STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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Klaustastrophe

Gonna give this a try.

I will say though, that sausage, Klaus, he looks like...

The Wurst.

Welp I just wasted hours making a windowskin on the wrong engine template, so that's how my day is going.

EDIT: Never mind!

no one misses kentona

So happy that this community is so supportive of each other. Glad I found you guys. Hope life gets easier from here on out for you all.

I literally check RMN more often than all my other social media combined.

I mean, let's face it, it's practically an addiction at this point.

[SCRIPTING] [RMVX] Bitmap loading and Updating Windowskins

I had actually studied those methods as well, and I don't remember seeing anything relating to tone. Unfortunately, even if VX did support that, it wouldn't work either. I wanted to keep the default skin black, so changing the tone (I might be thinking of hue, actually) wouldn't have the same effect. Also, unless changing the tone only affected a selected portion, then it would also change text colors, as the palette in the bottom right would be similarly affected.

I think I managed to make it work by creating a separate bitmap for the new window skin, loading a different one, then reloading the new one. That seems to work, but I am worried about caching issues. I'm completely unfamiliar with cached resources and whether or not I'm actually clearing them properly. I'll share my code when I get back to my computer.

EDIT: Double checked, it doesn't look like RGSS2 has a method of changing the tone of a window. I'm starting to realize how limited VX was in the beginning, although it can still accomplish a lot with some creative solutions.

This is what I managed to put together, and it seems to work!



I used the original method that loaded a whole new window skin from a Windows folder within the Graphics folder. It looks like modifying the existing bitmap doesn't update it, but loading a whole new one does. Regardless, now the script manages to create 64 unique window skins from one single image (minus the placeholder to reload the skin). Still a little worried about caching though, it should be fine but I'm not certain.

[SCRIPTING] [RMVX] Bitmap loading and Updating Windowskins

Alright, I'm beating my head against a wall with this one, because as far as I can tell this should be working and it isn't. But it also is, just not properly.

What I'm trying to do is create a windowskin color changer in RPG Maker VX. I've got it mostly working, the problem is that it doesn't update in real time.

This is the bit of code that I'm using.



Elsewhere in this script, you can adjust the window variable to anywhere between 1 and 64. Essentially what this does is it pulls the colors of two pixels from a modified window skin I created where I added a color palette in some of what is technically dead space. Those colors are then used to create a gradient, filling in the top left part of the window skin (what is normally used as the background for the window itself).

This is the window skin.



So here's the problem. When you select the color, it does update the windowskin, but only when you close the window. I make sure to run this method every time the window variable is adjusted, but it doesn't actually change the color of the window as you're adjusting the variable.

I was using a slightly different bit of code that did update the window in the moment that you changed it, but it used several different image files. Here I'm updating one bitmap, not loading a whole new file. I know that certain methods (such as gradient_fill_rect) can be time consuming, and I suspect that the bitmap isn't fully loading before trying to process this, but I honestly don't know. I'm wondering if there's a way to have the window skin actually update in real time, not just when closing the window (and subsequently loading a new one). I feel like I'm missing something completely obvious, but I can't for the life of me figure it out.

I kind of consider myself an amateur when it comes to Ruby, everything I've learned has just been through trial and error. So I may have missed some fundamentals when learning how to code. Any help is greatly appreciated, and please let me know if this makes no sense. I'll try to explain it better if I can.

Bloodstained Hands

Shout out to user Gari for finding a very obscure bug where Sebastian can rejoin your party between the missions "Bombs Away" and "Vengeance," as well as a bug where the mission log would update every time you collected Niter Powder, even after the mission has been completed. I've fixed the game files and uploaded the new version, although I did not include a fix for if this bug has already occurred, seeing as it is incredibly obscure.

In addition, just for fun, and because I don't like wasting an update, I added a very minor feature where item icons will be displayed in the loot pool at the end of a battle from enemy item drops. The icons are displayed just before the item names.

Thanks Gari for the find! Happy playing!

[RMMZ] Dark Mage Class Passive Skill Ideas?

I have a dark mage in my own game that I had to develop some creative skills with when I introduced an Overdrive system. I gave the mage an ability called Chaos that temporarily gives an ally guaranteed critical hits. When used enough it levels up to Calamity, which gives ALL allies guaranteed critical hits. It lasts for a certain number of turns depending on how many enemies are on the field at the time of activation (it's an ATB system though, that might not work for more turn based games).

That's an Overdrive skill though, so you can only use it occasionally. Maybe adding restrictions to prevent it being overpowered could be useful. Something like immobilizing the user while the ally is affected maybe?

Just my thoughts. Hope it helps.

Bloodstained Hands

Hey, thanks for the support! Glad to hear you enjoyed the game! Also super impressed you found that hidden section, unless you found it by reading the story mission guide ;)

As for what happens...
Basically, Gareth and the guards are killed, and instead of joining the Sanctuary, Rain and his family flee to Amethyne. They're never found by Kain, who is then unable to forge the Fiend Staff, and ultimately dies as a result of the tumor. Hypothetically a civil war would ensue, but the world-ending calamity would be completely averted without Mia's unwilling support. Rain and Marisa would likely never meet. It's just a very short cutscene that results in a game-over, but that's the gist of it.

As for how to beat the minions, it's tough. You'll likely need to have brought some diamond weapons from your last playthrough, as well as possibly an All Badge to resist elemental magic. Then focus on killing the mage first, using Shroud to avoid physical damage. It's very difficult, but possible if you want to see the cutscene.


Anyway, thanks for playing! Hope you enjoyed it, and I hope you give New Game Plus a try!

Favorite Books/Series

Anything by Jim Butcher. The Dresden Files are great, although they have their ups and downs. Long series though, think it's 17 books so far with at least 3 more to go. The Codex Alera is exceptionally well written as well.

Also the Villains series by V.E. Schwab. Vicious and Vengeful are two of the best books I've ever read.