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UnBit
author=TheNecromancer
Doesn't run
<helpful image>
Thanks, that's good help, albeit also a bit curious.
Could you do me a favour and try to run this variant of the game as well?
https://rpgmaker.net/media/content/users/3355/locker/Unbit005_DEBUG.zip
This is not a fixed version of the game or anything, but rather a debug version which opens a console window and prints a bunch of logs as to what is happening in the background. I would love to know what the console window says as it will probably give a good clue as to what the real error is
UnBit Review
UnBit
Thank you for trying. I was worried something like this wouldn't be all too unlikely. If you don't mind, could you please share your computer specs? CPU and GPU if you have one should suffice, and also the .dll error in particular if you could.
Thanks
Thanks
UnBit
Thanks for the feedback. More of an experience is what I was going for and yeah ending was a bit abrupt, mostly because I hadn't implemented a proper way of actually exiting the game.
And yeah, that's 3D in rm2k3, but to be fair it's almost purely C++
And yeah, that's 3D in rm2k3, but to be fair it's almost purely C++
1.44 Floppy Disc Event
The entry finally has a start and an end, and a few things in-between. In hindsight, I should probably have named it "A song of bugs and frustration".
Uploaded the entry, though I'll try to iron out some of the issues until the end.
It's in the "old" rm2k3... but I can't guarantee it won't just crash the second you try to run it due to an "experimental" DynRPG plugin.
Uploaded the entry, though I'll try to iron out some of the issues until the end.
It's in the "old" rm2k3... but I can't guarantee it won't just crash the second you try to run it due to an "experimental" DynRPG plugin.
1.44 Floppy Disc Event
While you're busy updating the event page, you might want to update the Mb to MB as well. It's nitpick, but it's bugging me.
[RM2K3] DynRPG Compiling Error
author=McBick
@Kazesui
Do you think I could take a look at the source code of your dynmodeseven plugin? I would like to learn how to manipulate bitmaps in c++ next and possibly create more advanced plugins.
Knock yourself out. Keep in mind that it is a very long time ago since I wrote this, so I won't guarantee that I can help you with a lot of the code. I have forgotten a good bunch of it, and it is a bit of code as well. I don't there should be any issues, but this was compiled with the older version of DynRPG, so I'm not a 100% certain it is compatible with the updated DynRPG, even if I don't think it should be a problem.
[RM2K3] DynRPG Compiling Error
author=McBick
That is what I have been using them for, but it is weird to me that I don't have to define them as an int, string, or elsewise.
As mentioned, the compiler automatically considers them to be integers (unless other specified, though limited to being some integer type variant, e.g. no float or string).
author=McBick
Do you know if there is a way to play animations from DynRPG, specifically during battle? This is the only thing I can find for playing animations in battle:RPG::AnimationInBattle->isAnimationPlaying = true; RPG::AnimationInBattle->currentAnimationId = n;
This does nothing when executed though.
Nope, do not know how to use the native battle animations. If I felt the need to use animations in the default battle system, I would probably just use RPG::Image directly, though that would be tricky on a potential non-savvy end-user, as you'd lose the battle animation generation interface.
[RM2K3] DynRPG Compiling Error
Yup, if you want to make it general for other people to use, then you'll have make use of that functionality.
As for enumerators, they are there more for the programmer's convenience than other things.
In the strictest sense, they are practically named constants which are automatically assigned an integer value if you don't explicitly assign a value to them.
Of course, note that each of these code blocks are not meant to be appear in any code base all at the same time.
enums are generally there to store named states or specific values which would be cryptic to keep track of between multiple programmers for a common code base.
Note that common convention dictates that constant values (like those found in enums) are generally all upper-case.
As for enumerators, they are there more for the programmer's convenience than other things.
In the strictest sense, they are practically named constants which are automatically assigned an integer value if you don't explicitly assign a value to them.
// semantically, this is relatively similar enum color { RED, GREEN, BLUE } // to this const int RED = 0; const int GREEN = 1; const int BLUE = 2; // and to a certain extent even this #define RED 0 #define GREEN 1 #define BLUE 2
enums are generally there to store named states or specific values which would be cryptic to keep track of between multiple programmers for a common code base.
// It's easier to understand what is happening here if(myColor == RED) ... // Than it is to understand this if(myColor == 0) ...
[RM2K3] DynRPG Compiling Error
The conventional way of doing this would be to use onSaveGame and onLoadGame callbacks and the functionality within it to save the data to files, assuming your data is save game specific.
You could use the text plugin source given on page 2 of this thread as an example of how this functionality can be used.
If this gives a headache and you can convert the values into integers, you could just store them directly into the RPG::variables, or you could even store in at actors which are only used as variable deposits, as then the ingame load and savegame functionality should take care of it and you just need to query these values directly from the database upon loading a gamefile.
You could use the text plugin source given on page 2 of this thread as an example of how this functionality can be used.
If this gives a headache and you can convert the values into integers, you could just store them directly into the RPG::variables, or you could even store in at actors which are only used as variable deposits, as then the ingame load and savegame functionality should take care of it and you just need to query these values directly from the database upon loading a gamefile.













