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Two Music Tracks

So, I got a review for my game, and they brought up this issue.

author=Trihan
1. In the intro it's kind of jarring to have the voice acted lines and then the exact same lines in text after that's finished. It's made worse by the fact that after every VA line the music that's playing starts again from the beginning.


Basically, I made a loop play-once mp3 thing that would revert sound back (because it interrupted the musc) after play. But this is more what I want.

author=Me
1. That's kinda the problem of the year. I'd like some sorta plugin that allows a second music file to "play_once" (or "play_loop" if you need a background sound like clock ticking) over the music. Then I could have the music at like half volume, and it would play once. It'd be even better if it would not halt everything until sound is done.


Is this sort of thing even possible?

Help!

God. It never fails. I get sure my game as done, and I can stop messing with it, and... I do some routine check and something fails.

I don't know what's wrong. It crashes during battle and gives me an extremely vague error.



It does not appear to be happening because of ECS and starts after turn 0 ends. And it doesn't seem to be any of my regular battle events (I tried removing some).

It could possibly be my computer, I've had overheat problems lately. So can someone else test out if they get this? It should be a five second, battle either starts or it crashes, error.

Yay, it's not. I tested another game and it worked fine. I added SaveLoadPatch but I think I remember it working okay, and added/removed Provoke (maybe I didn't do it smoothly). And I added the game timer.


[Poll] KazString: The Return

I've made this utility (you can see it in utilities), and it basically... well, it started as a means of storing items, skill, and the sort as names. Why? Well, you could from there do stuff like stealing items, and not have to worry about the item name (doing this simplified an entire section from about 300 conditional branches to just a few lines). You can also store conditions or skills, though I originally intended to be able to somehow check for items and

Then I expanded it to be able to do simple file storing (mainly with text files), and working with alot of variables and processes that the rpgmaker doesn't actually use (using C variables instead of RPG variables). This lets you crunch a bit of data without filling up on variables or switches, meaning you can do stuff like run chests that are unique, even though 2k3 doesn't do self-switches.

Basically, now, it's a sort of super-comment plugin, that lets you do a huge list of things, provided you can keep them straight. But it's not enough. I want moaaar. So, I'm asking for input, hence why this submitted utility is now back on the forum.

Bear in mind I'm a bit of a noob for C++ coding, so if what you ask is too complicated, I'll need help.

[rm2k3] Better Status Handling request

So, I made my ECS battle mode system thingy. It works more or less, and I recently added something that could renew weather status every few turns (on the off chance you managed to dispel it).

So, ummm then I put it in practice, and started with Priority 100, since I didn't want it to get replaced by stupid stuff. It doesn't let you contract other status (of course) and does screwy stuff like showing non-dead animation (duh). In general, it's a non-option.

So, yea, then I try having it at 50 priority, to let quite a bit or other statuses on. I have a priority 90 status that has a different animation. When I get hit by it, it overwrites the status, and thus not only does the weather effect not work but it can't be added back in by the code that normally adds it back in, because the other is higher priority and thus blocks it.

Could someone (a) tell me how some statuses stack and some replace and therefore how to get it to do its job better, or (b) help make a plugin that does this instead:

  • If priority is higher, it cannot be replaced by a lower priority status, but neither does it (that is, if I had my original priority 100, I could stack lesser statuses, without fear of blocking the other ones).
  • Statuses always stack, unless they have conflicting effects (such as haste and slow). The newest one replaces the oldest one, if they are equal (this doesn't keep happening with equal priority, possibly because I had slightly different durations). If they aren't, the higher priority blocks the lower one.
  • The newest highest priority replaces the second highest animation (i.e. if a priority 100 Stone target is then killed, they show dead but they are actually Stone and Dead), but the actual one forced out is the lowest priority. Basically, things should stack until their limit.


As it is, I'm not really sure how it properly works, but it tends not to stack beyond one or two on a regular basis, and tends to do annoying negation/replacement crap.

[Poll] Coming up with a name for this battle system...

So, before I called the system I had Day Night System (DNS).

Basically, it's the turn system I made a template of, but instead of random initiative or something, battles were wholly based on whether it was day or night (at day the monsters wait until you attack, at night the party gets hit with Sleep), and after a certain number of turns it would shift.

Then I made a variant Day Night System, that did the basic starting condition of deciding who goes first, but without the day/night shift.

Then I decided to create a standard Turn Based. And after that, I made four other battle types Snow battles (slow drain hp with some miss chance), Rain battles (slow drain mp with some miss chance), Hot battles (desert etc, fast hp drain), and Low Light (basically the party is Blind only it can't be cured).

