BULMABRIEFS144'S PROFILE
Search
Filter
Mapping Is You: Personal Style Philosophy
I'm on my kindle so I'll have to tell you, not show you.
I tend to favor the idea of minimalism, so cluttered maps with nothing to check or talk to tend not to be me thing. Typically my approach when playing games that if you have a bunch of book shelves and you can't read about fairy tales or the fall of the Western Phalanx, you've dropped the ball. As much as possible, I'd prefer an empty room to a "pretty" one where you can't interact with anything.
This in turn means my town maps tend to have a lot of space to walk around since I typically underestimate how big the map actually is.
I don't believe in sprite consistency or mapping consistency or sprite-map consistency. If I have a load of charsets (which I always do), it's a waste of time worrying about one charset looking like RTP with the furniture looking super-serious. Nor do ppl in the same town always look the same. Nor do even different parts of the same chipset line up, because I sometimes splice chipsets (super-real war painting inside a shabby house? No problem!) to make new ones.
I tend to favor the idea of minimalism, so cluttered maps with nothing to check or talk to tend not to be me thing. Typically my approach when playing games that if you have a bunch of book shelves and you can't read about fairy tales or the fall of the Western Phalanx, you've dropped the ball. As much as possible, I'd prefer an empty room to a "pretty" one where you can't interact with anything.
This in turn means my town maps tend to have a lot of space to walk around since I typically underestimate how big the map actually is.
I don't believe in sprite consistency or mapping consistency or sprite-map consistency. If I have a load of charsets (which I always do), it's a waste of time worrying about one charset looking like RTP with the furniture looking super-serious. Nor do ppl in the same town always look the same. Nor do even different parts of the same chipset line up, because I sometimes splice chipsets (super-real war painting inside a shabby house? No problem!) to make new ones.
[RM2K3] can't find tutorial!
Here's a few more things.
Common events are like functions in coding, they are a way to load a procedure.
They have three advantages of this:
1. If you have a process that is frequent (hence the name), it saves you the trouble of copypasting a local event over and over again.
2. More importantly, if you just copypaste local events, and you make an error somewhere, a common event, you can just modify inside the event. A local event you will have to edit EVERY event. This makes it the difference between a finished game and an abandoned one.
3. If something needs to be self-contained like three or four actions involving switches, when you are inside condition branches that rely on those being on, common events keep open until you exit them with End Event Processing. This is very very good because it prevents the branch from falling apart.
Other things to note:
1. It is highly recommended that you use common events for any math equation longer than about 5 or 6 lines. Not only will this allow you to edit it easier, but it seems like the processes operate separately from the opens in local events. This means that while event-heavy local events will slow on math crunching, common events will do it in a fraction of a second (it's processing using a different system).
2. Common events have different processes than battle events. This can work to your advantage or disadvantage, because it means common events can run things that aren't normally accessible through battle. However, this also means you can't put stuff specific to battle events (like Change Monster HP or variables of monster stuff) into common events.
3. Lastly, there are some times where common events won't work. As I've explained, battle events don't translate well. Movement ThisEvent also tends to cause an event not found error (basically, because common events are handled in a different "place" than local events this is probably what causes the fail). Because End Event Processing typically needs to be used to exit common events (unless switch-based) this means for stuff like exiting out of a local event cannot be done because the End Event will only exit out of the common event, not the local event that contains it.
Fortunately for you, many of the limitations of RM2K3 are done away with with the upgrade to official version. I believe common this events work, and copying of battle events to the common event section. This allows you to bypass some of the issues with common events not running certain things. But you still have to be careful.
4. Having stray common events can sometimes result in things like calling a common event in a loop (game crash, cuz it won't resolve), sharing an event with others in a nested common event, or having a switch-operated common event shut off a switch, but other events keep shutting the switch that operates the common event back on. Or you can have a switch common event where the switch is held by two common events. These latter three won't crash the game but they will create serious lag. You should also occasionally put a wait command on any parallel process events if they have to repeat (like stuff to track your location or check terrain).
Common events are like functions in coding, they are a way to load a procedure.
They have three advantages of this:
1. If you have a process that is frequent (hence the name), it saves you the trouble of copypasting a local event over and over again.
