YDS'S PROFILE

YDS
member of the bull moose party
2516
"see you on the other side of the moon, space rocker"

... is a LoOnY PiOnEEr (of Super Nintendo World Maps) named Max K.L of the golden state. This awesome dude totally believes games could be more (hoooly!) than giant ~bouncing~ tatas, explosions and muscles. Max wishes to share a world inside the dude's head to those who cared to turn around, and prove to Guy Montag that not all interactive media will become Soldiers of Dumb.

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the long goodbye

au revoir folks. sorry i deleted my projects from rmn.

if you want to see updates on my project, you are always welcomed http://thelonggoodbye.bitbonton.com/

i usually post almost daily, but i have been ill this week with a fever so i have been ~ at rest ~.

YDS' Let's Try [Season 3]

If you want YDS to Let's Try your game PM her on Youtube



Let's Try (verb) to live beta-test RM games, provide immediate feedback to developers what the a human of below average intelligence is thinking about their game. Not like Let's Play! Which is meant for entertainment. Let's Try is meant to be a critique from the perspective of a casual
gamer who just wants to have some fun.

Main Channel: http://www.youtube.com/burgermuffs


Developer: StrangeLuv
URL: http://rpgmaker.net/games/2324/
Status: In Progress

Part 1: http://www.youtube.com/watch?v=uEqGl5l6vfM
Part 2: http://www.youtube.com/watch?v=FM70s-cDCT4


Developer: NicoB
URL: http://rpgmaker.net/games/650/
Status: In Progress

Part 1: http://www.youtube.com/watch?v=uO2gdL3kzLg


Developer: NightBlade
URL: http://rpgmaker.net/games/504/
Status: In Progress

Part 1: http://www.youtube.com/watch?v=GlYXC1vA5ZA
Part 2: http://www.youtube.com/watch?v=DBNKQrPphpg
Part 3: http://www.youtube.com/watch?v=vfGKoDlaspk
Part 4: http://www.youtube.com/watch?v=oaY1klflR2Y
Part 5: http://www.youtube.com/watch?v=qqlBZ9iXdCs
Part 6: http://www.youtube.com/watch?v=qqlBZ9iXdCs


Developer: The Catamites
URL: http://rpgmaker.net/games/2430/
Status: In Progress

Part 1:http://www.youtube.com/watch?v=o5z2kL-BfaI
Part 2: http://www.youtube.com/watch?v=L6-GWIRSjC8

Upcoming: Forever's End, World Dawn

After this line-up. I am not taking complete games anymore. I also cannot LT RPGmaker XP games. It does not work with Frap.

Okay I am doing Let's Tries again for real.

With better recording quality. Lay it at me, biatches.

Can someone pixel 1 piece of candy for me?

I tried it myself and it looks bad. :-X Just 45 angled lines would be fine, too. Or like the Secret of Mana candy.

It can be any width, but sixteen pixels tall would be GGG. :< If possible, it would be nice if it had a white outline.

[RMVX] Caterpillar help.

I was using this caterpillar script, but it is a bit frustrating because it does not retain facing. Like when I enter a new room, the caterpillar does not face in the same direction as its leader. I was wondering if anyone can take a look? :-\

Base Script - normally I'd have to use an event:

#==============================================================================
# ** Zeriab's Caterpillar Script (RMVX)
#------------------------------------------------------------------------------
# Zeriab
# 1.1c
# RMVX Version 1.1c: 2010-02-21
# RMVX Version 1.1b: 2010-01-15
# RMVX Version 1.1 : 2009-12-08
# RMVX Version 1.0 : 2009-10-13
# RMXP Version 1.0 : 2008-08-16
#------------------------------------------------------------------------------
# This script creates a caterpillar of the party members by using events.
#------------------------------------------------------------------------------
# Paste this script just above main.
#
# Put \cat_actor[3] in the name of an event and it will be considered the event
# for the actor with id 3. The name could for example be "Cyrus\cat_actor[3]".
# For actors, you don't have to set a graphic to their events, as it will be 
#  switched to their graphic automatically. 
#
# The switch number specified with CATERPILLAR_ACTIVE_SWITCH (default is 23) is
# used to determine whether the events should be positioned in the caterpillar
# or not. When the switch is off they are just like any other event.
#
# The REMOVE_VISIBLE_ACTORS (default is true) is used to determine whether
# actor event not in the party should be erased or not.
# If it is set to an integer rather than true or false the switch with the
# corresponding id is used. For example REMOVE_VISIBLE_ACTORS = 21 will allow
# you to determine whether the events should be erased or not depending whether
# switch 21 is OFF or ON.
#
# The MAX_ACTORS (default is 4) is used to determine how many player moves
# should be remembered. Only change this if you can have a party with more than
# 4 actors.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Features added for RMVX version by modern algebra:
#
#  ~Non-Party Followers
#
#    This addon allows you to set events to follow the player in the
#   caterpillar without having to be an actor in the party. It is set by page,
#   rather than name, as that allows a number of conditions to be placed on 
#   being able to follow. In order to set an event to be a follower, you MUST
#   place a comment as the FIRST line of a page and in the first line of the 
#   comment there must be the code: \cat_event
#
#  ~Pass Through Solid Followers 
#
#    This addon to Zeriab's Caterpillar Script allows the player to walk 
#   through a Caterpillar event that is not set to through - this will make it
#   so that the events are treated as non-through in all cases except the 
#   player walking through them. To enable this, you must set 
#   PASS_SOLID_FOLLOWERS below to true. You can also set the MUST_FACE_FIRST 
#   constant, which forces the player to face the event before being allowed to
#   pass through the follower event. It's useful if you want to allow the 
#   player the opportunity to interact with the 1st follower event for whatever
#   reason.
#
#  ~Auto Change Graphic
#
#   This is a simple feature. If AUTO_CHANGE_GRAPHIC at line 73 is true, then 
#  the graphic of the caterpillar actors will automatically change to the 
#  current graphic of the actor it represents, regardless of what you have the
#  graphic in the event set as. If you use silver wind's addon, then it MUST be 
#  set to true. This feature is also recommended if you use Composite 
#  Characters, in order to have them show up with all their added equipment.
#==============================================================================

class Game_Caterpillar
  CATERPILLAR_ACTIVE_SWITCH = 23 # See line 16 for details
  REMOVE_VISIBLE_ACTORS = true   # See line 20 for details
  MAX_ACTORS = 4                 # See line 27 for details
  PASS_SOLID_ACTORS = true       # See line 45 for details
    MUST_FACE_FIRST = false     # See line 49 for details
  AUTO_CHANGE_GRAPHIC = true    # See line 57 for details
  ##
  # Initialize the caterpillar
  #
  def initialize
    @actors = []
    @actor_id_to_event = {}
    @move_list = []
  end
  ##
  # Clear the caterpillar data
  #
  def clear
    @actors.clear
    @actor_id_to_event.clear
    @move_list.clear
  end
  ##
  # Add an actor event to the caterpillar
  #
  def add_actor(event, actor_id)
    @actor_id_to_event[actor_id] = event
    event.move_list.clear
    added = false
    for actor in $game_party.members
      if actor.id == actor_id
        @actors << event
        event.moveto($game_player.x, $game_player.y)
        added = true
      end
    end
    if !$game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH]
      event.erase
    elsif !added && remove_visible_actors?
      event.erase
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Add Event
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def add_event (event, event_id)
    @actor_id_to_event[event_id] = event
    event.move_list.clear
    @actors << event unless @actors.include? (event)
    event.moveto($game_player.x, $game_player.y)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Remove Event
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def remove_event (event)
    event_id = event.id + $data_actors.size
    return unless @actor_id_to_event.keys.include? (event_id)
    @actor_id_to_event.delete (event_id)
    event.move_list.clear
    @actors.delete (event)
  end
  ##
  # Check if visible actors should be removed
  #
  def remove_visible_actors?
    if REMOVE_VISIBLE_ACTORS.is_a?(Integer)
      return $game_switches[REMOVE_VISIBLE_ACTORS]
    else
      return REMOVE_VISIBLE_ACTORS
    end
  end
  ##
  # If the game player has been center. I.e. teleported somewhere.
  #
  def center
    # Check if the caterpillar is active
    return unless $game_switches[CATERPILLAR_ACTIVE_SWITCH]
    # Clear the move_llist
    @move_list.clear
    # Refresh the caterpillar
    update
    # Move the actors to the new place
    for event in @actors
      event.moveto($game_player.x, $game_player.y)
      event.move_list.clear
    end
  end
  ##
  # Refresh the caterpillar. (Use sparingly)
  #
  def refresh
    # Clear the data
    clear
    # Check each event
    for event in $game_map.events.values
      if event.is_a?(Game_Event)
        event.check_caterpillar
      end
    end
    # Center the events around the player
    center
    # Update the caterpillar
    update
  end
  ##
  # Register a player move
  #
  def register_player_move(move_speed, *args)
    # Check if the caterpillar is active
    return unless $game_switches[CATERPILLAR_ACTIVE_SWITCH]
    # Add the new command
    @move_list.unshift([move_speed, args])
    # Append the new moves to the caterpillar events
    update_actor_movement
    # Check if the last command should be removed
    if @move_list.size > MAX_ACTORS + 1
      # Remove the last move command
      @move_list.pop
    end
  end
  ##
  # Updates the actors movement.
  #
  def update_actor_movement
    for i in 0...@actors.size
      if i + 1 < @move_list.size
        command = @move_list[i + 1]
        actor = @actors[i]
        actor.move_list.unshift(command[1])
        actor.move_speed = command[0]
      end
    end
  end
  ##
  # Update the caterpillar.
  #
  def update
    # Check if the caterpillar is active
    return unless $game_switches[CATERPILLAR_ACTIVE_SWITCH]
    old_actors = @actors
    @actors = []
    # Create a copy of the party actors
    caterpillar = $game_party.members.dup
    # Remove the first element
    caterpillar.shift
    # Go through each actor that's possible present in the caterpillar
    for actor in caterpillar
      event = @actor_id_to_event[actor.id]
      unless event.nil?
        @actors << event
        event.unerase if remove_visible_actors?
        # Set graphic of event to actor
        if Game_Caterpillar::AUTO_CHANGE_GRAPHIC
          begin # If using composite characters
            event.composite_character.clear
            event.composite_character.push (*$game_actors[actor.id].composite_character)
          rescue
            event.set_graphic ($game_actors[actor.id].character_name, $game_actors[actor.id].character_index)
          end
        end
      end
    end
    for member in old_actors
      next if @actors.include? (member)
      if member.caterpillar_actor < $data_actors.size
        member.erase if remove_visible_actors?
      else
        @actors << member
      end
    end
  end
  ##
  # Unerase all erased actor events
  #
  def unerase_all
    for event in @actor_id_to_event.values
      event.unerase
    end
  end
  ##
  # Erase actor events not in the party
  #
  def erase_non_party_events
    for event in @actor_id_to_event.values
      event.erase unless @actors.include?(event)
    end
  end
end

