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[RM2K3] Wrong audio sometimes plays for certain animations
author=LordBlueRogue
It might have something to do with RTP not being installed correctly on later operating systems, maybe?
Holy crumbs, that's totally it!
What I'm discovering now is that every install on all my available PCs that go through Setup.exe have the RTP audio error, while every install on those same PCs that are just extracted straight through the .lzh play the correct audio!
Setup.exe is the culprit. And now that I know that and I didn't do anything wrong in the engine, I'll just make the game available without it.
Thank you so much for pointing me in the right direction!
[RM2K3] Wrong audio sometimes plays for certain animations
I made a game with all unique assets for a game jam in october. I'm developing on my main PC which runs Windows 7, and everything is working as intended in testing.
However, I had somebody do some playtesting on Windows 10, and every time any spell that uses the Buff or Debuff animation was cast, it would play such a sound from the RTP rather than the imported sound file that is inserted in the animation.
I have since tested on my old Windows XP laptop, and the same audio errors happened consistently.
(I don't necessarily think the problem is with the OS, but these are the different environments I've been able to test with.)
I've extracted the same archive to a separate folder on my Win7 PC, but I can't replicate the problem. As such I don't even know where to begin attempting a fix. Everything looks fine in the engine.
And I think it was just the Buff & Debuff animations. I think my custom Heal, Damage, and Magic Damage animations worked as intended all around. As do all other custom assets.
I would really appreciate any and all insight. If you'd like to help test, I'd be most grateful.
Here's the game disc, as made by the Steam version of RM2K3
And here's a save where each character has a buff/debuff
All you'd have to do is walk around, get into a random encounter, and cast Speed Up and Defend Down. If they play buff.wav and debuff.wav, great! If they play anything else like Down.wav, there's a problem and I wanna be able to fix it.
However, I had somebody do some playtesting on Windows 10, and every time any spell that uses the Buff or Debuff animation was cast, it would play such a sound from the RTP rather than the imported sound file that is inserted in the animation.
I have since tested on my old Windows XP laptop, and the same audio errors happened consistently.
(I don't necessarily think the problem is with the OS, but these are the different environments I've been able to test with.)
I've extracted the same archive to a separate folder on my Win7 PC, but I can't replicate the problem. As such I don't even know where to begin attempting a fix. Everything looks fine in the engine.
And I think it was just the Buff & Debuff animations. I think my custom Heal, Damage, and Magic Damage animations worked as intended all around. As do all other custom assets.
I would really appreciate any and all insight. If you'd like to help test, I'd be most grateful.
Here's the game disc, as made by the Steam version of RM2K3
And here's a save where each character has a buff/debuff
All you'd have to do is walk around, get into a random encounter, and cast Speed Up and Defend Down. If they play buff.wav and debuff.wav, great! If they play anything else like Down.wav, there's a problem and I wanna be able to fix it.
How often should a work in progress update the demo?
Title says it all.
Say I'm working on a game of three arcs. The demo is the first arc. A few months later, I've added 2-4 dungeons and towns each. Is that enough to merit a new demo upload, or should I complete the arc? Or should I wait upwards of years and only replace the demo once the whole game is done?
As a developer, I feel I want to showcase the progress I'm making all the time.
As a gamer, I don't think I'd wanna play the same unfinished game over and over and get a little further every few months without beating it. And if I kept my save file, playing a few hours every few months might feel like a big tease. So then I'd rather play a complete arc or episode.
Thoughts?
Say I'm working on a game of three arcs. The demo is the first arc. A few months later, I've added 2-4 dungeons and towns each. Is that enough to merit a new demo upload, or should I complete the arc? Or should I wait upwards of years and only replace the demo once the whole game is done?
As a developer, I feel I want to showcase the progress I'm making all the time.
As a gamer, I don't think I'd wanna play the same unfinished game over and over and get a little further every few months without beating it. And if I kept my save file, playing a few hours every few months might feel like a big tease. So then I'd rather play a complete arc or episode.
Thoughts?
Strange Victory Sound Piano Conversion
I can confirm it's been happening since 2000, and not just with RTP midis. But I really have no credible theory about what causes it.
Anybody know how critical hits work in RM2000?
You're saying I'm controlling the denominator, not the numerator? I never would have considered that.
