SLASH'S PROFILE

slash
APATHY IS FOR COWARDS
4158
I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

Search

Filter

My RPG_RT file isn't opening in widescreen...

I'm kind of used to it at this point.

My RPG_RT file isn't opening in widescreen...

Instead, it just opens in a normal square program with two big annoying black bars on either side of the playing field. Is there anyway to fix this?

Also, how do I get rid of the Enterbrain logo at the beginning of the program? I can do it with a resource editor, right? Or just download an edited RTP_RT?

How to approach a Girl you're attracted to

I think Orig just gave the best advice you can in a topic like this (although I doubt he knows it).

Don't think too much and act on instinct. Your brain should only be there to prevent you r instinct to saying things that are immensely dumb, not to hamper you, and the things it prevents you from saying or doing are things you already know (don't punch her in the face, for example).

Shut up about it, quit thinking to yourself and just go for it - the best advice I can give. Let your penis knock your brain out of the question, tbh.
A good example? Talk to her about things you would ask anyone else about. Remember how you met your friends? Meet her the same way. Ask her the same questions about herself you asked your friends.

So, does the battle animation autocomplete work? [RM2k3]

I haven't been able to make it function yet... I'll set a couple cels in the animation and try checking and unchecking everything, but not much happens. I also can't really figure out what mass copy/clear can be used for.

Is it possible to change message speed permanently? [rm2k3]

Well yea, but the default is 1 and I wanted to make it 2... just enough so that the message doesn't blaze across the screen every time. It helps with the pacing.

That's really annoying, though I may have to live with it.

Is it possible to change message speed permanently? [rm2k3]

I know you can use \S or what have you to slow down messages... but is there a way to apply this automatically, or am I going to have to do it in every message?

Retroactively checking skill use (RM2k3)

This is a topic I've seen around a couple times. I bookmarked it, but I seem to have lost it and I can't find the link anywhere.

I know there's a way using RM2k3's battle system where you can check what skill a character uses from the Skill command. It involves setting a variable to the Hero's MP before and after a 'dummy' skill use, and then checking it to see if it equals the amount the skill costs, <I>immediately</i> after the skill has been used.

This part is important, because I plan on scripting most of the skill's actual use in the Battle Event window, so I need the skill's code to start as soon as I use the dummy skill. I've found ways you can make it activate on the next turn, but that could be iffy at best, because the skill could kill the enemy who's turn it is, or something of that nature.

I thought I read somewhere that if you make the skill's code the page before the code that sets the Hero's MP, the battle system will read it, and right after the dummy skill animation and damage is calculated, the game uses the real skill. Does anyone know what I'm talking about?

Help with chaning my character's battle sprite in battle (RM2k3)

That's... too obvious. Damn. I've been trying to figure a way around this forever! Thanks!

Edit: And I just noticed another topic with the same question. Dang.

Help with chaning my character's battle sprite in battle (RM2k3)

I'm trying to create a special attack through the Battle Event system that does damage based on your hero's level and many other factors (i.e. unprogrammable in the normal skill tab). I have it set up so that this skill is a seperate command (i.e. "Special") and that when you use it, the battle event starts.

Now, here's the problem. The animation for this attack is my hero jumping up the air, catching fire and burning the enemy. However, my character's battle sprite (the "Idle Stance") is still shown on-screen the entire time. Is there any way I can remove it without having to remove my character from the party and put in a "filler" character?

(I've tried the "filler" thing, it works, but it's going to be a hassle if I have a party system that involves switching characters, or at least it will involve a lot of barriers. Plus, whenever he's added back into the party he goes from first to last position.)

So, if you input a command during a battle animation.. (help please)

In RM2k3, my battle animations are anywhere from 10-100 frames long. I've found that with two characters on the screen, I can input a command on the first, then, as the animation is playing, use the second to attack or something.

The second character will attack immediately after the first animation is done, but before the first spell/attack has any affect. If the first character used a spell, the MP won't be consumed, and the enemy won't take any damage, for example.

Is there a solution to this, or is an inevitible problem with RM2k3?

EDIT: Alright, so I've already fixed it... it world seem that if you create a battle event page with the trigger Second Character uses Attack command (or whatever) it pauses the system just enough to make it double-check and confirm both character's actions. Cool.

(You can create a battle event called Turns Taken and put a 0.0 second wait on it and it will cover everything)