MAX MCGEE'S PROFILE
I CAN'T NOT MAKE GAMES.
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
Search
[VX (Ace) Resource Request] Boats and Boats and Ships and Boats
I need a boat tileset. Not an airship this time, just regular ship.
Does anyone know of a good ship/boat Tileset B-E for RPG Maker VX (Ace)? I'm using the High Fantasy Resource Pack so I'm aware that I'm probably not going to get anything in the right matching style but I can live with that.
Alternatively if such a Tileset does not exist, does anyone talented think they can build me one from this insanely absurdly ricockulously huge longship sprite?
I'd be ever so grateful (and credit obviously) and if anything comes of this I'd be more than happy to share the resulting tileset for the community's use.
Does anyone know of a good ship/boat Tileset B-E for RPG Maker VX (Ace)? I'm using the High Fantasy Resource Pack so I'm aware that I'm probably not going to get anything in the right matching style but I can live with that.
Alternatively if such a Tileset does not exist, does anyone talented think they can build me one from this insanely absurdly ricockulously huge longship sprite?

I'd be ever so grateful (and credit obviously) and if anything comes of this I'd be more than happy to share the resulting tileset for the community's use.
[VX ACE] Script Request - Equip Scene Modification - ~Paid~
This is a screenshot of what my current equip scene looks like.
So, nothing wrong with that, but I need it to also display the Hit Rate, Evasion Rate (called and treated as Parry Rate in my game), and Critical Rate on the screen. Otherwise, players in my game won't be able to make informed decisions about equipment (i.e. the weapon with the best Strength is not always the best weapon in every way, the Parry bonus of a shield may be just as important as its Defense bonus, and so on) and that is very bad.
Besides the necessity of showing those additional values, any aesthetic concerns are secondary. But 'unsquashing' the auto-scaled text for the words Armor Class and Intelligence would be a great plus.
This is a link to my scripts.rvdata2 file which should contain all of the scripts I am using in my current project, Lionheart. Of those scripts, the only ones that should remotely matter here (i.e. in the "Equip Scene") are "Yami Engine Symphony - Equipment Learning" and "Yanfly Engine Ace - Ace Menu Engine v1.07". But in case I'm wrong, there's the entire scripts file in the link.
I will pay and credit anybody who wants to help me out with this. Doesn't seem like it should be too tough. Whatever you think's fair. Lemme know if you have any questions or if there's anything I can do to make this easier.

So, nothing wrong with that, but I need it to also display the Hit Rate, Evasion Rate (called and treated as Parry Rate in my game), and Critical Rate on the screen. Otherwise, players in my game won't be able to make informed decisions about equipment (i.e. the weapon with the best Strength is not always the best weapon in every way, the Parry bonus of a shield may be just as important as its Defense bonus, and so on) and that is very bad.
Besides the necessity of showing those additional values, any aesthetic concerns are secondary. But 'unsquashing' the auto-scaled text for the words Armor Class and Intelligence would be a great plus.
This is a link to my scripts.rvdata2 file which should contain all of the scripts I am using in my current project, Lionheart. Of those scripts, the only ones that should remotely matter here (i.e. in the "Equip Scene") are "Yami Engine Symphony - Equipment Learning" and "Yanfly Engine Ace - Ace Menu Engine v1.07". But in case I'm wrong, there's the entire scripts file in the link.
I will pay and credit anybody who wants to help me out with this. Doesn't seem like it should be too tough. Whatever you think's fair. Lemme know if you have any questions or if there's anything I can do to make this easier.
[RMVX ACE] Yanfly Skill Restrictions/Fomar0153 ATB Compatibility Issue
NOTE: Hide tags don't seem to be working with code tags inside for me. Rather than posting giantic walls of code, I've included pastebin/github links.
Hey, so first off I will *pay* for help with this, whatever you think is fair.
Here are all of my scripts currently used in Lionheart.
Here are the particular scripts I think are not getting along:
Yanfly Skill Restrictions v1.03.
