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Secret Santa Sign-ups 2021

author=Liberty
Secret Santas have been sent! Check your mailboxes.
I don't have a message :sadcat:

edit: nevermind - if you've already drawn lots, just make me a helper elf

Secret Santa Sign-ups 2021

Bear in mind people might have signed up at the last minute on the 5th, Liberty's timezone being 18 hours or something behind yours, and that it takes a little time to draw lots and send messages when you need to make sure people don't get the same person two years in a row etc.

[RMMV] Show text: Fractions

There are some unicode glyphs for 1/4, 1/2 and 3/4: ¼½¾
Which may display better or worse depending on your font.

You could make an icon for each of the fractions you want and pixel draw it the way you want (icon height matches the default line height)

To display arbritrary fractions the way you want, I think would need a plugin.
(draw the numerator and denominator with half height one above the other)
There is a function used to calculate the text width of a string which could be used here to find whether the top or bottom part is wider.

Secret Santa Sign-ups 2021

This is Santa Coelocanth.

I like shapeshifters, the deep sea, interesting game mechanics, and characters with divided loyalties.
My games in the last couple of years that have been largely unplayed:
As those have generator / no characters, if you feel like the character art route:

This is Aria, former magical girl. The green arm is a psionic manifestation, not slime. She lost her original arm following events in My Computer


[RMVXACE] Is it possible to combine projects in installer and export just one?

The easiest solution will be to have three seperate downloads on the same game page. You'll have to pick one language to be the default when somebody presses "download now", but you can have obvious links on the main page that go to the download for each language.

For a single download package...

Assuming you are planning to encrypt the project, you will get an .rgss3a file in each project when you export.
The EXE produces by the VX Ace export is just a self extracting archive. You can directly open it with an archive program like 7-zip and extract the contents into a folder.

Having done that, your three versions of the project should have produced the same export folder, but with different rgss3a files (the game.exe etc are the same in each version, while the rgss3a encrypted archive containing your game data is different).

So you could make a package containing all three rgss3a files, and either an installer or launcher that switches the active one when the user picks a language to play in.

For a big zip file, you could include instructions to tell people to move the language they want into the right directory if not wanting the default language.

For an installer, there are various 3rd party installers for windows programs which could be used.
For a launcher, somebody would need to program it, I don't think it's a big task but would need some research to see if the files need to be moved around or if game.exe can be run with a working directory containing the right game data and not needing to duplicate the dll.

[RMVX ACE] ITEM LIST AND PICTURES

You'd have to modify the Scene_Item:
Add a new Window you defined
Link it up the same way as the help window so that it can be redrawn when the selected item changes.
Change the layout of the scene (e.g. make the item window one column instead of two, and put the item picture window to the side.)

I hope this makes sense - you'll need to create a script to do this.

Reducing the categories: edit the Window_ItemCategory to remove the weapon/armor categories and leave item / key item (you can rename these for the two categories you need)

[RMVX ACE] State that deals elemental DoT

It would need a script to do this in a not painful way
(the painful way would be to have a battle event in every troop checking states each round, which would be ok for a state mechanic for a single boss fight)

Elemental damage works by multiplying the damage by the target's element rate - you can see how this works by looking at the regular attack damage calculations (if you can't find a ready made script for this).

[RMMV] SIDE VIEW BATTLE SYSTEM BACKGROUND

It's here - handling the sprites.
The battleback is a TilingSprite (which means it repeats infinitely in both directions)
Spriteset_Battle.prototype.locateBattleback = function() {
    var width = this._battleField.width;
    var height = this._battleField.height;
    var sprite1 = this._back1Sprite;
    var sprite2 = this._back2Sprite;
    sprite1.origin.x = sprite1.x + (sprite1.bitmap.width - width) / 2;
    sprite2.origin.x = sprite1.y + (sprite2.bitmap.width - width) / 2;
    if ($gameSystem.isSideView()) {
        sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height;
        sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height;
    }
};

Font Texture

author=mwenditz
The generator posted above appears to only support specific fonts that are installed on your machine, and only those that it can autocomplete (hardcoded in the app itself). Is there any way to use this utility with other fonts? Or is the only option to manually create that json file? Thank you for any insight!


They do need to be installed on your machine, unless you download and self host the generator - in that case you could use the css @font-face to make the font available to the page without installing.
I found it worked for me for any installed font, though the autocomplete of names did not work. You might need to make sure you're using the name of the font (and not it's filename)

The Sapphire example on this page I created by installing the font and then using that generator, so it was working at least at the time I used it.

Rpg maker mv icon frame plugin request?!?!

Mostly people address this by including the frame with the icon in the icon set. I.E. make two copies of the wooden sword in your image editor with a different frame on each.

(This is also a great way to use 24px icons made for VX Ace, by adding a 4px border all the way around)

Otherwise what you're asking for could be achieved by overdrawing the first icon with a second icon in the same place (with the 2nd icon being just the frame). Making that be done everywhere (inventory, status, messages, crafting scene...) is the harder part.

If you want the frame to be a larger size than the icons, you'd have to deal with overlapping lines too (the icon height and line height are both 32px by default.