+++ DYNRPG - THE RM2K3 PLUGIN SDK +++
Posts
That's because stating that everyone has to forget using RM2k3 because it has less stuff is neither a fact. I think tough that WolfCoder has some good points, since doing an engine from scratch is better at performance, and it's much better since you can update all the stuff that could not be working on maybe one or two years (or less).
But it's not polite to start attacking those who still love it (yeah, I'm pissed by that 2k3fag naming at rpgrage, becauseeveryone -sorry now I'm generalizing...- takes it too seriously, like if EVERY RM2k3 user was like that, don't generalize please). We love 2k3, and we will never end of using it. I still use the other ones, because all of them have something cool for me. After all, all of them are game making engines made by Enterbrain.
I ask pardon to you all, because my previous message was stupid. And yeah, I love 2D and think the same as you Archeia, 2D and 3D are two very different ways of art. It's like paintings and sculpture. Neither is the best, they are two very different kinds of supports to what one does.
And well, game engines are there for that, to make it easier. It's more accesible for a small company, for example, to use an engine and not to develop it from ground and spend much more money on it than what they could get.
Anyway, just wanted to say that,
Orochii Zouveleki
PD.: I'm normally calm, but when my fuse explodes... oh god, I just get to embarrass me...
EDIT 8 years later: Actually, no, everyone was wrong, B) CLEAR THE PATH TO THIS CHAD BUNCHA NOOBS.
WTF is wrong with me xD #2. Brought to you by Future Self-Commentary. (C) 2020.
But it's not polite to start attacking those who still love it (yeah, I'm pissed by that 2k3fag naming at rpgrage, because
I ask pardon to you all, because my previous message was stupid. And yeah, I love 2D and think the same as you Archeia, 2D and 3D are two very different ways of art. It's like paintings and sculpture. Neither is the best, they are two very different kinds of supports to what one does.
And well, game engines are there for that, to make it easier. It's more accesible for a small company, for example, to use an engine and not to develop it from ground and spend much more money on it than what they could get.
Anyway, just wanted to say that,
Orochii Zouveleki
PD.: I'm normally calm, but when my fuse explodes... oh god, I just get to embarrass me...
EDIT 8 years later: Actually, no, everyone was wrong, B) CLEAR THE PATH TO THIS CHAD BUNCHA NOOBS.
WTF is wrong with me xD #2. Brought to you by Future Self-Commentary. (C) 2020.
Funny how you feel so butthurt when Noob makes fun of 2k3 users while he also makes fun of XP and VX users without anybody whining.
And for the record he's not ridiculing ALL 2k3 users either. He's just pointing some behaviors that can be observed into the RM community in general.
If you feel so strongly targeted by his comics - at a personal level - then maybe, just maybe, you should ask yourself why.
(Though at this point, he's probably just trolling you due to your highly amusing defensive reactions.)
And for the record he's not ridiculing ALL 2k3 users either. He's just pointing some behaviors that can be observed into the RM community in general.
If you feel so strongly targeted by his comics - at a personal level - then maybe, just maybe, you should ask yourself why.
(Though at this point, he's probably just trolling you due to your highly amusing defensive reactions.)
author=KreadEX
Funny how you feel so butthurt when Noob makes fun of 2k3 users while he also makes fun of XP and VX users without anybody whining.
And for the record he's not ridiculing ALL 2k3 users either. He's just pointing some behaviors that can be observed into the RM community in general.
If you feel so strongly targeted by his comics - at a personal level - then maybe, just maybe, you should ask yourself why.
(Though at this point, he's probably just trolling you due to your highly amusing defensive reactions.)
author=KreadEX
( highly amusing defensive reactions.)
author=KreadEX
( highly amusing defensive reactions.)
author=KreadEX
( highly amusing defensive reactions.)
ps. apologies for derailing
pps. Good work Cherry. I'm looking forward to a plugin that would allow BGM continue from where it was left after a battle is over. Maybe one day such will appear. Maybe.
