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State resistance based on number of turns or effect magnitude instead of chance

It sure is an interesting idea for gameplay value ! Maybe you could combine both ?
Example of ATK down effect with classes archetypes :
- a tank : since he is going to be heavily armored, I would assume he is the most resistant to that stat (let's say 75%). As such it would only get him 25% of his ATK stat away, and lasts for two turns (1 turn feels not enough).
- the normal adventurer : medium armored, so it would be fifty fifty, with 50% atk down and 3 turns of durability.
- an archer : with a lighter armor, he would have less resistance to the stat (25%). 4 turns and between 75% down.
- the magician : almost no resistance at all since no physical value. All strengh down for 5 turns. This heavy down is compensated by the fact it's not supposed to attack. This stat down could only be usefull with specific battles (long battles or monsters immune to magic).

Determinish looks interesting if you use it with detailed gameplay (no room for bad luck).

Random Item chests aren't working [RMMV]

The wait looks useless to me in this part of the code (you might want to test one frame wait before the begining of your conditions). I did something similar on RM2003 for encounters (with as much conditions, I guess) and it works fine. The only thing I could think of to lighten a little bit your code is adding a label in your event to jump at the end of the code (but it's more utility than a must, and checking your last condition doesn't have a "else" (but it only avoids to get two objects). Other than that, it could be as said ten_blue_egyptians (but testing it several times would have made it work at least once or two), an error of MV when handling message (it doesn't show, but the item/gold is still added), or your local button A cutting the event (I don't know why though).
If you're using a plugin, maybe one of them wrote over something ?

The Dark Eternal

Hi,

Your game looks polished, I hope you're doing good with debug. I just wanted to give you a friendly player's advice : in the case when you have a lot of debug, it might be to your advantage to upload smaller patches with an opened source game, and then encrypt your game when everything is done (or you don't expect new bugs before a long time).
As it looks now, it must be long for you to upload 500+ MO for each update, and it's long for some of us to download.
Otherwise, good luck on your next game :)

[RM2K3] [Windows 10] Problem in loading video on RM2003

Hi,

Some reports have been sent recently regarding the way Windows 10 handles video in Aedemphia. The game starts normally, the bug only occurs when playing the video. This normally works with MPEG2 codec. The game works fine on former OS, it's only with Windows 10.

The bug is graphical : when the video starts, the screen turns black but the sound works (meaning that the video is playing).

Details of what we found so far :
- the bug occurs either it's the ancient version of RM2003 (1.08) or the new one (1.12)
- the video is showing normally when transferred from PC to TV, with certain parameters : when above 1080p, Windows sends a YCbCr 420 signal instead of RGB. When it's the case, the video shows. The video are encoded in YCbCr 240.
- this bug doesn't occur on all windows. With the same options on RM and same codecs (we checked), it works for some but not other (it's working fine on my computer, which has mimnimal graphical settings, but not on his, which is all new)
- When FFDShow is installed, the video shows correctly first, but then when launched another time, the screen turns black.
- Without the codec, the video can't be read (logical).

Since then, the dev has installed different codecs, with no effect. He also tried to install DirectDraw older options with a Windows tool, but it didn't work.
So far, settings are :




Video codecs installed (we have exactly the same, so I don't think it's that) :
ICM Codec Cinepak de Radius cvid iccvid.dll 1.10.0.12
ICM Codec Intel IYUV IYUV iyuv_32.dll 10.0.18362.1
ICM Microsoft RLE MRLE msrle32.dll 10.0.18362.1
ICM Microsoft Vidéo 1 MSVC msvidc32.dll 10.0.18362.1
ICM Microsoft YUV UYVY msyuv.dll 10.0.18362.1
ICM Toshiba YUV Codec Y411 tsbyuv.dll 10.0.18362.1
ICM Microsoft YUV UYVY msyuv.dll 10.0.18362.1
DMO Mpeg4s Decoder DMO mp4s, MP4S, m4s2, M4S2, MP4V, mp4v, XVID, xvid, DIVX, DX50 mp4sdecd.dll 10.0.18362.1
DMO WMV Screen decoder DMO MSS1, MSS2 wmvsdecd.dll 10.0.18362.1
DMO WMVideo Decoder DMO WMV1, WMV2, WMV3, WMVA, WVC1, WMVP, WVP2, VC1S wmvdecod.dll 10.0.18362.1
DMO Mpeg43 Decoder DMO mp43, MP43 mp43decd.dll 10.0.18362.1
DMO Mpeg4 Decoder DMO MPG4, mpg4, mp42, MP42 mpg4decd.dll 10.0.18362.1


