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[RMVX ACE] Widescreen Issues
So I've manually set the dimensions of my game at 640x360 to achieve a widescreen look. And while I'm happy with this overall, it's presented quite a few issues that I can't seem to find fixes for. I've searched around a bit, but I haven't really seen anyone else mention these problems? And I'm not using any other custom scripts at the moment, either, so this is purely issues with the dimensions.
1. Scroll map commands no longer work? At all? This is the most pressing glitch, really, because while I can find workarounds to cover up the other issues, this one just renders an entire event function broken.
2. Maps loop slightly, causing the bottom part of the map to display a small strip of the top of the map. In my searches, I was able to find this script that supposedly fixed this issue, but the script doesn't work at all for me and just returns a number of syntax errors.
3. Maps that are the smallest possible size (17x13) shift rapidly to the edge of the screen when the player walks back and forth across them. This can be mitigated by simply making the maps larger and leaving a buffer of negative space, so it's not a huge issue, but if anyone knows a way to stop it completely I wouldn't be opposed.
Anyway these are just a few of the problems I've noticed so far. I'm surprised I haven't found more information talking about this stuff, but I guess not many people really worry about going widescreen either. I just prefer the way it looks, myself.
1. Scroll map commands no longer work? At all? This is the most pressing glitch, really, because while I can find workarounds to cover up the other issues, this one just renders an entire event function broken.
2. Maps loop slightly, causing the bottom part of the map to display a small strip of the top of the map. In my searches, I was able to find this script that supposedly fixed this issue, but the script doesn't work at all for me and just returns a number of syntax errors.
3. Maps that are the smallest possible size (17x13) shift rapidly to the edge of the screen when the player walks back and forth across them. This can be mitigated by simply making the maps larger and leaving a buffer of negative space, so it's not a huge issue, but if anyone knows a way to stop it completely I wouldn't be opposed.
Anyway these are just a few of the problems I've noticed so far. I'm surprised I haven't found more information talking about this stuff, but I guess not many people really worry about going widescreen either. I just prefer the way it looks, myself.
[RMVX ACE] In Search of Script for Character Journal
Title is a bit lacking, but I wasn't sure how else to word it, sorry!
I'm trying to find a script/add-on anything really that adds full character profiles to the menu. However, the few that I've found and tried out only apply to the characters in the party.
I'm looking for something more along the lines of the journals in Kingdom Hearts, where every time you meet someone, you acquire an entry for them, whether they're in your party or not. Ideally, you'd be able to add new profile entries through a script call once that character is introduced to you. Like a bestiary but for people instead of monsters.
Does anyone know of a good way to do this, or a resource that's already achieved it?
I've been researching this and, worst case scenario, I can probably think of a way to use a custom menu manager to add a profile tab and connect it to a common event that shows profiles that are unlocked by variables, but...if there's an easier or more efficient option, I'd love to know.
I'm trying to find a script/add-on anything really that adds full character profiles to the menu. However, the few that I've found and tried out only apply to the characters in the party.
I'm looking for something more along the lines of the journals in Kingdom Hearts, where every time you meet someone, you acquire an entry for them, whether they're in your party or not. Ideally, you'd be able to add new profile entries through a script call once that character is introduced to you. Like a bestiary but for people instead of monsters.
Does anyone know of a good way to do this, or a resource that's already achieved it?
I've been researching this and, worst case scenario, I can probably think of a way to use a custom menu manager to add a profile tab and connect it to a common event that shows profiles that are unlocked by variables, but...if there's an easier or more efficient option, I'd love to know.
[RMVX ACE] Tile Passability Bug
I'm working on a map in VX Ace, and the passability is being very strange for seemingly no reason.
Mainly with the wall borders. For testing purposes, I have a square of carpet surrounded by a wall border. My character cannot pass through the bottom, left, or right, but can freely pass through the top.
The wall border has no passability, and the carpet is passable:
On the B layer, the first tile is a star, and this is the tile covering the map. There is no B layer tile that is passable that is laying over the wall to negate the collision.
I've also tested this with other types of floor tiles and they all have the same result: passable from the top but not any other direction.
Does anyone have any idea what could be causing this?
Mainly with the wall borders. For testing purposes, I have a square of carpet surrounded by a wall border. My character cannot pass through the bottom, left, or right, but can freely pass through the top.

The wall border has no passability, and the carpet is passable:

On the B layer, the first tile is a star, and this is the tile covering the map. There is no B layer tile that is passable that is laying over the wall to negate the collision.

