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author=Dyhalto
Even the mighty fellow who translated the Maker and chose the fonts it would use can't figure out why they're different on different machines.
Now I have to go back and shorten dialogue boxes so that words don't get shaved off for anybody who gets the elongated text version :( Woe!


What fonts does it use? Maybe you've explored this, but seeing something like the bottom case would usually make me think it can't find the preferred font so it's using some system default.
I am working on absolutely nothing because I just finished my game!
author=DFalcon
What fonts does it use? Maybe you've explored this, but seeing something like the bottom case would usually make me think it can't find the preferred font so it's using some system default.


According to the man who worked with the maker while translating it, only these fonts are involved...
MS Sans Serif
MS Pゴシック
Lucida Sans Unicode
Microsoft Sans Serif
MS UI Gothic

None of the English ones match anything in my screenshot though.
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
author=Dyhalto
Even the mighty fellow who translated the Maker and chose the fonts it would use can't figure out why they're different on different machines.

author=Dyhalto
According to the man who worked with the maker while translating it, only these fonts are involved...
MS Sans Serif
MS Pゴシック
Lucida Sans Unicode
Microsoft Sans Serif
MS UI Gothic

None of the English ones match anything in my screenshot though.

The font in the top version is Tahoma, 11 point bold. The bottom one is MS UI Gothic 14 point bold.

Do both of the computers have both of those fonts?
I am still slaving away at coding....half an element for one day. It's...actually not TERRIBLY bad to do, but still dreadfully boring. Also, still not fixing my music to be around 126 bps because that would take an awfully long time to do!
Finished turning the first boss fight in my game into a minigame.

Experimented with combining memorization and reflexes with basic rpg elements. Pretty satisfied with the mechanics.
author=LockeZ
The font in the top version is Tahoma, 11 point bold. The bottom one is MS UI Gothic 14 point bold.

Do both of the computers have both of those fonts?


Thanks to your finding out which fonts are which, my pursuit has headed down a new path, possibly fixing the issue for good. I'm pestering the maker's translator to change it.
Tahoma is a windows system font so both comps had it, but my old comp may not have had MS UI Gothic on it, forcing SimRPGMaker95 to default to the system default : Tahoma on Windows XP. I could confirm this if I could boot the damn thing up >.> It finally gave up the ghost two days ago.
Caz
LET'SBIAN DO THIS.
6813
Still working on a custom tileset. I've yet to rejig the colours and everything's a little cluttered at the moment, but I need some advice..

I've redrawn this watermill twice now, but I'm still not happy with it. It's fully animated and stuff, but something's off.. Does anyone have any ideas on how I can make it look better? :(

author=Caz
I've redrawn this watermill twice now, but I'm still not happy with it. It's fully animated and stuff, but something's off.. Does anyone have any ideas on how I can make it look better? :(

It's 2Dish, while the roof and other stuff around it is 3Dish. In other words, you should be able to see the top of the wheel.
Caz
LET'SBIAN DO THIS.
6813
Hmm, yeah, I see what you mean about that! Okay cool, that's helped a lot! Thank you! ^^ I'll get to working on that very soon!
Hexatona
JESEUS MIMLLION SPOLERS
3702
Actually working on Ghost World again.
benos
My mind is full of fuck.
624
Liberated Arms, doing a sidequest for the mayor that you can do at the very start before managing the main storyline, where you can go to a mine and flush out some bandits.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
Resuming work on my black comedy RPG. Unfortunately, since I'm using FFVI rips, I've hit a metaphorical brick wall with regards to resources - there are only so many FFVI character sets. As a result I'm either going to have to spend a significant amount of time sprite-editing or I'm going to have to use the same sprites repeatedly. Seeing as most of the game takes place in a large town, the latter isn't the nicest looking option, but I'm lazy so I'm going to go with that for now.
Working on making Neo-Victorian London: 500x500 squares of tedious.
Yellow Magic, here is what I would do. Take one character set for NPCs and copy it a couple of times. Use them as place holders and if you find/make better ones you'll be able to just replace the png without trying to find all the events you want to change. This could work for heroes too.
Just a thought. I'm all about using place holders to keep my pace consistent.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
author=Demicrusaius
Yellow Magic, here is what I would do. Take one character set for NPCs and copy it a couple of times. Use them as place holders and if you find/make better ones you'll be able to just replace the png without trying to find all the events you want to change. This could work for heroes too.
Just a thought. I'm all about using place holders to keep my pace consistent.

This is a really good idea. Thanks, dude!
Tidying up a tech demo for my unannounced game (don't have enough content for a game page yet) . and just generally spriting like an mad man. My character folder had around ten images last Friday and as of today it's hovering under the sixty mark. Hooray to progress!
benos
My mind is full of fuck.
624
Wild Fate, first boss preparation.
Got back to working on my zombie game for a little bit before I start working. I'm still wondering how I'm gonna do this... Most of it is fully functional I just need to draw item pictures and numbers. This isn't a mock-up.

