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UnBit

Well, I say AI but maybe just simple computation. But I meant something like this https://tones.wolfram.com/generate/GIt40IeS5xcgR5CMWvC5PdGGIpDm6BjMvAzJCWZJhejl9X

I never said it made good midi music heh but the song you picked had a weird pace. The sound of the instruments and the sort of normal, but odd adherense to time signature(and odd repetition of notes) of the song you picked sounded like most of the songs this site spits out.

Screenshot Survival 20XX

Is that Worf wearing a Conan O'Brien mask?

UnBit

The last version you sent me worked. I was able to do the first person view part, although it brought me back to 2D and I didn't see anywhere else to go.

I saw a few paths blocked by doors but after exploring what I had available and coming up empty, I decided to quit. Did I miss the grande finale?

It's interesting. I didn't catch on to the binary puzzles until towards the end. So I simply kept switching things until I could move forward. The simon says thing seemed weird at times. Like it was asking me to hit 2 different squares, but when I hit the first one I get stuck and new ones spin. First person turning speed is a little slow, oh and that effect on your name at the start was a little slow as well. At first it was pretty cool but it dragged on a little too long heh


That music sounded familiar in tone and composition, did you use one of those tools where AI makes up a song based on instruments and variables you choose?

UnBit

Doesn't run

RMN sucks 3

The 2D/3D mix is the main selling point here heh I'm not sure why you wouldn't like it, though. I find it, invigorating to an old style. It opens new avenues of gameplay and mapping. Also, this is the same idea as the Paper Mario series.

Trippy good, or trippy bad?

heh

[DYNRPG] OpenGL Renderer & Video Options menu

I agree, it's working as designed with the commands that are available. I have no complaints with how they are applied to the game window. Really, I have no knowledge of how they are applied and honestly I'm not certain how your explanation relates to my question. It's a bit above my knowledge level :P

Let me try to explain more specifically:

From what I can tell, all I can do is move to the next shader, or the previous one.

What would be helpful is any other commands for changing the shader. Set to the 6th one, or reset to the default one.

I see there is @set_shader_name_to_hero_name, but I'm not aware of any way to make conditional branches based on a string/hero name. So I can't use this in any meaningful way to control my shaders. I assume it's a simple way to display on screen in text which shader is active.

There's also this one:
@set_shader_param

Sets a shader's float parameter (experimental)
text - The shader's parameter
text - A textual representation of a float value (ex: "0.975")


But I have no idea what a float parameter is, or what I would use this command for. I tried looking up shader float parameter but it's beyond me. Is this supposed to allow me to set a specific shader? Is Shader ID a paramater and this allows me to set it? How? What does float have to do with it? The average user will be clueless on this one. I guess it's experimental for a reason maybe?

That's all I could glean from the help files. Here's what I did in game:

I created a system so the custom ingame options menu allows the player to cycle between none, scale2x, and CRT. When they hit next, a variable increases to keep track of which shader is showing, and the command is run to cycle to the next shader, or back to the first one when it loops around.

The game obviously starts on none. If the player changes to CRT, doesn't save the game, and restarts, it will be in CRT mode on startup. However the in game variables still think it's set to NONE, so when the player goes to change shaders it won't match the visual label of the options screen in game. That's a minor issue, since the player can just keep cycling to get what they want.

The problem would be when I want to change to a specific shader for story purposes. Example, when a character dies and turns into a ghost I would want the gameboy shader to apply. Since I can't tell it to move to a specific shader, I have to cycle to the next shader enough times for it to land on the one I want. I have to check the variable to see which shader is active, and then have code cycle it x times based on it's current shader.

If the player messed up the order by quiting without saving, it will not land on the gameboy shader. And any attempts to bring it back to the previous shader, will be off as well, since the code can't determine which one it's on. At that point, anything involving shaders becomes broken.

Maybe I'm missing something obvious, and I hope I am. Maybe there's another dynRPG plugin that could help. But I think if you made a simple @reset_shader command it would give enough control to avoid this problem. I could reset shader, reset variable, then cycle to whatever I need to reset the whole system. Or on game startup, have it reset the shader every time to keep it in check.

[DYNRPG] OpenGL Renderer & Video Options menu

author=TheNecromancer
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.



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?




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

Any chance of resolving this problem with shaders?

Screenshot Survival 20XX



Made with RPG Paper Maker

[RM2K3] Running animations stuck

Try creating a side event that checks if the player has moved to a new tile. Set vars with coordinates, wait, set different vars with coordinates, compare them with conditional branches to see if they are equal. If yes, the player hasn't moved.

If x time goes by and the player hasn't moved, you can change sprite to normal. Something like that.

You sit down at your desk and fire up your preferred game dev engine. Your game dev time playlist kicks off. What's playing?