New account registration is temporarily disabled.

MAKOINFUSED'S PROFILE

Search

Filter

[2K3] Removing limit on number of battle animations allowed

Lol no, you would patch the RPG2003.exe (the editor) file. I even emboldened the "editor" part for you :p.

[2K3] Removing limit on number of battle animations allowed

Well let's think: it would give you the ability to copy and paste values over 5000 in the editor....sooooooo.... :p

Flickering screen in FULL SCREEN

Hmm...I figured it wouldn't work. I honestly don't know of any case where it has worked-- but I figured this might be the first!

Unfortunately, that means you're going to have to look for support for that specific card/driver/software.

I don't know much about Nvidia's software, I have an ATI/Catalyst. I have a hunch that this could work though. Try looking for options related to "video acceleration" and disabling that to see if it fixes the issue.

[2K3] Removing limit on number of battle animations allowed

IPS will be applied "on top" of other things, since it's basically just editing the bytes directly. So provided that all of the bytes in the package are in the same place it should work with those patches...but make a backup and try out for yourself-- it's the only way to know for sure!

IPS can be used with something like this: http://fusoya.eludevisibility.org/lips/

[2K3] Removing limit on number of battle animations allowed

Nice work Cherry! I assumed it was something simple, for you, and that you would have the solution.

how to use scroll map properly (VX ace)

You're most welcome!

Flickering screen in FULL SCREEN

Since you didn't mention it, I'm going to state the obvious: did you try hitting F1 and checking off the "Reduce Screen Flickering" box? (Only for XP and later versions)

how to use scroll map properly (VX ace)

This event is made to work for a cinematic, it's not intended to be used as a direct controller for the camera.

Explanation: This cannot be done without a script to modify the function of the "Scroll Map" event. As it stands the event has a hidden "Wait for completion" effect applied; it will always wait for the move before running the next command.

[2K3] Reducing Lag In-Game

Yeah, you want to reduce parallel processes as much as possible. Only having things that really should be updated constantly (perhaps a custom movement type thing) or something of that caliber. However, things related to the menu and equipment/skills have a predictable usage.

Yeah, basically what I did for my game is just have a giant CE called "battle start" (or something) and run that on turn 0 of each battle. That CE can even turn on a switch, which can be linked to a parallel process that will run after the battle finishes. Then when the battle is over and the event runs once you turn it off (like a "battle end" event). This will allow you accomplish two things at once!

[2K3] Reducing Lag In-Game

Glad you figured it out.

Just as a note: to run an event before battle begins you can just setup an event page in the beginning of each battle (on turn 0) and run a common event. This would make it so the event runs only once, and it's "technically" before the battle begins.