CAITERZ'S PROFILE
Caiterz
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Crystalis II - Sequel to a NES cult classic. Be a part of the madness!
https://www.facebook.com/CrystalisSequel/
https://www.facebook.com/CrystalisSequel/
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[MV] Autotile Lag?
Did anything ever come of this?
I ask because now that I finally figured out autotiles, I can't playtest in those maps due to it dropping from 60fps to 20fps.
I tried:
-Reinstalling graphics drivers
-Installing latest DirectX
-Windows 7 64bit AMD Radeon HD 7340
-All power settings to maximum performance
-Turn all system settings down to minimum
-Tried running it as an exe
-Running it in 800x600
-No plugins on
-Latest version of non-steam RPGMMV
Maps without autotiles run perfectly.
Thanks!
I ask because now that I finally figured out autotiles, I can't playtest in those maps due to it dropping from 60fps to 20fps.
I tried:
-Reinstalling graphics drivers
-Installing latest DirectX
-Windows 7 64bit AMD Radeon HD 7340
-All power settings to maximum performance
-Turn all system settings down to minimum
-Tried running it as an exe
-Running it in 800x600
-No plugins on
-Latest version of non-steam RPGMMV
Maps without autotiles run perfectly.
Thanks!
[MV] Animated Autotiles being weird? [Solved]
Anyway, I got to the ANIMATED autotiles (My coastline water specifically) and.... It's not working right. Instead of putting the "Middle" tile in the middle, it just puts the outsides in the middle as well.
Here's a video of it:
https://youtu.be/ZQXExsoCD44
1.) 0:00 The beginning - What I'm TRYING to accomplish
2.) 0:17 How it looks in the Map Editor
3.) 0:48 What it looks like in game
Below: Left: My water auto tile. (Yes ive tried moving it to slot A, B, and D with all similar results)
Right: My other (non animated) tiles that work just fine with the "MIddle" tile going into the middle successfully.

Anyone have any idea what may be going on & how to fix??
Thanks so much!
Apparently it doesnt state in the ToC that there's a 12x12 area in the center of the tile that has to be the same color as the top right sprite.
Plus they're inverted compared to normal autotiles.
How odd!
[MV] Changing Tile Size
Anyone know if I can edit anything in the .js to change my tiles to 16x16 similar to 2k3 instead of the 48x48 in MV?
I'd rather not have to x3 everything when converting my game over :3
Thanks! <3
I'd rather not have to x3 everything when converting my game over :3
Thanks! <3
[MV] Suggestion/Tutorial: Using NES Sprites / Old Chipsets on MV
Alright, so tears were shed today when I noticed I was forced to use 2x2 autotiles instead of my normal 3x3 in 2k3. More tears were shed when I cant for the life of me figure out how Image A1, A2, A3, etc. worked. The built in chipsets seemed to not even work properly (???)
I figured out a couple workarounds without having to redo EVERYTHING.
1.) Display a picture as your background. I hate this method, but my hubby wanted me to use it. I hate making events just for passability. It's ridiculous... because you have to use a Parallax background just to see where things are. Then you have to turn it off. Then turn it back on to make edits. Ew.
2.) I figured out that section B,C,D,E support NORMAL straight up chipsets without this weird chipping/animation stuff in a 768x720 format.
So to get my NES chipsets to work, I first had to increase the size by 3x. (In photoshop when increasing size, hit Nearest Neighbor instead of Bicubic.)
So take your chipset and you'll have to chop it up a little to get it to fit in 768x720.... (I did 2 sections of 8 squares... since it splits at 8 squares)
Import it into section B,C,D, or E.... and it will appear as a normal chipsets with no weird autotileing going on.
OR alternatively you can put the entire picture in and just drag n drop.
Here's a pic, since I'm sure i've confused the heck out of everyone, lol.

