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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The Screenshot Topic Returns

Playing with additives in DynRPG with some help from a person at RPG-Atelier.
(Nope, the scene in the background is not from a game of mine)



edit: changed background image on request of the actual developer of the game in previous pic

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

Most likely, you should be able to write V4 as parameter to send in the value of variable 0004. This will typically apply to every plugin which uses the comments as an interface.
That won't help you with the size of the ingame variables though, as you'll probably end up limited by the 7 digits you can use within a variable.

Zelda Room progression

If the actual map has to be bigger than the room:
Second to last post

If the actual map doesn't need to be bigger than the rooms themselves you might want to consider this instead (simpler):
link

[DynRPG Plugin]Text Plugin

Another update:



@write_text has now got a 7th Parameter which tells which picture ID the Text should be associated with.
This allows for better control of what layer (in terms of picture) the text should be written on.
It also allows for easier transparency control of the Texts, since their alpha value will be controlled only by the associated picture.

@append_line command has been added to simplify the process of adding lines to an existing text.

A few comment commands has been added as well:
\N returns the class / rank of the hero with ID equal to "number"
\a returns the name of the condition with ID equal to "number"

Another thing is that the texts are now shown above the chosen picture, rather than below it like before

also, some bugs were fixed (remove_all wasn't functioning entirely as intended)

An important note however, is that save files made with an older version of the Plugin are not compatible with the newest version anymore. It is only compatible with save files made with the new version.

"Good" rm2k3 event coding

author=LockeZ
You spend the first half of this article telling us why we should use GOTO every chance we get?


Technically speaking, all loops and branches are based on "GOTO", just abstracted away in the programming language such that it's to the compiler to add in it afterwards. These are structures you don't have as readily available in rm2k3, and then you have to make do with what you have.

I also fail to see where I advocated spaghetti coding here. Are you really saying that you prefer the first example in the multiple branch part I showed? Really?
The labels are pretty much making the code MORE readable.
Using GOTO != Spaghetti Code
Labels aren't inherently evil, it's the people using it poorly.
You rarily will need them in an actual programming language, as they are considerably more flexible and less prone to performance issues.
rm2k3 however is considerably more limited in terms of performance and control structures, and when you start building some bigger custom system, you can very quickly notice performance issues.

I'm not sure what world you come from, but lag in rm2k3 games which does anything outside of the "usual" isn't exactly that rare. The games themselves might be more of the rare kind (depending on the fanciness of a potential CMS attempted), but it's also rather that kind which this tutorial is aimed towards.

I might not have emphasized enough on the importance of keeping your code readable in this tutorial, and don't remember if I said it up there, but sacrificing readability for sake of performance should first happen when performance becomes an issue. But as said, I'm merely showing some applications of labels with none of the examples really produce the spaghetti code you talk of.

Befuddle Quest 5: Zack to the Future

Between the room with the first box (the one at the beginning), and the room above where you have to hit two levers and get within the door in time, On the passage between these rooms, you can shoot the portal gun to the left to find another room (possible to see if you go to the lower left corner of the room with the timed door).

From how I've understood you, this is probably the one you're missing

Whatchu Workin' On? Tell us!

while the tutorial mentioned by avee introduces the basics a custom menu, this tutorial expands on how it can be used for a dynamic item sub menu, which would most likely be rather similar in terms of implementation
(even has a demo project which you can mess around with to get a better understanding of it all)

Gamespot Thread

Desert Nightmare deserves a gamespot. Great game with custom graphics and stuff. Unfortunatly the only game by Kelven which has been translated into english as far as I know.

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

You're not the first one to get trouble with it. Didn't work for me either when I tested it. You can do the same as me and create work arounds though, creating special commands within a string which you format into hero names, making use of
RPG::dbActors[n]->name

That's what I did. By similar means you could get skill, item and condition names (and descriptions).

RPG::actors[n]->name

doesen't seem to work. Maybe that's why the the N1 for hero names isn't working?

Also, although not related, I think the casting the text into a char pointer is superfluous, since it's already a char array in the parsedData object.

[DynRPG Plugin]Text Plugin

I have updated the Plugin again and added a couple of new within-text commands:
\i to retrieve the name of an item.
\I to retrieve the description of an item
\t to retrieve the name of a skill
\T to retrieve the description of a skill.

The number paramter tells the ID of the item/skill you wish to retrieve. Also, it's possible to combine the commands now, meaning you can use the command \i\v] to let variable 20 decide which item name you want to retrieve.

It's now also possible to use these commands within the creation of an Text Identifier, which allows you to use a variable in the name.
This can be used for creating a custom Item menu, based on the items from the Database, more easily by allowing you to use loops to create lists of text objects.

The demo has been updated to show how these new features can be used.


author=Cherry
oh really? Good that nobody told me about the bug yet O_o
Will check it.


Yeah... I should probably have reported that (i.e. prior to that post).