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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Logical Dungeons in RPGs

I think that it would only require a little bit of creative thinking to create puzzles that follow the theme of the dungeon and circumstances. In a cave, how about a puzzle that's a monster?

In that respect, RPGs can take a hint from puzzle and action games... I'm thinking of certain sequences where the hero in an action game would follow a villian to the top floor where a bomb had been placed, and the player suddenly had to disarm the bomb, but first, a kidnapped scientist somewhere who was forced to wire the bomb has the schematics...

How to decrease text box height? (vx ace)

That's good, but don't forget to list the solution. This way, others who have the same problem will be able to find out what you did and begin to solve their own problems.

Latency (also known as lag)

Hey, I've experienced some problems with what appears to be slowdown when running a few RPGMaker XP or VX games (never a 2003/2000 game) on a few of my machines, none of which are newer than 2006. Some machines just can't seem to handle processing the basic engine at the original speed (40 fps for Xp and 60 fps for VX), especially on large maps. I think the engine on the 640x480 RPG Makers calls for a minimum of 1.4 Ghz, which most netbooks barely clear with their Atom processors.

By the way, what does AEP stand for?

Any advice for a beginner of music making?

You know, above, I touted that RPGMaker had features that allowed a game creator to control MIDI files "with precision." But looking through RPGMaker 2003 and RPGMaker XP again, I can't find those controls. I could've sworn that there were a control that counted the "ticks" of a MIDI file somewhere. Does anyone know where it is?

Additionally, does anyone know if RPGMaker can read MIDI instructions, such as, to be able to loop back to a specific point?

Any advice for a beginner of music making?

Try Anvil Studio at http://www.anvilstudio.com . This program boasts notation, which allows the user to compose songs as on paper.

[RM2K3 request] Display enemy health bars

author=bulmabriefs144
(For pictures: 1 (whitescreen)+up to about 5 monsters+plus up to 4 heroes+plus up to 4 hero boxes, plus up to four names (we can merge this with the level, and save three pictures per here, but on the other end we'd have to have pictures 1-99), plus 8 graphics for HP/MP, plus up to 16 pictures for hp and up to 12 for mp. I think I counted 54 pictures (12 more if you decide to run levels like normal), but this isn't counting incidental effects and continuous turn effects)



As a side note to this, the picture limit can be circumvented by using events for graphics instead of pictures, where the events are set to the "Above Hero" layer. This allows for near-unlimited characters on the screen, including in-battle text... as long as all of the events to be used are copied to every map which has battles. Then pictures and battle animations can be used to enhance the battle even further.

I used this method, although I do have a dedicated battle map instead of a battle overlay.

Any advice for a beginner of music making?

Hi ABGV,

Music that is done for video games is sequenced, which means that the song is composed of modular parts—called "Patterns"—that are arranged in a specific order called a "sequence". A sequence of Patterns. The composer can choose the size and the order of the Patterns in the sequence. Patterns exist because it makes composing long songs with similar-sounding parts easier. If a part of the song needs to be repeated, it doesn't have to be composed all over again—just place the Patterns you want to repeat into the next part of the sequence.

Looping is done by linking back to an earlier part of the sequence using a special instruction code. This code varies between trackers. However, aspiring compsers should note that RPGMaker engines are designed for MIDI—another format of sequenced music—and are best suited for composing in that format. RPGMaker has event commands that can control a MIDI song with precision. A song in the .mp3 or .wav format will not be able to be controlled using RPGMaker's native MIDI controls, and can only loop by playing through to the end. RPGMaker will automatically loop all songs by default.

Common Event Problem [Solved]

Try putting a longer "Wait" command inside the button-checking process. Players might not be able to tell the difference from a Wait of 0.1 and 0.2, or even a 0.5, in this case.

As a last resort, you can teleport using a coordinate-checking parallel process instead of a map event.

[Help] Boss Battle and Warp

LockeZ went where I was thinking. Since transitions between maps and between battles have the same animation options, you can delete the player sprite, quickly transition to an all-black map using the same transition animation that you use for battles, then start the battle normally. When the battle ends you can then do what you like with the all-black background.

Any advice for a beginner of music making?

I had no experience making music except for a stint as a drummer in high school. Learning key scales was what allowed me to elevate my music application. Here's a link to a page and image which really helped me: http://www.howmusicworks.org/208/The-Major-Scale/Major-Scales-in-All-Keys

(The Minor Scales are very similar, with the third note being part of the triple scale instead of the fourth note)

I saved that image to my hard drive and then looked at it whenever I needed to compose music. I was surprised at how often scales can change in songs.

I was able to experiment further using simple trackers, like Famitracker (http://famitracker.com/) and Little Sound DJ (http://www.littlesounddj.com/lsd/). Famitracker is free and is very good to start doing some basic composing.

As for reading music, remember the Sound of Music's "Do, a deer": Do, Re, Mi, Fa, So, La, Ti, Do(next octave).

Using all of these tools together provides a good base for the self-taught student.