+++ DYNRPG - THE RM2K3 PLUGIN SDK +++
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Hey Cherry, I'm using DynRPG and the quick battle plugin by dragonheartman
with a game I'm doing and I noticed something frustrating, everytime I want to test a battle or just test the game the DynRPG intro appears.
I agree that the DynRPG intro should appear in the finished game, but there's no need for it to appear when we test the game since it makes testing slower.
with a game I'm doing and I noticed something frustrating, everytime I want to test a battle or just test the game the DynRPG intro appears.
I agree that the DynRPG intro should appear in the finished game, but there's no need for it to appear when we test the game since it makes testing slower.
Well, I understand, but it's significantly shorter during testplay. I decided to never completely hide it so that people couldn't just add a shortcut "START GAME" with TestPlay enabled to avoid the logo.
Speaking of the logo--does anyone else have an issue where the RPG_RT.exe starts minimized after it appears? Is this because I have two monitors?
I believe its a Dynrpg patch you may have. I remember one plugin saying that it'll force RPG_RT into minimized mode on launch.
Or maybe that was just during test play. It's changeable though, according to the readme.
Or maybe that was just during test play. It's changeable though, according to the readme.
I don't think it's a plugin issue, because even if I don't have any plugins it still does the same thing. It's not major, and it seems to be inconsistent. Sometimes the screen goes black and then the RPG_RT minimizes. If I have it set to start in windowed mode, it's no problem. If other users report this behavior I suppose I'll force it in windowed mode and let users decide what to do.
I'm working on implementing damaged poses for the animated monsters plugin. When it's working well I'll go ahead and release it.
I'm working on implementing damaged poses for the animated monsters plugin. When it's working well I'll go ahead and release it.
You get the windowed mode even if you start a new project? Well, you know a lot more about rpg maker and programing than me, so I'm sure you already tried that...
Animated monsters sounds great! You think you can also add a way to decide a colour for the monsters to fade in when they die (i.e.: in Final Fantasy VII they fade to red + 100% transparency when they die)? I'm only suggesting a way to choose a colour so that users can decide which colour they want.
Will you also implement an attack animation pose?
Animated monsters sounds great! You think you can also add a way to decide a colour for the monsters to fade in when they die (i.e.: in Final Fantasy VII they fade to red + 100% transparency when they die)? I'm only suggesting a way to choose a colour so that users can decide which colour they want.
Will you also implement an attack animation pose?
Couple of questions about things this plugin could potentially do:
The ability to create 'flame saber' type effects where you can add an element to a character's base attack?
A "true" reflect skill. As it stands, the default reflect skill returns all skills whether they're physical or magical, and its kind of overpowered. Possible to pick and choose which spells are affected by it?
The ability to tell which skill a character has just used? As it stands you can only tell which skillset has been used, not a specific skill. The only way to determine whether a specific skill has been used is with a tortured MP differential technique that means no two skills can have the same Mp.
Changing a character's idle animation in battle? As it stands the only way to do this is by changing class. This would allow for more colorful bad status animations.
The ability to switch party members in battle ala FFX?
Would any of these be possibilities using DynRPG?
The ability to create 'flame saber' type effects where you can add an element to a character's base attack?
A "true" reflect skill. As it stands, the default reflect skill returns all skills whether they're physical or magical, and its kind of overpowered. Possible to pick and choose which spells are affected by it?
The ability to tell which skill a character has just used? As it stands you can only tell which skillset has been used, not a specific skill. The only way to determine whether a specific skill has been used is with a tortured MP differential technique that means no two skills can have the same Mp.
Changing a character's idle animation in battle? As it stands the only way to do this is by changing class. This would allow for more colorful bad status animations.
The ability to switch party members in battle ala FFX?
Would any of these be possibilities using DynRPG?
author=Pneumatic
The ability to create 'flame saber' type effects where you can add an element to a character's base attack?
I'm pretty sure this is already doable. I remember seeing a tutorial about how to add En-effects to physical attacks. Though I understand it'd be easier to do in DynRPG. I'm sure its possible.
author=Pneumatic
A "true" reflect skill. As it stands, the default reflect skill returns all skills whether they're physical or magical, and its kind of overpowered. Possible to pick and choose which spells are affected by it?
This is also doable via events, but it is a bit complicated. Yes it is doable in DynRPG.
author=Pneumatic
The ability to tell which skill a character has just used? As it stands you can only tell which skillset has been used, not a specific skill. The only way to determine whether a specific skill has been used is with a tortured MP differential technique that means no two skills can have the same Mp.
Doable in DynRPG again, but it may take a bit of coding, because it isn't reading the skills from the group, but rather individually. I guess you could make a C++ command line at the skill number in the database, E.G(ID:0071) and have it display a custom picture for names.
author=Pneumatic
Changing a character's idle animation in battle? As it stands the only way to do this is by changing class. This would allow for more colorful bad status animations.
