ZACHARY_BRAUN'S PROFILE

I'm a webcomic author. One of my webcomic stories is going to be in the form of an RPG maker game.

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[Poll] Should the Linux and Windows builds of a game be in one download archive?

It's unlikely that a person will need both. One half of the data will not be used. Not that it's very much space, anyway.

Putting them both in the same archive makes the game itself easier to find and play for everyone, so maybe that's best. If they were in separate folders inside the archive, the person could extract only the relevant one.

Engine Tips, Tricks and Bits (of information)

Discovered another... bug? Quirk of how the game is programmed?

Terrain ID won't be accurate until the map completely renders.

This sounds obvious, but it might have consequences if you are using a Parallel Process to get Terrain ID on a map that you're teleporting into with a custom transition that does a few things immediately after the teleport.

My situation, was that I have a map (let's call it "Map A") that uses Terrain ID to trigger a teleport to a different map. But, when I teleport INTO Map A, the condition of the Terrain ID is satisfied even though I'm not on that Terrain! The only reason the automatic teleport doesn't activate, is that the game is still busy with my code for teleporting in.

(I solved this problem by disabling the Parallel Process for checking Terrain ID while the teleport code is active.)

Engine Tips, Tricks and Bits (of information)

Discovering more about RPG Maker 2003 as I work on the events after such a long time.

Like I mentioned previously, Auto-Start events exist in their own global pocket, unlike normal map events and Parallel Process events. An Auto-Start event's contents will carry over to a different map if you teleport in the middle of one. Because of this, you can set a switch that would turn off or otherwise preempt the Auto-Start event right in the middle of it, and the event would still carry through to completion. It seems to only check or update the circumstances at the very end of it, when it runs out of commands. Parallel Processes don't work like this, and check for their continued activation after every command.

My game is being set up to use switches to teleport. (The switch would activate an Auto-Start common event.) This teleportation can't happen in the middle of another Auto-Start event, because the current Auto-Start event won't let the other one run in the middle of it. The switch for teleportation needs to be turned ON, and then:
1. The Auto-Start event needs to run out of commands, either by reaching the end of its page or hitting an End Event Processing command
2. Its page needs to be stopped, either by a its conditional switch turned OFF, or another switch or condition turning ON and pre-empting it with a new page.

Looking for an RPG Maker game...

I just played TriKnight earlier this week. It fits that description, except the dungeons were just single rooms with a single tough enemy encounter.

A.I. Generation and RMN

author=NNOIZZ
You kidding me? I spent a year and a half making my game with ai, story included!


Show it on rpgmakerweb (which accepts AI-generated complements). That site is more active, anyway.

People with like minds should go to the places where they feel they belong.

Engine Tips, Tricks and Bits (of information)

I was specifically having a problem with this when I was teleporting a player to a different map, that would then Auto-Start an event to have the player splash down in a pool (with the Jump command). The splash would be actuated with a switch when the player hit the water with End Jump, but, the switch never triggers! After more testing, it (and everything else, including Phasing ON/OFF, etc.) never worked as soon as Begin Jump was used.

I had a different event on the same map that was NOT Auto-Start, where the player jumps down from a ledge, and Phasing ON/OFF, switches, etc. seem to work fine in that situation, as long as, like Dyluck says, you don't do them inside the jump.

To get around this, I did the Phasing ON and Begin Jump, Move, End Jump in a Move Event, then, without waiting for the Movement to complete, started a loop where after a certain amount of Waits have passed, actuate a splash with a switch. Then, at the end of the Auto-Start event, after this loop, I put a Hero > Phasing OFF Move Event command. That does the trick.

Engine Tips, Tricks and Bits (of information)

Discovered an unpleasant quirk!

In RPG Maker 2003, switches won't update from within a Move Event command that has a Jump sub-command.

If you have an event have a character's Move Event commands include Begin Jump or End Jump, and also setting a switch after that, that switch will never be actuated, ON or OFF!

A.I. Generation and RMN

For artists and others who take pride in making things with their own hands, yes. For people who love to appropriate the environment around them and reoragnize it into their Brand, no. That's the point.

rpgmakerweb (the official website/forum) supports AI-scraped asset use, though.

[RM2K3] MP3 files now crash the program

author=Boulon
Just a note, I don't have harmony.dll in my game project at all. I actually don't use RTPs or if I do I integrated them manually. (I thought it was for RTP too but I could be mistaken).


Oops, you're right. I'm remembering from the RPG Maker 2000 days, when it was in the folder. For 2003, it's likely that they integrated it into the .exe itself. In any case, I seem to remember the Disharmony.dll going in the same folder as the .exe.

Do you have an idea about how I could do this?

Also, does it make sense that the bug doesn't happen when I connect through remote access to this computer?


It makes sense that it doesn't happen when you connect via remote access, because the computer you are using to connect to this other computer has its own sound card. In other words, it seems to be a hardware or software issue with your sound card.

I don't know what kind of sound card you have installed on that computer. You have to do some research. Try typing " sound card drivers" into a search engine and seeing what comes up.

[RM2K3] MP3 files now crash the program

Disharmony is a replacement of the Harmony.dll that sits in the same folder as any game .exe. It's an audio driver for RPG Maker 2000/2003.

We might have to go lower level now. You should reinstall the sound drivers for whatever soundcard you have on that computer, even if it's on-board sound, because it sounds like that's where the problem is.