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Monstro: Battle Tactics
A fantasy strategy-puzzle game!

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[DynRPG] DynPEC

Works great! Thank you very much!

Hope I'm not bothersome, but I would like to request a feature if possible:

Would it be possible to add a command changing only the ROW or the COLUMN when using a sprite sheet? I've automated some of my sprite display stuff with variables and it would be great to change either row or column only - @pec_jump_to_frame would require me to repeat the variable calculations. Also a @pec_previous_frame would be great (unless it's there, but undocumented) ;)

Cheers and thanks!

Whatchu Workin' On? Tell us!

Working on a CBS:

1. Start working on a single element
2. Be worried about having no idea how to make the next part
3. Finishing and testing the current thing you're working on, starting to have a vague idea how to do the next thing.
4. Start working on the next thing.
5. Be worried about having no idea how to make the next part
(ETC. ;))

Kinda got tired of this, so I'm gathering/editing/creating graphics and writing some text to catch a breather. Also working on some minor custom systems like this:

[DynRPG] DynPEC

Hey, I think I've discovered a bug.

I'm displaying a picture which isn't using a transparent color, however, after using "@pec_flip_picture" it displays using transparent color. (Which results in a visual glitch)

A bug, or is it my mishandling? :) No big deal though, I can work around this by editing the picture.

[DynRPG]Blending Modes

Is it possible to expand this plugin to support additive(etc.) charsets? I know this was asked already, but I'm not sure if I understood your post correctly - Guess charsets are plagued by the same issues as battle animations, right?

Additive charsets would be a little easier to use as lights in a day/night system, sometimes you just don't want to bother with pictures. ;)

But now that I think of it, to make them usable as additive effects, they'd have to ignore the tint screen adjustment which could be another hurdle.

The Screenshot Topic Returns

author=Kaempfer
@Cage: That looks really, really nice! How much of it is done using Dyn and how much of it is done using battle events, if I may ask? I always find battle events very clunky for menus, but if you've managed to offload some of it onto Dyn...

Thanks! HTML coding is the height of my skill, so I'm using the released plugins since I can't code anything of my own. :) It's not based on DBS, so I'm using normal events not battle events - but mostly, the map events serve purpose to initialize common events, so the bulk of the code is in the database. So far, I've only used DynText for writing text strings to the screen as well as reading stuff from the database - so I can use the item, skill etc. lists for the name and descriptions of the menus. I'll be using DynPEC to handle picture-spritesheets for the characters, and I'm sure I'll need to use arrays, so I'm going to use KazString for that. I'm doing my best to write it "smart" but I'm not a programmer or an algorithm mastermind so we'll see how that goes. :)

If I'll manage the CBS, it's tempting to do a CMS afterwards - I'm sure it will be much easier. I think the hardest thing in a CMS is item management and sorting/ordering the items, but with KazString's arrays should make this doable, I just need to think of a sorting loop/algorithms. The main reason for the CMS is that I might want to have some extra attributes like for example Magic Defense and I want those to be visible to the player - especially if it's altered by equipment.

The Screenshot Topic Returns

Always liked the idea of getting out as much as possible out of the default systems, but it started to feel like beating your head against a brick wall, so I'm trying to cobble a CBS together, with the help of DynRPG.



This might be insane since it's my first attempt at a CBS :D

Ripped of Inspired by Romancing Saga 3

The Screenshot Topic Returns

author=MusicalSwordsman


A second go at grass as the first is too busy.



A little graphical tip: the first grass is a lot better and more grassy looking, it is too busy, but it should work well once you lower the contrast.

[Rm2k3] Easy way to get X/Y for map aligned 'pictures'? / Tint screen question

Hey, thanks for the reply and tip!

It turned out, I'll have to think of a "smart" method anyway, since nightfall can happen while wandering on the map - kinda forgot about it. :)

I've managed to do a working common event for this, it requires the size of the map (in grid units) to be input to the variables before teleporting to the map, and doesn't work correctly when the map dimensions are not an even number (this results in the picture being shifted by 8 pixels) - I might try to fix it inside the event, currently I did a workaround and just rounded down the size I put in the variables.

I still have to reinforce a limit - if you approach the edge, and you're in the "non scrolling" space, the picture is not in the correct spot but that should be an easy fix.

I can write down the events for it once I'm done - could be useful for somebody. :) It's just a simple process that calculates the distance between the hero and the center of the map.

[Rm2k3] Easy way to get X/Y for map aligned 'pictures'? / Tint screen question

Hey there guys!

I've recently been messing around a day/night system, and I'd like to display a 'picture' during the night - for bright street lights, etc. I need them to ignore the "tint screen". Even though I've got the "follow map" option checked, the coordinates for the picture are screen based, not map based. Since the map has different entry points, the display picture command would have different X / Y coords in every teleport event.

I've aligned the picture by hand, by trial & error and some minor calculation, in the past, is there are a clever way to align the center of the picture with the center of the map? The display picture can get X/Y from variables, so I guess that a clever algorithm could do the trick. The engine can access the hero/camera X/Y and screen relative X/Y.

I can't test this at the moment, but my guess is, that I should take the screen relative Hero X/Y and add the difference in x/y position between the hero and the center of the map. That's my theory, any suggestions?

*

As a side question - I'm using tint screen for the day/night/sunset/dawn screen color/fade - is there a way to show a graphics which ignores the screen tint? Of course except the pictures, the battle animations ignore it too IIRC, but are impractical in my case, I think. Charsets would be best, but there's no stock way to make them display without tints IIRC - I have no idea about programming whatsoever, but maybe this can be done with DynRPG? Like the additive transparency plugin - adding a "suffix" after the charset's filename would make it "fullbright" - but still fading out during the transitions between maps, battles, menu. etc. Is this possible?

+++ DynRPG - The RM2k3 Plugin SDK +++

Is it possible to change the attribute resistances directly in events using DynRPG?

EDIT: Thanks for the answer, here's a quote of the question from the last page, so it won't get missed:

author=gadesx
I wanna make a question,
there is possible make a way of use teleports without re-start all the events position?
when you use a teleport from map A to B, all the events position and other values
are set as default,
if you teleport from map A to A there is no "reset position" of all the events.

I don't know if there is a cache or something,
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