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TheNecromancer
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zeus lies. video not impt, this is impt. thx
There appears to be sufficient space between the epidermis and any vital throat organs, based on the size of him. They are safe.
Pls watch this v impt video
There appears to be sufficient space between the cage and the wall, based on the shadows. They are safe.
[DYNRPG] OpenGL Renderer & Video Options menu
This is amazing and makes it possible for me to even do fullscreen in Windows 8. Thanks for this.
I'm noticing it messes with the mouse plugin when in windowed mode at most resolutions. I can always see the cursor on top of the game window now, and the in-game mouse cursor is way off sync. It only syncs in 640x480.
Is it possible to hide the windows mouse cursor?
I can't press F12 while in fullscreen mode.
I decided to disable F5 and put commands in game. I notice that when you are in fullscreen, and then use @toggle_window_scale 0, it has a weird effect of sometimes enabling @set_ignore_aspect_ratio. I refer to that as widescreen in my game. Should window scale really affect anything in fullscreen? It keeps it fullscreen but shrinks the visible play area. Who wants that?
Anyways, I just disabled the option of window scale while full screen is on. Oh and while in window mode, and I change widescreen, it doesn't change anything but later when I do go into fullscreen, it doesn't always work right. Sometimes it won't be widescreen, and when I change the option for it, it doesn't work right away(not widescreen while option is set to ON). I have to cycle between on/off a few times then it matches up. I have a fix so this one is fine for me but I thought I'd mention it.
When using F5 and I change uneven pixels, it auto puts aspect ratio to yes as well. In that menu they seem to be tied together, if one is yes then the other is too. When I use the @command to change one, does the other change as well?
Can you explain how this would be used:
@set_window_resolution_to_hero_name
Treats a hero name as a string and sets it to the window resolution (in "width x height" format)
number - The ID of the hero
@set_shader_name_to_hero_name
Treats a hero name as a string and set one to the name of the current shader (or "None")
number - The ID of the hero
@set_desktop_res_to_hero_name
Treats a hero name as a string and set one to the desktop resolution (in "Yes (width x height)" format)
number - The ID of the hero
Interpolation sucks, heh.
And I plan on using shaders for special states in game. Like when you get turned into a ghost I'll turn on some filter. It will look pretty cool :D Is it impossible to use 2 shaders, like any of the color ones on top of the scale2x one?
Wait, how do I call a specific shader? I only see a command to cycle between them.
Is there a way to tell which shader is active? There doesn't seem to be much control for them. As it stands it's merely a gimmick for a player to choose between, instead of me being able to integrate it into gameplay.
I could rig a system with variables to change and keep track, but then I won't be able to give the player the option of using the Scale2x filter, which would be unfortunate. Or...well I guess I could, but it would be so much better if I had more control.
It seems that when I start a new game it remembers any set shader from a previous game. This could be a problem if the player quits while a shader was changed, or if scale2x is on then the player starts a new game. Things will be really messed up and I'd have no way to implement a fix with code. I am using the AEP patch too, so maybe it's remembering something there?
There's a typo in the DynRPG.ini file info.
;
Shader8=Sepia
Shader8frag=true
;
Shader8=Invert
Shader8frag=true
;
Shader10=CB_Protanopia
Shader10frag=true
Is it possible to add more shaders? How would one find them?
I notice you can open the .frag files in notepad and change it, but I don't know what I'm doing here. Maybe I'll figure out something cool heh I'll try to reverse engineer these things.
I finished the system to control shaders in my game. It works just fine except for the issue of quitting the game while it's not on NONE. For now I'm adding a recalibration screen where the player will have to cycle them until it's normal. But it would be nice to have simply a @set_shader command :)
I'm having a problem where at the title screen when I do test play, it keeps setting the shader to #7. I have a common event:call trigger that uses a variable/branches to set the shader to a specific one(no other events do this unless triggered by the player), but it only works if the game starts at shader #0. I put a message command at the start of that event to see if it was being called somehow when I start game and it's not. I tried putting the player starting position on a different map, still happens. I wasn't doing anything in the common events, I was working on map events that were on trigger. Not parallel or anything. There is no reason it should be doing this, that I can think of or find. I've checked everything I worked on in the last hour because it just happened a few minutes ago. Nothing. Could this be a bug?