Customisable Customisable TB/Stamina Based Battle System Script by Fomar0153 Version 1.3 (if it matters, I am using it as a 'CTB', i.e. hiding the ATB bars)
Here is what is happening: rather than skills with cooldowns taking the appropriate number of turns to cool down, they either
a) take FOREVER to cooldown, like 10-12 turns (measured here as 10-12 enemy actions) or more for a one turn cooldown
or
b) literally NEVER cooldown, making cooldown: x function as "limited use: 1" where x is literally any number
For some reason I don't understand, the latter seems more likely to happen when the skill in question is being used as a battle command from the battle command list (For reference: Yanfly Engine Ace Battle Command List v1.09b.
) OR is being used by an enemy. In other circumstances it seems like MOST skills will cooldowns will eventually become usable again if I spam Defend like 30 times per character or something for a 1 turn cooldown.
I assume what is going on is basically the CTB script is using a definition of 'when a turn ends' that the Yanfly battle scripts are not understanding or interpreting correctly.
Here is what is really weird: When I imported my whole scripts .rvdata into a blank project and tried to reproduce this error, I noticed that in general, skills were cooling down much faster. But I can think of no reason that would be. All of the scripts were the same and I am 98% sure I haven't done anything *weird* in my database setup that would be effecting cooldowns (i.e Agility numbers aren't weird or anything). I actually thought that the issue was that 'Cooldowns NEVER Decrement' until I checked in a blank project, and then I noticed that in both my game and Project1 they do decrement...eventually. But in my actual game project it's way MORE eventually, and in certain circumstances I never tested in Project1 (skills that are called from battle commands), it's never.
I'd really like to use cooldowns in my game for both actors and enemy battlers, so I would really love help with this.
Hey, so first off I will *pay* for help with this, whatever you think is fair.
Here are all of my scripts currently used in Lionheart.
Here are the particular scripts I think are not getting along:
Yanfly Skill Restrictions v1.03.
Customisable Customisable TB/Stamina Based Battle System Script by Fomar0153 Version 1.3 (if it matters, I am using it as a 'CTB', i.e. hiding the ATB bars)
Here is what is happening: rather than skills with cooldowns taking the appropriate number of turns to cool down, they either
a) take FOREVER to cooldown, like 10-12 turns (measured here as 10-12 enemy actions) or more for a one turn cooldown
or
b) literally NEVER cooldown, making cooldown: x function as "limited use: 1" where x is literally any number
For some reason I don't understand, the latter seems more likely to happen when the skill in question is being used as a battle command from the battle command list (For reference: Yanfly Engine Ace Battle Command List v1.09b.
) OR is being used by an enemy. In other circumstances it seems like MOST skills will cooldowns will eventually become usable again if I spam Defend like 30 times per character or something for a 1 turn cooldown.
I assume what is going on is basically the CTB script is using a definition of 'when a turn ends' that the Yanfly battle scripts are not understanding or interpreting correctly.
Here is what is really weird: When I imported my whole scripts .rvdata into a blank project and tried to reproduce this error, I noticed that in general, skills were cooling down much faster. But I can think of no reason that would be. All of the scripts were the same and I am 98% sure I haven't done anything *weird* in my database setup that would be effecting cooldowns (i.e Agility numbers aren't weird or anything). I actually thought that the issue was that 'Cooldowns NEVER Decrement' until I checked in a blank project, and then I noticed that in both my game and Project1 they do decrement...eventually. But in my actual game project it's way MORE eventually, and in certain circumstances I never tested in Project1 (skills that are called from battle commands), it's never.
I'd really like to use cooldowns in my game for both actors and enemy battlers, so I would really love help with this.
Love
Just kidding, this topic is about HATRED.
Content Warnings: NSFW, NSFS (Not Safe For Sociopaths)
Trigger Warning: Mass Shootings.
Any thoughts on this tasteful pile of tastefulness?
Obviously, I find it to be...gross. At best. And I think that's generous. I would also fight probably very literally to the death to keep it from being directly or indirectly censored. because you know, free speech. (I just found out that that quote was misattributed to Voltaire but actually was a summary of Voltaire's position by Evelyn Beatrice Hall...so that's interesting!)
The other thing I think is interesting about it is its unquestionable artistic value...in spite of being, apparently, an intentional backlash against "games as art".
Content Warnings: NSFW, NSFS (Not Safe For Sociopaths)
Trigger Warning: Mass Shootings.
Any thoughts on this tasteful pile of tastefulness?
