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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

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.

DynModeSeven

That sounds like a bug. I'll look into that

DynModeSeven

The only way to get objects to "connect" to each other, is to represent them as one single (but larger) sprite. Because of how the perspective works, it wouldn't looks connected as soon as you start rotating the screen regardless or how the charsets would have been scaled I'm afraid

[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

[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

Ugh, Duplicate.
Please remove this one

[DynRPG Plugin] DynModeSeven

Ugh, Duplicate.
Please remove this one