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TESPY'S PROFILE

I've loved games and programming since I was young. I joined this site because of my interest in Eredia: The Diary of Heroes, a project I eventually helped out in the play-testing and proofreading/editing departments.

My best skills lie in game programming, proofreading/editing English text, and play-testing games.

Most of my game programming experience is in Unity, and I've grown pretty confident in my skills. I've been learning to script for RMMV as well, and at the time of this writing, I've created two nice plugins for it.

Most of my play-testing/proofreading/editing experience is as QA staff at a certain eroge publisher. Did more than 8 projects for them.

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Has the community decided on code style guidelines?

If so, where can I find them? I mean things like variable-naming, class-naming, funcs to avoid, etc.

The RMN Skill Exchange

Offering:
  • Proofreading/Editing English text. I'm a native-level English speaker.

  • Play-testing. I've done a lot for Eredia: The Diary of Heroes, among other games.

  • Creating simple scripts for RMMV using Javascript, or Unity 2017 and later using C#. I've several years of experience in programming, much of it archived on my Github.


Seeking:
  • Half-body character portraits drawn in an anime style. I'd like some custom graphical assets for future projects.



Please PM me to negotiate any exchanges :)

[RMMV] Bitmap.resize() does nothing. How do I scale a bitmap?

Thanks to someone named MinusGix, I've figured it out. The reason it didn't work, was because the resize() function does nothing when the bitmap isn't done loading. Since bitmaps are loaded asynchronously, and I tried to resize it too fast, nothing happened.

After getting the resize to proc when the bitmap was done loading, I got an error because I tried to shrink the image. Apparently, the resize() func doesn't like shrinking.

Eventually, I found the solution in the Pixi API. I just had to:
1. Load the bitmap like before
2. Make a Pixi Sprite using that bitmap's base texture
3. Set the sprite's height and width
4. Add the sprite as a child to the window

Did that with the following code, and I got what I wanted.
let testBitmap =                    ImageManager.loadPicture("Sword");
let pixiSprite = PIXI.Sprite.from(testBitmap.baseTexture);
pixiSprite.width = 200;
pixiSprite.height = 200;
this.addChild(pixiSprite);

No need to wait for the bitmap to finish loading; the base texture is ready immediately. ^_^

[RMMV] Bitmap.resize() does nothing. How do I scale a bitmap?

I've been trying to get a picture drawn at 200x200 pixels. So I wrote this code:

let testBitmap = ImageManager.loadPicture("Sword"); // Original size: 816x624
testBitmap.resize(200, 200);
let testSprite = new Sprite(testBitmap);
this.addChild(testSprite);

Yet it draws the pic at the exact same size it does without the resize() call. I'm confused ^^; How should I go about rescaling an image?

If it helps, I'm using RMMV version 1.5.1

Game works when tested in browser-sync, but not the MV Playtester

Thanks to someone by the name of MinusGix, I found the solution.

Turns out that MV's "class" keyword support is incomplete; fields need to be initialized either in the class constructor, or just outside the class. Getters and setters for those fields are still fair game.

A future MV update might make it so you can have fields just straight-up in the class declarations, but until then, that's what we have to deal with.

Game works when tested in browser-sync, but not the MV Playtester

I've been testing a plugin with BrowserSync. What I have so far works as I intended.

But when I test it using MV's built-in playtest functionality, things get all wonky. Here are the errors.

It seems that for some reason, RMMV doesn't recognize the "use strict" clauses I put in that allow me to use ES5 classes. Here's a code snippet to help illustrate this.

I'm using RMMV version 1.5.1. I'd appreciate help understanding this.

Eredia - Diary of Heroes

The TVTropes page could use some help with growing; it doesn't cover nearly all the tropes in this game :) https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ErediaTheDiaryOfHeroes

[RMMV] Yanfly Main Menu Manager hides Actor Windows despite being set not to.

As the title says. I didn't mess with any of the settings (except for setting Hide Actor Window to true to see if that'd fix it), and the only plugins I have turned on are Yanfly Engine plugins. Of course, I reverted Hide Actor Window back to false.

Here: https://imgur.com/a/j8xpr5t

What can I do to fix this? I'm running version 1.5.1.

[RMMV] My getters don't work as they should.

I created a class that inherited from another. When I use one of the getters it has (not inherited from the parent), it returns the default value of the backing field. But when I directly access the backing field, it returns the value it was last assigned (this should also happen using the getter).

Here's some of my code:
// Backing fields.
_damageMitigation: -1,
_protectorsNeeded: -1,

// Getters.
get damageMitigation() { return this._damageMitigation; },
get protectorsNeeded() { return this._protectorsNeeded; },
Why does this happen?

[RMMV Scripting] How do I split my plugin source code into multiple files?

No, Javascript and Ruby are real coding languages; by default, they don't have this issue themselves. This is just a flaw in RM's design; other engines like Unity (even back when it supported JS) didn't have this issue. Neither did pygame or cocos-2dx, and it's a lot harder to make games with those than RM.

I'll keep looking into things. If I find the solution, I'll post it here.