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Chipset handeling by RPG Maker 2003

I'm glad it's still helpfull for some people! I login at this site once in a few months, so I guess I could help you out with this one.

I actually had to think hard about this one, it has been a long time since I worked with the program, but I do have an awnser for you!

The square icon is an option you mainly use for ceiling tiles. It makes you walk under the top tiles of the ceiling. So if you for example made a house and use a ceilingtile as a flat roof, you can walk under the 1 tile strip back part of the house. It's basicly a 'star' and 'cross' combined.

A more visual example:

G = grass (at "circle")
C = ceiling (at "square", but acting as "star")
R = same ceiling (at "square", but acting as "cross")
W = wall (at "cross").

G G G G G G G G G G G G G G G G G G G G
G G G G G G G G G G G G G G G G G G G G
G G G G
C C C C C C C C G G G G G G G G
G G G G
R R R R R R R R C C C C G G G G
G G G G
R R R R R R R R R R R R G G G G
G G G G
R R R R R R R R R R R R G G G G
G G G G
W W W W W W R R R R R G G G G
G G G G
W W W W W W W W W W G G G G
G G G G G G G G G G G
W W W W G G G G
G G G G G G G G G G G G G G G G G G G G
G G G G G G G G G G G G G G G G G G G G

Chipset handeling by RPG Maker 2003

If I understand you correctly all you have to do is click on the desired transparant colour when importing the tileset.

Chipset handeling by RPG Maker 2003

author=copperseamonster
I might just be an idiot, But I'm having a very tiring time trying to figure out what is wrong with my Chipset. It imports without problems, and then the entire screen goes to a shaded pink. I test play the game, and the entire game screen is Pink. Help would be appreciated. (:


Your timing is spot on. I haven't checked this site for 2 months haha.

Anyways to awnser your question: When you import your chipset you have to set the transparant colour. While importing it you select the colour and it will start flashing. If this won't help you probably have two slots of the same pink in your 256 colourpalette.

Chipset handeling by RPG Maker 2003

author=eCatYouTube
Why is it when i try to inport my custom chipset into RPG maker 2003 it says "Unsupported PNG Image"? Am I not suppost to save the chipset as a PNG or what?


Most of the time two problems accur:

1. The png file you want to import is to big or to small (aka not the right size).
2. (More common) The png file isn't 256 colours.

Chipset handeling by RPG Maker 2003

Thank you for your positive feedback.

The picture was used in the original explanation and indeed doesn't fit that well. I decided when posting this tutorial that if somebody really had a problem with it I would edit it, but I guess it's clear enough. I don't think I could do it in less space (other than changing the font size).

Anyways, thank you =).

"Good" rm2k3 event coding

Though I must agree with you guys when we are concidering more "uncomplicated" stuff, I certainly disagree on some points.

First of Rm2k3 is not to be compared to scripting language, it's way more inferiour to it and goes by diffrent rules. Labels are your friends and variables are even more your friends (why save them, you have a standard of 5000 of them and can even go upto 999999).

I use a bunch of labels in my common events to do loops instead of parallel processes. This is because I absolutly hate containing dataflow with switches. They tend to bug and sometimes I just want something to happen before the code runs any further. I solely use them to use auto events like the menu and a battle system initiation. Apart from that only call events for me, they are way better at containing the flow of events. I don't want any background parallels running.

So if one of you guys could tell me how to make this example flow any better or any less "laggy" (which it absolutly doesn't) please tell me:

In my item menu I need to check if variable item amount # is bigger than 0 to set the order of that item to a item order # variabel. I do this by doing the following:

set var index item amount 200
set var index item order 240
set var order = 1
label 1
set var index item amount +1
set var index item order +1
set var calculator to variable stored in index var item amount
if var calculator = greater than 0
<>set var in index item order = var item order
<>var order +1
end
if var index item amount = not 281
<>jump to label 1
end

This was inbetween an item menu to check the order of the items that you have. I could do this in a parallel proces which is initiated by a switch. But that would mean that the event that needs this information would be keep on running through (which would be weird because that only loops when a button is pressed, but let us not take that in concideration) until this loop was done by switching of the switch that initiated it.

