THENECROMANCER'S PROFILE
TheNecromancer
3160
RMN sucks
Search
Filter
RMN v4.3 Bugs
If I understand correctly:
When you make a new one, and mark as draft for the first time it sends it to a place. Let's call it "Draft queue".
While it sits in the Draft queue, you click on EDIT to get to this place where there is a checkbox for mark as draft(because it's the same basic screen/code as with a new submission). In this space, there is no need for that check box at all. Since it's already in the Draft queue, hitting "submit" merely means "confirm" and nothing changes except to save your edits. It stays in the Draft queue regardless of how you ticked that box.
You would then need to click the SUBMIT button next to EDIT, to send it to the real queue.
I would say working as designed but perhaps the check box/submit button while editing a draft could be changed to avoid confusion.
When you make a new one, and mark as draft for the first time it sends it to a place. Let's call it "Draft queue".
While it sits in the Draft queue, you click on EDIT to get to this place where there is a checkbox for mark as draft(because it's the same basic screen/code as with a new submission). In this space, there is no need for that check box at all. Since it's already in the Draft queue, hitting "submit" merely means "confirm" and nothing changes except to save your edits. It stays in the Draft queue regardless of how you ticked that box.
You would then need to click the SUBMIT button next to EDIT, to send it to the real queue.
I would say working as designed but perhaps the check box/submit button while editing a draft could be changed to avoid confusion.
[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
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).
RPG maker 3 (for PS2) HELP!
I'm not too familiar with that version but an idea of how to get a random number popped into my head. Put invisible/unseen code throughout the dungeon that increases a variable by different amounts, and put them in places that will trigger based on how the player is moving around.
So for example you could have invisible 'on hero touch' events in front of doors, so every time the player enters or leave that room the variable changes. Put some of those events in the middle of rooms, so if by chance the player touches them the variable changes. Add it to existing events, so when the player opens a normal chest it increases that variable. So if they didn't open that chest before the random chest, the variable would be different compared to if they did open that chest first.
Therefore, based on the actions taken by the player, in whatever random order they happen to trigger them, you will end up with a different(random) variable each time the game is played. You probably want to increase that variable by small numbers, or you could take that variable and divide it by something to make it smaller, and use that remainder in branches to give different items. Does it have Modulus? Use that on the variable and the remainder will be different each time.
Or, maybe a simpler idea, have a background process that increases a variable by 1 every X seconds. When it reaches the limit of possible choices in that chest, have the variable set to 0 and it starts over again. So when the player opens that chest, the variable could be anything. Which will be different depending on the timing of opening that chest.
So for example you could have invisible 'on hero touch' events in front of doors, so every time the player enters or leave that room the variable changes. Put some of those events in the middle of rooms, so if by chance the player touches them the variable changes. Add it to existing events, so when the player opens a normal chest it increases that variable. So if they didn't open that chest before the random chest, the variable would be different compared to if they did open that chest first.
Therefore, based on the actions taken by the player, in whatever random order they happen to trigger them, you will end up with a different(random) variable each time the game is played. You probably want to increase that variable by small numbers, or you could take that variable and divide it by something to make it smaller, and use that remainder in branches to give different items. Does it have Modulus? Use that on the variable and the remainder will be different each time.
Or, maybe a simpler idea, have a background process that increases a variable by 1 every X seconds. When it reaches the limit of possible choices in that chest, have the variable set to 0 and it starts over again. So when the player opens that chest, the variable could be anything. Which will be different depending on the timing of opening that chest.