2. More importantly, if you just copypaste local events, and you make an error somewhere, a common event, you can just modify inside the event. A local event you will have to edit EVERY event. This makes it the difference between a finished game and an abandoned one.
3. If something needs to be self-contained like three or four actions involving switches, when you are inside condition branches that rely on those being on, common events keep open until you exit them with End Event Processing. This is very very good because it prevents the branch from falling apart.
Other things to note:
1. It is highly recommended that you use common events for any math equation longer than about 5 or 6 lines. Not only will this allow you to edit it easier, but it seems like the processes operate separately from the opens in local events. This means that while event-heavy local events will slow on math crunching, common events will do it in a fraction of a second (it's processing using a different system).
2. Common events have different processes than battle events. This can work to your advantage or disadvantage, because it means common events can run things that aren't normally accessible through battle. However, this also means you can't put stuff specific to battle events (like Change Monster HP or variables of monster stuff) into common events.
3. Lastly, there are some times where common events won't work. As I've explained, battle events don't translate well. Movement ThisEvent also tends to cause an event not found error (basically, because common events are handled in a different "place" than local events this is probably what causes the fail). Because End Event Processing typically needs to be used to exit common events (unless switch-based) this means for stuff like exiting out of a local event cannot be done because the End Event will only exit out of the common event, not the local event that contains it.
Fortunately for you, many of the limitations of RM2K3 are done away with with the upgrade to official version. I believe common this events work, and copying of battle events to the common event section. This allows you to bypass some of the issues with common events not running certain things. But you still have to be careful.
4. Having stray common events can sometimes result in things like calling a common event in a loop (game crash, cuz it won't resolve), sharing an event with others in a nested common event, or having a switch-operated common event shut off a switch, but other events keep shutting the switch that operates the common event back on. Or you can have a switch common event where the switch is held by two common events. These latter three won't crash the game but they will create serious lag. You should also occasionally put a wait command on any parallel process events if they have to repeat (like stuff to track your location or check terrain).
[RM2K3] Question about selling an RM2K3 game with .exe hacks
Ah so, patches are fine as long as you don't do stuff like wipe out credit. The Kadokawa splashscreen.
What about extra splashes? I have this.

What about extra splashes? I have this.

[RM2K3] Question about selling an RM2K3 game with .exe hacks
I don't understand the need to merch honestly. And I'm not convinced it should be the place of RMN to host stuff that doesn't have a free demo. But that's probably why I'm not a Mod or Admin.
It's like this. Unofficial version allows any patches or plugins you want. Unofficial version however, is itself modified from the Japanese version, and because Enterbrain is a group of megalomaniacs, they feel they can declare someone's work and effort making an engine which is not in any competition with them and is offered for free as "illegal". I have a suspicion this wouldn't hold up in any courts that matter, but there you have it, regardless of how little or much patched the unofficial version is, you can't use it for games which make a profit. These are hobby games. Many websites won't accept it period even if it's done for free. RMN isn't one of those, they support 2k3 games so long as they are noted as tsukuru 2k3 (that is, the unofficial rpg 2k3).
On the other hand, the official version has contractual clauses against patching or hacking the .exe and I'm not even sure about the fonts. Doing so largely invalidates the game unless you're a genius and know what you're doing. I think exfonts might technically be okay? But the person you'd want to ask is the one who did Arafell. They made some edits to their game and to their exfonts, and they seem to be making money. This is with the official version. There's certain allowed stuff, I would assume.
The official version has two sources, the rpgmaker website where most of the other rpgmaker engines are, and Steam. As far as I know, Steam updates faster than the official site, but this means you have to have Steam (and I hate Steam with its persistent passwords, seeming inability to use multiple computers like for work and home, and its tendency to memory leak). On the other hand, the official version doesn't update often, and if there is a new update, you have to basically buy it again I think. You also may have to do that if you have it on multiple computers. This plus the whole "not sure what patches are allowed" meant I just passed on the whole idea of making a sold game, since I have quite a bit of patches.