class Game_Player < Game_Character
  unless self.method_defined?('zeriab_caterpillar_game_player_center')
    alias_method(:zeriab_caterpillar_game_player_center, :center)
    alias malg_pass_cat_check_8jh2 passable?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Passability Check
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def passable? (x, y, *args)
    # Get real passability
    result = malg_pass_cat_check_8jh2 (x, y, *args)
    if Game_Caterpillar::PASS_SOLID_ACTORS && !result # If not passable
      for event in $game_map.events_xy (x, y)
        # If a caterpillar event
        unless event.caterpillar_actor.nil?
          dx, dy = event.distance_x_from_player, event.distance_y_from_player
          # Skip if not already facing this event and adjacent to it
          next if @direction < 4 && dy != 1
          next if @direction > 6 && dy != -1
          next if dx != -1 && [1, 4, 7].include? (@direction)
          next if dx != 1 && [3, 6, 9].include? (@direction)
          # Return true if player has repressed the key
          if Game_Caterpillar::MUST_FACE_FIRST
            return true if Input.trigger? (Input.dir8)
          else
            return true
          end
        end
      end
    end
    # Return real passability
    return result
  end
  ##
  # When the player is centered (i.e. teleported somewhere)
  #
  def center(*args)
    zeriab_caterpillar_game_player_center(*args)
    $game_system.caterpillar.center
  end
  
  ##
  # Generate registration of player moves to the caterpillar code
  #
  MOVE_METHODS = ['move_down', 'move_left', 'move_right', 'move_up',
                  'move_lower_left', 'move_lower_right', 'move_upper_left',
                  'move_upper_right', 'jump']
  
  # Go through each method
  for method in MOVE_METHODS
    # Create the script for the specific method
    PROG = <<_END_
  def #{method}(*args)
    x,y = self.x, self.y
    super(*args)
    unless self.x == x && self.y == y
      $game_system.caterpillar.register_player_move(@move_speed, '#{method}', args, [self.x, self.y])
    end
  end
_END_
    # Run the script
    eval(PROG)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias ma_rfrsh_zrctpl_ccve_6gc1 refresh
  def refresh (*args)
    ma_rfrsh_zrctpl_ccve_6gc1 (*args) # Run Original Method
    # Refresh caterpillar also if Autogenerating graphics
    if $game_party.members.size > 1 && Game_Caterpillar::AUTO_CHANGE_GRAPHIC
      $game_system.caterpillar.refresh
    end
  end
end

class Module
  # Prevent adding the method again should it already be present.
  unless self.method_defined?('attr_sec_accessor')
    def attr_sec_accessor(sym, default = 0)
      attr_writer sym
      attr_sec_reader sym, default
    end
    
