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Ofblowman telefagus pentaculus benterpinize farntormian criscodophin nectoglabbit frontonian smectarufus foninax trickendance trinnoctor pontalifanarian trudinox nolicanisis.
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RMVX Ace Features and Discussion
print is dead to me now. She got too fat and complained about everything, and you always had to click on her to get her to move out. Console window on the other hand just stays on the side helping you out and even keeps track of what you do without needing a text file.
RMVX Ace Features and Discussion
Other things I noticed with VX.
There is an option for using a console window. (No more having to use print to debug "If you want to test it out go to the option in (G) Alt + G and click on the (C) option" then put on a script call puts "text or something")
Fiber class. (It is basically a way to create code blocks that can be paused and resumed)
Noticed that a few things that should be possible with ruby 1.9 are not possible with RGSS3 and had to backport a few methods I use a lot when scripting. (This could be a limitation of the demo)
There is an option for using a console window. (No more having to use print to debug "If you want to test it out go to the option in (G) Alt + G and click on the (C) option" then put on a script call puts "text or something")
Fiber class. (It is basically a way to create code blocks that can be paused and resumed)
Noticed that a few things that should be possible with ruby 1.9 are not possible with RGSS3 and had to backport a few methods I use a lot when scripting. (This could be a limitation of the demo)
RMVX Ace Features and Discussion
Stuff I noticed so far in VX Ace.
There seems to be a few tutorials in the help file. Tutorials that look suspiciously familiar.
Terrain tags are back!, Lot's of things are now handled by modules.
When selecting icons it shows you their index in a little box at the bottom.
RGSS3 features so far.
The RPG::BGM and RPG::BGS modules seem to have a "play" method that allows you to select where to start playing the music if the format is ogg or wav. Audio module also has the feature to play at desire position and to get the position with Audio.bgm_pos.
There is a method to play movies. Graphics.play_movie(filename).
There's a new TestBattler module that is part of RPG::System.
Windows can now have tones which seem to be changeable at RPG::System.
A few flags such as "japanese", version_id and game_title that are also part of RPG::System.
It would seem that they "fixed" the F12 bug by using a new internal method "rgss_main { SceneManager.run }".
There is a rgss_stop method which sounds very useful to me. It stops the the process of a script and basically loops the screen.
And there seems to be quite a few new methods for the Window class.
There seems to be a few tutorials in the help file. Tutorials that look suspiciously familiar.
Terrain tags are back!, Lot's of things are now handled by modules.
When selecting icons it shows you their index in a little box at the bottom.
RGSS3 features so far.
The RPG::BGM and RPG::BGS modules seem to have a "play" method that allows you to select where to start playing the music if the format is ogg or wav. Audio module also has the feature to play at desire position and to get the position with Audio.bgm_pos.
There is a method to play movies. Graphics.play_movie(filename).
There's a new TestBattler module that is part of RPG::System.
Windows can now have tones which seem to be changeable at RPG::System.
A few flags such as "japanese", version_id and game_title that are also part of RPG::System.
It would seem that they "fixed" the F12 bug by using a new internal method "rgss_main { SceneManager.run }".
There is a rgss_stop method which sounds very useful to me. It stops the the process of a script and basically loops the screen.
And there seems to be quite a few new methods for the Window class.
The Screenshot Topic Returns
The Screenshot Topic Returns
Bug Woes V.2.0
author=emmych(why Yanfly--you made the debug tool but you couldn't realize your item overhaul script doesn't dispose the windows correctly?)Oh man, it really does suck when people put out free scripts that don't work absolutely perfectly with every single project ever.
And sarcasm doesn't help anyone solve any problems in this situation.
Although he could have simply informed the scripter about the problem and hope for a fix, he sadly has a right to some anger if no fix is provided or found. When a scripter in any RPG Maker community makes a script they take on a huge responsibility as they are often providing the only version for it and many other scripters for unknown reasons will often pass on creating their own versions because one already exists or simply push whoever asks for a fix to ask the creator which often results in no fix at all.
Bug Woes V.2.0
Is your game randomly crashing or do you get an error message?
If the game is crashing randomly my best bet about it would be that it is related to some sort of sprite.
Look through any sprite classes that are being used and look closely at their termination/dispose methods. Many custom sprite classes often forget to add the super or add the method at all which causes their scripts to crash the game.exe.
If that is not the case then you would have to go through any custom scenes or scripts and check how they are being terminated and verify that everything being used is being disposed of properly.
If the game is crashing randomly my best bet about it would be that it is related to some sort of sprite.
Look through any sprite classes that are being used and look closely at their termination/dispose methods. Many custom sprite classes often forget to add the super or add the method at all which causes their scripts to crash the game.exe.
If that is not the case then you would have to go through any custom scenes or scripts and check how they are being terminated and verify that everything being used is being disposed of properly.
RPG Maker VX Ace
I find it amazing how much people complain and want new features or bash a company for their work yet almost no one is actually going to buy the software they complain so much about.
Also not sure who started or keeps repeating that Ruby 1.9 is going to be some sort of savior for ACE, but just like any anti lag scripts or any competent programmer can tell you the speed of the program is always going to be based around how it's used which is why you could run the same basic script on RGSS1 and RGSS2 and it would pretty much be the same.
Also not sure who started or keeps repeating that Ruby 1.9 is going to be some sort of savior for ACE, but just like any anti lag scripts or any competent programmer can tell you the speed of the program is always going to be based around how it's used which is why you could run the same basic script on RGSS1 and RGSS2 and it would pretty much be the same.
Demon Slayer: Revelations
I rarely post in blogs, but this one is just eerily too close to my own process.
Although it's good to work on your ideas and improve them, they can become an abyss where you endlessly see how you can improve them with no end in sight. I'm sure most of the ideas you think are bad would probably be liked by a lot of people, sadly if you're like me even if other people love it unless you feel it's right then you will keep going at them and eventually hate them all together.
As for chopping up parts of your game. No. Sometimes your ideas come to you in a way for a reason and they feel natural to you, when you chop them up not to bore your audience or to streamline your game you end with something that feels incomplete.
As for talking with people about development, it's good to have people to talk to as long as their opinions are open and not directive in your work (If someone tells you to change a color because they don't like feel free to ignore them).
Although it's good to work on your ideas and improve them, they can become an abyss where you endlessly see how you can improve them with no end in sight. I'm sure most of the ideas you think are bad would probably be liked by a lot of people, sadly if you're like me even if other people love it unless you feel it's right then you will keep going at them and eventually hate them all together.
As for chopping up parts of your game. No. Sometimes your ideas come to you in a way for a reason and they feel natural to you, when you chop them up not to bore your audience or to streamline your game you end with something that feels incomplete.
As for talking with people about development, it's good to have people to talk to as long as their opinions are open and not directive in your work (If someone tells you to change a color because they don't like feel free to ignore them).














