SCREENSHOT SURVIVAL 20XX

Posts

Messing with the shop menu. The layout's not terribly different from the default, but there's some stuff moved around, resized, and I guess there's carrots with faces.


@SgtMettool: That shop menu is perfect. The style, the design, everything. Seeing something like that really makes me wish I had that kinda' talent.

author=Ramshackin
Posting to agree with Liberty's advice. Why not try removing half the details and see how the map feels?

I went ahead and removed a bit of it, and it does look a lot better!

author=Liberty
@Gredge: Uh, why would it? The idea is to get rid of some of the detail so it doesn't look cluttered by spreading it out a bit.

So I checked out one of your mapping tutorials and realized I misread what you said. When you mentioned the x/y axis, for some reason I took it as a radius and was really thrown off.



Anywho, here's a part of a forest I'm working on. Let me know what you all think!

I think the grass looks a little...off. I can't really see it growing in like that, and it is too haphazard to be paths made by traveling animals.
The grass is a little too random. Try making some walking ways through and having larger patches.
@pizza: my mind was so blown by your screenshots that it took me several days to recover

But what's going on with that thing on the roof of the general store? I know nobody else will ever care about this, but it's like a drainpipe attached to an air conditioner or something and it confuses me and wahhhh

@SgtMettool: I really like that menu except for the font. It's got that combination of anti aliasing and squishing that makes fonts at that resolution look dreadful. I'm also not sure the layout makes sense; if you squished (or obscured) the Buy/Sell menu, you could move the item list over and have the description on the right, under the money window. That'd let you have a longer item list without needing to scroll. It's a cool start though.
I don't know if there's much I can do about the font issue at this point since I built the whole UI around that font at that specific size. Could be one of those "I'm stuck with it now" sorts of things, unless I want to spend another two weeks remaking the entire UI to accommodate a different font. We'll see further down the road, I guess.
Roden
who could forget dear ratboy
3857
@Kaempfer ...I may or may not have been so distracted that I forgot what that pipe was when I was putting it on top of the store.

I'll fix that as soon as I can.
author=SgtMettool
I don't know if there's much I can do about the font issue at this point since I built the whole UI around that font at that specific size. Could be one of those "I'm stuck with it now" sorts of things, unless I want to spend another two weeks remaking the entire UI to accommodate a different font. We'll see further down the road, I guess.


I'd guess that the base font is not bad at all (I didn't mean to knock your choice, sorry!), it's just the anti aliasing that ruins it. I've seen lots of evidence to suggest that RMVX is terrible about displaying pixels correctly for certain sized fonts, so it's probably a byproduct of that (if that's even the engine you're using).
Yeah, VXA isn't quite sure how to handle pixel fonts. Worse yet, the auto-width feature tends to vomit all over the place when you're using a fixed-width font. There's scripts to help alleviate some of this (specifically ones that disable the auto-width), but VXA was definitely not designed with these sorts of fonts in mind.
author=SgtMettool
Yeah, VXA isn't quite sure how to handle pixel fonts. Worse yet, the auto-width feature tends to vomit all over the place when you're using a fixed-width font. There's scripts to help alleviate some of this (specifically ones that disable the auto-width), but VXA was definitely not designed with these sorts of fonts in mind.


You can make your own pixel fonts with the SFont script.

Example from my game
Punkitt
notorious rpgmaker 2k3 shill
3341


Working on a small project for a personal game jam.
(I forgot to make the backdrop the correct width. Working on fixing that soon!)
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I like the Crouch battler, Punkitt!
Punkitt
notorious rpgmaker 2k3 shill
3341
(I do too!)
Wrote a small pathfinding system for 2003. It will be part of a cbs I'm going to do.



The red ground tiles are impassible.
author=Momeka
Wrote a small pathfinding system for 2003. It will be part of a cbs I'm going to do.



The red ground tiles are impassible.


Works really great..
InfectionFiles
the world ends in whatever my makerscore currently is
4622
That's awesome, Momeka! Was it difficult?
author=riderx40
Works really great..


Thanks!


author=InfectionFiles
That's awesome, Momeka! Was it difficult?


Took a couple of hours, but wasn't really that hard. That said the system is pretty limited with what you can do with it. Each tile requires 2 variables, so larger maps quickly gets out of hand. Real time wouldn't work that well either as each entity moving around with it would require their own sets of variables for the map.

That said it works quite nice for smaller turn based things. Thinking of writing up a tutorial for implementing it later.
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
author=Momeka
Wrote a small pathfinding system for 2003. It will be part of a cbs I'm going to do.



The red ground tiles are impassible.


Darn, that looks epically smooth!

Now I'm gonna have to try to do something similar myself.
Deltree
doesn't live here anymore
4556
author=Momeka
Took a couple of hours, but wasn't really that hard. That said the system is pretty limited with what you can do with it. Each tile requires 2 variables, so larger maps quickly gets out of hand. Real time wouldn't work that well either as each entity moving around with it would require their own sets of variables for the map.

That said it works quite nice for smaller turn based things. Thinking of writing up a tutorial for implementing it later.


This is pretty rad! I've done some pathfinding in RM before using Ruby, so I can't imagine the folly involved with just events.

As for the variable limit: have you thought about encoding a row of tiles as a binary number (0 = passable, 1 = a block) to get the most mileage out of what you have? Obviously I have no idea how the algorithm works in your case, but it's something that comes to mind. For instance, the second row could be stored as 0110000000 = 384 decimal (which would be the variable value for that row), then doing some math to pick out where the 1's and 0's are. Probably a silly solution, but it could help with scaling up!
author=Deltree
As for the variable limit: have you thought about encoding a row of tiles as a binary number (0 = passable, 1 = a block) to get the most mileage out of what you have? Obviously I have no idea how the algorithm works in your case, but it's something that comes to mind. For instance, the second row could be stored as 0110000000 = 384 decimal (which would be the variable value for that row), then doing some math to pick out where the 1's and 0's are. Probably a silly solution, but it could help with scaling up!


That's a great idea! Didn't think of that, I shall look into it.