PIANOTM'S PROFILE

pianotm
The TM is for Totally Magical.
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I am a piano technician and musician by trade. I am a poet, a writer, an artist in my spare time.

http://pianotm.indie.af/

https://pianotm.deviantart.com/

https://twitter.com/pianotm26

https://pianotm.itch.io/the-dark-elfs-quest $14.99

https://pianotm.itch.io/euphonie $10.00
Across the Universe
Survival and friendship in an impossible situation.

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[RM2K] [RM2K3] Resources for Battle Chars....where though?

AI goodness

Remi-Chan
I'll be sure to relay this message to all the people who asked.

All zero of them!


This isn't about generative AI. It's about game AI.

MISAO RESULTS 2023

Congratulations to all winners and nominees!

Is all copyrighted music considered plagiarism under the rules?

Google Dictionary
pla·gia·rism/ˈplājəˌriz(ə)m/
noun
noun: plagiarism; plural noun: plagiarisms

the practice of taking someone else's work or ideas and passing them off as one's own.
"there were accusations of plagiarism"

The key there is "passing them off as one's own". That's what we don't want you to do.

First: wherever you get your materials, it is insisted upon that you credit the creator.

So, generally, the site doesn't want you taking from fellow creators in the community without their direct permission. However, (addressing what the rule says here: "As far as graphics go, there is some leeway") that was rampant for years, so there are a lot of graphics floating around that nobody knows where they come from. They're just sitting on old lists all over the internet with no source and so far, it's proven extremely difficult to figure out who made them. So, if you're using any of those graphics, this site, at least, wants you to do your level best to make a good faith effort to credit them. If you can't, it's a generally a good practice to say in your credits, on your gamepage, somewhere visible, that you found these graphics and you can't figure out who made them.

So basically, if you use something that you didn't create yourself, get permission from the creator, pay for assets, or at the very least, or if you can't find a source, make it clear that you don't have a source for some asset you're using. If the creator's around, and won't give you permission, don't use it. And in general, it's not hard to get materials that you can use free and clear. There are creators who make whole sets for you to use and you can just go to their sites and download them, and they only ask that you credit them in your game. White Screw, Milano-Cat, First Seed Materials, etc. Some of these do specify that you can only use their content non-commercially (White Screw and Milano-Cat both ask that you seek permission for commercial use.).

If you're stealing from main-stream games, like Final Fantasy or something, that's frowned upon, but nobody's going to stop you from doing it unless somebody sends a Cease and Desist (which, that happens on occasion.).

Directly addressing music:

Obviously, if it's something one of us made, the the same as above is going to apply. But music is something that seems to be more tightly controlled. Being a music composer, I can tell you that I can't just dump my music on whatever lists. So, I think that you're just generally going to have a harder time finding derelict music assets because the sites that you can put music on are just, frankly, better policed, and music assets aren't something you're just going to find randomly floating around nearly as commonly.

If you use music from someone else, you can buy music packs from rpgmakerweb, from itch.io, I've got a pack in the store on this site (it's hosted on itch.io), you can find music that people just put out free to use with credit, such as Kevin MacLeod at incompetech, but in general, don't rip that stuff. Again, if you rip it from a mainstream game like Final Fantasy or Fire Emblem, it's frowned on, but nobody here is going to stop you, but music's a little more hazardous than graphics.

Copyright bots look for music. Music is the dangerous one to steal because everyone is looking for streams and music that SOUNDS like their content. And sites are really stupid about music. I transcribe a lot of classical music from the 1800s and 1700s to use in games or wherever. It's public domain! It's mine to use! But copyright bots will almost always flag them as belonging to someone else. I'm pretty sure Andre Previn would not appreciate his 1976 composition of Swan Lake being compared to my Swan Lake made in MuseScore using a public soundfont! I'd be insulted if I were him! (Ask me how I know Andre Previn conducted a performance of Swan Lake in 1976, or how I even know who he is! I'll bet you can guess!)

So, with music, if you use something copyrighted, anything! Add a warning. There is some streamer or let's player somewhere that's going to play your game, no matter how little it is, and wouldn't it be nice to let them know that if they don't turn down their sound, their channel's gonna get the hell struck out of it?

