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Misao Results 2021

Thanks y'all. This gave me a good belly laugh. I'd also like the thank the RMN Academy, the voters, and all the folks that have poked and prodded me over the years. I'd like to give no thanks at all to my own depression, which prevented me from releasing EJ sooner.

author=Darken
Grats everyone but lol at what the Everlasting Journey got, it's almost like bullying with awards. "Your game is the definition of being long and it's taking too long to come out"


And I will cherish these two awards forever! ...Maybe make them into a plaque.

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

Use:
RPG::switches.name(i).s_str()
RPG::variables.name(i).s_str()

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

+++ 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.

Change
uniform sampler2DRect OGL2Texture;

...
texture2DRect(OGL2Texture, gl_TexCoord[0].xy).xyz;
to
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)
Shader1useTexDims=true


"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. :)

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

author=OmegaMagnus11DA
I just recently added dynRPG for menu clock and now the battling is slower. I know one of the features is monster skill names being displayed longer but its really slowing the gameplay. Is there a way to turn that off? (so that monster skills doesn't slow the game too much)

Hmmm, I haven't updated this plugin on the site in several years (v4.1) but I apparently have a "4.2" version but have no recollection of doing. It refactors a couple things that may or may not affect performance. Try this version and let me know if it helps:
https://rpgmaker.net/media/content/users/40/locker/game_clock.dll

Otherwise, what are your PC specs? Are you using only that plugin right now, or do you have other plugins that might be the cause? Keep in mind RM2k3 is very old and DynRPG is like duct taping a bunch of stuff to it.

Screenshot Survival 20XX

author=Kaempfer
@bulma:You quoted a four year old post by someone who doesn't visit RMN anymore. Somehow, I don't think Pepsi's going to take your ideas to heart.

I just lurk these days... but yeah, 4 year old post, wtf?

Edit: Also, I'm writing an engine now. If I get back into RPG Maker, it will be when EasyRPG is finished.

[RM2K3] Game launcher

I'm confused. Why don't windows shortcuts work?

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

My OpenGL plugin is finally finished! Get all the info about it here:
https://github.com/rewrking/system_opengl

Direct download:
https://github.com/rewrking/system_opengl/archive/master.zip

Its utilities page is still pending, but it will be available here:
https://rpgmaker.net/engines/rt2k3/utilities/195/



Why did it take so long?
It's built using SFML. For a while it was on SFML 2.3.2 which had some strange bugs on some machines (mainly my laptop with integrated video), but has since been updated to SFML 2.4.2 which fixes those bugs/concerns I had. Also in order to upgrade, I needed to custom build the library to the compiler that DynRPG requires since both DynRPG and the SFML stuff have to compile together.

Okay, but why did it take so long?
It's got a lot of stuff! Video Options menu, translations for said menu, shaders, handling of RM2k3's awful "Play Movie" command, compatibility with other patches & plugins.

I just read that readme! Wow! Stuff!
Yes! Enjoy!


I also have a fresh update to the DynRPG source. It's just a couple things added to Screen.h mainly.

Also this is my last DynRPG thing. This plugin broke me (although I may still update it if there's need).

Screenshot Survival 20XX

author=Momeka
Not rpgmaker, but here is something I've been tinkering on the last few days:
https://i.imgur.com/XSDbW35.gif

and a level editor for it as well

Having played the dos catacomb games back in the day, I am loving this!

My non-RPG Maker project from the past couple years (aka why Everlasting Journey isn't done). Been makin' a space racin' game.




The AI (red car) is still very primitive, so it does some jittery stuff.

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

author=bulmabriefs144
And at the very least, updating the website, so that the updates are at least zipped together and you don't have "click me here" for the download, and scrounging around for the github link. I mean, how hard is it to make a standing Patch & Library set in a .zip file? Even I can do that, and I very definitely would if I could remember which page the github link it is on (def not on the http://www.rewking.com/dynrpg/ page from what I can see). If you want ppl to stop complaining either: permalink it to that page for easy download or zip it all together.


Could you do it for me? I don't know how.

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

author=LD
I have an issue ! I have a game already patched with DynRPG and the plugins work fine, except one. After investigating a little it looks like I had an outdated version of the DynRPG's patcher.

So I try to patch my RPG_RT.exe with the latest version (http://www.rewking.com/dynrpg/), but when I do that the game just doesn't launch anymore when I click on Play - no error message.

Is there something I'm missing ? How should I correctly apply the DynRPG patch given my project is already patched with an older version of DynRPG ?

Thanks in advance for your answers :)

Make sure you patch from a fresh RPG_RT.exe (from ye olde RPG Advocate's translation - v1.08), not your existing patched RPG_RT.exe. That's probably why it borked the .exe. If you have other patches to add, make a folder in your game folder called DynPatches and place any .ips files you need in there and DynRPG will auto-load them. Just make sure they are for RPG_RT.exe version 1.08 and don't conflict with DynRPG.

author=bulmabriefs144
I think PepsiOtaku made the last patch, and decided to basically add updates externally. Personally, I don't like this model, because it means you basically need version 0.20 or whatever, then scrounge around for external updates to it, then you have to take your chances that it's been tested.

It made some older patches actually no longer work because the implementation became obsolete. The Pathfinder .dll in particular no longer works, and I've had some conflicts where newer plugins need one patch and older ones need another. I'd personally like to see an all-in-one general update that added new features and overall stopped certain battle glitches.

My updates still use Cherry's last patcher (0.20). You're talking about differences between plugins that were made with versions prior to that (like Pathfinder, which was made for 0.13 I believe). Write a new version of the plugin if you need it that badly.