I've seen it start the game on the last filter, if it wasn't 0. So if I have it on Virtual Boy when I close the game. Next time I start it's still on Virtual Boy. But what's happening is that even if it's on Virtual Boy when I quit, next time I start a game it goes to #7 every time. I'm going to keep looking and I know you might not be able to help, or need to see the game, just mentioning this *sigh*
UPDATE: It seems like it was a bug. I downloaded a fresh copy and pasted the main game folder files and that solved it.
I'm noticing it messes with the mouse plugin when in windowed mode at most resolutions. I can always see the cursor on top of the game window now, and the in-game mouse cursor is way off sync. It only syncs in 640x480.
Is it possible to hide the windows mouse cursor?
I can't press F12 while in fullscreen mode.
I decided to disable F5 and put commands in game. I notice that when you are in fullscreen, and then use @toggle_window_scale 0, it has a weird effect of sometimes enabling @set_ignore_aspect_ratio. I refer to that as widescreen in my game. Should window scale really affect anything in fullscreen? It keeps it fullscreen but shrinks the visible play area. Who wants that?
Anyways, I just disabled the option of window scale while full screen is on. Oh and while in window mode, and I change widescreen, it doesn't change anything but later when I do go into fullscreen, it doesn't always work right. Sometimes it won't be widescreen, and when I change the option for it, it doesn't work right away(not widescreen while option is set to ON). I have to cycle between on/off a few times then it matches up. I have a fix so this one is fine for me but I thought I'd mention it.
When using F5 and I change uneven pixels, it auto puts aspect ratio to yes as well. In that menu they seem to be tied together, if one is yes then the other is too. When I use the @command to change one, does the other change as well?
Can you explain how this would be used:
@set_window_resolution_to_hero_name
Treats a hero name as a string and sets it to the window resolution (in "width x height" format)
number - The ID of the hero
@set_shader_name_to_hero_name
Treats a hero name as a string and set one to the name of the current shader (or "None")
number - The ID of the hero
@set_desktop_res_to_hero_name
Treats a hero name as a string and set one to the desktop resolution (in "Yes (width x height)" format)
number - The ID of the hero
Interpolation sucks, heh.
And I plan on using shaders for special states in game. Like when you get turned into a ghost I'll turn on some filter. It will look pretty cool :D Is it impossible to use 2 shaders, like any of the color ones on top of the scale2x one?
Wait, how do I call a specific shader? I only see a command to cycle between them.
Is there a way to tell which shader is active? There doesn't seem to be much control for them. As it stands it's merely a gimmick for a player to choose between, instead of me being able to integrate it into gameplay.
I could rig a system with variables to change and keep track, but then I won't be able to give the player the option of using the Scale2x filter, which would be unfortunate. Or...well I guess I could, but it would be so much better if I had more control.
It seems that when I start a new game it remembers any set shader from a previous game. This could be a problem if the player quits while a shader was changed, or if scale2x is on then the player starts a new game. Things will be really messed up and I'd have no way to implement a fix with code. I am using the AEP patch too, so maybe it's remembering something there?
There's a typo in the DynRPG.ini file info.
;
Shader8=Sepia
Shader8frag=true
;
Shader8=Invert
Shader8frag=true
;
Shader10=CB_Protanopia
Shader10frag=true
Is it possible to add more shaders? How would one find them?
I notice you can open the .frag files in notepad and change it, but I don't know what I'm doing here. Maybe I'll figure out something cool heh I'll try to reverse engineer these things.
I finished the system to control shaders in my game. It works just fine except for the issue of quitting the game while it's not on NONE. For now I'm adding a recalibration screen where the player will have to cycle them until it's normal. But it would be nice to have simply a @set_shader command :)
I'm having a problem where at the title screen when I do test play, it keeps setting the shader to #7. I have a common event:call trigger that uses a variable/branches to set the shader to a specific one(no other events do this unless triggered by the player), but it only works if the game starts at shader #0. I put a message command at the start of that event to see if it was being called somehow when I start game and it's not. I tried putting the player starting position on a different map, still happens. I wasn't doing anything in the common events, I was working on map events that were on trigger. Not parallel or anything. There is no reason it should be doing this, that I can think of or find. I've checked everything I worked on in the last hour because it just happened a few minutes ago. Nothing. Could this be a bug?
