KAZESUI'S PROFILE
Search
Filter
[DynRPG Plugin]Blending Mode
Could very well be a bug, either with the plugin or something else. Unfortunatly, I'm just too busy at the moment to take a deeper look into this, so it could take quite a while before this potentially gets fixed
[DynRPG Plugin]Text Plugin
You remembered to make sure to associate the text pieces with the right picture, right as well as showing this picture, be it entirely transparent or not (picture by ID 1 if you didn't change the dyn .ini file, nor set the picture ID association parameter upon using the @write_text, right?
[2K3] Coordinate Coding Issues
You seem to be having trouble with your branches.
In step 2, you check if the player has removed itself from the y coordinate, but not from the x coordinate.
This means that your for first set of branches, the WorldKillLocation switch won't trigger unless the x is equal to 10 and y is unequal to 4.
You'd need an else case for both x and y branches. However you should avoid making branches with else statements unless you use both. It's slightly less effective, but more importantly it's messier. For the first branch in step 2, you should replace it with "if LocationON/OFF is not equal to 1"
In step 2, you check if the player has removed itself from the y coordinate, but not from the x coordinate.
This means that your for first set of branches, the WorldKillLocation switch won't trigger unless the x is equal to 10 and y is unequal to 4.
You'd need an else case for both x and y branches. However you should avoid making branches with else statements unless you use both. It's slightly less effective, but more importantly it's messier. For the first branch in step 2, you should replace it with "if LocationON/OFF is not equal to 1"
Puzzle Tower
The competition rules said that the game should have around 10 minutes of gameplay, and I took this very literally and added a timer which would end the game approximately after that much time has expired. If you solve enough puzzles within the time limit, you will still beat the game despite there being puzzles left.
If you start it over and do the earlier puzzles quicker this time, you'll probably get to see the 3 remaining ones as well
If you start it over and do the earlier puzzles quicker this time, you'll probably get to see the 3 remaining ones as well
Tinting Pictures?
author=TheRexion
This doesn't work because of the way I tint the screen. When I change maps, the tint doesn't redraw itself. Though there may be a way for me to make it work.
If you use the DynRPG patch, you could use pictures of ID above 1000 to get pictures which aren't erased while changing maps, so with this it shouldn't be too much hassle to make it work, as long as the overlay produces the results you want.
DynScript?
I don't recall exactly where I read it, but if I recall correctly, Cherry stated that it wasn't feasible due to performance issues.
BQ: TNG
[DynRPG Plugin]Text Plugin
Are you using the latest version of the plugin? With the latest version, the text will appear above the picture you chose to associate the text with. The picture (the name and image itself) is irrelevant, only the ID affects whether text is shown or not (just saying you don't have to use the picture "pixel" for it to work).
As for scrolling, I'm not entirely sure what you mean. If you're referring to the text being gradually revealed as in the typical messages, then no, it's not implemented and might just stay that way.
As for scrolling, I'm not entirely sure what you mean. If you're referring to the text being gradually revealed as in the typical messages, then no, it's not implemented and might just stay that way.
[DynRPG Plugin]Text Plugin
The font used for the text is whatever default font is used by the maker. If you somehow manage to change the font used in the project, this should also affect the font used by the text plugin.
LOOP HELP
Rather than fix it completely, it should make it very unlikely for it to accidently break the cycle. With a 10 step cycle like this, it will have to randomly think you're not holding down the key 10 times in a row, and I haven't heard many complaints over my 5 step solution in Zero Base and Curse of Cpt. Loveless, so it should for all practical purposes be fixed with the 10 step solution (less should be okay too).
Comes at the expense of the key first being fully released 0.167 seconds after having released it though (the 10 step solution that is)
Comes at the expense of the key first being fully released 0.167 seconds after having released it though (the 10 step solution that is)