Obviously, I find it to be...gross. At best. And I think that's generous. I would also fight probably very literally to the death to keep it from being directly or indirectly censored. because you know, free speech. (I just found out that that quote was misattributed to Voltaire but actually was a summary of Voltaire's position by Evelyn Beatrice Hall...so that's interesting!)
The other thing I think is interesting about it is its unquestionable artistic value...in spite of being, apparently, an intentional backlash against "games as art".
[VX Ace] Infuriating Compression Error
So I'm trying to compress my game so I can include the RTP and for some inexplicable reason this one cutscene that uses show picture causes a 'failed to draw bitmap' error. this did not occur in the uncompressed version of the game.
Edited because derp.
Other cutscenes have showed pictures w/o erroring.
Exact wording of error is:
Edited because derp.
Other cutscenes have showed pictures w/o erroring.
Exact wording of error is:
Script 'Cache' line106: RGSSError occured.
failed to create bitmap
[VX ACE] Quick Show Picture Question
Is there a way to specify the "z-level" of pictures with show/move picture? Do certain picture numbers automatically appear "in front of" or "behind" other pictures? Or does this have to be controlled somehow with outside scripting?
I'm trying to show a world map and overlay arrows onto it to show the movement of an army (if you've seen any Indiana Jones movie you know what I mean). I can't use the parallax background for the 'map' image because it keeps glitching out and showing up in the wrong place, so I'm using a show picture for the map. I need the other pictures to show up 'on top of/in front of' the map.
Edit: Herpadtyderp, about five minutes after posting this, I figured it out. Sorry.
I'm trying to show a world map and overlay arrows onto it to show the movement of an army (if you've seen any Indiana Jones movie you know what I mean). I can't use the parallax background for the 'map' image because it keeps glitching out and showing up in the wrong place, so I'm using a show picture for the map. I need the other pictures to show up 'on top of/in front of' the map.
Edit: Herpadtyderp, about five minutes after posting this, I figured it out. Sorry.
[Poll] Images Accompanying Dialogue: Faces or Busts
So back in the day most RPG games made in RPGMaker used RPGMaker's default facesets (i.e. the 96x96 face graphics still available in VX and ACE).
Nowadays I see a lot more games using larger 'bust' images (there's another name for these that I'm forgetting) that take up a lot more of the screen and show more of the characters, from the waist up.
And of course now as always there's some games that have made the stylistic choice to use neither and just have
Character Name: Dialogue.
So, which do you prefer (as a player and as a dev)? Yeah, this is not a deep topic. Sorry! But I am genuinely curious which people prefer. I don't really have a dog in the fight one way or another.
Built In Question: As far as identifying the character that's speaking, do you prefer just the image, image AND some kind of name box/speaker tag, or just the name box/speaker tag and no image?
Nowadays I see a lot more games using larger 'bust' images (there's another name for these that I'm forgetting) that take up a lot more of the screen and show more of the characters, from the waist up.
And of course now as always there's some games that have made the stylistic choice to use neither and just have
Character Name: Dialogue.
So, which do you prefer (as a player and as a dev)? Yeah, this is not a deep topic. Sorry! But I am genuinely curious which people prefer. I don't really have a dog in the fight one way or another.
Built In Question: As far as identifying the character that's speaking, do you prefer just the image, image AND some kind of name box/speaker tag, or just the name box/speaker tag and no image?
[RMVX ACE] Seeking Reliable Mapper *Paid*
I am Max McGee. This is my resume. Take a second to digest it, there is a lot there. That said, the game project(s) this posting regards is not among the many (mostly unfinished) games on that long long list. I have been doing my game making 'off the radar' for a couple years now. Working in the editor, but not promoting on the web. I'd love to have built some public awareness of the game I'm working on right now, but I have limited time, and have spent that time developing, not documenting and promoting.
I am looking for a person who meets all of these requirements, in order from most important to least important. Not counting number five which is most important but also I hope to God a total non-issue.
1. Super reliable and not at all flaky. Totally unlikely to flake out, vanish from the internet, move to another country with no internets, get bored and stop talking to me, or disappear overnight. This means you also need to be willing to share extensive contact information so I can track them down when I need to.