It's like this. Unofficial version allows any patches or plugins you want. Unofficial version however, is itself modified from the Japanese version, and because Enterbrain is a group of megalomaniacs, they feel they can declare someone's work and effort making an engine which is not in any competition with them and is offered for free as "illegal". I have a suspicion this wouldn't hold up in any courts that matter, but there you have it, regardless of how little or much patched the unofficial version is, you can't use it for games which make a profit. These are hobby games. Many websites won't accept it period even if it's done for free. RMN isn't one of those, they support 2k3 games so long as they are noted as tsukuru 2k3 (that is, the unofficial rpg 2k3).
On the other hand, the official version has contractual clauses against patching or hacking the .exe and I'm not even sure about the fonts. Doing so largely invalidates the game unless you're a genius and know what you're doing. I think exfonts might technically be okay? But the person you'd want to ask is the one who did Arafell. They made some edits to their game and to their exfonts, and they seem to be making money. This is with the official version. There's certain allowed stuff, I would assume.
The official version has two sources, the rpgmaker website where most of the other rpgmaker engines are, and Steam. As far as I know, Steam updates faster than the official site, but this means you have to have Steam (and I hate Steam with its persistent passwords, seeming inability to use multiple computers like for work and home, and its tendency to memory leak). On the other hand, the official version doesn't update often, and if there is a new update, you have to basically buy it again I think. You also may have to do that if you have it on multiple computers. This plus the whole "not sure what patches are allowed" meant I just passed on the whole idea of making a sold game, since I have quite a bit of patches.
[RM2K3] Urgggh, Karma Balancing System...
So, what I'm trying to do is have a sort of Karma system, based on whether you kill (number of victories) or spare (End Battle apparently doesn't add to victories) monster groups. I've made a Zelda-style offering system where you give stuff like bread or meat and the creature eats, allowing the battle to end.
It's not a conventional "good karma" thing but trying to balance yourself out. The idea, is sorta fighting only when necessary (ideally bosses only). And I don't want to encourage people with karma that is too good to start killing monsters to "balance" it. Rather, I want to reward people who have previously hurt monsters trying to go back to a pacifism route.
The idea is that when your Balance stat gets higher enough, it sorta forgives the excess spares, but not continuing to kill. And also, when Balance gets over a threshold, boss battles themselves can be opted out of (sorta, "the creature senses you are powerful enough to hurt it, but don't intend to, so they leave you alone").
There's a few wrinkles to this. First, the way you typically spare creatures is offering items (kinda Zelda style rather than Undertale), and it can mainly be done at the battle start. Second, the whole problem of this is that you are basically adjusting secondary variables (not the original CreaturesSpared and BattlesWon, but Good Karma and Bad Karma which are based on if the difference between the two is less than your Balance, you set good and bad karma as equal, otherwise you set it to equal to CreaturesSpared and BattlesWon), that the primary variable BattlesWon continues to rise even when equal to stuff because of the way battles add to victory, ummm yeah I'm confused.
Can someone help me set things up?
It's something like:
* Set up a variable that is one more than the Battles Won (Won+1).
* Make a common event that checks if CreaturesSpared = Won+1 (high equal) or CreaturesSpared = BattlesWon (low equal), then set Good Karma = Bad Karma
* If it's not, check the variables. If CreaturesSpared > ummmm BattlesWon, CreaturesSpared - BattlesWon for the Difference. If BattlesWon > CreaturesSpared, then BattlesWon - CreaturesSpared for Difference. If <
* Then I think I increase Balance for certain actions while Good Karma and Bad Karma are equal, or battles won with them equal. But I kinda double check that the real number is higher to keep it from adding more and more Balance even when you're killing monsters (I did some math, and if it's two and two, you get balance 1, but that would keep increasing as the difference keeps being less than the rising balance despite you killing more monsters (that is, 2 spares and two kills makes one Balance, but if it went up without checking actual kills vs spares, 2 and 3 with 1 balance covering is "equal", then 2 and 4 with 2 balance covering, and pretty soon you have 2 and 6).
It's the shifting variables that is giving me uncertainty. And trying to adjust it, adding extra variables in.
Or am I thinking about this wrong?
