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Which to use?

The "cutesy" style mainly exists because it comes from a time when possibilities where quite limited, and these where the best solution to fill the small amount of pixels existing. It survived for one reason - tradition. Honestly, decide a style that fits your scenes. FF7 had a mixture of mature-characters and SD-chracters, which would be an option too.

If you go for a realistic style, I'd suggest you to reconsider the appearance. First, remove the eyes as they are right now. Showing the eye's white makes them seem big, as well as making them round/vertical rather than horizonally shaped (based on the amount of pixels, but horizonal formed shape still seems more realistic). Also the proportions of the arms are a bit off.
As an example, I'm trying to fill the little space given in rpg2k3 with something mature looking. This is an example of generic male/female figures I made:

http://i637.photobucket.com/albums/uu97/Moongrape/selectiveB2_zps7f206e0e.png
http://i637.photobucket.com/albums/uu97/Moongrape/selectiveC1_zps4d524f05.png

Maybe it helps you, maybe not.

Custom Item Menu in rm2k3

I haven't been able to get the page-changing command to work.

Basically, everything works, but switching pages. Mainly, I can't figure it out because I can't make out what exactly certain variables mean, which are involved into page changes.

Here is the beginning and end of my MakeList:




Don't bother with the numbers inside the branches. The -31 and such where merely assumption based, but didn't work (as somany other combinations). The difference between my menu and the menu in the tutorial:

I have 38 spots for items and display 10 items per page.
I didn't understand why ptrA and itemlistPtr were set to 41, and why at the end you set ptrA 50 Less/Equal. Is this in any relation to the amount of items shown per page / amount of items existing?

Also here is the code In my key input for the page changing:


Again don't wonder about the -3. First I assumed I should take -10/+10 (considering the -4/+4 in the tutorial are based on the amount of items per page)

So, while switching left works once, further left clicks will result in total chaos (empty pages, pages showing the same item twice, random items somewhere in the list etc.)

While pressing right will usually show an empty page or doesn't allow switching.
If this is too much I'm asking for, I might be able to find the problems by myself if someone explains the mentioned variables to me.

Thanks!

Video Plugin - 2k3

Well it was the first map I made, and I've worked with chipsets back then. By now I've switched to panoramas instead, using chipset only for the elements above the hero. I will remake the map, I'm considering to make a transition from the cutscene into the map, by having the train end in the station, while the camera moves into position (ancle of the map). Since I'm using pictures, it should become a way smoother transition than in some scenes of FF7-9.

Here are some of the newer maps with paralax bg.




Yeah I don't think it's jpegs or anything like that when it comes to those artifacts. I generally render out via pngs or targas. But as soon as I index the millions of shades tend to crap out. I'm personally using RPG Maker VX Ace as a result anyway so it's not a problem for me anymore. But I'm still curious about your render settings. Do you use mental ray?

Maybe it's the program you're using. At least, speaking for PS4+ it works for me in most cases. The thing with the shadows might be, that the original keeps the same amount of informations inside them as if there was no shadow, while indexing limits these areas even more, since it's reduced into a palette for darker values and colors only. It might help if you add a layer and brush into it with black, at 50% or less opacity, if you're good in it, you could also try toning light and mid tones/values down.

As for the video: I used Global Illumination and Raytracing, but it shouldn't affect how noisy the picture ends up. It might become quite noisy if you're using this IPR function for editing, but I've never touched that so far, usually I'm editing stuff in different programs.

Video Plugin - 2k3

Just really need to share this:

www.stefanbilly.com/data/rpg2k3cutscene.wmv
(sorry for the ddl but it's impossible to find a video upload that works AND doesn't require you to register)

It's the ingame footage of the train video, thanks again for the idea with the battle animations used as fps buffer, it worked perfectly! Damn I'm so excited about making cutscenes for my game now. This looks so much better than I ever imagined it to be possible =).

Video Plugin - 2k3

author=Darken
My concern with the 256 color limit is less to do with the primitive oldschool look and more with artifacting when an overpowered program like Maya isn't intended for low res shots (not saying maya is bad). The PS1 could display 16.7 million colors and was 24 bit fyi

When looking at the shadowed area, you'll notice a lot of weird artifact coloring going on, this happened the moment I switched to index. Not sure if it's me, but I'm curious if you got this effect or not when importing the backgrounds into 2k3.