Oh gosh, I've seen this before. You all might as well learn C# and start using Unity3D ;)
Cool work Cherry! I know I've used some of your hacks before and they were beautiful.
Cool work Cherry! I know I've used some of your hacks before and they were beautiful.
There was an update, please download and patch again! See http://rpg-maker.cherrytree.at/dynrpg/changelog.html (there was also a small bug fixed)
I also added some info to the getting started section.
I also added some info to the getting started section.
I am also in this boat. Been working on this RPG of mine in rm2k3 for a VERY long time and I'm just wanting to finish it rather than start all over from scratch in another engine and lose heart halfway through redoing everything. Its well past 2007, but I'm still trying to make a full game with it! ha ha
Code on Cherry, your work is appreciated!
Code on Cherry, your work is appreciated!
author=LockeZ
Haha, I'm sure a lot of people use RM2K3 just for the novelty or whatever. But for me the reason I didn't move away from RM2K3 for so long was that my game was already in RM2K3 and I didn't want to restart. No other reason. (The fact that I was slothfully working on the same shitty game for over seven years was really the root issue.) I finally finished it last year, but I wouldn't completely discount the possibilit that there are still other people still in that situation.
author=KreadEX
Funny how you feel so butthurt when Noob makes fun of 2k3 users while he also makes fun of XP and VX users without anybody whining.
And for the record he's not ridiculing ALL 2k3 users either. He's just pointing some behaviors that can be observed into the RM community in general.
If you feel so strongly targeted by his comics - at a personal level - then maybe, just maybe, you should ask yourself why.
(Though at this point, he's probably just trolling you due to your highly amusing defensive reactions.)
well, I see a tag for xpfags and 2k3fags... :)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Look under the "script request" and "scriptfags" tags for the comics making fun of VX and XP users. Heh.
Edit: and the "tankentai" tag. And I guess the "face maker" tag, kinda.
Edit: and the "tankentai" tag. And I guess the "face maker" tag, kinda.
Man, demeaning Cherry's work by stating that people shouldn't be using 2k3 anyway is idiotic.
People use 2k3. Lots of people use 2k3 still. They have their reasons, even if those reasons aren't good enough for you.
The point is, if Cherry's stuff helps those 'stubborn' peoples, good work Cherry.
author=kentonaNoobfags, scriptfags, mmofags pretty much reads vxfags.
well, I see a tag for xpfags and 2k3fags... :)
EDIT: ninja'd by Lockez
Man, demeaning Cherry's work by stating that people shouldn't be using 2k3 anyway is idiotic.
People use 2k3. Lots of people use 2k3 still. They have their reasons, even if those reasons aren't good enough for you.
The point is, if Cherry's stuff helps those 'stubborn' peoples, good work Cherry.
Nobody's demeaning Cherry work. I for one have high respect for people who make efforts to make things better than they are.
Most of the comics are making fun of the 2k3fags who didn't give a shit about scripting before, and now are all super excited because they can have their scripts too.
Here, take a tissue.
@kread ex: I can't find the post on the blog anymore, but yes, it's me. Don't worry I'm not gonna beg you for help with scripts this time, I promise.
By the way, I never said a word about scripting. This is something else. Plugins are written in C++ and compiled to DLL files. No scripting (= code which is interpreted at runtime) involved.
Gah, it's like no one in the world can end a post on the internet without a snappy one-liner...
...you big fat jerks.
And is that the actual definition of scripting Cherry, or just a personal one? I've never actually known my level of programming prowess, so I just call what I do scripting because it's a step below what a Comp Sci major would know but a step above scribbling on paper.
EDIT: Cherry is not Craze!
...you big fat jerks.
And is that the actual definition of scripting Cherry, or just a personal one? I've never actually known my level of programming prowess, so I just call what I do scripting because it's a step below what a Comp Sci major would know but a step above scribbling on paper.
EDIT: Cherry is not Craze!
author=heisenman
@kread ex: I can't find the post on the blog anymore, but yes, it's me. Don't worry I'm not gonna beg you for help with scripts this time, I promise.