2. Really enjoys mapping and has a lot of fun with it.
3. Can make maps pretty fast, and isn't a perfectionist. This is important because I like to MAK GAM and I cannot MAK GAM if I am waiting forever for you to MAK MAPs and I get cranky.
4. Can make maps as well as or better than I can (this is NOT a high bar; I am better now than I have ever been before, so the maps I'm making now are way better than most of the ones in most of the games in my resume, but that's still really not that good).
(5. Isn't going to overpromise a ton of maps and then "deliver" them by shamelessly stealing them from other people's games, making me look like a total asshole while being a total total asshole. This is a real thing that once happened. True story. I probably don't need to put this as a requirement. I just remember that this happened once and my gosh it sucked.)
I don't expect to find such a person immediately or very quickly (it could happen tho!) so I'll check back to this thread over time, bump it occasionally, whatever. I'm expecting this will be a long term search. I am going to take my time picking a person. And even when I've picked a person they might be chilling for a while before I'm ready to engage them in the mappening.
Anyway if you meet these criteria I will pay you and properly credit you to produce maps for my RPG Maker VX Ace games. I will pay you actual US Money Dollars, no foolsies. We shall collaborate on level design.
How much money dollars? I don't really know. I've never done anything like this before, so we'll have to work together to come up with a payment scheme and a payment plan. We shall come to an agreement on what's a reasonable amount of dollars: if you already have some idea as to what that might be, that's great. As someone who's done creative stuff work-for-hire, I know what it's like, so I've got a vested interest in making sure that you're paid fairly for your time and the quality of your efforts.
That said, I am not a brojillionaire, so don't expect any crazy earth shattering amount of money. This is part of requirement #2. If you don't love to mak maps, you need not apply. If you do love to mak maps, well here is opportunity to get paid to do something you love.
Umm...what else. This is probably obvious but the maps gotta be made to my general specifications. My specifications are usually real vague so you'll have lots of room to use your own creativity. If I cared that much about the specifics I'd want to do it myself. I have three *recent* *active* projects right now. I have a number of projects that are technically still *active* but not remotely recent, but I'm not concerned with those at this time. The former of these projects uses the lovely futuristic tiles for VX available here. The other two projects use the tiles from the High Fantasy Resource Packs I and II. So you're gonna want to make sure you're reasonably okay with working with those tile types. It's the projects using the HFRP tiles that are "live" right now.
That's everything I can think of, but let me know if you have any questions, and thank you for your time.
I am looking for a person who meets all of these requirements, in order from most important to least important. Not counting number five which is most important but also I hope to God a total non-issue.
1. Super reliable and not at all flaky. Totally unlikely to flake out, vanish from the internet, move to another country with no internets, get bored and stop talking to me, or disappear overnight. This means you also need to be willing to share extensive contact information so I can track them down when I need to.
2. Really enjoys mapping and has a lot of fun with it.
3. Can make maps pretty fast, and isn't a perfectionist. This is important because I like to MAK GAM and I cannot MAK GAM if I am waiting forever for you to MAK MAPs and I get cranky.
4. Can make maps as well as or better than I can (this is NOT a high bar; I am better now than I have ever been before, so the maps I'm making now are way better than most of the ones in most of the games in my resume, but that's still really not that good).
(5. Isn't going to overpromise a ton of maps and then "deliver" them by shamelessly stealing them from other people's games, making me look like a total asshole while being a total total asshole. This is a real thing that once happened. True story. I probably don't need to put this as a requirement. I just remember that this happened once and my gosh it sucked.)
I don't expect to find such a person immediately or very quickly (it could happen tho!) so I'll check back to this thread over time, bump it occasionally, whatever. I'm expecting this will be a long term search. I am going to take my time picking a person. And even when I've picked a person they might be chilling for a while before I'm ready to engage them in the mappening.
Anyway if you meet these criteria I will pay you and properly credit you to produce maps for my RPG Maker VX Ace games. I will pay you actual US Money Dollars, no foolsies. We shall collaborate on level design.
How much money dollars? I don't really know. I've never done anything like this before, so we'll have to work together to come up with a payment scheme and a payment plan. We shall come to an agreement on what's a reasonable amount of dollars: if you already have some idea as to what that might be, that's great. As someone who's done creative stuff work-for-hire, I know what it's like, so I've got a vested interest in making sure that you're paid fairly for your time and the quality of your efforts.