It's not a conventional "good karma" thing but trying to balance yourself out. The idea, is sorta fighting only when necessary (ideally bosses only). And I don't want to encourage people with karma that is too good to start killing monsters to "balance" it. Rather, I want to reward people who have previously hurt monsters trying to go back to a pacifism route.
The idea is that when your Balance stat gets higher enough, it sorta forgives the excess spares, but not continuing to kill. And also, when Balance gets over a threshold, boss battles themselves can be opted out of (sorta, "the creature senses you are powerful enough to hurt it, but don't intend to, so they leave you alone").
There's a few wrinkles to this. First, the way you typically spare creatures is offering items (kinda Zelda style rather than Undertale), and it can mainly be done at the battle start. Second, the whole problem of this is that you are basically adjusting secondary variables (not the original CreaturesSpared and BattlesWon, but Good Karma and Bad Karma which are based on if the difference between the two is less than your Balance, you set good and bad karma as equal, otherwise you set it to equal to CreaturesSpared and BattlesWon), that the primary variable BattlesWon continues to rise even when equal to stuff because of the way battles add to victory, ummm yeah I'm confused.
Can someone help me set things up?
It's something like:
* Set up a variable that is one more than the Battles Won (Won+1).
* Make a common event that checks if CreaturesSpared = Won+1 (high equal) or CreaturesSpared = BattlesWon (low equal), then set Good Karma = Bad Karma
* If it's not, check the variables. If CreaturesSpared > ummmm BattlesWon, CreaturesSpared - BattlesWon for the Difference. If BattlesWon > CreaturesSpared, then BattlesWon - CreaturesSpared for Difference. If <
* Then I think I increase Balance for certain actions while Good Karma and Bad Karma are equal, or battles won with them equal. But I kinda double check that the real number is higher to keep it from adding more and more Balance even when you're killing monsters (I did some math, and if it's two and two, you get balance 1, but that would keep increasing as the difference keeps being less than the rising balance despite you killing more monsters (that is, 2 spares and two kills makes one Balance, but if it went up without checking actual kills vs spares, 2 and 3 with 1 balance covering is "equal", then 2 and 4 with 2 balance covering, and pretty soon you have 2 and 6).
It's the shifting variables that is giving me uncertainty. And trying to adjust it, adding extra variables in.
Or am I thinking about this wrong?
Just started streaming!
Actually, these are because of OpenGL (Pepsi's patch). They're for adjusting size of game, and stuff like tone. Also, I personally need OpenGL since my computer actually has trouble with DirectDraw.
https://rpgmaker.net/forums/topics/10204/
I've used CRT in games before, and some others can make a game like Gameboy. But yeah, here they're mostly for trolling.
https://rpgmaker.net/forums/topics/10204/
I've used CRT in games before, and some others can make a game like Gameboy. But yeah, here they're mostly for trolling.
[Poll] Preferred Browser?
[Poll] Preferred Browser?
I kinda have nefarious motives here, you see, I got fed up with Firefox deciding that basically all of its add-ons (some of which I use for popup control or protection from unwanted interference online).
Personally, I think Chrome is a dumbed-down browser system. Same with Brave (which despite having a reputation of being secure, seems to be very uncustomizable). I like about:config coding for small tweaks, and I like the ability to show/hide the IE style menu bar. And I like add-ons, but hate getting screwed over every update. So...
Currently, the first one that I've encountered to do this is Waterfox, though supposedly there's also Pale Moon and Basilisk designed this way.
Out of curiosity, what browsers does everyone here use? And can anyone give a recommend of a browser that works for these purposes?
Personally, I think Chrome is a dumbed-down browser system. Same with Brave (which despite having a reputation of being secure, seems to be very uncustomizable). I like about:config coding for small tweaks, and I like the ability to show/hide the IE style menu bar. And I like add-ons, but hate getting screwed over every update. So...
- Customizability (in particular, I like menu bars)
- Being able to alter internal stuff as well (I currently have popups blocked unless I click on the link)
- Anti-tracking
- STABLE add-ons
- Secure, even if I'm not
- Saves my old Firefox bookmarks
Currently, the first one that I've encountered to do this is Waterfox, though supposedly there's also Pale Moon and Basilisk designed this way.
