MARREND'S PROFILE

Marrend
Guardian of the Description Thread
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Life is a story. Which is the one that defines you?
Baclyae Revolution
A humble tribute to the Suikoden series!

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I'm Leaving

Sometimes, the best response really is to step away from things for a time. I don't know if this really is a permanent thing, or if you'll be back when things have cooled off more than significantly. All I can really say at this point is thanks for being a part of this humble little community for as long as you have, and for sharing your creativity with us!

Am I AI generated? Am I ethical? Is important. Thank.

> Are YOU AI generated?
How can you prove that you exist? Maybe we don't exist.

> Are YOU ethical?
Usually.

> Are YOU important?
Never.

> Are you Thank?
You're welcome.

[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem

Through my work in UGE, that the decimal value of 26 (0x1A hexadecimal) can print the "→" character. Note that the " " character has a value of 32 (0x20 hexadecimal) and the "a" character has a value of 97 (0x61 hexadecimal).

That aside, I took a look at some character maps. In the Courier New character map, the "→" character appears at 0x2192. It does not appear on the character map of Georgia at all, going directly from 0x215E ("⅞") to 0x2202 ("∂"). VL Gothic (ie: the default font of RPG Maker VX Ace) isn't installed on my system, but, those values and characters in Georgia matched up with Courier New's character map.

Though, it would be nice to know exactly how the "trash font fix" is supposed to work. In regards to Ace, I'm only really familiar with Yanfly's messaging system, TsukiHime's resource checker, and Casper Gaming's encyclopedia.

[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem

"Spitting out weird blocks" definitely sound like it could be a font issue. Though, I'm guessing the junk font fix is supposed to fix that? Like, I'm partially assuming that the "weird blocks" you're talking about is actually..

class Window_EquipStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Draw Right Arrow
  #--------------------------------------------------------------------------
  def draw_right_arrow(x, y)
    change_color(system_color)
    draw_text(x, y, 22, line_height, "→", 1)
  end
end


...the game attempting to draw the "→" character in a font where that character is printed as a box instead of a right arrow.

African Images

I'm gonna try getting legit links/images for the broken ones.

So, it looks like the first is...

[url]https://media.gettyimages.com/id/505881295/photo/teli-dogon-country.webp?s=1024x1024&w=gi&k=20&c=YRFMO8_iK93o1RJy9NqSO22ENFQbSmfATFNPzUqUwis=[/url]

...this one. Next is...

[url]https://media.gettyimages.com/id/134847532/photo/man-wearing-sirige-mask.webp?s=1024x1024&w=gi&k=20&c=6nPMMANSRhGjj-j-OpoaObi5rnHdRA9Bumed1euQZf0=[/url]

...this. The other two seem to be copies of the images above...

[url]https://media.gettyimages.com/id/505881295/photo/teli-dogon-country.jpg?s=1024x1024&w=gi&k=20&c=YRFMO8_iK93o1RJy9NqSO22ENFQbSmfATFNPzUqUwis=[/url]


[url]https://media.gettyimages.com/id/134847532/photo/man-wearing-sirige-mask.webp?s=1024x1024&w=gi&k=20&c=6nPMMANSRhGjj-j-OpoaObi5rnHdRA9Bumed1euQZf0=[/url]

...like so.

What's probably happening here is that the first set of links is more geared to display the images with raw HTML. Possibly CSS code? The other set of links could work with bulletin board systems. RMN's comments may be similar to a bulletin board system, but, have their own set of bad/awkward rules.

Probably my first and only post, but we'll se

Welcome to RMN! Share your creativity with us!

Is AI generated AI ethical? Need to know. Thanks.

The real AI are the AI we built along the way.

Or something.

Featured game!

I dunno if silence on a gamepage is just something I've come to expect, or the attention just goes... elsewhere. I'll quote two paragraphs of interest from a certain article that might be relevant to this point even if said article is around 6 years old, and the stats have surely changed since then.

RMN isn't as big as you might think
As of this month, RMN has around 400 people posting about 3000 comments a month. There are 1774 games currently in production. Even if all of the comments were on gameprofiles (they aren't) and evenly distributed, that works out to less than 2 comments per game. (But then, not all games are actively being developed. The Top 25 games generating discussion ranged between 12 and 70 comments last month. This is a better metric to measure against). Furthermore, the actively posting memberbase is largely made up of developers, with projects of their own. They are supportive, willing to help where they can, provide critique and advice, and cheer you on, but that isn't their sole focus. The makeup of the active community here is that of hobbyist developers (or former developers past their prime, like me). Take that into account as you assess your game's buzz (or lack thereof).

RMN is bigger than you might think, but in ways you don't realize
RMN still gets about 7,000 to 9,000 unique visitors a day. A fly-by audience is here, but it is going to be a largely silent one. You will see this reflected in some of the other statistics, such as pageviews, downloads and "buzz score". Some games, for example, despite not getting any comments or reviews with any real frequency, constantly find themselves "buzzing" on the frontpage due to this large audience. You veteran members of RMN will have immediately thought of the viral hit game Pom Gets Wi-Fi. (That game made huge waves at RMN in the summer of 2013 after it was played by Pewdiepie on his Youtube channel.)

The point being is that there is a large transient population visiting RMN. You game may be getting attention, but it is silent. Make note of your pageviews and subscriber counts in addition to comments when assessing whether or not you are doing well in building an audience. If you are here reading this article with concerns about your game, then it is likely that this silent transient population is in fact looking for what you are making (an indie RPG, presumably). Or maybe not...


[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem

Okay, here's a snippet from Acromage Ace concerning how it pulls off it's coloration of resource windows.

class Window_Resources < Window_Base
  # Change window tone based on card type.
  def update_tone
    if @type
      case @type
      when 0
        # Window is keeping track of Quarry/Bricks.
        self.tone.set(68, 0, -34)
      when 1
        # Window is keeping track of Magic/Gems.
        self.tone.set(-34, 0, 68)
      when 2
        # Window is keeping track of Dungeon/Beasts.
        self.tone.set(0, 68, -34)
      end
    end
  end
end

Applying that to `Window_Gold` might look something like...

class Window_Gold < Window_Base
  # Change window tone.
  def update_tone
    self.tone.set(0, 0, 128)
  end
end

...this, or whatever value you want, keeping in mind that it's a `Tone` object, not a `Color` object. As for having the battle log having a gradient, you might attempt changing the opacity of the window first. Which is defined...

class Window_BattleLog < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, window_width, window_height)
    self.z = 200
    self.opacity = 0 # <-right here
    @lines = []
    @num_wait = 0
    create_back_bitmap
    create_back_sprite
    refresh
  end
end

...in the initialize function.

[RMVX ACE] [RMVX] Vocab EnemyRecovery Text Problem

`Window_Gold` is a child of `Window_Base`. As such, the window background color is an instance of the `Tone` class, so, it won't take standard RGB values. Saying that, you could write a `update_tone` function definition within the context of `Window_Gold` that would set the tone to be something other than what's set by the system.

I'll look this up in more detail when I have time.