But now I got the help file working - not compatible with Windows 7 by default - and it says "If 85% probability is set, the hero will have a 15% chance each attack to strike with a critical hit."
I will do some further testing.
But now I got the help file working - not compatible with Windows 7 by default - and it says "If 85% probability is set, the hero will have a 15% chance each attack to strike with a critical hit."
I will do some further testing.
Anybody know how critical hits work in RM2000?
I'm still making a futile attempt at an oldschool game on an oldschool engine. As I've been testing what's done so far, adjusting stats and exp and money, I started noticing I'm getting a lot of critical hits. Like, ridiculous amounts. The last dungeon practically every attack every round every battle was a crit.
As far as I can tell, crit rates are governed by a number on the Hero tab in the database. At 100 every attack should crit, and at 1 you'd only have a 1% chance of critting. Right? Or is it the opposite? Because I've had my characters have a 5% chance, and I'm flooded with crits. Well, there's one exception. The guy whose feature is supposed to be critting a lot. His % was 25, then 33, now 45, and he just won't crit practically ever. Meanwhile I've lowered the others to 2% and they're getting more crits than ever.
Is there something I can do to work around this or do I have to live with an apparent kink in the engine?
As far as I can tell, crit rates are governed by a number on the Hero tab in the database. At 100 every attack should crit, and at 1 you'd only have a 1% chance of critting. Right? Or is it the opposite? Because I've had my characters have a 5% chance, and I'm flooded with crits. Well, there's one exception. The guy whose feature is supposed to be critting a lot. His % was 25, then 33, now 45, and he just won't crit practically ever. Meanwhile I've lowered the others to 2% and they're getting more crits than ever.
Is there something I can do to work around this or do I have to live with an apparent kink in the engine?
[RM2k] Title screen does not show up
[RM2k] Title screen does not show up
Just got myself a new computer. Copied over all the old files, reinstalled the RTP, reapplied the font patch.
Was gonna get back to work on my game, but the title screen is blank. No music, no image, nothing. I tried the game for a bit, it seemed to have the right sounds, music and graphics in place.
I tried replacing the current title screen with RTP stuff, but those didn't show up either.
What should I do?
EDIT: This is Windows 7. Tried reinstalling the engine, but got a message saying the OS isn't supported. Is that it? Everything else works in 7 except the title screen?
Was gonna get back to work on my game, but the title screen is blank. No music, no image, nothing. I tried the game for a bit, it seemed to have the right sounds, music and graphics in place.
I tried replacing the current title screen with RTP stuff, but those didn't show up either.
What should I do?
EDIT: This is Windows 7. Tried reinstalling the engine, but got a message saying the OS isn't supported. Is that it? Everything else works in 7 except the title screen?
RM2000: Attack animations and fullscreen/windowed play mode
Updating the graphics driver did nothing. I still get all the slowdown and input lag in windowed mode.
Guess this is another sure sign it's time to get a real computer.
For reference;
Windows Version: Microsoft Windows XP Home Edition Service Pack 3 (build 2600)
Processor: Intel(R) Atom(TM) CPU N270 @ 1.60GHz
Graphics Card: Intel(R) GMA 950
Total RAM: 1015.2 MB
Guess this is another sure sign it's time to get a real computer.
For reference;
Windows Version: Microsoft Windows XP Home Edition Service Pack 3 (build 2600)
Processor: Intel(R) Atom(TM) CPU N270 @ 1.60GHz
Graphics Card: Intel(R) GMA 950
Total RAM: 1015.2 MB
RM2000: Attack animations and fullscreen/windowed play mode
I have only just now noticed how much faster games are in full screen. Battles load faster, the movement speed increases, and attack animations go by quicker.
The last part is a problem. I have one character whose attack is supposed to be in sync with a sound effect. In the windowed mode it's perfect, but in fullscreen the animation is over while the sfx is still playing.
Is the slowdown in windowed mode common for everyone, or is it just because I'm on a crummy old netbook? Should I optimize the animations for fullscreen play in the age of 21+ inch monitors?
The last part is a problem. I have one character whose attack is supposed to be in sync with a sound effect. In the windowed mode it's perfect, but in fullscreen the animation is over while the sfx is still playing.
Is the slowdown in windowed mode common for everyone, or is it just because I'm on a crummy old netbook? Should I optimize the animations for fullscreen play in the age of 21+ inch monitors?