Out of curiosity, what browsers does everyone here use? And can anyone give a recommend of a browser that works for these purposes?
Just started streaming!
I think it's mostly the distortion of the font though. This is what it looks like at my end. (Different game, so color scheme is different)

If it's properly patched with Font Changer, the font is more readable. Otherwise, it kinda... isn't.
And yes, I get complaints about font all the time, but I never realized how bad it looks on other computers, and the whole not being able to prepatch thing.
Oh yeah, I have two custom fonts btw. Second one looks like sorta nosferatu serif, and is very hard to read, so switch that one out probly.
Example:


If it's properly patched with Font Changer, the font is more readable. Otherwise, it kinda... isn't.
And yes, I get complaints about font all the time, but I never realized how bad it looks on other computers, and the whole not being able to prepatch thing.
Oh yeah, I have two custom fonts btw. Second one looks like sorta nosferatu serif, and is very hard to read, so switch that one out probly.
Example:

Just started streaming!
Ah okay, now I found.
For the people watching the stream but unclear what IndieArt was hearing for the opening screen, this is the Opening screen song.
https://www.youtube.com/watch?v=X8CkSw4hVog
Also, how did you get sound effects but no song? Oh that's why.
(Gonna comment here since I don't have Youtube account no more)
Ambrosia. But Anorogia works too. Pffft, "I'm calling her Ambrosia, I don't know what her name is." I had no idea the text works that bad on other computers. You have to kinda install the fonts, and then if it still doesn't work you use the FontChanger.
And to answer who decided on the color scheme, IndependentArt did. That was the menu with WindowedMode, and Protanopia. Protanopia means you agreed to be colorblind.
"I don't know what he wants to do with the shroom" I started laughing uncontrollably.
Oh my, that may have been a glitch? That was supposed to be the right wish.
"In the name of the universe, I am at your service" is an anime reference. It's from Tokyo Mew Mew (AKA Mew Mew Power)
I think it's "calculus textbooks".
The puzzle is a trick. You either cancel or choose option 3 (forget which). "Or maybe I have to do it as a cow?" Said no one ever.
I actually have four of five games. Alpaca: Escape For The Butcher's Shop and That Damned Redhead are kinda like this. Oracle of Tao and Tales From The Reaper are (more) serious. Then I have The Peach Wasn't Enough which is a retelling of the story of Izanagi and Izanami from Japanese myth.
Darn, you missed the best part of the movie! Blind skating girl was supposed to avoid the flowers but she tripped over them.
Thanks for the Let's Play! You couldn't have done a better job showing off everything about the game if you tried.
For the people watching the stream but unclear what IndieArt was hearing for the opening screen, this is the Opening screen song.
https://www.youtube.com/watch?v=X8CkSw4hVog
Also, how did you get sound effects but no song? Oh that's why.
(Gonna comment here since I don't have Youtube account no more)
Ambrosia. But Anorogia works too. Pffft, "I'm calling her Ambrosia, I don't know what her name is." I had no idea the text works that bad on other computers. You have to kinda install the fonts, and then if it still doesn't work you use the FontChanger.
And to answer who decided on the color scheme, IndependentArt did. That was the menu with WindowedMode, and Protanopia. Protanopia means you agreed to be colorblind.
"I don't know what he wants to do with the shroom" I started laughing uncontrollably.
Oh my, that may have been a glitch? That was supposed to be the right wish.
"In the name of the universe, I am at your service" is an anime reference. It's from Tokyo Mew Mew (AKA Mew Mew Power)
I think it's "calculus textbooks".
The puzzle is a trick. You either cancel or choose option 3 (forget which). "Or maybe I have to do it as a cow?" Said no one ever.
I actually have four of five games. Alpaca: Escape For The Butcher's Shop and That Damned Redhead are kinda like this. Oracle of Tao and Tales From The Reaper are (more) serious. Then I have The Peach Wasn't Enough which is a retelling of the story of Izanagi and Izanami from Japanese myth.
Darn, you missed the best part of the movie! Blind skating girl was supposed to avoid the flowers but she tripped over them.
Thanks for the Let's Play! You couldn't have done a better job showing off everything about the game if you tried.














