Everlasting Journey
Characters, magic, stats, charm, plot, ADVENTURE!




Oh right. That's just part of the Gauge layout I think?


In the Everlasting Journey I downloaded, how did you get the attack,tech,defend,item command box to hover over to the right rather than the left? I would like to figure that out with DYNRPG. Any pointers?

Are you just referring to the "Alternative" battle layout? (Battle Layout > Battle Type = "Alternative" & "Small Window" in Window Characteristics. I also used a no auto-battle patch. I don't think I did anything special with it in DynRPG.

[RM2K3] [DYNRPG] Getting names of variables and switches


Edited - was wrong before. It's definitely supposed to be that, but whether or not it still works is a different story.

Everlasting Journey

anti virus Mcafee detect a virus when i open the game ! Please check

False positive. Enigma Virtual Box is used to package the app, and it stems from that. I can assure you it's not a virus.


You could probably do it all in DynRPG, but this is how it's setup currently...

For enemy names:
Every battle has a "Turns elapsed " page that calls a "BATTLE-Init" common event.

That common event does some initialization and calls 2 things into DynRPG:
@show_battle_window "start" - not obvious by reading it, but it takes the number of monsters, and creates a window that is 1-4 rows in size. It's 4 rows I think if there are greater than 4 monsters (although I don't think there ever are in EJ).

@get_monster_names - This gets the monster names and inserts them into a "Message" scriptline beneath it.

This is a little more old school. I just turn on/off switches for monsters that the steal command is run on, and call common events to organize logic. I think there's just a single DynRPG command to streamline the hard part:
@ej_steal_item - A lot of this is hard-coded, but it basically determines if the item can be stolen from certain enemies (bosses), and turns on an "item stolen" switch based on the enemy target id.
From there, it's even fuzzier -- the steal command is a convoluted mess.

The buff/debuff thing is from this:

General battle improvements are from this:


There's a little bit of history to it:
When DynRPG came out initially, it was half done in DynRPG, and half done in event scripts/pictures. Eventually, as I got more experience working with DynRPG, I moved the whole thing to a custom scene (original menu is a scene, battle is a scene, map is a scene, etc) and did everything in single DynRPG plugin.

System switching! (yet another tech update)

This game is really good so far. It has a lot of comedy relief and the story isn't too serious, which I kind of like. But I have a question.

Where in the heck did you get all of those facesets. How. Or did you make them yourself. I'm not talking about the 'easy to find' roco facesets.

Otherwise, This game is great!

Thanks! Glad you're enjoying it. The facesets that aren't roco are my own shoddy edits made specifically for Everlasting Journey. I manually added frames to all of them and used that green color for the background.

I also tried to "UNZIP" the .pak file but everything I have tried it failed miserably. 7zip didn't work, neither WinZip, WinRar, even Unreal Engine and Online file extractors could not extract anything.

Correct. That's the whole point of it.


IMO You should just suck it up and get used to making your own resources like a lot of other indie developers out there (Non-RM and RM alike). It'll take longer, but you'll just end up with new skills and more self-worth! Otherwise, you're basically stealing things from other games, which isn't cool... although I can't talk, because there's still some EJ resources that are a mish-mash of other stuff.

Part One Release

Where is Curved CRT? I can't find it.

Hit F5 (Video options) and there is a CRT shader. It's not curved though (wasn't a fan of it myself).

+++ DynRPG - The RM2k3 Plugin SDK +++

I never added HQ2x or Scale4x because IMO they just look bad, and you might have issues with them when the window is fullscreen, and stretched.

But basically: every shader implementation is a little bit different, so even though you might be looking at GLSL, you'll have to examine each line and make sure the uniforms (inputs) are correct.

uniform sampler2DRect OGL2Texture;

texture2DRect(OGL2Texture, gl_TexCoord[0].xy).xyz;
uniform sampler2D texture;

texture2D(texture, gl_TexCoord[0].xy).xyz; // (and related lines)

The OpenGL plugin uses SFML, and in their shader implemention, "texture" is built-in, in that when the screen is drawn and both a shader and a texture are attached to that draw call, "texture" refers to the attached texture. There's a blurb about it on this page towards the bottom under "Fragment shader".

From there, I usually had to tell the shader the texture dimensions, which is what this uniform was for:
uniform vec2 texture_dimensions;

(in ini)

"texture_dimensions" is whatever the window size is - could be 320x240, 640x480, 960x720, or 1920x1080 in the case of fullscreen/stretched. This could lead to the shader drawing in unexpected ways.

If I were to do it again, I'd draw the RPG Maker pixels to a 640x480 off-screen buffer with the shader, and then draw that to the screen and stretch it out to the size I'd need to to avoid shader issues. You can kind of see what I mean when you use scale2x in a 640x480 window, and then again in say 1920x1080 with stretching--It doesn't look right. But that's an issue you'll run into with scale4x and HQ2x as well, so be sure what you're looking at.

Also, keep in mind, there's been updates to GLSL, so if you're hunting for shaders, you might find something like this:
layout(location = 2) uniform mat4 some_mats[10];

uniform layouts were added in OpenGL 4, and you won't be able to use that syntax because it would require a lot of custom code in the plugin that does not currently exist.

Hope that info helps. Either way, you'll need to get your feet wet somewhere. :)

Part One Release

Hey, first of all, that's fantastic game and I hope you'll finish it someday. I am stuck though...
At Paul's castle, where I should signal our second party about opened doors. There is scene at the locked room, where Sparrow says about large window behind door. I don't know what to do now, where to find key to this door or how to proceed any other way.

Yeah it's maybe a little convoluted/obscure. On the first floor & east side by the side exit, there's some rope in a storage room opposite the vertical hallway. Go back to the roof, and there's a spot you can jump from.