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[DynRPG Plugin] DynModeSeven
My mouse is broken and produces double clicks on 80% of all mouse clicks. Apparently it's capable of triple clicking as well
[DynRPG Plugin] DynModeSeven
[DynRPG Plugin] DynModeSeven
[DynRPG Plugin] DynModeSeven
[DynRPG Plugin] DynModeSeven
Since I suspect there are quite a few forum dwelling developers who don't venture to the front page all too often, I thought I'd make a tiny topic here as well.
Finally, the mode 7 plugin has reached a stage where it's feasible to release it to the public. It's still a bit rough around the edges, are there are still some features which I would like to implement still. But, it should be usable and enjoyable in it's current form, so if you're still using rm2k3, you might want to play around with it for a bit.
The general outline of the plugin, is that it will take your map, and draw it in mode 7 style right at a layer right above a choosen picture id. The plugin then gives you the option to set a variety of parameters related to the map will be rendered, as well as rotating it, and adding custom spritesheets (for the sake of an arbitrary amount of angles) to the map.
Some things to notice is that the first tileset in your database cannot be used for a map to be rendered in mode 7 style (however random that sounds), and you'll need to put all relevant files being used in a mode 7 rendered map into the respective game folders. Just having it in your RTP folder is not sufficient.
Specifics are, as said, listed in the readme.
There's a tiny demo along with the plugin, to demonstrate it's usage, but you should probably still read it to know how to use it properly, and what to be wary of.
Also, a special thanks to Pepsiotaku, who helped out by testing and sorting out an issue I had while developing the plugin.
The download can be found here
Finally, the mode 7 plugin has reached a stage where it's feasible to release it to the public. It's still a bit rough around the edges, are there are still some features which I would like to implement still. But, it should be usable and enjoyable in it's current form, so if you're still using rm2k3, you might want to play around with it for a bit.
The general outline of the plugin, is that it will take your map, and draw it in mode 7 style right at a layer right above a choosen picture id. The plugin then gives you the option to set a variety of parameters related to the map will be rendered, as well as rotating it, and adding custom spritesheets (for the sake of an arbitrary amount of angles) to the map.
Some things to notice is that the first tileset in your database cannot be used for a map to be rendered in mode 7 style (however random that sounds), and you'll need to put all relevant files being used in a mode 7 rendered map into the respective game folders. Just having it in your RTP folder is not sufficient.
Specifics are, as said, listed in the readme.
There's a tiny demo along with the plugin, to demonstrate it's usage, but you should probably still read it to know how to use it properly, and what to be wary of.
Also, a special thanks to Pepsiotaku, who helped out by testing and sorting out an issue I had while developing the plugin.
The download can be found here
[DynRPG Plugin] DynModeSeven
Since I suspect there are quite a few forum dwelling developers who don't venture to the front page all too often, I thought I'd make a tiny topic here as well.
Finally, the mode 7 plugin has reached a stage where it's feasible to release it to the public. It's still a bit rough around the edges, are there are still some features which I would like to implement still. But, it should be usable and enjoyable in it's current form, so if you're still using rm2k3, you might want to play around with it for a bit.
The general outline of the plugin, is that it will take your map, and draw it in mode 7 style right at a layer right above a choosen picture id. The plugin then gives you the option to set a variety of parameters related to the map will be rendered, as well as rotating it, and adding custom spritesheets (for the sake of an arbitrary amount of angles) to the map.
Some things to notice is that the first tileset in your database cannot be used for a map to be rendered in mode 7 style (however random that sounds), and you'll need to put all relevant files being used in a mode 7 rendered map into the respective game folders. Just having it in your RTP folder is not sufficient.
Specifics are, as said, listed in the readme.
There's a tiny demo along with the plugin, to demonstrate it's usage, but you should probably still read it to know how to use it properly, and what to be wary of.
Also, a special thanks to Pepsiotaku, who helped out by testing and sorting out an issue I had while developing the plugin.
The download can be found here
Finally, the mode 7 plugin has reached a stage where it's feasible to release it to the public. It's still a bit rough around the edges, are there are still some features which I would like to implement still. But, it should be usable and enjoyable in it's current form, so if you're still using rm2k3, you might want to play around with it for a bit.
