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KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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Rm2k3 Plugin Tiles

Having skimmed through it, I can't see anything in particular which would cause a huge slowdown, which in my mind would probably mean that there's something else which slows it down, like the fog event you're calling, or it could be that for some reason, that you're scanning too much.
It could also be that the you're not jumping far enough while scanning in a direction. You could try to increase how much is added to the sight radius variable in each step. If this decreases the time it takes for you to execute the event, then there's probably too much scanning going on. Beware though, as if it's increased by too much, the result becomes more inaccurate.

That said, while the plugin where any tile can change into to any tile would be pretty hard to realize at the moment, having a plugin change from one tile with no important property apart from visual ones to a fixed tile beneath is not equally impossible. Depends on the exact implementation in mind of course, but given the use of the trigonometry script, I assume that you're using it to detect which tiles should be revealed.
This should be possible... though I'm afraid I probably won't have time to do it myself anytime soon (just throwing it out there for anyone who'd have time and would be up for a challenge).

[DynRPG Plugin] DynModeSeven

1. Would it even make sense to have a sprite in the current form to be set below hero in the current format? I have a feeling that would look pretty awkward and the only way to make it look more passable would be to have it flat like the map itself.
Having anything flat and moving along the map has it's own set of issues, meaning this one could be some time away.
If they're not moving however, that might be more fixable.

2. Thanks, should be fixable. Will fix it when I get the time.

3. If the jump command doesn't affect the screen relative coordinates of the hero/event then probably not, since this plugin is reliant on those coordinates to redraw the sprites on top of the mode 7 rendering.

4. Why wouldn't you have a boundary if the map wasn't set to wrapping anyway? Though I suppose I could default it to some tile to remove the crashing, but then you might risk having a bad boundary texture, rather than just seeing the game crash, and then right away figuring out that you need to set the boundary value to whatever's appropriate.

5. The disabling command "should" remove it, and I think it worked during testing. Will take a look at it though. Could you please post the exact comment command you were using to try and disable it though, just to be on the safe side?

6. I haven't set any limit in the plugin, and I don't see why it would crash at any amount of events, so probably not. Never tried to put that many events on a map just for the sake of testing though, so I'm not entirely certain. I think rm2k3 itself will cap you at 5000 or 9999 events though.

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

Ah right. I believe you would have been able to do that by going to the project folder, deleting the rpg rt executable and then removing the ".bak" extension of the other rpg_rt executable. I assume it's a backup of the original exe prior to patching it with dynrpg (or whatever cherry patch was used).

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

author=Cherry
Known bug, with transparency in general. The transparency changes depending on the Y position of the event on the screen.

Is already fixed (on my computer), will be released soon.

[Poll] Which game engine do you prefer? (I fixed it)

Why isn't Construct and Construct 2 on the list?

Rm2k3 Plugin Tiles

The reason why your pictures don't appear exactly where you want them is because the second "show picture" is called, the picture is set to coordinates relative to what's on your screen at that very moment, regardless of where in the map you might be.

To fix this, you could place an event in the upper left corner of the map, get it's screen relative coordinates and then add the tile coordinates you want to use multiplied by 16 to those coordinates. You'll probably have to add another offset to make it fit exactly to the tile as well, probably -8 in the y screen relative coordinate.
Remember to check "scroll with map" option.

This does however mean that these tiles automatically becomes "above hero", since that's how pictures work. If you're not using the background layer for anything else on the map in question, you could use a panorama mapping approach, and simply have two transparent events being passable and unpassable for when you would be changing the tiles.

Rm2k3 Plugin Tiles

There is no plugin which deals with this at the moment.
The reason for it is because no interaction with chipsets and tiles has been implemented in DynRPG yet. This could probably take time, so you'd be better off looking at workarounds like the one suggested by KoG.

RPG Maker 2003's Random Number Generator

It's highly likely that the random number generator used in rm2k3 is a linear congruential generator. This is a generator which should be sufficient for any rm2k3 need, and I haven't found any problems with it's distribution of numbers.

If you just don't want repeating values rather than random values, you might want to consider making an array of the possible outcomes and then shuffling the array.
This way, you'll get every option once in a random order with no repeats.

[DynRPG Plugin] DynModeSeven

1) Thanks, never gave the brightness much regard, but that should be a good way of solving that proble.
2) onCheckVisibility is probably not going to be a panacea here either, since what you see in the mode7 view does not neccessarily correspond very well with what would normally be on the screen ( The extra depth makes some significant changes here ).
That the width can become problematic is known (though forgotten to add in the readme file, thanks for the reminder), though I've been considering the wrapping problems, where the events pop up in a similar fashion because of how rm2k3 handles screen relative coordinates on wrapped maps to be more visible and a bigger problem.

It is on the stuff I want to fix though, but haven't come up with a particularly good solution yet.

[DynRPG Plugin] DynModeSeven

Yes. To do that, you have to mess around with the @set_horizon command.
The first parameter will determine how where on the screen it will start drawing your map, and the second parameter controls where the horizon in terms of the perspective is. Using this, you can simulate changing the inclination