+++ DYNRPG - THE RM2K3 PLUGIN SDK +++
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...I can't use BetterAEP. I've got custom logo hacked from Resource Hacker, and besides which, I've tried one of those things and I had no idea how to quit (it looped back to start rather than exiting out). So yea, I'm gonna pass on that.
I'm gonna check this menu out though.
I'm gonna check this menu out though.
Oh, BetterAEP is wicked easy. Per the readme:
"Stop Parallel Events" is actually "End Event Processing," so you need to do this:
Otherwise, to boot up the load menu, it's:
From there, just make your menu using events.
If variable no. 3350 contains the value 1 when "Stop Parallel Events" is called, the load menu will pop up. If it contains the value 2, the game will quit. If it contains any other value, the standard "Stop Parallel Events" command will be executed.
"Stop Parallel Events" is actually "End Event Processing," so you need to do this:
<> Change Variable {3350:BetterAEP} = 2
<> End Event ProcessingOtherwise, to boot up the load menu, it's:
<> Change Variable {3350:BetterAEP} = 1
<> End Event ProcessingFrom there, just make your menu using events.
Mkay, tried it out.
Mmmmm, glitchglitchglitch.
Scrolling down from save three causes a sort of graphical echo effect (this might be fixed with one of the plugins, I dunno).

...Nah, nvm. I know how it works now, and that's mainly what I downloaded it for. Not really my thing.
Although... would it be possible to make a plugin/patch that did the following? I wanna have something that didn't outright run events, but had stuff run like a logo. Similar to the way condition_icon shows the status pictures, only something like onStartup. I don't wanna mess with the events before the start menu at all, but just replace Logo1.xyz, and run Logo1-Logo(whatever).xyz, display for a few seconds and fade to the next. BetterAEP seems lame, when mainly all I want is to change the logo number to however many (stupid single logo cap). Or at least more than one.
Mmmmm, glitchglitchglitch.
Scrolling down from save three causes a sort of graphical echo effect (this might be fixed with one of the plugins, I dunno).

...Nah, nvm. I know how it works now, and that's mainly what I downloaded it for. Not really my thing.
Although... would it be possible to make a plugin/patch that did the following? I wanna have something that didn't outright run events, but had stuff run like a logo. Similar to the way condition_icon shows the status pictures, only something like onStartup. I don't wanna mess with the events before the start menu at all, but just replace Logo1.xyz, and run Logo1-Logo(whatever).xyz, display for a few seconds and fade to the next. BetterAEP seems lame, when mainly all I want is to change the logo number to however many (stupid single logo cap). Or at least more than one.
You don't need a plugin for that. Get Rm Recker (towards the bottom of the page):
http://crankeye.com/?page=downloads
http://crankeye.com/?page=downloads
My suggestion would honestly be learn to create your own title screen, and add in logos via pictures and fade in/fade out commands, or use the default 2k3 exe.
I know how to create a title screen (well, not one with fancy pointer arrows like you've got). But...

The only way I'd consider this, is if someone can explain why it's doing this. I had it fade in, I shut off the event, I did basically everything the demo did, plus a few glitch catches it didn't do. So what's causing this?
Nvm, I think I know. The title System graphic is custom made, and is sucky because of it.