I've also tested this with other types of floor tiles and they all have the same result: passable from the top but not any other direction.
Does anyone have any idea what could be causing this?
[RMVX ACE] Recruiting Members for Long-Term Studio Positions
Who Are We?
Previous Works
Available Positions
This is a multi-job role, including designing gameplay concepts and interfaces. Designers will also have input on some aspects of writing, such as pacing.
Writers help develop story concepts and plot progression.
Artists responsible for sprites, tilesets, and menu design.
Artist responsible for facesets, CG art, title design, and more.
Responsible for writing original code and scripts. Will also assist in event planning and compiling.
Responsible for writing challenges in gameplay.
Not required, but wanted. Responsible for scoring the game as well as producing sound effects.
How To Apply
- Studio 747 is a budding dev team dedicated to creating games for all audiences. Our hope is to stick together and go far in this industry--ultimately seeking to make commercial games on our own engines. For now, however, we intend to use the VX Ace program to make free-to-play projects.
We currently have a few concepts to work on, but we plan to create an open-pitch environment. This means that any member of our group can propose a concept that--if accepted--can be moved into production. Through these means, we aim to create a vast and diverse library of titles.
Previous Works
- While we--'we' being myself (Saki) and my Director (KayKay)--have never made projects as a studio, we have individually begun work on personal games. Below are a few screenshots and CG pieces to give potential applicants an idea of what we do.
Available Positions
- Designer
This is a multi-job role, including designing gameplay concepts and interfaces. Designers will also have input on some aspects of writing, such as pacing.
- Writer
Writers help develop story concepts and plot progression.
- Sprite Artist
Artists responsible for sprites, tilesets, and menu design.
- CG Artist
Artist responsible for facesets, CG art, title design, and more.
- Coder
Responsible for writing original code and scripts. Will also assist in event planning and compiling.
- Puzzle/Level Designer
Responsible for writing challenges in gameplay.
- Sound Designer/Composer
Not required, but wanted. Responsible for scoring the game as well as producing sound effects.
How To Apply
- Send a message to: anotheremailyay@gmail.com. Artists, writers, and coders are encouraged to include an example of their previous work. Questions may be asked and answered in this thread, or in PMs.
Thank you for your time!
[RMVX ACE] Recruiting Members for Long-Term Studio Positions
Who Are We?
Previous Works
Available Positions
This is a multi-job role, including designing gameplay concepts and interfaces. Designers will also have input on some aspects of writing, such as pacing.
Writers help develop story concepts and plot progression.
Artists responsible for sprites, tilesets, and menu design.
Artist responsible for facesets, CG art, title design, and more.
Responsible for writing original code and scripts. Will also assist in event planning and compiling.
Responsible for writing challenges in gameplay.
Not required, but wanted. Responsible for scoring the game as well as producing sound effects.
How To Apply
- Studio 747 is a budding dev team dedicated to creating games for all audiences. Our hope is to stick together and go far in this industry--ultimately seeking to make commercial games on our own engines. For now, however, we intend to use the VX Ace program to make free-to-play projects.
We currently have a few concepts to work on, but we plan to create an open-pitch environment. This means that any member of our group can propose a concept that--if accepted--can be moved into production. Through these means, we aim to create a vast and diverse library of titles.
Previous Works
- While we--'we' being myself (Saki) and my Director (KayKay)--have never made projects as a studio, we have individually begun work on personal games. Below are a few screenshots and CG pieces to give potential applicants an idea of what we do.
Available Positions
- Designer
This is a multi-job role, including designing gameplay concepts and interfaces. Designers will also have input on some aspects of writing, such as pacing.
- Writer
Writers help develop story concepts and plot progression.
- Sprite Artist
Artists responsible for sprites, tilesets, and menu design.
- CG Artist
Artist responsible for facesets, CG art, title design, and more.
- Coder
Responsible for writing original code and scripts. Will also assist in event planning and compiling.
- Puzzle/Level Designer
Responsible for writing challenges in gameplay.
- Sound Designer/Composer
Not required, but wanted. Responsible for scoring the game as well as producing sound effects.
How To Apply
- Send a message to: anotheremailyay@gmail.com. Artists, writers, and coders are encouraged to include an example of their previous work. Questions may be asked and answered in this thread, or in PMs.
Thank you for your time!
Ignore this (testing html stuff)
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