Adon237
if i had an allowance, i would give it to rmn
1743

=begin
Player ID's - by Adon237
This script assigns players a Player ID, which is kind of a trivial number unless
you do something with it. The numbers are assigned like this:
It is a 10 number ID:
First Value: Either an addition (+) or subtraction (-) symbol.
Second Value: A random number between 1 and 3
Third Value Value: A random number between 5 and 9.
Fourth Value: A random letter between A and O.
Fifth Value: A random number between 5 and 8.
Sixth Value: A random number between 1 and 8.
Seventh Value: Either 1 or 2.
Eighth Value: Random number between 3 and 7.
Ninth Value: A random letter between F and Q
Tenth Value: A random letter between I and Z.
There is an albeit complex way to check for validity of codes manually, but there
is a script to take care of that. If I (the developer) ever need to check the
validity of a PID, for whatever reason, there should be a script call.

$PlayerID.check_valid_pid(pid)

If true, a message will be "printed" on the screen confirming this. If false,
a message will be "printed" on the screen notifying of the false PID. This is primarily
a developer function.

To assign a player their PID, use this script call:

$PlayerID.give_player_pid

You can use this again on the same save file if you need to.

NOTE: IT IS RECOMMENDED THAT YOU ASSIGN THE PID NEAR THE START OF THE GAME! Waiting
until you are halfway through is never a good idea.
=end
###########
# CONFIG #
###########
# Store the player's PID in a game variable? TRUE = yes FALSE = no
$storeinvariable = true
# Variable ID you want to store the PID in.
pidvar = 200

# WARNING NOTE! If you try to edit this variable in the debug menu (or any other place
# in-game you happen to be editing it in) it will cause an error due to it not being
# able to assign a variable a letter in it's value.
# OTHER NOTE:
# IF you happen to have the PID be stored in a game variable, you can call it's contents
# with the \v call. This is the same if you assign any variable a letter value.
# To do that, you use a script command or such to set it.

module ADON #~ Probably not needed. ~.~
module PIDS
class PlayerID
def pid_init
$1value = 0
$2value = 0
$3value = 0
$4value = 0
$5value = 0
$6value = 0
$7value = 0
$8value = 0
$9value = 0
$0value = 0
$1valid = 0
$2valid = 0
$3valid = 0
$4valid = 0
$5valid = 0
$6valid = 0
$7valid = 0
$8valid = 0
$9valid = 0
$0valid = 0
$playerpid = 0000000000
AOTABLE =
FQTABLE =
IZTABLE =
end


#==============================================================================#
# Define: give_player_pid
# Assembles the player's PID and backs up the values in "Valid" variables.
#==============================================================================#
def give_player_pid
#----------------------
$1value = rand(1)
if $1value = 0
$1value = "+"
else
$1value = "-"
end
#----------------------
$2value = (rand(2) + 1)
#----------------------
$3value = (rand(4) + 5)
#----------------------
$4value = rand(AOTABLE) #~ Not sure whether this works yet.
#----------------------
$5value = (rand(3) + 5)
#----------------------
$6value = (rand(7) + 1)
#----------------------
$7value = (rand(1) + 1)
#----------------------
$8value = (rand(4) + 3)
#----------------------
$9value = rand(FQTABLE) #~ Not sure whether this works yet.
#----------------------
$0value = rand(IZTABLE) #~ Not sure whether this works yet either.
#----------------------
# Below - Store values in Valid variables
# So far, this doesn't really have a purpose.
#----------------------
$1valid = $1value
$2valid = $2value
$3valid = $3value
$4valid = $4value
$5valid = $5value
$6valid = $6value
$7valid = $7value
$8valid = $8value
$9valid = $9value
$0valid = $0value
#----------------------
# Below ~ Assemble the PID
#----------------------
$playerpid = "#{$1value} + #{$2value} + #{$3value} + #{$4value} + #{$5value}
+ #{$6value} + #{$7value} + #{$8value} + #{$9value} + #{$0value}"
if $storeinvariable = true
$game_variables = $playerpid
else

end
if $test
if $playerpid > 0
print "Player ID has been determined. It is #{$playerpid}"
end # $playerpid > 0
end # if $test
end # give_player_pid


#==============================================================================#
# Define: check_valid_pid(pid) #
# Checks if the value chosen for pid is a valid pid or not. It will display #
# a message telling you whether it is or not. #
#==============================================================================#


def check_valid_pid(pid)
# This is still a Work in Progres ~ I imagine it will be really
# excruciating to implement.
end # check_valid_pid(pid)

end # CLASS PLAYERID
end # MODULE PIDS
end # MODULE ADON


A HUUUUGEEE work in progress. I am pretty sure there are plenty of problems, this is just a quick 'run-through' before I go an try to fix everything. It's pretty well commented.