Finally, mainly to simplify things (lol) I made it keep track of what terrain you were standing on, and react accordingly with the battle type. For instance, you could go to the same battle group in a tundra and a wetland and have two different battle styles (Snow and Rain).

I tested it just now, and it seems to work (I'm gonna make a minor update soon). The problem being what should I call this new system, since it needs a name so people know what I'm talking about.

Need (Better) Testers

I got a tester recently, and went ahead with my game. I'm working to get the last segment of the game hashed out, so any help I can get keeps it from being a major headache when I finally do decide the game is Complete, and then end up finding something I need to work 20+ hours to fix. So yea, someone offered to help test and I said why not.

Then I noticed a common event that I added (and later removed) in the battle events (it was a call common event inside another common event, making it tricky to find) was missing, causing battle failure. So, yea, this is the sort of thing a decent tester should be pointing out to me, because if I'm working on code, I don't necessarily see other stuff going on. I can and do perform my own playtesting, but it seriously cuts into time.

Any one wanna be a tester? It's a bitter thankless job.

[Poll] Breaking the Mold

So, if you look at rpgmaker games today, well, just in 2k3 there's a ton of plugins that have suddenly popped up. And with more flexibility, of course, this means people can design games tailored to their personal ideas.

There's also been talk about some of this, changing the way encounters are done for instance, or something about pure cinematic. So, let's say that the basic for 2k3 is sideview ATB battles, and the basic for XP is (which thanks to Yanfly has already been tweaked in at least two ways), and I don't really look much at VX so I have no idea what that uses. What are some good ways to tweak/customize

Just in thinking up new ideas for the game after the one I'm working on, I came up with a few:

  • Pure cinema (like Maranda and With His Father's Sword)
  • Partial cinema, partial battle with flat exp (sort of you don't get to wander around, and battles are about strategy, not grind)
  • No battle, puzzle combat (trap/push enemies into peril using blocks)
  • Frontal battles, no battlers (it can be done, by tweaking settings a bit)
  • 3D Platform RPG (I thought up this the other day, basically the concept I came up with was a sort of old school platform/cinema, like Ninja Gaiden, only you use the overhead view to make a sort of stacked platforms effect, and determine experience by a mixture of time remaining and monsters defeated when level is complete)


And no, I'm not begging for ideas (I've likely to use the last option, since it struck me as hard, yet fun). This is more about getting imput on what people would personally like to make.

[Poll] Feedback for an Idea

Assuming I ever get Oracle of Tao done (every time I get close to the final test, either I find something that I have to patch, or I decide to add in something else), I was gonna try something different. Basically either way, I'm annoyed with the traditional RPG, and wanna go toward visual novel/straight cinematic approach.

So I had two major ideas:

A collection of (playable) "children's stories" with somewhat bizarre Aesops. This sort of plays out like Live a Live or Rudora no Hihou where you pick paths. Since I don't wanna get overwhelmed, each story basically only plays out for a few scenes, usually involving puzzles or some kind of minigame.

A branched autobiography. I dunno, it just sort of came to me. Basically, I can start from the present, and extrapolate from my past what sort of turn my life would take at various points, and create an ending based on that. I'm not sure how thrilled people would be hearing my story though.

Latency (also known as lag)

So, I have two computers. A desktop that's fairly new (well, not really, it still has XP, but fairly fast processor) but has a crummy fan, and a netbook that a little old but really not designed for heavier gaming. It shouldn't matter, but...

So I finish all my BetterAEP, custom stuff, and all and I run the dektop without a hitch. I run the netbook on the other hand, and after all the opening stuff I go to the world map, it just stalls for nearly a minute, before "teleporting" me across the screen.

Now, I could use the debug thing Cherry mentioned, but I have no idea what I'm looking for. I just know what I'm not looking for.

I had this problem before a new AEP, and before most if not all my plugins, so it doesn't seem to be that. I just pulled PartyEXP out of parallel and auto map processes, and besides which, I tested all the parallel and auto-events just by starting on the world map. No lag at all. It's one of the start up events (I have time and weather and such but they don't lag either, at least not until entering the world map). My best guess was that there was one of the called events I had during my teleport, but I tried that with just hide, teleport, show and it still lagged.

I have too many events, and have no idea where to look. Hold on, I'm gonna update so you've got the latest version.

[rm2k3] Gameover Wait

This topic.

Is there a way to reconfig the GameOver condition so instead of immediately quitting to GameOver if the entire party is dead, it checks for the custom event first and either waits until that event is done (after which if they're still dead it runs GameOver), or at least waits for the first line of code (which you could conceivably put Remove Death to the party).

I did a workaround myself, just reviving the hero after battle using a switch event, but it looks kinda off, since it always does it, and not simply when the whole party is dead.