FLOWERTHIEF'S PROFILE

Switching to Python.
Where One Citizen
A sci-fi life simulation

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Death, blood and gore.

Gore is not strictly needed. Even in real life it's not unrealistic to mistake a person who is dead as being asleep or vice versa, so it's not out of place for a game to simulate that ambiguity.

For an example of a game where the inhabitants of a town are slaughtered and there isn't any gore, see the original Crystalis. (I don't remember the name of the town, but you get there in the latter half of the game) It does a more than adequate job of being a sad and tragic scene.

[XP] A semi-transparency problem with tilesets

I wish it were that simple, but you only get the option to set transparency once, it appears.

[XP] A semi-transparency problem with tilesets

I foolishly did a lot of editing of my tilesets after they had been imported and the semi-transparency set. Now I've wound up with a dozen tilesets sporting a mix of tiles that still have that purplish shade and tiles for which the purplish shade has been properly made semi-transparent.

Is there a quick way to undo the semi-transparency setting so that I can set it all over again? Or am I in for some tedious remodeling?

Heartache 101 ~Sour into Sweet~

Thanks for your feedback ;)

NaGaDeMo

Hey, my project's cycle of development is actually coinciding with an event.

Animation Compilation

If it was for game animations it could be useful. RM animations are the graphical resource you see the least of.

Looking for a script for mirrors / reflection as in Duke Nukem so my character can check himself out

I think this is what you're looking for: XP Mirror Script
(The top page of the author's site is here)

Custom content (archived discussion)

Favorite Final Fantasy Title

^ Hell yeah. I was impressed by how competent the writing was for what I was expecting from an FF title. The dialogue was genuinely clever.

Everything about that game worked for me.

I liked the gambit system and being able to "program" my characters' behaviors. Sure, most of the gambits were useless, but it was fun collecting them and assessing which ones could be useful and how. (Contrast with Dragon Age where they hand you the gambits without making you work for them)

I loved how the towns were so full of life. I don't care that the Lucas influence was everywhere. It was Lucas-like but it was still Final Fantasy.

I loved the music. Of course the entire series boasts good music, but this wasn't just good, this was John Williams good. Especially the Imperial theme that repeats throughout the story, and the theme that plays in the first dessert area outside town. You go out there and the music is breathtaking, the scenery is breathtaking, and...you can explore!

Which brings me to the thing I loved the most about that game -- open-world exploration. You could go off the beaten path into areas where the enemies are too strong for you. Sometimes MUCH too strong for you, and your party gets annihilated in seconds, but you had that freedom. The game made you weigh the risk of probable death for continuing on into areas where the enemies outclass you versus the potential reward of collecting sweet loot, and I love love love when games do that. (Dark Souls, which I've gone through half a dozen times now, does nothing but that)

Then I played through XIII, which wasn't a bad game by any stretch, but seemed to be taking a few steps back after the achievement of XII. Even after finishing the demo for XIII-2 I'm not sure I want to return to that universe, whereas Squaresoft could market an empty box with "Final Fantasy XII-2" written on the front and I'd buy it in an instant. Guess I better stop now, I'm starting to fanboy out.

How much do y'all like midi?

Midi is easier. You can set a loop point in a midi with exact precision in a matter of seconds. You can adjust volume of separate tracks, change notes, change tempo, change key, and countless other things with ease and precision. It's the most flexible of all formats.

My hangup was that I wanted songs to have loop points (not repeat the intro). There were script solutions for that, but they had the drawback of causing a time delay before the loop picks up. I could restructure a piece to loop to the beginning, or cut out the loop entirely, but that, too, would be compromising compositional integrity for higher sound quality; a tough decision to make. Until last night I was leaning towards compositional integrity, which meant going with the only format that promised it -- raw midi.

HOWEVER...last night I found an awesome RMXP script that rewrites the Audio code to make it possible to set loop points for any sound format without time delays! You need to know the point in milliseconds to which a song will loop, but that's a small price to pay to get the best of both worlds. Together with that online midi converter, I'm set :)