I could offcourse by the logic of you guys do it like this, times 40:

var order = 1
if var item amount 1 = bigger than 0
<>set var item order 1 = var order
<>var order + 1
if var item amount 2 = bigger than 0
<>set var item order 2 = var order
<>var order + 1
end
(and so on till we reach 40 times)

Example two, displaying the graphics in the menu. As it is now:

(set var x and y to starting position of the item list and two variabels to check picture ID and picture to be shown)

set var index item order to 200
set var order to 1
label
set var index item order + 1
set var calculator to var stored in index item order
if var calculator = var order
<>set picture name to var index item order
<>show picture (item_0000)
<>set picture id +1
<>set order +1
end
if order =not 8 (to show only 7 items on screen)
<>go to label
end

I won't go in the more technical aspects on how to trace cursor positions and starting points. But without the loops I couldn't even hope to make a dynamic item menu in a fast way. But the list goes on:

Setting a set of dummy variabels to variables that keep hero statistics.

Would we go for the 20 set variables which clutter big blocks all over the place, or just go for:

set calculator to 0
set calculator 2 to 20
label 1
set calculator +1
set calculator 2 +1
set variable stored in index calculator to variable stored in calculator 2
if calculator is nog 21
<>go to label 1
end

And for deleting about 100 pictures? Is it that much better to do 100 erase picture commands to avoid labels or are we just going to do:

set var image id to 1
label
erase picture 0000
set var image id + 1
if var image id =not 101
jump to label
end

Please tell me why I would use cluttering parallel processes (with or without switch) if I could easily control dataflow which 2 labels and/or a call event so I know for certain which commands are being used without any background stuff going on. And why wouldn't I use variables to make my life a lot easier. Or would you suggest I would ditch my common event which can generate all my selectable dynamic "item" menu's and copy the base code like 10 times for equip, weapon, armour, quest log etc to save about 20 variables that track the size, position etc for those menus.

Which also means that if I would want to add some animation to it or find a bug in it I need to fix 10 menu events instead of just 1.

Sorry if got a bit personal on this, but I just don't see the major pros in saving variables that should make your life easier and controlling parallel processes that give you lots of background "noise" (wheater or not with switches) over labels and call events that create massive control over the commandflow without any background noise.

"Good" rm2k3 event coding

It's too bad there is a lot of personal taste here and most of the "rules" described is bound to the situation.

For example:

The stacking of conditional variables is handy if you want to copy and paste that block in one instance to alter it to other conditions. When you make them saparate you have to spent more time on copying them with the chance of forgetting one or two. It's sometimes also clearer if you have diffrent sets of them to use that stacking shape as some sort of pointer. If people don't use Cherry's RM2k9 (with colour codes for diffrent eventcommands) it's sometimes hard to see the boundry between one set and the other, even when comments are used.

Next to that your way of getting out of loops does look like a nice set up, but can also be confusing sometimes. Most of the times when I break a loop (with labels) I want to reset some variables or adjust them. By using the conditional branch, get out of loop I get blocks of coding which are easier to recognize.

label 1
do stuff
do stuff
when stuff
go to label 1
do stuff
do stuff

Vs:

label 1
=do stuff
=do stuff
=when is not stuff
=do stuff
=do stuff
=go to label 2
go to label 1
label 2

Which makes it one block. Again, I don't see this is ideal, but it's not wrong in any way, even if you did use "good" in your title. You could better make this a tutorial about comparing certain ways.

I do however totally agree with you about the range possibility. Also with switches. I opened a game this week which had like 20 to 30 switch operations that turned them off. Why not use a single switch operation with a range in it.

Next to that with variables people should put comparable variables parralel. For example, in one of my projects I show hero statistics with pictures. Instead of making three (number of heroes) statistic menu's I just use 1 which changes coordinates and data.

Example:

Set variable calculator 1 to 1
Set variable calculator 2 to 121
label 1
Set variable in index caculator 1 to variable in index calculator 2
conditional branch if calculator 1 is not 20
go to label 1 (yeah I just made you happy by using your descriped looping =p).

Btw, Bulmabriefs I don't agree to you on the variable save. Less code is always better than saving variables. Next to that, as you can see in the example above you can do the stuff seen in that picture without using "too many" variables. I have tons of those and they only took me two extra variables in total "calculator 1" and "calculator 2". My big friends in calculating and tracking stuff that don't need to be remembered that long =).

All by all conclussion: The way to architect your eventing is bound to the situation and personal taste of the eventer. My whole message is full of personal taste and I won't tell anybody to change their way of eventing just because I say so.

I do however advocate using ranges and using more variables to save eventcommands (I mean this in a way so you can recycle bigger chunks of eventcommands like menu's and number showing).
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