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Exodus (Project Moving)
I see lots of sudden YouTube subscriptions, good good. Don't forget to stay tuned on the IRC as well.
Battle Now
What, it's closing down?
*reads*
You know what, fuck it. I'm going to move this to a website that isn't afraid of the Internet for sure. Everyone who wants to know where I end up, email: wolfcoder (at) dreamincode.net
Speaking of which, you can also keep in touch with me and this engine at dreamincode.net
I also have a YouTube account (also named WolfCoder).
Expect lots of project mirrors too.
I will be setting up an IRC channel as well. For those of you who aren't familiar with IRC, try Chatzilla. It works right with your browser.
Tired of people taking things way too seriously around here. This could have been a great website too, what a shame.
Stay tuned, I'll be plastering all this info around.
*reads*
You know what, fuck it. I'm going to move this to a website that isn't afraid of the Internet for sure. Everyone who wants to know where I end up, email: wolfcoder (at) dreamincode.net
Speaking of which, you can also keep in touch with me and this engine at dreamincode.net
I also have a YouTube account (also named WolfCoder).
Expect lots of project mirrors too.
I will be setting up an IRC channel as well. For those of you who aren't familiar with IRC, try Chatzilla. It works right with your browser.
Tired of people taking things way too seriously around here. This could have been a great website too, what a shame.
Stay tuned, I'll be plastering all this info around.
Immune to Map Tree Corruption
... Or I can just right click and fix the file. You have to remember exactly how your tree was before if you did it that tedious method, not to mention every map property that can be inherited gets lost if the tree dies.
Battle Now
Admit it, you're a robot.
Wolf
The ability to turn off auto battle would be awesome. Or just get of that stupid menu (where you choose to engage, auto-battle, escape) altogether, seeing as you can still escape with a party command.
I'm thinking about that. Those options will exist in the turn-based version though, but it doesn't make sense to have them in the ATB. I want to make battles as streamlined as I can and retain all original settings.
Don't forget the whole fixing the agility thing. If you use this engine straight up, you'll at least have better speeds and the like.
Remap Menu Commands
It would have to be from scratch actually, just as this engine is from scratch. The difference is that I'm likely not going to be writing any sort of editor from scratch until the summer. The engine will be in beta form, complete or near complete, on the 20th. I want to deliver on this, and then I will have to shift my focus to two school projects for the rest of this semester.
Remap Menu Commands
Remap Menu Commands
I'm confused. So does this mean the first 6 variables will be reserved for remapping the menu commands? Because that's going to fuck with all kinds of things.
You have to add the line Year=20XX to the .ini file for it to do this. And even then, you can relocate the registers somewhere else if you want to upgrade projects and use the extra features.
This essentially allows players to call custom events via commands in the default menu then? (eg, new skill menus with pictures, etc if we wanted?)
It's kind of the point, yes. I'm even adding commands that let you draw individual GUI elements directly without using pictures so you can create custom menus for custom systems or whatever. Or the command can do other things, whatever you feel like doing.
Weird Wrapping
3D Sound
but it seems like the insinuation was that RM2k3 already had this feature, which is doesn't.
I've actually done it in RPG_RT.exe before as I said, using tricks as always. Still, it would be nice if I could just play event sound.
If it's already been added, then how is implemented? A syscall within the sound playing event?
I didn't add it yet but yeah. Place the call right before the play sound command for best results.
3D Sound
I am not sure if this is possible from an engine standpoint, but could it be made so that a sound plays louder the closer to are you either x,y or the event itself?
Didn't you read the blog post here? This is precisely what the idea of a "3D" sound in a 2D game is and the function of the command.
You mentioned issues with sounds clipping if the environmental sounds weren't varied. Hard compression/limiting could prevent clipping. Maybe I misunderstood the underlying problem.
In real life, wall torches each make a unique sound. In the engine, if you use a single file for each torch with no variation at what time each sound begins looping, it's unnaturally perfectly in line and you head one really loud annoying sound. A good way to fix this is to just vary the starting time by a few milliseconds. But you would still get a louder and louder sound the more torches are close to you in real life and in this engine.
The clipping occurs because the speakers can't produce sound that loud when the sound in real life should get louder and louder. This is like some sort of HDR problem and you could try methods of doing this in sound, but ultimately you would just use a louder speaker. You could just play the sound softly and go up for sounds that need to be really loud, which is easy to do in a video game.
Funny I just said that in an engine that claims "it can go up to 11".