That said, I am not a brojillionaire, so don't expect any crazy earth shattering amount of money. This is part of requirement #2. If you don't love to mak maps, you need not apply. If you do love to mak maps, well here is opportunity to get paid to do something you love.
Umm...what else. This is probably obvious but the maps gotta be made to my general specifications. My specifications are usually real vague so you'll have lots of room to use your own creativity. If I cared that much about the specifics I'd want to do it myself. I have three *recent* *active* projects right now. I have a number of projects that are technically still *active* but not remotely recent, but I'm not concerned with those at this time. The former of these projects uses the lovely futuristic tiles for VX available here. The other two projects use the tiles from the High Fantasy Resource Packs I and II. So you're gonna want to make sure you're reasonably okay with working with those tile types. It's the projects using the HFRP tiles that are "live" right now.
That's everything I can think of, but let me know if you have any questions, and thank you for your time.
Meta-Mapping
So here's another topic--not a super broad one--that I've been wondering about.
Let's say you're about to map an area in your game. Because well, games need stuff to do, and stuff to do needs places to happen, so we all need to make maps so that we can put the stuff from the database places players can find, use, and/or fight it (a necessary evil where I'm concerned, I'm not a fan of mapping, and it feels more like a chore to me than other aspects of game making, bla bla bla I digress).
Anyway this thread isn't about mapping exactly, but it's about um...what to map. (Clarification: I am talking about "area" or "field" maps, not "world maps".)
I mean, you have an idea of the story of your game and the locations it will require the characters to walk through. You know something like "this is a medium-sized forest, this is a small castle, this is a huge cavern, this is a massive space station" whatever that's good. And maybe you've even had some practical ideas like "I want this dungeon area to be 6-12 maps large" or "the PCs are only going to walk through a tiny corner of this space station, so I only need to map that" or whatever, which is great.
But what do you do next? Do you jump in mapping right away, or is there some kind of preparatory process that acts like an interlocutor? Do you create a rudimentary map i.e. a diagram of the area in image editing software like paint.net, to show how many maps the area will be comprised of and how they connect? Maybe you like to do it on graph paper or construction paper, old school/kindergarten style? Do you create a simple textual document with an idea of the flow of the area? Something else entirely?
This is the area I find myself struggling with and looking for tips on. See, I've always found "mapping" i.e. actually laying the tiles down horribly tedious. But now I'm experiencing a new phenomenon where basically like I find the step right before that, figuring out what exactly I'm going to map, to be terribly daunting without a "meta-map" of the maps that I'm about to map. This never used to happen before and I'm not entirely sure why. My current guess is that before I was in high school or college, and this meant I had lots of boring classes I had to suffer through, during which I could think about and plan ahead what I wanted to map in my game. So when I actually opened the editor, I had a plan firmly in mind. Nowadays, when I'm not doing RPG Making, I'm usually not thinking about RPG Making. I've got a lot of other projects tying up the mental bandwidth.
Anyway I think "mapping best practices" gets talked about a lot but I can't remember seeing as many discussions of meta-mapping practices, so I thought it was an interesting topic for discussion. (Final thought: I'm not talking about making a sketch map or diagram of a single individual MAP before you map it. That's a level of detail and perfectionism that is scary to me, I'd never get anything done. I'm talking about the on-paper planning steps prior to mapping out a large area consisting of multiple maps.)
Bonus Question: What do you find to be the sweet spot or sweet spot range, in tiles (RPG Maker VX Ace tiles) for maps of various types i.e. towns, forests, dungeons, houses, whatever.
Bonus Question 2: How do you add the illusion of three dimensionality to (sequences of) fundamentally 2D maps i.e. for mountains and valleys and whatnot?
Let's say you're about to map an area in your game. Because well, games need stuff to do, and stuff to do needs places to happen, so we all need to make maps so that we can put the stuff from the database places players can find, use, and/or fight it (a necessary evil where I'm concerned, I'm not a fan of mapping, and it feels more like a chore to me than other aspects of game making, bla bla bla I digress).
Anyway this thread isn't about mapping exactly, but it's about um...what to map. (Clarification: I am talking about "area" or "field" maps, not "world maps".)