to point out the obvious:
i suck at scripting

EDIT:
I fixed the recognizable game errors:

=begin
Player ID's - by Adon237
This script assigns players a Player ID, which is kind of a trivial number unless
you do something with it. The numbers are assigned like this:
It is a 10 number ID:
First Value: Either an addition (+) or subtraction (-) symbol.
Second Value: A random number between 1 and 3
Third Value Value: A random number between 5 and 9.
Fourth Value: A random letter between A and O.
Fifth Value: A random number between 5 and 8.
Sixth Value: A random number between 1 and 8.
Seventh Value: Either 1 or 2.
Eighth Value: Random number between 3 and 7.
Ninth Value: A random letter between F and Q
Tenth Value: A random letter between I and Z.
There is an albeit complex way to check for validity of codes manually, but there
is a script to take care of that. If I (the developer) ever need to check the
validity of a PID, for whatever reason, there should be a script call.

$PlayerID.check_valid_pid(pid)

If true, a message will be "printed" on the screen confirming this. If false,
a message will be "printed" on the screen notifying of the false PID. This is primarily
a developer function.

To assign a player their PID, use this script call:

$PlayerID.give_player_pid

You can use this again on the same save file if you need to.

NOTE: IT IS RECOMMENDED THAT YOU ASSIGN THE PID NEAR THE START OF THE GAME! Waiting
until you are halfway through is never a good idea.
=end
###########
# CONFIG #
###########
# Store the player's PID in a game variable? TRUE = yes FALSE = no
$storeinvariable = true
# Variable ID you want to store the PID in.
pidvar = 200

# WARNING NOTE! If you try to edit this variable in the debug menu (or any other place
# in-game you happen to be editing it in) it will cause an error due to it not being
# able to assign a variable a letter in it's value.
# OTHER NOTE:
# IF you happen to have the PID be stored in a game variable, you can call it's contents
# with the \v call. This is the same if you assign any variable a letter value.
# To do that, you use a script command or such to set it.

module ADON #~ Probably not needed. ~.~
module PIDS
class PlayerID
def pid_init
$value1 = 0
$value2 = 0
$value3 = 0
$value4 = 0
$value5 = 0
$value6 = 0
$value7 = 0
$value8 = 0
$value9 = 0
$value10 = 0
$valid1 = 0
$valid2 = 0
$valid3 = 0
$valid4 = 0
$valid5 = 0
$valid6 = 0
$valid7 = 0
$valid8 = 0
$valid9 = 0
$valid10 = 0
$playerpid = 0000000000
$AOTABLE =
$FQTABLE =
$IZTABLE =
end


#==============================================================================#
# Define: give_player_pid
# Assembles the player's PID and backs up the values in "Valid" variables.
#==============================================================================#
def give_player_pid
#----------------------
$value1 = rand(1)
if $value1 = 0
$value1 = "+"
else
$value1 = "-"
end
#----------------------
$value2 = (rand(2) + 1)
#----------------------
$value3 = (rand(4) + 5)
#----------------------
$value4 = rand($AOTABLE) #~ Not sure whether this works yet.
#----------------------
$value5 = (rand(3) + 5)
#----------------------
$value6 = (rand(7) + 1)
#----------------------
$value7 = (rand(1) + 1)
#----------------------
$value8 = (rand(4) + 3)
#----------------------
$value9 = rand($FQTABLE) #~ Not sure whether this works yet.
#----------------------
$value10 = rand($IZTABLE) #~ Not sure whether this works yet either.
#----------------------
# Below - Store values in Valid variables
# So far, this doesn't really have a purpose.
#----------------------
$valid1 = $value1
$valid2 = $value2
$valid3 = $value3
$valid4 = $value4
$valid5 = $value5
$valid6 = $value6
$valid7 = $value7
$valid8 = $value8
$valid9 = $value9
$valid10 = $value10
#----------------------
# Below ~ Assemble the PID
#----------------------
$playerpid = "#{$value1} + #{$value2} + #{$value3} + #{$value4} + #{$value6}
+ #{$value5} + #{$value7} + #{$value8} + #{$value9} + #{$value10}"
if $storeinvariable = true
$game_variables = $playerpid
else

end
if $test
if $playerpid > 0
print "Player ID has been determined. It is #{$playerpid}"
end # $playerpid > 0
end # if $test
end # give_player_pid


#==============================================================================#
# Define: check_valid_pid(pid) #
# Checks if the value chosen for pid is a valid pid or not. It will display #
# a message telling you whether it is or not. #
#==============================================================================#


def check_valid_pid(pid)
# This is still a Work in Progres ~ I imagine it will be really
# excruciating to implement.
end # check_valid_pid(pid)

end # CLASS PLAYERID
end # MODULE PIDS
end # MODULE ADON


The only errors spotted are when you preform a script call that I mentioned in the comments. I am pretty sure they aren't defined yet, and I am pretty much lost at this part.