This doesn't happen when using clean pictures. Also I didn't see any complications with Maya. Such problems can come from - for example - using JPEGs (especially from the net , which have been re-formated 100 times and especially got a lot of pixel fragments from uploading. JPG works by taking the information of a certain pixel range and assuming the values between, a lot like AVI does with frames). Also happens using photographs with noise particles. Reducing such things always causes a higher concentration of weird pixels, reducing color range doesn't make it worse theotetically, it might just point out the wrong pixel shapes more intensive because of the lower value/color range.

BTW it's not important how many colors PS1 supports, but how many it is able to show in a single map.

It is the same as 2k3's (60 fps). I was suggesting the use of the empty battle anims between show picture commands to substitute for wait commands to clarify. It works fine if you use 2 frame battle animations which is close to 25fps, I don't think anyone will notice.

I'll try it out, thanks for the tip.

There is a trial.

Which didn't work for me. I've downloaded it, didn't get to test it for 2 weeks and then noticed the trial started running from the moment I downloaded it (not installation). Also it asked me for a verification key, bt I didn't really bother a lot. That was also long before I got sucked into my current hole of freetime, making me start a game.

Custom Item Menu - changing pages (rpg2k3)

I'm struggling with implementing a custom menu, specifically lists of items.
I've been working after this tutorial - http://rpgmaker.net/tutorials/410/

Basically, everything works, but switching pages. Mainly, I can't figure it out because I can't make out what exactly certain variables mean, which are involved into page changes.

Here is the beginning and end of my MakeList:




Don't bother with the numbers inside the branches. The -31 and such where merely assumption based, but didn't work (as somany other combinations). The difference between my menu and the menu in the tutorial:

I have 38 spots for items and display 10 items per page.
I didn't understand why ptrA and itemlistPtr were set to 41, even less why at the end you set ptrA 50 Less/Equal.

Also here is the code I use as key input for the page changing:


So, while switching left works once, further switches will result in total chaos (empty pages, pages showing the same item twice, random items somewhere in the list etc.)

While pressing right will usually show an empty page or doesn't allow switching.
If this is too much, can someone try to explain at least what those variables mentioned above do? Maybe I can figure out what I need to do by myself then.

Video Plugin - 2k3

author=Zachary_Braun
Is it really true that 0.0 Wait gives the CPU enough time to reload a different picture into the same Picture ID without stumbling over itself? You should do a short test across a couple of computers to make sure the speed is to your liking before going forward with all of the effort.

My computer needs two or three 0.0 Waits in a row before the speed becomes stable, with no latency or other unexpected effects. The good news, is that this is still a very high framerate. I think you need five or six 0.0 Waits before you approach the latency of 0.1 Wait.

...If this is in a loop, you can also try different flavors of loop, like using the Go to Label loop method instead of the Loop command, to see if that has any impact on performance.

I have been asking exactly about this already in -this- thread. I can only rely on answers / try out stuff I wasn't getting clear information about.
It's an intro video of 100 frames (supposedly 4seconds long with 25 fps), no gameplay mixed inside, and nothing to loop.

author=Darken
Ever try using an empty battle animation with just 1 frame and have it play on wait? I find that's better for frame perfect animation. rm2k3 runs at 60fps but if you want 30, use 2 frame battle animations, if you want 15 use 3 etc. I've had bad experiences with multiple instances of wait 0.0. edit: Nvm, but the tip still stands

Is the battle animation fps normal, like 25fps? And does it play well without hanging? Usually I remove wait from battle animations because it always makes my screen look like the game froze for a milisecond.

The problem with 2k3 and pre renders is that generally a lot of renderers do not account for 256 colors and thus you'll get a lot of bad mis-colored dithering even if you index it. Also ambient occlusion and high amounts of raytrace shadows is probably out the window unless you limit the samples A LOT. Sometimes it simply helps to get rid of AA

I hate to break it to you but it's better to use RPG Maker VX Ace for this. Not only do images use more than 256 colors but they have alpha channels which removes the green edges problem completely. With alpha channels you can even do multiple passes over things. There are probably scripts out there to make video playing better or at least the show picture commands less annoying. Do you plan to use pre-rendered backgrounds at all? Or are they just for cut-scenes?

