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Is all copyrighted music considered plagiarism under the rules?

Thank you for the explanation! I can probably replace at least some of the copyrighted material without causing problems, so I'll be sure to take this into consideration.

Is all copyrighted music considered plagiarism under the rules?

I have an old RPG Maker game that I never publicly released, but have been recently considering. It occurred to me that there were a few copyrighted materials in the game, so I did some digging to try to determine what this site's policy is on that. It seems that the use of copyrighted material is accepted, so long as it is properly credited, not from an indie game, the original creator does not specifically ask that it be removed, and your game is non-commercial.

However, the plagiarism section of the rules says "Plagiarism is not allowed...As far as graphics go, there is some leeway...So long as you do not claim or imply that someone else's graphics are your own, it is not considered plagiarism at this site." Does this mean that graphics are the only kind of copyrighted material that can be used, and all other copyrighted materials (e.g. music) are completely disallowed, even with credit, or is the exact phrasing here just overly specific? Also, are images from things that aren't games considered as "graphics"?

Trouble reinstalling RPG Maker VX Ace

author=kory_toombs
When I log into RPG Maker Web I can see all purchases I made (and download them), but I might be after that date? (Did you purchase on RPG Maker Web?)

Did you pay with credit card or paypal, anything that can prove a financial transaction?

I actually hadn't thought of that. Thanks for the tip! I just need to find my old login info...

author=kory_toombs
This is one reason to buy things on Steam, so you can move from 1 PC to another easily. (I bought VN Maker on Steam just for this reason. PCs are fickle things.)

I hadn't even heard of Steam when I bought VX Ace in 2012. ^^;

Trouble reinstalling RPG Maker VX Ace

author=unity
I'm not an expert on this, so this is just a guess, but do you have the email where they sent you the original activation code? I'd screenshot that and see if they take it as a proof of purchase.

If not, the fact that they aren't getting back to you is kinda worrisome. Have you made a post over on the RPG Maker Web forum? Seeing as that's the official forum for RPG Maker, it seems more likely that you'll get noticed by someone who could do something about this, I'd think.
I do have screenshots of the original email, yes, though if support isn't responding, they likely won't acknowledge that, either. I didn't realize the web forums were the official ones, so I could go over there, now that you mention it. Thanks. I'm also considering submitting a new support ticket, and including links to the screenshots from the get-go, to see if that helps.

Trouble reinstalling RPG Maker VX Ace

Long story short, VX Ace was originally installed in 2012 on my old laptop, which now has one foot in the grave. I have a new computer, but my old activation code doesn't work when attempting to reinstall via the trial version's menu. I sent a ticket in to support, and the guy said "That purchase was made prior to us taking over completely. Any orders prior to Sept 2013 are no longer supported. However, if you can provide a proof of purchase, I can provide a new key for you!"

I don't know what would constitute a proof of purchase in this context, as I do not have a physical copy, and so replied to the email, inquiring about that. That was over a week ago, and I haven't received a response. My original support ticket received a response almost immediately, so I don't have high hopes for support getting back to me via this email. What should I do?

[RMVX ACE] Random Dungeon Generator and enemies

So, I take it that the script creates random dungeon floors one at a time as needed, rather than all at once? If that is the case then, as usual, I have an event-based solution, but no idea how to do something with scripts.

You could have the transfer event to the next floor increase a variable called, say, "Dungeon Floor" by one (starting at one) to indicate what floor you are on. Then, you have battle troops start with an arrangement of invisible, unnamed enemies and run an event on turn zero of the battle processing for that troop. The event should use a conditional branch to check the floor variable and then use the 'Enemy Transform' command to change the placeholders into floor appropriate foes. You could still have different arrangements of placeholders as different troops and have them transform into different things.

There is a potential drawback in that all of this will happen after the 'X has emerged!' message appears (which will not be a problem if this happens to be disabled, e.g. through Yanfly Ace Battle Engine). Without the message I couldn't tell that there were initially invisible enemies, but maybe with a bunch of conditional branches it might take longer to process and then you might be able to notice. I'm not sure.I suppose you could name the placeholders 'Enemies' so that the starting message would be 'Enemies emerged!' before they appeared, but that might be a little strange. It might also be somewhat difficult moving the imageless placeholders around considering the box representing them will be so small, not to mention that if enemies of drastically different sizes are represented by the same placeholder that may lead to strange looking troops later on.

Somebody else will probably come by with a better solution...

[RMVX ACE] Boats on tilesets B

I've been messing around with the default scripting for vehicles, but I haven't been able to get anywhere with it.

I have figured out an event based work-around, though. I created this event:


This event checks the terrain tag of the occupied tile and if the tag number is incompatible with a given vehicle type, the player is forced to move away from it. You can set whichever forbidden tag numbers under each vehicle type by changing which number(s) the conditional branch checks for. One problem that remains is that this will not prevent you from touching the tiles; it will merely prevent you from crossing them.

Yes, I am aware that this has nothing to do with the script you showed. I couldn't figure out a full solution for that. One thing I did notice however, is that if you set a region to 'all restrict', then even the airship cannot pass over it. I would assume that if an airship cannot pass over something then nothing can, so you could use this restriction to set what is impassable to airships (unless you did want it to be passable to something else, in which case this wouldn't work).

If you wanted a region impassable to only ships or only boats without using the top event, you could use invisible (but not pass-through, i.e. 'same as characters') events to block off the boundary of the impassable regions. A parallel process event could check to see if you are riding a boat, ship, or neither, and make those events 'through' or disable through via 'set move route' depending on what you are riding. This would be very time consuming, however.

[RMVX ACE] Boats on tilesets B

Don't forget that you can copy events with ctrl+C and paste them with ctrl+V.

Moving the box with arrow keys while holding down ctrl allows you to rapidly paste events with V, greatly speeding up duplication.

[RMVX ACE] Boats on tilesets B

Oh, I see.

I can't think of any ways to make tileset B specifically passable to boats, but it is possible to make events that draw from the pools of any section of the tileset other than A. If you scroll to the bottom of the graphics list for an event, you will eventually reach pages for tileset B, tileset C, etc.

Essentially, you would make an event that was labelled 'below characters' and 'through' with the image of the tile you want, and place it over the water. If it is only labelled 'below characters' then you will be able to walk on it and it will be impassable to boats, so you need to check the 'through' box as well (and possibly 'direction fix', while you're at it. I don't know if that will make a difference since I'm not sure if you can change the direction of events like these, but you probably wouldn't want to).

There might be an easier way to do this, but this is the only thing I can think of (I don't know much scripting or anything like that).

[RMVX ACE] Boats on tilesets B

I'm not quite sure that I understand your question.

By default, boats can pass over shallow water tiles, but not over land. Boats also cannot cross over deep (darker colored) ocean water, but ships can. Neither ships nor boats can cross over toxic water, but I'm pretty sure that's because you can wade through it on foot.

Are you trying to set a tile to be passable by boat that isn't automatically so? If so, which tile(s)?
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