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[DynRPG] DynPEC
DynModeSeven
Path Finding
The original plan was to release a total of four tutorials on this. The next would one would be on how to deal with "Actors" on the map before the last one would finally tackle the Enemy AI.
While the I strictly speaking have the demonstration projects done for each of these already, writing the tutorials require quite a bit of time, lot due to the sheer length of them. The AI one could prove to end up twice the length of this one even, because of how complex it is.
At the moment, I don't have time for that, and even when I do, it becomes a question of prioritization. Should I continue the series, make a new DynRPG plugin or enhance/fix bugs of an old plugin? Lately I've often gone more the plugin route, and I can't guarantee that won't remain the same for a while, so it could take quite a while until I finish this tutorial series :/
While the I strictly speaking have the demonstration projects done for each of these already, writing the tutorials require quite a bit of time, lot due to the sheer length of them. The AI one could prove to end up twice the length of this one even, because of how complex it is.
At the moment, I don't have time for that, and even when I do, it becomes a question of prioritization. Should I continue the series, make a new DynRPG plugin or enhance/fix bugs of an old plugin? Lately I've often gone more the plugin route, and I can't guarantee that won't remain the same for a while, so it could take quite a while until I finish this tutorial series :/
[DynRPG]Blending Modes
Was it asked before?
Anyway, charsets do not have the same problem as battle animations, meaning that this would actually be possible. Implementing it would require doing several things quite different though, since charsets can animate.
And yes, if the event layer should be respected (i.e. lower or same level as hero), then making the effect ignore tint screen adjustment could prove rather tricky (not so much, if the only allowed state is above hero layer though).
Either way, I don't have time to do this right now, but I'll try to keep it in mind
Anyway, charsets do not have the same problem as battle animations, meaning that this would actually be possible. Implementing it would require doing several things quite different though, since charsets can animate.
And yes, if the event layer should be respected (i.e. lower or same level as hero), then making the effect ignore tint screen adjustment could prove rather tricky (not so much, if the only allowed state is above hero layer though).
Either way, I don't have time to do this right now, but I'll try to keep it in mind
[DynRPG Plugin] DynModeSeven
There's no "airship" support at the moment, so you'd probably have to emulate it in a similar manner as pepsiOtaku did, i.e. event in a kind of custom directional movement scheme based on the rotation (I believe).
Math Plugin
Line of Sight Plugin
Parallax Mapping [RM2K3]
author=pianotm
Lot's of stuff related to real parallaxing probably
"Parallax mapping" is one of the perversions in terms of terminology commonly used when dealing with rpg maker ( at very least rm2k(3) ). As McBick in the end pointed out, within the rpg maker realm, parallax mapping often means to simply use a background as the map, rather than utilizing true parallax mapping. Panorama mapping would probably have been a more appropriate term, but old habits die hard
screenshot_2.png
DynRPG Particle Effects
I made a video recently of the remade version of my Particle Effects Plugin, and now it should be bug free enough to use. It's already been uploaded to the site, and I'm adding this topic to increase a tiny bit of visibility to it. If the RMbler ever becomes a thing, I'd probably use that instead.
For those of you familiar with the old version, the changes which this version brings with it, is that it has pretty much been rewritten from scratch, and improved a lot on in terms of performance. I've had test runs with up to 24,000 particles creating a snow like weather effect, while still running on 60 fps on my core i5 laptop.
That, and it has (in my oppinion) generally been made easier to use as well.
Depending on the response, I might write a tutorial, on how to better utilize the plugin, showing how to do various effects and how you can utilize the various properties to create cool stuff.
You can find the download link here
For those of you familiar with the old version, the changes which this version brings with it, is that it has pretty much been rewritten from scratch, and improved a lot on in terms of performance. I've had test runs with up to 24,000 particles creating a snow like weather effect, while still running on 60 fps on my core i5 laptop.
That, and it has (in my oppinion) generally been made easier to use as well.
Depending on the response, I might write a tutorial, on how to better utilize the plugin, showing how to do various effects and how you can utilize the various properties to create cool stuff.

You can find the download link here