The general outline of the plugin, is that it will take your map, and draw it in mode 7 style right at a layer right above a choosen picture id. The plugin then gives you the option to set a variety of parameters related to the map will be rendered, as well as rotating it, and adding custom spritesheets (for the sake of an arbitrary amount of angles) to the map.
Some things to notice is that the first tileset in your database cannot be used for a map to be rendered in mode 7 style (however random that sounds), and you'll need to put all relevant files being used in a mode 7 rendered map into the respective game folders. Just having it in your RTP folder is not sufficient.
Specifics are, as said, listed in the readme.
There's a tiny demo along with the plugin, to demonstrate it's usage, but you should probably still read it to know how to use it properly, and what to be wary of.
Also, a special thanks to Pepsiotaku, who helped out by testing and sorting out an issue I had while developing the plugin.
The download can be found here
[DynRPG Plugin]Text Plugin
Using a variable as multiple switches.
Saying it's better for certain kind of numbers is bit of a stretch. To encode your switches into one variable, you'd need just as many lines of event commands as the one in the tutorial, minus the ones you cannot fit because using prime numbers is not as compact as binary. Unless using some patch of plugin to point to switches, you simply need those branches.
for decoding into switches, you'd might need two or three lines less code, a code which is pretty short and not really computationally heavy to begin with, so it doesn't really make that big a difference.
Your biggest argument for it being better seems to be that you can access the "switches" on the fly. But that would assume you would actually be using the variable itself as a set of switches, rather than just a place to store irrelevant switches for the time being (which is what the tutorial does).
Practically, you'd want to use switches rather than variables (where switches are handy) since these are easier to work with. You could have 1 set of of 20 switches which you use for one area, and when you leave this area, you just encode the switches into a variable, and can reuse the same switches again. This makes usage easy, since you don't want to make a division every time you want to figure if a switch is on. Event pages can't even be triggered that way, so it's impractical. Meaning encoding and decoding in batches make more sense than being able to single out single switches in a variable.
Apart from that, it's also possible to get a switch directly by dividing by the appropriate number (2^switch#), and then doing modulus 2, so two lines instead of one, but still just as impractical for reasons mentioned above.
for decoding into switches, you'd might need two or three lines less code, a code which is pretty short and not really computationally heavy to begin with, so it doesn't really make that big a difference.
Your biggest argument for it being better seems to be that you can access the "switches" on the fly. But that would assume you would actually be using the variable itself as a set of switches, rather than just a place to store irrelevant switches for the time being (which is what the tutorial does).
Practically, you'd want to use switches rather than variables (where switches are handy) since these are easier to work with. You could have 1 set of of 20 switches which you use for one area, and when you leave this area, you just encode the switches into a variable, and can reuse the same switches again. This makes usage easy, since you don't want to make a division every time you want to figure if a switch is on. Event pages can't even be triggered that way, so it's impractical. Meaning encoding and decoding in batches make more sense than being able to single out single switches in a variable.
Apart from that, it's also possible to get a switch directly by dividing by the appropriate number (2^switch#), and then doing modulus 2, so two lines instead of one, but still just as impractical for reasons mentioned above.
Parallel events in rm2k3
Yep, picture commands will stop execution during a message command. The solution is to patch your game with the "unlockPics" patch.
can be found at http://cherrytree.at/cms/download/?did=16
can be found at http://cherrytree.at/cms/download/?did=16
CMS Gold Display in RM2k3
Probably the first thing you'd want to take a look at is this: Text Plugin
It will allow you to directly print the value of a variable to anywhere on the screen you might like without having to resort to modulo to isolate the different digits of a number.
Also, for future reference, since you're requesting help, this topic would probably fit better under the Help requests subforum.
It will allow you to directly print the value of a variable to anywhere on the screen you might like without having to resort to modulo to isolate the different digits of a number.
Also, for future reference, since you're requesting help, this topic would probably fit better under the Help requests subforum.