I've seen it start the game on the last filter, if it wasn't 0. So if I have it on Virtual Boy when I close the game. Next time I start it's still on Virtual Boy. But what's happening is that even if it's on Virtual Boy when I quit, next time I start a game it goes to #7 every time. I'm going to keep looking and I know you might not be able to help, or need to see the game, just mentioning this *sigh*
UPDATE: It seems like it was a bug. I downloaded a fresh copy and pasted the main game folder files and that solved it.
[RM2K3]
Are you using official 2k3 or the old unofficial one?
I tested mine, which is very unofficial and modded, but I couldn't get anything to shake at all with any option with only a battle animation as you showed in your screenshot. So I can't give any fix. Can you explain what this battle animation will be used for, how it will be triggered, and what you are doing to test it?
Have you tried changing it from screen shake to enemy. Just to see if that changes anything? Did you try changing any other options, like Cibler on the first screen?
What you can do instead - show that battle animation, set wait to OFF, and add your own waits/screen shake to play alongside this animation. Most places where you can trigger this battle animation you can also run code after it, which can be wait/shake screen to get the same end result.
I tested mine, which is very unofficial and modded, but I couldn't get anything to shake at all with any option with only a battle animation as you showed in your screenshot. So I can't give any fix. Can you explain what this battle animation will be used for, how it will be triggered, and what you are doing to test it?
Have you tried changing it from screen shake to enemy. Just to see if that changes anything? Did you try changing any other options, like Cibler on the first screen?
What you can do instead - show that battle animation, set wait to OFF, and add your own waits/screen shake to play alongside this animation. Most places where you can trigger this battle animation you can also run code after it, which can be wait/shake screen to get the same end result.
[RM2K3] Transfer Player in Airship Event
Instead of putting all your code inside a key input process, try putting only one piece of code in that key input. A call to a common event, then run all the code from there. You only need the key input for one thing, recognizing when you press a button to initiate an action. Once you do that the code will run better as a standalone thing.
I can't see the rest of the event but you should have a switch turn on when entering an airship and this key input only work when that switch is on. To prevent it from activating elsewhere. From what I can tell you don't have that kind of switch and this key input process will always happen at all times during your game/on this map. And only after pressing cancel, does it check if you are on the airship. This whole event would be better off being disabled until a switch is turned on, because only when that switch is turned on does this even matter. That can cut down on lag, too, as you will have less things constantly running in the background.
Do you not have any waits in that key input event? You should have at least 0.0, or 0.1 at the bottom of that(and any parallel process for that matter). As it stands now it will be checking for key inputs without stopping to breathe, using up processing power needlessly, and that is what causes lag. With 0.1 that means it will check about 10 times per second if the player is pressing that key, which is plenty. As the wait goes higher you start to miss key presses, but it uses less processing.
I can't see the rest of the event but you should have a switch turn on when entering an airship and this key input only work when that switch is on. To prevent it from activating elsewhere. From what I can tell you don't have that kind of switch and this key input process will always happen at all times during your game/on this map. And only after pressing cancel, does it check if you are on the airship. This whole event would be better off being disabled until a switch is turned on, because only when that switch is turned on does this even matter. That can cut down on lag, too, as you will have less things constantly running in the background.
Do you not have any waits in that key input event? You should have at least 0.0, or 0.1 at the bottom of that(and any parallel process for that matter). As it stands now it will be checking for key inputs without stopping to breathe, using up processing power needlessly, and that is what causes lag. With 0.1 that means it will check about 10 times per second if the player is pressing that key, which is plenty. As the wait goes higher you start to miss key presses, but it uses less processing.
Solo: A Stat Wars Story
[RM2K3] How to get my autorun event working properly.