If you are on Windows 10 and would like to help, here is a small game with a video included : http://www.aedemphia-rpg.net/divers/Test.7z
And here is the codec : http://www.aedemphia-rpg.net/download/mpeg-2_codec.zip

If you have any ideas of what it could be, it would greatly help figure out a solution for the project ! Thanks

New Developer Mapping Help Thread

compatibility issues

Hello uran,

I didn't know there could be such a crash problem. EasyRPG Player allows to play RM2000 and RM2003 games with improved compatibility. However it isn't fully compatible with Dyn RPG yet (I guess you are using it for your game), so there will probably be some errors. Else, your friend will have to play in window mode, if it's possible.

New RPG Maker incoming?

Fomar0153
Imagine if Yanfly had followed that advice.

Probably MV would have been a lot less user friendly (well, without Yanfly and the others), and the engine would have appeared as poor as the others for beginners, and usable for developpers with scripting skills ? Or maybe the most tenacious would have learnt some basic coding, and would actually have learnt something. Hard to tell. If these coders don't return for MZ, it sure will be interesting to see how RM popularity turns, and its uses.

New Developer Mapping Help Thread

@theloathableone : I'm no no specialist, but it looks good. The cliffs edit is nice !

@xSydRowex : for the shift tool, you can copy an existing tile with shift + mouse right click, and paste with shift + left click. If you didn't use this part of the autotile, you will have to draw it on a free space (example : enlarge your map to have a space for that kind of stuff, and put the properties to original size once you're done). You can find several videos on the matter : https://www.youtube.com/watch?v=yCuo0dXyYOY.

Your corrected map has a big right angle (editor) on the upper right (it's better to try to avoid them as it hightlights the squareness of the RTP). For the night view, I can't see too much but adding variety to your road (using two autotiles for it) was a good idea, and you seem to have gotten the main idea with groups of trees and adding some small elements. Looking to other (good) game maps and pratice should help you to improve even more :)

New Developer Mapping Help Thread

SydRowex : The maps you show look correct to me. Interiors don't look too big nor empty (aside from the empty bathroom in your first map).
The ideaof the outer wall inside to match the door sprite might be an idea, but it's a style choice. I can only say that if you have two tiles high walls inside, you would have to go for the same for the outside walls and door.

The trees of different size are an idea, but you have to differentiate foliages (you might want to play with shift). A good advice for mapping is to have smaller groups of trees and discontinue your road (we can imagine it's snowing and the place is somewhat isolate).
Also, you miss some upper tiles for your trees near the sign.
An example (for VX Ace, and with a little bigger map) :


And with a tint and snow (well, we don't see the snow and it's not pretty because too much blue, but you see what is intended) :


I changed it a bit, but it's just to let guess one of the leaves is probably inhabited (visual hints).

I liked your town alley, but houses lack at least doors (and maybe smoke, unsure if you put the events on the chimney), and you might want to play a bit with the foliage autotiles so that it's less "squary" with the roofs.

You have a good starting base anyway. Hope that helped a little.

[RMVX ACE] Looking for a certain style VX Ace Battle System script?!?!

Well, probably not, because you would probably want to use animations instead of a script rewriting all the system. I guess you would have to work around the default animation attack though (make it so that each actor has a different normal attack). It would be that kind of script : https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/weapon-attack-replace/.