I mean, you have an idea of the story of your game and the locations it will require the characters to walk through. You know something like "this is a medium-sized forest, this is a small castle, this is a huge cavern, this is a massive space station" whatever that's good. And maybe you've even had some practical ideas like "I want this dungeon area to be 6-12 maps large" or "the PCs are only going to walk through a tiny corner of this space station, so I only need to map that" or whatever, which is great.
But what do you do next? Do you jump in mapping right away, or is there some kind of preparatory process that acts like an interlocutor? Do you create a rudimentary map i.e. a diagram of the area in image editing software like paint.net, to show how many maps the area will be comprised of and how they connect? Maybe you like to do it on graph paper or construction paper, old school/kindergarten style? Do you create a simple textual document with an idea of the flow of the area? Something else entirely?
This is the area I find myself struggling with and looking for tips on. See, I've always found "mapping" i.e. actually laying the tiles down horribly tedious. But now I'm experiencing a new phenomenon where basically like I find the step right before that, figuring out what exactly I'm going to map, to be terribly daunting without a "meta-map" of the maps that I'm about to map. This never used to happen before and I'm not entirely sure why. My current guess is that before I was in high school or college, and this meant I had lots of boring classes I had to suffer through, during which I could think about and plan ahead what I wanted to map in my game. So when I actually opened the editor, I had a plan firmly in mind. Nowadays, when I'm not doing RPG Making, I'm usually not thinking about RPG Making. I've got a lot of other projects tying up the mental bandwidth.
Anyway I think "mapping best practices" gets talked about a lot but I can't remember seeing as many discussions of meta-mapping practices, so I thought it was an interesting topic for discussion. (Final thought: I'm not talking about making a sketch map or diagram of a single individual MAP before you map it. That's a level of detail and perfectionism that is scary to me, I'd never get anything done. I'm talking about the on-paper planning steps prior to mapping out a large area consisting of multiple maps.)
Bonus Question: What do you find to be the sweet spot or sweet spot range, in tiles (RPG Maker VX Ace tiles) for maps of various types i.e. towns, forests, dungeons, houses, whatever.
Bonus Question 2: How do you add the illusion of three dimensionality to (sequences of) fundamentally 2D maps i.e. for mountains and valleys and whatnot?
[RMVX ACE] Stationary Events Jittering Around
First off, I just want to express how seriously grateful I am that I haven't run into a more serious glitch like Liberty or Cecil_Beoulve ran into, because if something like that happened my (emotional) shit would be seriously ruined, and I'd be crying tears of blood.
That said, here's today's weirdness. Stationary events--specifically stationary events using graphics from Tile B through Tile E, but other stationary events too-- kind of move around a little bit while the player is moving along the map. Sometimes (like a save point that is one event large) this problem isn't that bothersome but sometimes when a bunch of events are all shifting around at once (like if I made the top half of a statue from events to allow for another layer of mapping while the bottom half is made from normal B-E tiles) it is...very distracting, to say the least.
The events don't move a LOT, is the thing, they only shift maybe...2-4 pixels? Maybe even less? And only when the player is moving around. It was actually tricky to even get a screenshot of the problem, but here one is:
Here's the scripts i gots in this project (related to what i'm working on for the revive the dead event).
I am suspecting that the Victor scripts may be the culprit, but I'm not at all sure. (I will check into it and post back here but I just wanted to check real quick if anyone had run into this error.)
That said, here's today's weirdness. Stationary events--specifically stationary events using graphics from Tile B through Tile E, but other stationary events too-- kind of move around a little bit while the player is moving along the map. Sometimes (like a save point that is one event large) this problem isn't that bothersome but sometimes when a bunch of events are all shifting around at once (like if I made the top half of a statue from events to allow for another layer of mapping while the bottom half is made from normal B-E tiles) it is...very distracting, to say the least.
The events don't move a LOT, is the thing, they only shift maybe...2-4 pixels? Maybe even less? And only when the player is moving around. It was actually tricky to even get a screenshot of the problem, but here one is:

Here's the scripts i gots in this project (related to what i'm working on for the revive the dead event).

I am suspecting that the Victor scripts may be the culprit, but I'm not at all sure. (I will check into it and post back here but I just wanted to check real quick if anyone had run into this error.)