That is how autorun works so you will need to figure out how to do it with parallel process. Focus on that.
I don't fully understand the issue to offer anything beyond that.
I don't fully understand the issue to offer anything beyond that.
[RM2k/2k3] Video Request Thread: How to Bring Video into RM2k/2k3
*It's 2112
Actually, what you saw on RMNTV was done with show pictures and sound effects :P This is a show movie sequence https://youtu.be/Uui6JscQ6gM?t=297
I use Any Video Converter for OGV. It's very easy to use and the video quality it poops out is good. It saves my settings so that I just have to open, drag my file(s), and hit start. Comes out perfect every time.
I downloaded your demo and tested it on Windows 10. I would suggest for testing something like that you use short clips, as it was kind of tedious to go through that whole long clip. Especially for someone who's seen those episodes dozens of times. It played the first 2 videos normally, fullscreen. Then it went back to the map for a second, played the first video over again, but instead of fullscreen it was 80% of the screen(oh, I see it's like that in your video above). But it did play both clips twice.
P.S. When your done playing, just press ALT+F4 instead of using the menus to quit heh
Actually, what you saw on RMNTV was done with show pictures and sound effects :P This is a show movie sequence https://youtu.be/Uui6JscQ6gM?t=297
I use Any Video Converter for OGV. It's very easy to use and the video quality it poops out is good. It saves my settings so that I just have to open, drag my file(s), and hit start. Comes out perfect every time.
I downloaded your demo and tested it on Windows 10. I would suggest for testing something like that you use short clips, as it was kind of tedious to go through that whole long clip. Especially for someone who's seen those episodes dozens of times. It played the first 2 videos normally, fullscreen. Then it went back to the map for a second, played the first video over again, but instead of fullscreen it was 80% of the screen(oh, I see it's like that in your video above). But it did play both clips twice.
P.S. When your done playing, just press ALT+F4 instead of using the menus to quit heh
Trying to search for switch graphics for RPG Maker is kind of impossible orz
Do you mean Nintendo Switch graphics to import into PC versions of RPG Maker engines? https://www.spriters-resource.com/nintendo_switch/
Or do actually mean switches? https://en.wikipedia.org/wiki/I_Don%27t_Know
And is this a serious statement? It's hard to tell with a status sometimes.
Or do actually mean switches? https://en.wikipedia.org/wiki/I_Don%27t_Know
And is this a serious statement? It's hard to tell with a status sometimes.
RPG maker 3 (for PS2) HELP!
No problem, but you misunderstood my "timer" idea. It only uses variable add, condition branch, and wait. Assuming there is a common event, or even just parallel process.
Common/Parallel Event Code:
Set Variable +1
IF Variable = 4
...THEN Set Variable =0
WAIT 1 second
Every second the variable increases by one, and resets to 0 when it hits any old number(based on how many possible items in the chest). Put 3 branches on the chest for each number and you have a randomly selected item based on time.
I wouldn't worry so much about abuse, unless it's a chest you can repeatedly open. The player will only have one chance to open the chest, never having a second opportunity to do something different to even try and figure out if there is anything else in that chest. Even if they could open it multiple times, the chances they would figure out that certain invisible actions affect the chest is pretty low. It wouldn't appear any different than pure random chance, which you would have done if the engine had the option, and can create with my method. Any random process can be repeated(abused).
Common/Parallel Event Code:
Set Variable +1
IF Variable = 4
...THEN Set Variable =0
WAIT 1 second
Every second the variable increases by one, and resets to 0 when it hits any old number(based on how many possible items in the chest). Put 3 branches on the chest for each number and you have a randomly selected item based on time.
I wouldn't worry so much about abuse, unless it's a chest you can repeatedly open. The player will only have one chance to open the chest, never having a second opportunity to do something different to even try and figure out if there is anything else in that chest. Even if they could open it multiple times, the chances they would figure out that certain invisible actions affect the chest is pretty low. It wouldn't appear any different than pure random chance, which you would have done if the engine had the option, and can create with my method. Any random process can be repeated(abused).