That's not it, I was trying to convey the fact that I like you.
It's not scripting, because it doesn't involve an interpreted language.
It's using dynamic linking to add extensions from other libraries. (like the NEO Mode7 with that DLL)
Dynamic linking, anyway, it's slower than static linking (compile on the same Binary)
But it's not as slow as an scripting language.
The real difference from an scripting language versus dynamic linking is that scripting has a less step learning curve.
Using C++ is hard, really hard.
It's not a good language to learn. But you can Still Make Extensions on easier languages (Read FREE PASCAL, D, EIFFEL, etc) only you need to translate the headers on some of them...
It's using dynamic linking to add extensions from other libraries. (like the NEO Mode7 with that DLL)
Dynamic linking, anyway, it's slower than static linking (compile on the same Binary)
But it's not as slow as an scripting language.
The real difference from an scripting language versus dynamic linking is that scripting has a less step learning curve.
Using C++ is hard, really hard.
It's not a good language to learn. But you can Still Make Extensions on easier languages (Read FREE PASCAL, D, EIFFEL, etc) only you need to translate the headers on some of them...
Sorry to correct you Ramiro, but unfortunately not everything you said is true in this case.
Yes, dynamic linking is slower, but how would you do statically link to an existing EXE file (RPG_RT.exe)? :D
Also, in this case most of the code is actually statically linked. The libdynrpg.a file mostly only contains method stubs with an "asm" statement which calls the corresponding function in the RPG_RT.exe so the only "dynamic" process involved is loading the DLLs when the game starts. Everything else has no speed difference.
I don't think using C++ is hard, because I do not use any object-oriented "hard" stuff apart from the fact that there are a few inherited classes, but that's just for convenience (and the documentation even shows ALL members of a class, also inherited ones). All the "hard stuff" happens behind the scenes, I even created classes for one-based arrays so that people won't have to think too much but can just use the database ID of a condition (for example) as index to the RPG::Battler::conditions array.
It's mostly the syntax and stuff like how to use std::string which you have to learn if you used a different language before.
Also, it's NOT so easy to switch to a different language, because the headers are not just "normal" headers but they directly "integrate" with the RPG_RT.exe's code. For example, most game objects are references to pointers, assigned like this:
Some headers even use inline assembly. If all that works in another language, etc... great, but I doubt it at the moment.
That's why I picked C++.
EDIT: Here is a conversation you might also find useful.
Yes, dynamic linking is slower, but how would you do statically link to an existing EXE file (RPG_RT.exe)? :D
Also, in this case most of the code is actually statically linked. The libdynrpg.a file mostly only contains method stubs with an "asm" statement which calls the corresponding function in the RPG_RT.exe so the only "dynamic" process involved is loading the DLLs when the game starts. Everything else has no speed difference.
I don't think using C++ is hard, because I do not use any object-oriented "hard" stuff apart from the fact that there are a few inherited classes, but that's just for convenience (and the documentation even shows ALL members of a class, also inherited ones). All the "hard stuff" happens behind the scenes, I even created classes for one-based arrays so that people won't have to think too much but can just use the database ID of a condition (for example) as index to the RPG::Battler::conditions array.
It's mostly the syntax and stuff like how to use std::string which you have to learn if you used a different language before.
Also, it's NOT so easy to switch to a different language, because the headers are not just "normal" headers but they directly "integrate" with the RPG_RT.exe's code. For example, most game objects are references to pointers, assigned like this:
static RPG::NamedCatalogPtr
< RPG::Actor * > & RPG::actors = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Actor *> **>(0x4CDDC8))
That's why I picked C++.
EDIT: Here is a conversation you might also find useful.
author=Large
So sorry to keep bothering you, you must be super busy, and deep in tits and asses after all the work you did with the SDK.
Say, I have a question: I see that you can get the attributes of Battlers with RPG::Battler::getDefense(), for example, but... can you SET it?
