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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[RM2K3] MP3 files now crash the program

Engine Tips, Tricks and Bits (of information)

In RPG Maker 2003, Auto-Start events exist in a kind of common event space while Parallel Process events do not.

This means that an Auto-Start event can teleport a party to a different map and then continue to run all of the code after a teleport, while a Parallel Process that teleports a party to a different map will cease running after the teleport.

In order to carry over Parallel Process code to new map, put code that you want to be persistent into a separate Auto-Start event and then trigger the activation of the Auto-Start event with conditionals in the Parallel Process.

This behavior might carry over to other RPG Makers that have Auto-Start and Parallel Process conditions.

Edit: Oops, looking back a page, I see that I already posted this.

OK, I remembered something that I haven't posted (hopefully):
I built my own text engine in RPG Maker 2003. It involved having a lot of events that change into graphics—graphics for the text window, graphics for the individual letters... When I put the code for changing the graphics for these events in the Common Events section of the database (as you would expect, since, text would be on almost every map), the code works well enough.

However, I discovered that, when this code is pasted individually into every map, and the window-graphic events and the text-graphic events are called directly from there (because they're also on every map), the code runs MUCH faster. With the common event version, I need to display the letters sequentially with a 1/30th of a second pause in between each letter, or the game starts to stutter. But with the local version, the entire text block (156 letters) can display almost instantly.

My custom battle engine is also slow, but it's running a bunch of stuff from the common events. I want to try moving everything to the battle map itself and see if that doesn't improve performance.

[RMMV] Best way of doing damage formulae??

It can help to write a small program that estimates the damage vs. different enemies at different player levels/equipment configurations. That way, you won't need to test battle, but only to run this quick math program to see if a player, at a certain level, with a certain weapon, is doing acceptable damage.

There's also other things to consider, like, how many turns the player is getting. There's the possibility of doubling, tripling damage, or having other effects.

I'm thinking Shin Megami Tensei's Press Turn system, where using certain attacks will effectively triple the damage your party does for that round, while certain other attacks will totally negate all of your damage for that round and cost you your entire turn. This also has to be considered as total damage.

There's also later Etrian Odyssey games, where the game has expected you to master layering damage-dealing abilities such that they pile up on each other and do exponentially more damage than they would have otherwise when used with less organization. So, a boss could either be a "damage sponge" to a person who hasn't mastered layering the abilities, or "too easy" where most of the damage can be dealt in a single round.

A Door to the Heavens

Yes, I'm happy that you're starting another game. I like the path choice aspect.

How would you rank the NES / SNES / PS1 Final Fantasy's in increasing difficulty?

That seems like a spot-on ranking. III is kinda funny because its last stretch is probably why save points were invented.

Is your sister playing video games for their stories, though? She might be better served by reading a good book. It's also kind of funny that you exclude the later titles, because they were more story-heavy. IX and X might be the best compromise. The International version of X is better than the initial version, because the Sphere Grid was redesigned such that any character could take any growth path.

[RM2K3] [RM2K] Suddenly, RM2k decides to give up. Why.

As a corollary to this, I just experienced a keyboard bug myself. Want to leave what happened here for future internet searches.

I was testing my game, when suddenly, the UP directional arrow's input locked. It was as if UP was always being pushed. I thought that I might need to restart, or try one of the methods here, or whatever. I tried pressing the Insert key as mentioned above, but that didn't solve the problem.

RPG Maker 2003 (Tsukuru version), Windows 98.

I paid attention to what I had just been doing. I seem to remember pushing multiple keys in the same keyboard row at a time when this happened.

A long time ago, one of my keyboards failed in such a way that an entire row of keys would often fail to register. Because of this, I came to know that keyboards have microprocessors in them that manage individual rows of keys. Very old keyboards could not handle processing too many rows at once.

Back in the present, I started to mess around with the input. I started to try to unlock the UP input by doing what I seem to remember doing to trigger it: pressing buttons on the same row at the same time.

It eventually worked. After multiple timings of keystrokes and numbers of keystrokes, UP became unlocked.

A Major V Tuber is playing RPG Maker

Well, pretty soon, we're all gonna need hip and I'm not talking with the kids.

[RM2K3] [RM2K] Suddenly, RM2k decides to give up. Why.

It's the legendary keyboard buffer bug?

Doing a search for that led me to an old post where Liberty says that pressing the Insert key (next to the Home key, above the Delete key) sometimes fixes the issue.

Beyond that, try running Cherry's keyboard fix:

http://rpgmaker.net/forums/topics/10970/

The Sunset Sheriff

Just downloaded it successfully from here, at RMN. So, my troubles were just Google being stupid and not taking slower connections into consideration, and purposefully cutting me off...

...It's just version 1.0 though. I wish that I could have downloaded 1.1!

The Sunset Sheriff

Hi Delsin,

I'm also using the latest Firefox installation and Windows 10. (The other computer had Windows XP and Firefox 52 or so, the last viable installation of Firefox on that operating system.)

If you downloaded it successfully, then I suppose that my network connection is just really bad. It's only 70 KB/sec at maximum, and the game being almost 500 MB, I guess the connection times out before I can fully download it...? I know that Firefox had timeout settings that I can adjust, but there are like 50 of them and I don't know which one to adjust.

But... that isn't your problem. I'll look further into it. Thanks for confirming that it's not the download itself.