The only way I'd consider this, is if someone can explain why it's doing this. I had it fade in, I shut off the event, I did basically everything the demo did, plus a few glitch catches it didn't do. So what's causing this?
Nvm, I think I know. The title System graphic is custom made, and is sucky because of it.
This happens because the background color of your window boxes (in the system graphics) is transparent.
Quick fix: Open the PNG file (directly from the "System" folder) in IrfanView, press Ctrl+S to save it, save it with the same name, when it asks for transparency then press ESC.
Quick fix: Open the PNG file (directly from the "System" folder) in IrfanView, press Ctrl+S to save it, save it with the same name, when it asks for transparency then press ESC.
I ended up using the slow fix, and figured it out before I saw this. Then after I got this to work, and patched everything (including the fonts, again), I tried the saveload patch. Which screwed up my saves, since I wasn't willing to have just one save or redo all my save files.
So basically, I just made a simple opening screen animation, and added a code from KazString (kinda useful plugin) to check for a string inside an external file, so that I could make a Game Plus option on my menu.
Edit: Thanks Pepsi, that save_detector was just what I wanted. Thanks to that, I was able to add a prologue segment to the first run of my game, that doesn't happen in later plays after you've saved.
So basically, I just made a simple opening screen animation, and added a code from KazString (kinda useful plugin) to check for a string inside an external file, so that I could make a Game Plus option on my menu.
Edit: Thanks Pepsi, that save_detector was just what I wanted. Thanks to that, I was able to add a prologue segment to the first run of my game, that doesn't happen in later plays after you've saved.
Can't get to work the loadFromFile function. It says "invalid PNG image". Can't understand what does it mean...
Invalid PNG image usually pops up in 2k3 when using a .png graphic that is not 256 color (2k3 doesn't recognize a very wide variety of graphics). You can convert it to that using Paint, but there's huge color loss. As in, everything turns into muddy streams of grossness.
Turn all pictures involved in the SaveLoad events into that, by downloading a program called IrFanView and opening the picture and going to Image->Decrease Color Depth->256 Color and check the box saying Floyd-Steinberg Reduction I think it's called. The only other instance that you'd get that error is maybe if someone were trying to open something that isn't a png image (like I sound file) as a png image. But this shouldn't be the case here, unless you did something horribly wrong.
The good news about IrFanView is you can translate even photo quality stuff pretty well, with only minor quality loss (mainly from shrinking picture size down to 320x240).
(I suck at cpp coding, but I know most computer problems)
Turn all pictures involved in the SaveLoad events into that, by downloading a program called IrFanView and opening the picture and going to Image->Decrease Color Depth->256 Color and check the box saying Floyd-Steinberg Reduction I think it's called. The only other instance that you'd get that error is maybe if someone were trying to open something that isn't a png image (like I sound file) as a png image. But this shouldn't be the case here, unless you did something horribly wrong.
The good news about IrFanView is you can translate even photo quality stuff pretty well, with only minor quality loss (mainly from shrinking picture size down to 320x240).
(I suck at cpp coding, but I know most computer problems)
I created it with GIMP using the Indexed colour mode. Is it something different?
By the way, when I (accidentally) turned it into the RGB, the DynRPG throwed anoter exception - "Invalid image type", it, I think, was what you mean.
By the way, when I (accidentally) turned it into the RGB, the DynRPG throwed anoter exception - "Invalid image type", it, I think, was what you mean.
Urgh, it sounds like it. You may need to redo the picture from start, as you may have messed up the mode it reads. Can you use IrFanView on your OS? If you're using GIMP, you probably have a different one than the average Windows user.
Indexed color (and yes, I had to look this up, as I'd never heard of it) used BGR instead of RGB. This means it isn't reducing the color to 256 (which it needs to, to read on 2k3), it's switching to another method (something along the lines that indexed color usually activates with 256 or less colors, but not all indexed color actually is 256, some image files are indexed but in 24-bit). Reading further, it should be the same as 256 mode, but 2k3 not seeing it that way (it's probably in BGR true color). Simple answer, start it in either mode, and try to reduce it to 256 using another program. Because that one doesn't seem to work here.
Indexed color (and yes, I had to look this up, as I'd never heard of it) used BGR instead of RGB. This means it isn't reducing the color to 256 (which it needs to, to read on 2k3), it's switching to another method (something along the lines that indexed color usually activates with 256 or less colors, but not all indexed color actually is 256, some image files are indexed but in 24-bit). Reading further, it should be the same as 256 mode, but 2k3 not seeing it that way (it's probably in BGR true color). Simple answer, start it in either mode, and try to reduce it to 256 using another program. Because that one doesn't seem to work here.
Even if you're using indexed colours, you may only use colours from a 16 bit colour palette for it to be valid in rm2k3.
If you're doubting the loadFromFile method itself, just try to make it load some of the RTP images from the RTP folder. If this works, then you're probably just messing up your own image somehow
If you're doubting the loadFromFile method itself, just try to make it load some of the RTP images from the RTP folder. If this works, then you're probably just messing up your own image somehow
I noticed "Increase Transparency" in the Move Event command no longer works. Is that a known bug? I tried using it once, multiple times, wait commands inbetween, different frequencies, and it never works. Any fixes for it?
it does work if you use it enough times (5 times at least), but it's more limited than before. only have 3 degrees of transparency, and none of them being fully transparent.
It's a known bug. It was mentioned on page two, and even Cherry talked about it, if I remember correctly.
There are a few workarounds. You can make stuff into pictures that you add transparency % to, or there is a way to make charsets more faded (I think you raise brightness and lower contrast). Though, the latter doesn't really make them see through, just washed-out and ghosty.
There are a few workarounds. You can make stuff into pictures that you add transparency % to, or there is a way to make charsets more faded (I think you raise brightness and lower contrast). Though, the latter doesn't really make them see through, just washed-out and ghosty.
As fun as it would be to go through 30+ move events that use the increase transparency command and change that to accommodate for a bug (or do it with pictures), I won't be doing that.
It also ruined one of my jumping puzzles!

So yeah, a fix would be nice. :)
It also ruined one of my jumping puzzles!


So yeah, a fix would be nice. :)
author=bulmabriefs144I'm Windows user. I'm using GIMP just because it's lighter then Photoshop (which sometimes don't run at all - computer is too weak), but powerful enough for my means. So yes, I'll try.
Can you use IrFanView on your OS? If you're using GIMP, you probably have a different one than the average Windows user.
author=bulmabriefs144Can it be a problem for images which from start didn't use more then three colours?
Reading further, it should be the same as 256 mode, but 2k3 not seeing it that way (it's probably in BGR true color). Simple answer, start it in either mode, and try to reduce it to 256 using another program. Because that one doesn't seem to work here.
upd: sorry for some inaccuracy: error is "unsupported PNG image".
BMP files use index mode, but they can be in 24-bit true color (which isn't supported by 2k3, which likes 256 color). This is basically the problem, it's likely too high def color for dumb old 2k3 to handle. The good news is, Floyd-Steinberg filter gives almost no color loss if you take a 320 x 240 picture. Unless you have to resize, and even then it's only a tiny bit off.

This was the result of Floyd-Steinberg conversion. I can't see anything wrong, can you?
...Pepsi, is it that the graphic was too transparent to see, or too solid, and you wanted to hide it?

This was the result of Floyd-Steinberg conversion. I can't see anything wrong, can you?
...Pepsi, is it that the graphic was too transparent to see, or too solid, and you wanted to hide it?

