My idea is to have the defense attrib for one boss be modified (Doubled, tripled, halved, w/e) when a certain spell is cast (by him). After 2-3 turns, the Defense goes back to normal.
I couldn't find a setter method, so I was wondering... how can I accomplish that?
Thanks in advance!
author=Cherry
That's because the actual attribute value is calculated based on various factors: Basic settings (per level), equipment, conditions, adjustments one by "Change Ability" event commands...
Because of that, there is no actual DEF value, for example, only a method getDefense which calculates it. You can hover use the defenseDiff member (same for the other attributes). That's the difference from the default (default = basic stats + equipment + conditions). Please do not use "=" to change it (since this will override changes done by event commands like "Change Ability"), but only "+=" and "-=" to in-/decrease the attribute.
=== Is it okay if I publish this conversation? Others might have the same question. Next time, please ask in the thread!
Best regards,
Cherry
author=Large
You can use the question, no problem.
So I can just use RPG::Actor::defenseDiff += 30; and that will increase the defense of the actor?
author=Cherry
Exactly. Of course not the way you wrote it now (RPG::Actor::defenseDiff += 30) but by actually using a particular actor, likeRPG::actors[3]->defenseDiff += 30;
Well, by now, everything I had in mind seems to be smootly getting into shape =D (I can control almost all the stuff I want regarding ATB! yay!). But I can't change the largewindow and fullscreen modes manually. I wanted to include that stuff in a config file along with input configurations (yeah, I found it! and it's lovely <3).
So, it's possible to change it "manually"? And is it possible to make it start in windowmode too? I know that there's an utility somewhere to do it, but I would like to do it on the same executable.
Thanks for the time,
Orochii Zouveleki
So, it's possible to change it "manually"? And is it possible to make it start in windowmode too? I know that there's an utility somewhere to do it, but I would like to do it on the same executable.
Thanks for the time,
Orochii Zouveleki
As said, google for keybd_event to change the modes by simulating F4 and F5, use RPG::Screen to find out which mode is active. For Auto-windowed mode their is only a hack, as said, but I still had no access to my database - I will tell you in the evening.
ATB: ALMOST all?
ATB: ALMOST all?
author=CherryWell, yeah. Probably it's because I'm not that familiar with the atbVal default gain calculation. And so, I just added a fixed value at onBattlerDrawn, I like it because it kind of fixes the possible "problem" with extreme agility differences -like, when battler1 has 12 and battler2 has 200, or using values higher than 255-, and also because I did a very simple extra gain to simulate Fast and Slow conditions without changing the speed value (and so, at the end of it, I do a multiplication using a variable to make something like ATB Speed, aha! you know, this alone made me happy!).
ATB: ALMOST all?
And well, as for the F4/F5 simulation, I have something in mind (using AutoIt to make a small utility). So I'll be waiting for the autowindowed thing.
Thanks for the response! Cheers,
Orochii Zouveleki
author=LockeZ
Haha, I'm sure a lot of people use RM2K3 just for the novelty or whatever. But for me the reason I didn't move away from RM2K3 for so long was that my game was already in RM2K3 and I didn't want to restart. No other reason. (The fact that I was slothfully working on the same shitty game for over seven years was really the root issue.) I finally finished it last year, but I wouldn't completely discount the possibilit that there are still other people still in that situation.
Ah this....this this this this. I remember when I saw XP/VX and was like "Oh god...I don't know how to script anything in this!". I probably COULD have taught myself, but considering I was doing enough programming stuff at that time in college (which I've all but forgot about now...), I didn't want to learn more than I had to. Plus, I was pretty decently far into mine at that time so switching would've been a hassle x_x;;
I do appreciate this though...sure, I -MYSELF- won't be able to do anything, but I'll be waiting to see what all plugins C++ users can make (I think I know a couple C++ users...perhaps I can convince them to help on making plugins? Hmm....dohohohoho!). And really, when you think about it, those that don't know C++ and are waiting for a specific plugin will HAVE to ask for one for their specific needs anyways for the most part...just thought about that. Oh well!