It's not yet doable in DynRPG, because I don't think it detects what animations are being shown. But with updates from Cherry, it sure is possible. You can change default stances with custom animations for characters via Animations, just turn your battle chars into animation sheets and go from there. It's doable within the maker alone too
author=Pneumatic
The ability to switch party members in battle ala FFX?
Probably doable, but it's going to take a bit of programming again, because it needs to be checking which party members you're going to draw, as well as ones already out. Not to mention a custom menu interface. But doable given the knowledge / updates to DynRPG.
author=iddalaiI actually just opted to display in windowed because I'm frequently testing and jumping between two 27inch monitors, so windowed actually is more productive for me.
You get the windowed mode even if you start a new project? Well, you know a lot more about rpg maker and programing than me, so I'm sure you already tried that...
Animated monsters sounds great! You think you can also add a way to decide a colour for the monsters to fade in when they die (i.e.: in Final Fantasy VII they fade to red + 100% transparency when they die)? I'm only suggesting a way to choose a colour so that users can decide which colour they want.
Will you also implement an attack animation pose?
I don't see an option to adjust which colors the enemies fade into. I'd love to do something similar. The workaround is to give all your enemies double health and when they reach 50% health do death animations via a battle event and remove the monster manually. (Hacky! but it's RM2k3 so we learn to live with it.)
I might be able to do attack animations. I haven't given it much thought, but even moving to heroes for the attack is theoretically possible, just a bit challenging to track/time.
EDIT: Digging deeper into the SDK, I see you are able to play sounds with DynRPG. That means combining this with Kazesui's particle plugin would be a really awesome way to do "pre-cast" poses. I'll add that to my to-implement list. For now, Idle, death, and hurt animations are implemented so far.
I am, literally, stopping progress on my project so that I can add your plugin. :P
It really sounds awesome.
It really sounds awesome.
Having the enemies moving to the hero they're going to attack isn't really necessary (even if cool), I think just being able to have them "move" when performing a skill/magic or physical attack is enough. But that's just me.
Even iddle enemy animation is already great news!
Do you think there's a way to shape the "battle commands" box to display every command for each character at the same time? This would only work for the gauge "battle type" of course.
One thing I noticed with DynRPG, I'm using alternative+small window "battle type", and the box with the names of the heroes is small, but the "battle commands" box is big (so it displays more lines). Just wanted to point that out. It helps in selecting commands a bit.
Even iddle enemy animation is already great news!
Do you think there's a way to shape the "battle commands" box to display every command for each character at the same time? This would only work for the gauge "battle type" of course.
One thing I noticed with DynRPG, I'm using alternative+small window "battle type", and the box with the names of the heroes is small, but the "battle commands" box is big (so it displays more lines). Just wanted to point that out. It helps in selecting commands a bit.
author=LargeNo need to stop, because you'll need to have poses for all your monsters still. :P Currently it doesn't handle missing files very well (your game will crash) but it's more or less done and documented.
I am, literally, stopping progress on my project so that I can add your plugin. :P
It really sounds awesome.
Having the enemies moving to the hero they're going to attack isn't really necessary (even if cool), I think just being able to have them "move" when performing a skill/magic or physical attack is enough. But that's just me.
Yeah, definitely possible. I'm cutting my release close (may 1) but once I finish up you can see it in action as it stands so far.
Do you think there's a way to shape the "battle commands" box to display every command for each character at the same time? This would only work for the gauge "battle type" of course.I'm sure cherry could easily modify that, as he did for the alternative window type.
One thing I noticed with DynRPG, I'm using alternative+small window "battle type", and the box with the names of the heroes is small, but the "battle commands" box is big (so it displays more lines). Just wanted to point that out. It helps in selecting commands a bit.
I also wanted to point out that DynRPG gives you precise control over the movement speed of your character. By that I mean you could specify your walk speed by default to be somewhere between half-normal and normal if you really want. Sounds cool!
I used the pathfinding too! I have to tried some ways
of work with the comments, because in the readme somethings don't stay
very clear to understand
Again, thanks to:
anti-freak by the auto-find plugin
Cherry for dynrpg
of work with the comments, because in the readme somethings don't stay
very clear to understand
Again, thanks to:
anti-freak by the auto-find plugin
Cherry for dynrpg
It's not faster, it just GOES to the hero. Before, just by having the "Move Towards Hero" command, was not enough, since any obstacle would just get the event stuck (Like it's seen on the first portion of the video).
However, when the plugin is used, there should be a delay, an after-attack delay that would let the hero move away; otherwise, you have the situation on the video where the snake repeatedly and easily chomps down on Jill.
However, when the plugin is used, there should be a delay, an after-attack delay that would let the hero move away; otherwise, you have the situation on the video where the snake repeatedly and easily chomps down on Jill.
Watch both of the versions carefully, Jill can outrun the snake when they are going in the same direction without the plugin.

