    def attr_sec_reader(sym, default = 0)
      sym = sym.id2name
      string = "def #{sym};" +
               "  @#{sym} = #{default}  if @#{sym}.nil?;" +
               "  @#{sym};" +
               "end;"
      module_eval(string)
    end
  end
end

class Game_System
  attr_sec_accessor :caterpillar, 'Game_Caterpillar.new'
end

class Game_Event < Game_Character
  ##
  # Attributes
  #
  attr_reader       :caterpillar_actor # variable holding actor ID
  attr_reader       :page
  attr_sec_accessor :move_list, '[]'
  attr_accessor     :move_speed
  attr_writer       :character_name
  ##
  # Aliases
  #
  unless self.method_defined?('zeriab_caterpillar_game_event_passable?')
    alias zeriab_caterpillar_game_event_initialize :initialize
    alias zeriab_caterpillar_game_event_passable?  :passable?
    alias zeriab_caterpillar_game_event_update     :update
    alias modal_zriab_cater_setup_5ch2             :setup
  end
  ##
  # Object Initialization
  #
  def initialize(map_id, event, *args)
    # Default update
    zeriab_caterpillar_game_event_initialize(map_id, event, *args)
    # Check for caterpillar actor denomination
    check_caterpillar
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup Page
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def setup (new_page, *args)
    modal_zriab_cater_setup_5ch2 (new_page, *args)
    check_event_caterpillar
    # Set graphic of event to actor
    if Game_Caterpillar::AUTO_CHANGE_GRAPHIC && @caterpillar_actor != nil && 
                                         @caterpillar_actor < $data_actors.size
      actor = $game_actors[@caterpillar_actor]
      unless @erased
        begin # If using composite characters
          @composite_character = actor.composite_character
        rescue
          set_graphic (actor.character_name, actor.character_index)
        end
      end
    end
  end
  ##
  # Check for caterpillar actor denomination
  #
  def check_caterpillar
    @caterpillar_actor = nil
    # Check for caterpillar actor denomination (Last is used if more present)
    @event.name.gsub (/\\cat_actor\[([0-9]+)\]/i) {@caterpillar_actor = $1 }
    # Check if an valid denomination is found.
    if @caterpillar_actor.is_a?(String)
      @caterpillar_actor = @caterpillar_actor.to_i
      if $data_actors[@caterpillar_actor].nil?
        @caterpillar_actor = nil
      else
        $game_system.caterpillar.add_actor(self, @caterpillar_actor)
      end
    end
    check_event_caterpillar if @caterpillar_actor == nil
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Check Event Caterpillar
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def check_event_caterpillar
    return unless $game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH]
    return if @event.name[/\\cat_actor\[([0-9]+)\]/i] != nil
    if @page != nil
      first_command = @page.list[0]
      # If a Comment and includes caterpillar code
      if first_command.code == 108 && first_command.parameters[0][/\\CAT_EVENT/i] != nil
        @caterpillar_actor = $data_actors.size + @event.id
        $game_system.caterpillar.add_event (self, @caterpillar_actor)
      else
        $game_system.caterpillar.remove_event (self)
        @caterpillar_actor = nil
      end
    else
      $game_system.caterpillar.remove_event (self)
      @caterpillar_actor = nil
    end
  end
  ##
  # Check passability
  #
  def passable?(*args)
    if @caterpillar_actor.nil? || move_list.empty? ||
       !$game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH]
      return zeriab_caterpillar_game_event_passable?(*args)
    else
      return true
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dash?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_zrb_catrplr_dsh_4rq1 dash?
  def dash? (*args)
    return @caterpillar_actor != nil ? $game_player.dash? : malg_zrb_catrplr_dsh_4rq1 (*args)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    # Interrupt if not stopping
    no_move = jumping? or moving?
    # Update
    zeriab_caterpillar_game_event_update
    # Check if it should return
    if $game_switches[Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH] &&
        @caterpillar_actor != nil && !move_list.empty? && !no_move
      # Retrive the command
      command = move_list[0]
      # Call the command
      method(command[0]).call(*command[1])
      # Make sure the x and y are right in the end
      @x, @y = *command[2]
      # Remove the command
      move_list.pop
    end
  end
  ##
  # Bring back an erased event
  #
  def unerase
    @erased = false
    refresh
  end
end

class Game_Map
  ##
  # Aliases
  #
  unless self.method_defined?('zeriab_caterpillar_game_map_setup')
    alias zeriab_caterpillar_game_map_setup :setup
  end
  ##
  # Transfer Player
  #
  def setup(*args)
    $game_system.caterpillar.clear
    zeriab_caterpillar_game_map_setup(*args)
  end
end