I figured out a couple workarounds without having to redo EVERYTHING.
1.) Display a picture as your background. I hate this method, but my hubby wanted me to use it. I hate making events just for passability. It's ridiculous... because you have to use a Parallax background just to see where things are. Then you have to turn it off. Then turn it back on to make edits. Ew.
2.) I figured out that section B,C,D,E support NORMAL straight up chipsets without this weird chipping/animation stuff in a 768x720 format.
So to get my NES chipsets to work, I first had to increase the size by 3x. (In photoshop when increasing size, hit Nearest Neighbor instead of Bicubic.)
So take your chipset and you'll have to chop it up a little to get it to fit in 768x720.... (I did 2 sections of 8 squares... since it splits at 8 squares)
Import it into section B,C,D, or E.... and it will appear as a normal chipsets with no weird autotileing going on.
OR alternatively you can put the entire picture in and just drag n drop.
Here's a pic, since I'm sure i've confused the heck out of everyone, lol.

[MV] Converting 3x3 to 2x2 tilesets
Im trying to make my 3x3 tileset NES backgrounds into this weird 2x2 format... but doesnt seem to work well. Anyone have any suggestions that seemed to work?
[MV] Dual Touch
Helloooo ^^. We just got RPGMMV and We're trying to make an action rpg... and thinking about how touch screen users are going to do movement and button press....
But so far, we are using the "Character" as a "Mouse" (so, ontouch up, down, left, right, etc) and then the SAME character/mouse for the A/B button on the right side...
the issue.. it takes time for the Character/Mouse to get over there... so is there any way to support "Dual touch"? or something similar? Perhaps via javascript?
Thanks!!
Edit: sorry for the crappy title, LOL. Can a mod change it to " Dual Touch"?
Sorryyy~
But so far, we are using the "Character" as a "Mouse" (so, ontouch up, down, left, right, etc) and then the SAME character/mouse for the A/B button on the right side...
the issue.. it takes time for the Character/Mouse to get over there... so is there any way to support "Dual touch"? or something similar? Perhaps via javascript?
Thanks!!
Edit: sorry for the crappy title, LOL. Can a mod change it to " Dual Touch"?
Sorryyy~
[Request] NES Spriters/Sound Editors
Looking for someone who is good at spriting NES-style, like the difference between the top 3 and the bottom 2. We've only got a few character portraits, most will be sprites. Nothing 100% new, just a lot of edits.
Also looking for someone who can make NES music - like not from scratch but editing existing stuff. I've tried editing a bit with FamiTracker ( http://famitracker.com/images/screenshot.png ) but it seems to be sort of complicated, and I have no experience with this thing.
Please shoot me an email if interested! This is for a sequel to the NES game Crystalis
Thanks!
caiterz@gmail.com

Also looking for someone who can make NES music - like not from scratch but editing existing stuff. I've tried editing a bit with FamiTracker ( http://famitracker.com/images/screenshot.png ) but it seems to be sort of complicated, and I have no experience with this thing.
Please shoot me an email if interested! This is for a sequel to the NES game Crystalis
Thanks!
caiterz@gmail.com
Testing animations
Is there a program or something (even if its in photoshop o.0) that i can use to test the animation and easily shift them 1 pixel to the left or right without having to save, import, right click event, etc.?
I tried character maker 1999 but i cant get animate character to work.. and in on flippin windows 7, so OF COURSE the help files dont work ~___~
Thanks!
I tried character maker 1999 but i cant get animate character to work.. and in on flippin windows 7, so OF COURSE the help files dont work ~___~
Thanks!
RPG maker 2003 - 2 or 4 animation states in a charset

Right now thats what I have and its terrible becuase my character has only 2 animations when walking. Left foot up, right foot up.
Is there any way to hax0r around this somehow (maybe using dynrpg?) so that i can have only 2 animation states? or 4?
Thanks!
Making a chipset / Help with figuring it out
http://www.spriters-resource.com/nes/crystalis/sheet/700
For the life of me i can NOT figure out how to make this into a chipset.. I think that there might be something wrong with the rip, as I keep getting different dimensions for the same square... >.>
as you can see in my setup, with PSCS5, everything is 16x16 grid, so i dont see how it can be off on my part...
http://ompldr.org/vYW1haw/setup.jpg
This is like, what i have so far
http://ompldr.org/vYW1hZw/cave1.png
For the life of me i can NOT figure out how to make this into a chipset.. I think that there might be something wrong with the rip, as I keep getting different dimensions for the same square... >.>
as you can see in my setup, with PSCS5, everything is 16x16 grid, so i dont see how it can be off on my part...
http://ompldr.org/vYW1haw/setup.jpg
This is like, what i have so far
http://ompldr.org/vYW1hZw/cave1.png