Again, it's supposed to be a normal video, I'm not making any kind of video playing, just cutscenes.

I'm currently using pre-rendered backgrounds (or artworks) for the maps and I didn't see any complications. The video of the train is only made for the cutscene.

About VX Ace: I heard so many bad things about it. I hardly find any useful footage on youtube that really shows indepth how unflexible it is, but I also don't wnat to buy it to find out. Plus, I don't have a problem with the 256 color limitation. Actuallly, maybe a dumb reason, but it helps me working faster. Reducing color means, I can draw sketchier and make more mistakes, it will always look good at the quality it is allowed. Also it's close to what old PS games with prerendered backgrounds looked like, as they've been reduced aswell to I think 32bit. The only problem is the color transition into invisible color.

Video Plugin - 2k3

@Link

Switching to index mode is necessary in any case. If I pick for example green as invisible color, there will be a transistion from the actual picture into the green on the edges, and having just one green recognized as invisible color, all the "under-greens" between will show up, resulting in green edges around everything. I always have to manually remove this by making sharp edges pixel by pixel, which is a horrible work, and close to impossible if it has to be done with over 100pictures for a video.

@Liberty

Well there isn't really a big difference with the sound, because 1 frame with a 0.0sec time is so enormously short, I doubt you could tell if you switch a sound effect within ~5 frames from listening. Aside of that, they're limited to soundeffects and also a given size. The advantage might be it's time saving and allows an impact on the whole screen with flash lights.

Anyways, I'm not really going to make a 3d battle system. As nice as this would be, I'm pretty sure that I'd be faster learning a 3d engine and applying it there than impementing it into rpg2k3.

What I'm trying right now however is implementing my first cutscene, which is showing the train, which my hero is using. Since the game is supposed to play in the real world, with a rather fictive, postapocalyptic version of vienna, I've chosen the recognizable design of our Wiesel Trains (WHB doesn't mean Wiesel-something, I don't want copyright troubles, the original sign says ÖBB, WHB has a different meaning which reveals in the game). I've spent the last 2 nights on this, and it stopped being fun the moment I started using Motion blur (which wouldn't be necessary if I could refine the video in a different program. But that's not possible, or at least a unbelievable efford, as the outcome wouldn't be in screen per frame but as a video format).

Here are some renderings. All of them are directly from Maya, without refining.





And here an example of what happens 90% of the time with Motion Blur (sucks to have to check every single frame for this)


Now the horror starts, getting this into the game. I hope I get some hugs when this is done :D

Video Plugin - 2k3

Well, crazy... Actually it's a really great idea. First I thought he must be damn crazy considering that has to be redone for every single spell and opponent in the game, but then I realized you can easily render the same sequence only showing certain elements (character, background, skills - all added in their own picture layer). Also speaking for Maya, the advantage is that the program doesn't really render out videos but pictures in form of frames, perfectly fitting for rpgmaker. It's still a whole lot of work, and it also means you have to use the raw materials directly from maya, without refining them in other programs.

I just wonder, before I invest some efford into cutscenes, how well does the picture substitution work? Are you in contact with the guy who made this? I could use some informations, like how well it works when 500+pictures are rowed, if it becomes laggy, also how much the 0.0 wait time is actually depending on your hardware, how many frames per second you can assume, what program he uses to make hard edges on the foreground pictures, since maya and photoshop both tend do smooth out the edges a bit, making them transparent (= transparent color pops).

Video Plugin - 2k3

The video function is utterly useless because of the enormously low settings allowed for it to be implemented into the game. This is one of the biggest problems for me, as I'm absolutely able to create some neat stuff in 2d/3d and real w. special effects, the best idea I've came up with so far was to "substitute" videos by making a row of pictures with a 0.0 second wait time between each picture, but I don't think this will work out well tbh. I've spent hours searching for video plugins but I couldn't find anything. Is there any source anyone knows/ anyone able to fix the allowed sizes in rpgmaker 2k3/ are there troubles with such a plugin to get to work?