class Game_Switches
  ##
  # Aliases
  #
  unless self.method_defined?('zeriab_caterpillar_game_switches_setter')
    alias zeriab_caterpillar_game_switches_setter :[]=
  end
  ##
  # Setter
  #
  def []=(switch_id, value, *args)
    zeriab_caterpillar_game_switches_setter(switch_id, value, *args)
    if switch_id == Game_Caterpillar::CATERPILLAR_ACTIVE_SWITCH
      $game_system.caterpillar.refresh
    elsif switch_id == Game_Caterpillar::REMOVE_VISIBLE_ACTORS
      if value
        $game_system.caterpillar.erase_non_party_events
      else
        $game_system.caterpillar.unerase_all
      end
    end
  end
end

class Game_Interpreter
  ##
  # Aliases
  #
  unless self.method_defined?('zeriab_caterpillar_interpreter_command_129')
    alias zeriab_caterpillar_interpreter_command_129 :command_129
    alias zeriab_caterpillar_interpreter_command_322 :command_322
  end
  ##
  # Change Party Member
  #
  def command_129
    result = zeriab_caterpillar_interpreter_command_129
    $game_system.caterpillar.refresh
    return result
  end
  ##
  # Change Actor Graphic
  #
  def command_322
    result = zeriab_caterpillar_interpreter_command_322
    $game_system.caterpillar.update
    return result
  end
end

This script allows the caterpillar to be added automatically:

#==============================================================================
#    Silver Wind's AutoParty
#      Addon to Zeriab's Caterpillar Script
#    Version: 1.1
#    Author: silver wind (converted to RMVX by modern algebra)
#    Date: December 6, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:                                                                
#   * Now you don't have to create events for each party member, in every map.                                          
#    This script will create them automatically. You may create events for some
#    of the actors, and let this system add the missing events.                           
#   * If you ever need to know the id of the event used for a certain actor, 
#    use:                                             
#       event_id = $game_map.cat_event_id(actor_id) 
#==============================================================================

#==============================================================================
# ** Game_Map
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - setup
#    new methods - make_cat_events; new_cat_event; cat_event_id
#==============================================================================
    
class Game_Map
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Setup
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias silwer_wind_cat_game_map_setup setup
  def setup(*args)
    silwer_wind_cat_game_map_setup(*args)
    make_cat_events
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Make Caterpillar Events
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def make_cat_events
    # if the caterpillar event doesn't exist, create it
    all_actors = []
    for i in 1...$data_actors.size
      all_actors.push ($game_actors[i].id)
    end
    actor_events = []
    for event in @events.values
      actor_events.push (event.caterpillar_actor)if event.caterpillar_actor != nil
    end
    for actor_id in all_actors
      # add a new event for this actor
      new_cat_event(actor_id) if !actor_events.include? (actor_id)
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create new Caterpillar Event
  #    actor_id : the ID of the actor to create event for
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def new_cat_event(actor_id)
    # create unique ID for the event
    ids = @map.events.keys   
    event_id = (ids.size==0) ? 1 : ((ids.max) +1)
    # Set the event on the upper-left corner
    new_event = RPG::Event.new(0,0)
    new_event.name = "EV#{event_id} \\cat_actor[#{actor_id}]"
    new_event.pages[0].priority_type = 1
    new_event.pages[0].graphic.pattern = 1
    l = @map.events.keys.length
    @map.events.keys[l]=event_id
    @map.events[event_id]=new_event
    game_event = Game_Event.new(@map_id, new_event)
    @events[event_id] = game_event
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Retrieve Caterpillar Event ID
  #    actor_id : the ID of the actor you want event ID for
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def cat_event_id(actor_id)
    for i in @events.keys
      return i if @events[i].caterpillar_actor == actor_id
    end
    return false
  end
end

class Game_Caterpillar
  AUTO_CHANGE_GRAPHIC = true    # DO NOT CHANGE
end

What is this?

[RMVX] Wavy pictures?

In RM2K3, there was an effect that allowed you to make a picture wavy ... but I don't raelly see that option in RMVX. Is that still possible?

Displaying a lamp image.

So I've been trying to display a lamp image in VX, but something is wrong. What I used is variable to check for player position and placed the image accordingly. Though it is still off-screen. Is it the size of the image that is the problem?

[RMVX] Birds flying across a screen.

I am just wondering what is the best way to get birds to fly across the screen, but teleport back somewhere else and repeat the movement?

Your Culinary Art