current time of my computer in both screenshots) While in 'General Discussion' forum, hour 17:56 PM While in forum index, hour 17:56 PM Another thing which happens is that it shows the latest post correctly, but sometimes with the incorrect hour. One time it says 6 PM, and when I reload 30 minutes later, it shows the same post was made at 7 PM. I don't know if it's my browser (which I BEG to God it isn't), the cookies, or whatever may be. I'm not 100% sure it's my browser since all other forums work well (be it IPB, MyBB, SMF, etc.) Tested on Safari and I really don't think it's a browser problem, see? This thread was created at 6:03 (18:03) PM, the current time at that screenshot was 18:06 PM and it still doesn't show it on the index. Any help or enlightening on this issue I have would be helpful. (After 30 minutes it finally refreshed... But it's still an issue D:)
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This thread is quite... dead (for some weeks, bah!). Some screenshots from my already dead old project which went absolutely nowhere. Job Change System I made using TOO many pictures, I would say XD Menu System I made using TOO many pictures as well, but the end result was awesome, nevertheless Some random screenshot I took right now using a Phantom Brave / Makai Kingdom sprite There. That's about it. Some old screenshots from my old abandoned project. =D
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My Sig There. That should leave a mark.