+++ DYNRPG - THE RM2K3 PLUGIN SDK +++

Posts

it could be just as confusing to another person to say that the spray would simply continue clockwise until it hit the second parameter


Yeah, it's just how I worded it. I didn't mean it like that.

Mainly, if I want a 180 range and I use 0 - 180 as the numbers, is it going to spray up or down? If I'm told the angle goes counterclockwise, I can figure that out before hand.

What I'm suggesting isn't meant to replace, or be the only thing stated, or even stated in those words. I just mean the ideas. The idea that 0 is East, a higher number will increase the range in the counterclockwise direction, and that numbers above 360 can be used. Can you use negatives? Just curious. However you make the point, it will help the math noobs out there :P

I am using the latest version of the plugin. It could be that I'm missing the end parameters. I'll try that. I'm fairly certain that the text string is not the closing parameter because I always use the color parameter. There could be skipped optionals though. Another thing to add to the readme!

BTW, your Text plugin is not available on Cherry's site but your Particle one is.
Yes, and I was just emphasizing the trickiness of finding a way to word it in a non ambigous way which is still easy to understand.

Either way though, I should have included that the range goes clockwise, and probably that 0 degrees equals "east", no disagreeing there.
I "think" that it's possible to use negative numbers, but I wouldn't be surprised if they didn't (I don't remember the exact implementation of the randomizing right now).
Something I should probably add as well, especially if it turns out not to be possible.

As far as I know, Cherry is the one dealing with uploading of stuff onto his site, so that's out of my control, and not sure why. A guess could be that it's related to how the particle plugin was finished earlier and Cherry getting real busy sometime after that, so he's probably just not thought of it to put it up there yet, or something.
I will say this looks cool, c++ is an easy language to grasp if you have the time and patience to learn.

Now my question to you cherry is.. why haven't you just rewritten rm2k3 in the first place and this to go along with it? You would have better framer-rates, and doing complex things would be easier even though they're easy in C++ it's Rm2k/3 giving the limitation.

I have programmed Mode7 in C++ for my own RPG but since I'm shooting at 100+ hours this may be useful as I'm already using C++.

Since I can't use anything external as in images, or text files, I would just a panorama background as the map background (it's the same as using an image in my current project) than just using code to scew, rotate, and do anything I need to on the fly.

But people are already having issues with particles, which aren't very complex(2d particles anyway).

Cherry Rm2k3 is cool and all but you need to let it go, I would take DynaRPG and obviously have an editor like 2k3, have actors, monsters, events, animations, and so on. But remove 23/s limits completely with modern code, steamlined, and stable.

I tried doing this(and still), because 2k3 was one program that was easy to use and at the time I was using it was flexible to my needs. Now obviously I've outgrown those needs and want to do something that has no limits for 2D, but has all the potential of a 2D game from today's consoles all the way back to yesteryear. And obviously able to do any snes era rpgs.

Has anyone written pixel-movement for dyna?
My only issue is the built in collision system..
Ok, who decided to make the default system skin for messages semi-transparent? >( Stuff

author=Rukiri
I tried doing this(and still), because 2k3 was one program that was easy to use and at the time I was using it was flexible to my needs. Now obviously I've outgrown those needs and want to do something that has no limits for 2D, but has all the potential of a 2D game from today's consoles all the way back to yesteryear. And obviously able to do any snes era rpgs.

This still suits my needs, along with many others. If you don't like it then move on and shut up. You're saying he should let it go but this is already complete. Why should he listen to you, anyways? Go write a better engine yourself.
author=Link_2112
Ok, who decided to make the default system skin for messages semi-transparent?


I think this is linked to the battle screen message, so if transparent is checked there, it will make this transparent as well. I noticed the same thing and when I got rid of transparency there, it went back to normal here as well.

On a related note, I noticed that the message box also lingers a bit longer so that where I used to have teleports where the message box would go away, I'd notice an empty message box still on the screen after the teleport.
author=Rod_Wadd
I think this is linked to the battle screen message, so if transparent is checked there, it will make this transparent as well.


Yep haha That was it. Thanks. I'm such a noob when it comes to anything related the battle system xD

I had it set to Gauge though, and the option for transparent window had a check but it was greyed out. I assumed that meant it wouldn't use it, but it does. I tested this out with a normal project and it does the same thing. If it's set to traditional the option for transparent is greyed out and checked as well, but the message box will not be transparent. Weird.

Oh well, DynRPG goes back to being nothing but awesome then ^.^
I found a bug and I'm not sure if it's DynRPG or RPG Ultimate that is causing it. I know this doesn't happen with a default 2k3 test project.

I make 2 maps and use the specify BGM option for both maps to play the same song. The map my hero will start on has the volume at 100% and the map I'm going to teleport to has the volume at 50%. When I teleport to the next map the volume of the song decreases, as it should. However when the song reaches the end and replays, it plays at 100% volume.

I guess there's a slim chance it's the song, a midi file. I have too much to do so I can't spare any more time to test this further.
So what came from this?
author=Feldschlacht IV
So what came from this?

So far, some very useful things.

I'm creating a project that makes use of all the features. I'll be making some tutorials too. I have one written up for creating Time.
Is there a list or something? I'm having some trouble finding all of the projects made with this.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=Feldschlacht IV
Is there a list or something? I'm having some trouble finding all of the projects made with this.

All Cherry-approved downloads are here. Other plugins yet to be added can be found in this forum. Kazesui seems to be creating some really amazing plugins, and my experiments with the SDK are posted to my YouTube profile.

Not many projects (that I've seen) have been released with the new SDK. My latest release showcases a few little things though.
So this killed my project. I made a backup, but still!

I installed it, and now my game won't work at all. "Unable to test play due to a fatal error during project compilation." What???
What plugins, if any, did you put in the DynPlugins folder? Did you try to use any of the commands?
And here I was excited thinking the reply was assistance to my problem. Cool, though.
haha Not much I can do. Someone might be able to run a debug if they had a copy of your project. I doubt anyone could offer up a solution without further information. Did you try putting the starting place in a different spot or disabling some parallel processes?
author=Feldschlacht IV
And here I was excited thinking the reply was assistance to my problem. Cool, though.


If you have a backup of the proyect run em, and if you have an error the problem is your rpg maker, you can try reinstall (mainly the exe file)
for more help you have to give some info or something about the error
Fixed it. Now we can get to business.
Wait on that last one. It works but if I try to patch my custom glyphs in, it doesn't work. I sort of need those custom glyphs, though. How can I use them?