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Rescue Reidman IV
okay i got it all fixed now! i just moved all the rtp files into the game folder which i should've done a long ass time ago, it's not like a whopping 5mb is going to make a difference at this point
Rescue Reidman IV
author=golbez
now to just wait until somebody finds a gamebreaking bug in the first two minutes and i'll reupload another one tomorrow
haha totally called it. sorry about that, i'll fix it ASAP
Rescue Reidman IV
i should prolly mention in my related blog post that the latest download isn't just the same download from two years ago. i've actually done some work on it since then (SURPRISE) although to be honest it's mostly QoL improvements and tweaking but there's a whole damn lot of it at least.
the demo you'll find on the download page is most definitely the latest version you can get as of june 20th 2014 now to just wait until somebody finds a gamebreaking bug in the first two minutes and i'll reupload another one tomorrow
the demo you'll find on the download page is most definitely the latest version you can get as of june 20th 2014 now to just wait until somebody finds a gamebreaking bug in the first two minutes and i'll reupload another one tomorrow
Disharmony makes my mp3s sound like shit
I didn't have this problem on Windows XP but ever since I moved the project to Windows 7 a huge portion of my mp3 files sound like absolute ass in rm2k. I've tested the offending files in winamp and they sound okay but as soon as rm2k attempts it it just sounds muffled and terrible.
For some reason though there are some mp3s that sound great, I've tried comparing a good mp3 vs bad mp3 by checking bit rates and stuff but they're practically identical. That and the fact that if I load up the very same project on my XP computer it all sounds fine.
I know disharmony isn't being worked on anymore so is there possibly another mp3 patch for rm2k that might have better compatibility with windows 7?
For some reason though there are some mp3s that sound great, I've tried comparing a good mp3 vs bad mp3 by checking bit rates and stuff but they're practically identical. That and the fact that if I load up the very same project on my XP computer it all sounds fine.
I know disharmony isn't being worked on anymore so is there possibly another mp3 patch for rm2k that might have better compatibility with windows 7?
Having battle switches activate on the same turn
author=Zachary_Braun
I use RPG Maker 2003 mostly, but I think they may be similar enough in order to do this:
1. Set variables which will signify which items monsters have.
2 Call your stealing command like usual. Have it turn on your switch. Don't display any message yet.
3. The switch will now cause a common event to automatically start. The common event will check to see if the stealing is successful and, if so, will add items to your character's inventory as you defined in step 1.
4. Have this same common event display a message about what was stolen, or if it were an unsuccessful steal.
5. Turn the switch off from inside the common event.
Normally rm2k can't call common events from the in-game battle system. I'm using a program called BEVC to get around that but it still leads to a one-turn delay even if I have the common event set to activate on the skill's switch as opposed to waiting to be called.
Having battle switches activate on the same turn
Actually I just realized that the simplest solution is to just have a battle page in the monster party that activates when the skill's switch is turned on. The only problem with this is that I would then have to add a huge cluster of 30-40 pages of skills to each and every monster party. With over 200 formations it's really just not feasible when dealing with skills that may need adjustments and such down the road.
I've been working on this game so long I've honestly forgot why I've scripted things a certain way. I guess in this case this is really an unsolvable problem since the way I have it set up now is to have a skill turn on a switch and have that switch checked by a page event that happens every battle turn that checks to see if any of the "switch based skills" have been used. If one has been used then it calls the appropriate common event which takes place on the following turn, causing that one turn delay.
If I want to keep the switch-skill based events simple and easy to look at coding-wise as opposed to the clusterfuck of having 40+ event pages in all my monster formations then it looks like I'm stuck.
I've been working on this game so long I've honestly forgot why I've scripted things a certain way. I guess in this case this is really an unsolvable problem since the way I have it set up now is to have a skill turn on a switch and have that switch checked by a page event that happens every battle turn that checks to see if any of the "switch based skills" have been used. If one has been used then it calls the appropriate common event which takes place on the following turn, causing that one turn delay.
If I want to keep the switch-skill based events simple and easy to look at coding-wise as opposed to the clusterfuck of having 40+ event pages in all my monster formations then it looks like I'm stuck.
Having battle switches activate on the same turn
Example: Say you have a skill called "Steal" and it turns on a switch called "Steal". In battle you'll have a page activated by "Steal" but it will only activate at the beginning of the very next turn. So you use Steal and I have a message "Preparing to steal!" and then the next turn it happens, so there's always a 1 turn delay. Is it possible to circumvent this?
edit: forgot to mention this is rm2k
edit: forgot to mention this is rm2k
Dragon Quest +
I doubt you've given up on the project yet (I know mine have year+ long hiatus' and shit) but I REALLY REALLY wanna see what you've done with this remake, I love the original dq and have been wanting to remake it myself for ages but never had time. If you're not cool with uploading an unfinished project can you PM me a link to what you got so far? thanks!
Need some help brainstorming a save system
author=LockeZ
Well, you would basically need to create a custom system of multiple saves. If, for example, you wanted three saves... you would need three of every switch and variable. And the first save slot would use the first set of variables, the second save slot would use the second set of variables, and the third save slot would use the third set of variables. But certain unlockables would be stored and shared among all three. The player could then start a new game or continue a game in any of these three slots.
The catch here is that you would only use one "real" save. All data from all saved games would get saved in the same save file. And you would probably want to automatically load it each time the player starts the game up, if there's a patch that lets you do that, though that's not strictly necessary.
Well that would certainly work, the only problem is the feasibility. I'm more than willing to put in alot of work on my projects but so far (and I'm not even anywhere near done with this project) I have 1559 switches and 1715 variables.
Since this is a game that supports up to four players at once, I need to keep track of everyone's items individually (and there are a ton of items), what everyone's board progress is and all that stuff which leads to the massive amount of variables so far. I'm just not willing to triple all of them and implement it, it would literally take months and probably kill off my ambition for the project :(
Need some help brainstorming a save system
I'm working on an RPG/board game hybrid and I'm wanting to implement something like "shop points" where if you beat a board or do something cool or whatever you'll get some shop points to spend at the shop where you can purchase unlockables like new boards/characters/games/etc.
The problem arises when you save the game in the middle of playing a board. Let's say you're playing with a friend (it's two player) and said friend has to leave so you save your game. Well, if you want to start a new game later on by yourself then you'll lose all the "shop points" that were in the abandoned save file.
Then on your new save file you get some shop points, and then your friend eventually comes over and you start up the old save again. Now when you beat that game, you have essentially two separate save files with two different values for shop points. That sucks!
Usually I'm good at brainstorming work-arounds for rm2k (using rm2k, not 2k3) limitations but I'm at a wall here. Is there any solution to this aside from someone making a patch to alter the engine?
The problem arises when you save the game in the middle of playing a board. Let's say you're playing with a friend (it's two player) and said friend has to leave so you save your game. Well, if you want to start a new game later on by yourself then you'll lose all the "shop points" that were in the abandoned save file.
Then on your new save file you get some shop points, and then your friend eventually comes over and you start up the old save again. Now when you beat that game, you have essentially two separate save files with two different values for shop points. That sucks!
Usually I'm good at brainstorming work-arounds for rm2k (using rm2k, not 2k3) limitations but I'm at a wall here. Is there any solution to this aside from someone making a patch to alter the engine?