Repair Kit VS Humen Healing items

This would be so much easier in 2k/3. You see, there, you could check the box for which characters your items work on and which they don't. There is, unfortunately, no easy way to do this. It can be done with advanced scripting, but I don't have that skill, and I suspect, neither do you. The problem is that VX Ace's engine doesn't have a concept of an individual actor using an item. It only understands an item being used and targeting an actor. I was looking at Yanfly's Targeting Manager scripts, but they don't consider items. You could probably figure something out with Lunatic Targets, but again, advanced scripting necessary.

You can do a work around, though:

Have the item call a common event and handle everything in there.

Have a conditional branch determine whether you are healing a person or a robot. If your item is trying to heal the wrong type of character, do nothing, and add one of the item back into the inventory. The reason you have to add an item back is because no matter what you do, the system is going to consider the item used, so, you have to add it back into inventory.

Healing in common events is pretty easy and straightforward.

You just want to make sure that you don't use any event commands that aren't available in the Battle Event window of the Troops tab. As long as you keep it simple, it shouldn't be a problem, but VX Ace can get bitchy over using the wrong commands in common events for battle.

Good softwares to import BGM?

Audacity is absolutely the best software for this. You should be using it for all music file conversions.

Countering the Psychology of Touch Encounters

Well, I can think of a few ways to deal with people avoiding absolutely everything (and it really annoys me because, why are you even bothering to play the game if you're going to avoid the primary game mechanic.).

Two things right off the bat that are really easy to implement and there's no reason to complain about:
1. You must defeat a certain number of enemies to unlock the next dungeon/exit the dungeon/otherwise solve the dungeon.
2. Have a boss that is too hard to beat without fighting a certain number of enemies.

Another thing I can think of is have key fights in the dungeon (and let the players know these fights exist) that give items or abilities that are required for later areas in the game. So if you're avoiding the basic game mechanics, I have no sympathy for you if you suddenly reach a locked door that says you need to retrace your steps through eight dungeons to get the key.

Anyway, it pisses me off way too much when I see a let's play where someone is just avoiding every fight in the game and then whining about how hard the boss is. So, because you're too lazy to play the game I made, it's somehow my fault when you run into a wall. Fuck that shit.

[RMVX ACE] Help with some small menu tweaks

I think I've figured out removing the item stats in shops...
Window_ShopStatus

Hash out line 23 and lines 36 through 42. Go down to line 61 in "Number of Actors Displayable at Once". That line should be return 4. Change the 4 to 0. That seems to have worked for my shop.

[RMMZ] Changing Battle Background on World Map[RMMV]

Abashi76
Marrend
What about a parallel process and terrain tags? Like, the theory in my head is that you can use the Get Location Info event-command, have it store the terrain tag into a variable, with the location designation being the player object. Then it could be a conditional branch based on the value of that variable, and a Change Battle Background from there.
That is what I was hoping for. I would actually prefer to do so through the numbers on the R tab, but at least terrain tabs are good. It's too bad that they can only be from zero to seven (0-7). Why not eight or nine (8-9)? How many ways are there to do this on the world map?

You absolutely can do it with the area tags. We only suggest terrain tags because you can assign those directly to the tileset and forget about them. If you're willing to put in the work to put the necessary area tags on your map, you'd get a lot more flexibility with them. Especially since they go up to 255.

[RMVX ACE] Help with some small menu tweaks

Windows_Base. Pretty much everything that handles your HP/MP positioning, color, etc. is in there.
First, to get rid of the Level, find Draw Level and hash the whole section out, then find the Draw Simple Status section and hash out the line "draw_actor_level(actor, x, y + line_height * 1)"

For the positions of HP and MP, in the sections Draw HP and Draw MP,

def draw_actor_hp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::hp_a)
draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
hp_color(actor), normal_color)


def draw_actor_mp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::mp_a)
draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)


For each of these, in the lines draw_gauge, draw_text, and draw_current_and_max_values, replace the "x" with the number coordinate you want the HP and MP bars positioned at. If you want them a little higher, you can also replace the "y" in each of those lines. Do not replace the "x" or "y" in the first line.

For what you want with the stats window, if you're doing something with Yanfly Equip Engine with that, you might want to simply add Yanfly Item Menu, which you should be able to use to turn off the stats window. Without looking at it, I'm pretty sure it offers the option to turn off the stats window. Not sure about the equip/clear (I've never tried to get rid of these things, before.). I haven't been able to find the script that controls the equip/clear selection.

As for getting rid of the the Own/Equip section of the shops, I've never done that before, either, but that's all handled in Window_ShopStatus.