New account registration is temporarily disabled.

MCBICK'S PROFILE

Search

Filter

RPG Maker 2000/2003 games on ANDROID

Does this work with DynRPG? If so I have a galaxy nexus I can test it on.

Would this be playable?

No, no it's not. If the 'halt other processes' at the bottom isn't checked, the command after the move picture will be executed without any waiting.

I've done tests and have tried all options and every time I use move picture with 0 transition time and uncheck halt processes it takes about 10-15 seconds to move 285 pictures, but if I show/erase it takes 0.02 seconds.

My bad. Lack of concept from my end, when someone mentioned "I have to make the game wait until the player is directly over a tile to avoid the pictures being showed mid-tile.

This is because your using pictures and not map events.

I don't think that's a thing. As if the RPG_RT.exe would request and display a file slower than a plugin would request and display that file.

The plugin processes outside of rpg maker and thus showing pictures with it works differently than rpg maker.

Edit: Well I have been play testing this in several areas of my game and I don't think its unplayable for what its suppose be. My goal was to have a 80s PC game feel and I think the choppy movement actually helps with that. Someone said that watching it was annoying and I do have to agree, but its actually less annoying while playing and you get used to it fast. I must note that the movement speed isn't that important because you have spells that can warp you several tiles away or entire areas away. Unfortunately my week of game making ends today and I won't be able to work on anything for a while, so I will just have to leave things the way they are for now.

Would this be playable?

Okay I should say the way rm2k3 handles showing images is to slow. I can use a different engine and it would be able to show many more pictures without any slow down, which I do use for other games, but this project has to many hours invested to start over.

Solution A)
Using move picture instead of show/erase picture is much more time consuming because it comes with a wait command(the transition time can be set to 0, but that's like adding a wait 0.0 which is about 0.01 seconds).

Solution B)
You only need 285 map events for a fog, not an entire map. Doing it this way can be done, but would be very tedious and most likely mess up my other custom systems.

I don't know where you got the idea that I am using over 2k pictures from, but its only 285. Also I am already using the line of sight plugin for the fog. Creating a plugin that shows pictures would actually resolve my problem because it would be able to display pictures faster. Although I am tempted to do that, just thinking about using c++ makes me cringe.

Note: The fog doesn't even go up to 1000 commands and according to Kazesui you would need to be upwards of 10,000 to start noticing lag.

So you can sell games that use other people's graphics?

author=trentinxd
Related question. Can you mark them as free but get paid for advertising?


Yes, an old browser MMO I use to play did this for f2p and if you played on p2p server the ads were removed.

[2k3] Calling map events

No problem, its very useful with custom made stuff. Also thanks for the input, can't believe I didn't think of it though.

Would this be playable?

Yeah the fog can't be update while moving. I looked for a script for this, but nothing of the like existed and this is only 2 common events. If rm2k3 didn't take so long to create pictures(in my case about 0.02 seconds for a screen) this could be used while moving. So let me get this straight its not the speed that's the problem, but the stopping? I can make the speed faster, but it will sometimes warp 2-3 tiles away, but if that's not the problem the only way to make the stopping not noticeable would be to use teleport movement, but that introduces a lot of problems(not that they can't be fixed) and the game would have to be made around teleport movement(this is the main problem). I also want to point out that each movement is a turn in my game, think fire emblem without watching each character move, and that everything on the map will act out a certain action(attack, move, time, etc) each time you move.

I also don't really think its much different than what I am going for. Perhaps because it lacks color it looks worse. Here is a color version:

I have no idea what happened to the water in this video.

Does this look any better? I made no changes mechanically, just added color.

Card Collecting with Crossover Fighters!

So if you hover over submissions in the top left corner and click submit game you can create a game page where all this information should be. You don't need a completed game to do this either and the game page has many more options than a forum post.

[2k3] Calling map events

Wow I feel kind of stupid for not thinking of that. All I had to do was teleport it on the hero and off to get it to work and I can use a parallel process to do this.

Need help with video stuff!

Well I finally found a software(freemake video converter) that can convert my 300mb videos(avi) to 400kb videos(mp4). I mean 300mb for a 30 second video is just unacceptable and also takes forever to upload.

Edit: This software keeps installing an add on to my browser, but if I prevent it the software won't load. The add on can't be disabled either, so I am back to looking for another FREE video converter and it was such a good program.

Would this be playable?

Okay, so here is the final product. Just to note this might look similar to my last video, but what my last video didn't show is that when you press/hold the keys it would have a delayed response and feel very awkward to move. Using the directional keys feels normal now and are much more responsive.

Do you think this is playable? If the speed is still too slow I can double or even triple it, but this will cause more warped movements(hero will appear to warp over several tiles). The warped movements can be avoided if you don't hold the directional key down for too long or if you tap the key each tile, but I think this effect makes it feel more old school. The only way I could have a smoother movement system as well as a functional fog system would be to teleport the hero each tile, but this causes a lot of problems and you have to make the game around teleport movement. Speaking of which do you even notice the hero transition over the tiles? My goal was to make it look like there was no transition and the NPCs also have this same type of movement.

Here is what I am going for(skip to the middle of video):



If I should increase the speed should it be double or triple the current speed? Oh and let me know if you think I should release this system as a tutorial(Just to note the fog can be extended to the full screen unlike my game).