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[RM2K3] Crazy battle text colours

To make the image, I used iDraw to import "System_E.png", then I changed the blue background to the black background, using the same color from "System_E2.png", which was #000000. The grey color already matched. I changed no other colors.

Because I started with "System_E.png", it is possible that what I posted differs slightly with "System_E2.png", but I checked a fair number of the colors and did not find any differences.

I have wondered about different options upon export, but I'm pretty sure that's not the problem. I wrote my own color conversion program to make 256-color .png images, which means I know how a 256-color .png is constructed. It's mostly just raw pixel by pixel color data (a palette with color references, technically). The only weird thing about the format is that it's all in groups (I don't remember exactly, but I think it's groups of 8 pixels each) which means that for most images there's blank data. However, I can't imagine the blank data impacts anything. And it doesn't make sense to me that the order of the palette should matter either.

That said, I also know that rm2k3 doesn't read all color data. So while you can place any color in the palette in a png, rm2k3 just says "screw you, it's this instead" when used. I don't know the specifics on this, but there's a forum post from sometime that describes it all. But even with this I don't know what would cause the weird behavior.

So I still think it has to be something with how the colors change in the images themselves. I just don't know exactly what that is, because the images you showed looked 100% OK, but for some reason one didn't work until I did (from my perspective) nothing to it.

Battler won't jump back to party after attacking [RM2K3]

I wasn't aware there was a fix for this bug! That would have been awesome to know years ago when I tried to solve it myself.

As for the bug itself, my testing showed that the bug is caused when your battle script changes the graphics for a battler. In practice, this means changing their condition or their class through an event script.

More specifically, normally actions from enemies or allies cannot occur while your character is acting. However, when you change the animation, for some reason the game will allow others to act during the "movement" phase of a character's action. Therefore, this can interrupt the move forward or jump forward options, as well as move to enemy, although due to the distance traveled and the time it takes to perform those actions, it's rare to get your character stuck somewhere except with the move to enemy option.

The solution, as you might except, is to remove any instances of condition or class changes during the battle, or at the very least to minimize such changes.

Additionally, if you need condition changes to remain in event scripts, ensure that they only exist in events which trigger after damage is dealt (such as check HP or party exhaustion) so that characters are not interrupted in their action before they deal damage. That way the issue is at least only graphical and does not actually affect gameplay.

Hope that helps!

[RM2K3] Crazy battle text colours

The good news is that fixing the one that didn't work was as simple as taking the one that did work and recoloring the background color.



The bad news is that I can't figure out why it didn't work in the first place. All I did was change the background color in the working one to the exact same color you had from the one with problems. And I honestly don't see anything different between the two options now, although I lack programs which can appropriately compare palettes (I did some checks, but checking all the colors manually would take too much time).

So I'm not sure. Maybe when I'm back with my main machine I'll check out the game where I originally had this problem and look at the system sets I use there.

Act 1 Completed

Congrats on this milestone! It is really exciting, and inspiring, to see some of the old guard finally release their games. I played the old Gaming World demo, and plan to check this one out as well.

One (ignorant) question:
I seem to remember you working on a prologue for a time (back in the Gaming World days). Is this a re-branding of that prologue, or the originally intended "Act 1" of the story arc?

[RM2K3] Crazy battle text colours

Could you upload (or link) the two system sets that work and one that does not so that I can see if I can replicate the issue on my end?

[RM2K3] Crazy battle text colours

author=Kaempfer
I've noticed that exactly ONE of my System files works fine, unless I change any of the default palettes apart from the two I've already changed. If I do that, it stops working (correctly).

Just to clarify:
You have a series of custom system graphics. Two of them are interchangeable (you can swap them back and forth without causing the issue in battle), but if you change to any system graphic other than the two, you get the funky text colors. Is that accurate, or have I misunderstood you?

Are you using the most recently released English version of rm2k3 or the older version?

[RM2K3] Crazy battle text colours

I had this problem years ago with my old game when I changed system graphics. However, I remember it only affecting me if I changed graphics during battle. If I changed them outside of battle and then entered battle, it was fine. So it may have been something very similar but not exactly identical.

As for a fix, I think I changed the text colors for all of the used system graphics to be the same. But I'm not 100% sure, and you may not want to do that anyway.

[RM2K3] I need help with my Blue Magic system.

I can't remember exactly when during the turn conditions inflicted can be referenced (via "hero has this condition"), but the latest trigger in the turn order is Hero HP check, so I recommend using that to house your script. You can also use Party Exhaustion (it triggers around the same time) if you want something more universal.

Also, if you want to solve your original question, you can set your "Study" skill as an "Attack" command. This gives you targeting. Then to prevent the attack from going through, in the "Study command is used" script, inflict a stop condition on your Blue Mage. I can't remember if you have the condition last zero turns with 100% chance to recover or if you just remove it at the end of the script, but in either case the inflicting of the condition will stop the attack from occurring while still allowing you to reference what was targeted. You also shouldn't have a game over risk from the condition since it has a 100% chance to recover on it.

Improving Next Generation RPG Creation Software

author=visitorsfromdreams
Its a step in the right direction, thats what counts! I wish you the best of luck!

Thanks for the encouragement!

author=visitorsfromdreams
Didn't realise they were owned by a Casino operator, they have done well to stop them from stuffing the whole thing up as usually happens with buyouts of that nature!


https://www.gamesindustry.biz/articles/2015-02-16-yoyo-games-sells-to-playtech-for-USD16-4-million

The critical pieces:
YoYo Games, developer of GameMaker: Studio, has been sold to PlayTech, an online casino and gambling specialist based on the Isle of Man for $16.4 million. Potential earn-outs and retention costs are expected to add value of $5.25 million.

Besides its main business in online gambling, PlayTech also offers a number of development tools and systems, a suite which GameMaker: Studio will now join.


An "earn-out" clause is a legal agreement where the former owners of a subsidiary (that is, those who sold YoYo games to PlayTech) have an opportunity to earn a large lump sum if they meet certain financial targets (usually profits or revenues). "Retention costs" are for keep key employees (namely those with equity who are now likely millionaires from the sale). Between these two actions, it is clear PlayTech is interested in improving upon GameMaker and not screw things up.

It's also worth noting that PlayTech earns $200+ million annually in profit, so they certainly have the financial resources to plug into GameMaker.

Improving Next Generation RPG Creation Software

Wow. That is huge for the community -- and bad for me. I've been watching GameMaker since it was bought out by a casino operator, and it really has been making the most of the influx of cash. Thanks for the info, vistorsfromdreams.

Also, I might as well add that I had my talk with a competition coach and he liked the survey responses, so thank you to everyone who did that. The only issue is that I forgot to ask about cross-platform compatibility, so I may be doing a follow-up survey with just that question, but otherwise it seems like I met the requirements I needed. There still remains a lot of concern that my proposal lacks the level of investment return usually desired by competitions like this, but that can't be helped.