PEPSIOTAKU'S PROFILE

PepsiOtaku
Perhaps I can find new ways to motivate them.
2389
Randal Graves: Which did you like better? "Jedi" or "The Empire Strikes Back"?
Dante Hicks: "Empire".
Randal Graves: Blasphemy.
Dante Hicks: "Empire" had the better ending. I mean, Luke gets his hand cut off, finds out Vader's his father, Han gets frozen and taken away by Boba Fett. It ends on such a down note. I mean, that's what life is, a series of down endings. All "Jedi" had was a bunch of Muppets.
Everlasting Journey
Characters, magic, stats, charm, plot, ADVENTURE!

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Screenshot Survival 20XX

author=Erave
New WIP area, the Water Garden.


:O

What's your day job? Talk about it!

I'm a graphic/UI designer for a software company. The pay & benefits are alright, but I've been getting bored of it as of late and want to try freelancing on the side. Eventually I want to be self-employed I think. The idea of nobody trying to micro-manage me and give me useless performance reviews is glorious!

Outside of that, I'm doing all of this rpg maker-related stuff, random projects, and trying to keep up with web technologies (this week I've been looking at Ruby on Rails). I kind of want to turn one of these things into my career too and just drop everything else... but I have this constant need to learn new things, so I don't think that'll ever happen! Decisions, decisions... >.<

RPG Maker 2000 Value! Is now out in English!

author=WolfCoder
I'm providing constructive criticism.

...If you want to call it that, considering it's not directed to anyone in particular... and about a 15 year old engine. Regardless, the people who want to use this engine are going to use it. Most people don't notice the 32-bit color thing anyway. All it really fixes is color-banding and the odd sense that the colors are a tad off. You have to either understand how it was programmed (in that it converts images to 16-bit color) or have a keen eye for color to begin with.

You forget that when early RPG Maker engines came out, there weren't many other engines that were open source getting frequently updated. The idea of open source was still fairly new (1998+), and competition at the time was like Flash, GameMaker & "Klik & Play." Flash still required a professional license, klik & play was pretty much garbage, and GameMaker was still in its infancy and not the most user-friendly at the time. Show 2k & 2k3 some respect for what they can do, not what they can't. You could make an infinite list of things that they can't do--ultimately it would be subjective.


I've spent a year and a half preparing a silver platter. Get the plates because you have been served. You don't even have to tip me.

Yeeeeesh. C'mon man. 20xx is impressive, but you're not going to sell it (figuratively) to people with comments like that.

Whatchu Workin' On? Tell us!

author=emmych
I won't judge you. I spent 2-3 hours on this flowchart last night and loved every second of it.


Do you do commissions? :D

+++ DynRPG - The RM2k3 Plugin SDK +++

1. You can only edit existing windows at the moment. That class is still incomplete. ...But to check if existing windows are drawn, you can try rollOn1 & rollOn2. I forget what the values end up being, but they change when the window is being opened for those few frames you see it expanding from its center (some windows are instantaeous). At the very least you can try:
if (RPG::battleData->winAction) RPG::battleData->winAction->x = 123;
if you just need something simple like that.

2. Does that sit at the very top (coordinate 0,0) or right above the item/skill window? Off the top of my head I can't picture it for some reason. I'm 90% sure it's RPG::battleData->winAction though.

To get around not being able to create Window classes, I just wrote my own functions that mimic their look & behavior, drawing directly from the system image. They're a mess though... :X

I'll document that stuff one day...

[Plug-in] [rm2k3] Animated Monsters Plugin

author=dragonheartman
Source here.It needs a bit of work but I am sure you're more than capable of making it beautiful.

Edit: Please don't hesitate to reach out if you have any questions.

Thanks! Will do!

author=bulmabriefs144
Is there a way to reach the Animation Type page? Because those things don't have the same size restrictions.

"Yeah, but who's gonna code it, kid? You?"

Of course there's a way to reach the Animation Type page, however, it's not really practical because you can just as easily use the sprite sheet idea with as many columns as you need for frames of animation. So if that 16x16 monster wanted 10 frames of animation for idle/attack, it could be 160x16*(number of poses). It just wouldn't be worth it to use the Animation 2 page in any form.

Also, if you have a big attack for one of your bosses or enemies, the technique that people have used over the years is to hide the monster sprite, and create an animation that lines up directly with the monster in the first frame, and then animates however you'd like. See here: https://youtu.be/6hKMdfwqFo4?t=99

That video was made in 2008, years before DynRPG. I could easily add in extra code that accounts for that technique.

Edit: To actually hide the monster, I think what that guy did was "transform" the monster into a monster with a blank graphic, play the animation, and transform it back.

What are you jamming to?

All of the feels:

[Plug-in] [rm2k3] Animated Monsters Plugin

author=dragonheartman
Oh cool 0.30 update.

Yeah, it's just an update to the .h files. It still uses the same libDynRPG.a and dynloader.dll as 0.20. No new callbacks, but a shitload of class definitions since they were easy to add. It's located here:

https://github.com/PepsiOtaku/DynRPG

I'll see if I can dig up the source code.

Thank you!

[Plug-in] [rm2k3] Animated Monsters Plugin

Animation2 has size restrictions, so all of the monsters would have to be a certain size, therefor, it would actually be easier to create a new spritesheet for monsters. It would be a little weird, because a 16x16 monster would require a 48x16*(Number of Poses) spritesheet, and a 64x32 monster would require a 192x32*(Num of Poses) spritesheet, but it wouldn't require additional subfolders. The spritesheet could then have a filename of (monster_filename)+"_poses"

Pincer attacks can be detected now in the 0.30 source (RPG::battleData->encounterCondition), as well as any monster information in the database (RPG::DBMonster), so a lot of improvements can be made.

I can take a stab at it if someone wants to send me the latest source. Wasn't there one with running & attack animations at some point?

The official English 2k3 version is out!

It's much easier to build a brand new saturn from old genesis and sega CD parts.