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  2. Hello, first of all, I'm sorry if someone already asked this, or there's a thread about this, I'm not sure how to describe it properly. In battles, there are events that can be triggered when the enemy or actor receives a certain state, right? How can you make an event trigger that involves a stat buff/debuff like the default characters RPG makers give? (Like, Terence's Breath Weapon buffs a member's attack once) In short, is it possible to use buffs and debuffs a condition for events?
  3. Today
  4. Actually it's pretty easy in audacity to find loop point numbers, you just need to set the selection position display to do "start and length of selection" and to display in samples, but yeah it's still a bit of a pain in the ass. I find that I actually don't actually have to use them very often, but I make my own music for my game and a lot of my music is structured to avoid loop points. Of course, you could just change the sound file's sampling rate which would change the pitch without changing the loop points or the file size, but I don't think audacity really has that option. I think you can use the Change Speed effect and then resample but I am not sure about the math on that and I am not sure I trust how exact it would be. But if you are just going to use one pitch per sound file anyway, I think I will try and mode the jukebox for you anyway sometime soon, and just have it remember the v volume/pitch settings of the first time it's played. Don't think this is a good general solution though. The other option I guess would maybe be to put the pitch change you want in the .OGG metadata and figure out how to read .OGG metadata in ruby.
  5. RE: Audacity: One massive issue. That works fine if there are no loop points to consider (by the way I SUCK AT THIS ALREADY and have to guess a lot or use a calculator tool), but for most files, they have set loopstart and looplength values that will require adjusting after the changes are made, and honestly, that in itself is not ideal, since it also means that the game WILL TAKE UP MORE SPACE, and um, that I will pass on. Anyway, the slider thing you mentioned would be neat, sure, but if I'm going to have to make the workload more of a burden I'd rather use a drab menu with each selection and use Hime's Choice Options for managing that. Of course, that's sloppy, but, that's me going at this with my limited capabilities. By the way, I don't even know how to change where choice menus appear on the fly, so double drab emphasis.
  6. Tanrex

    Female Commanders, Soldiers, and General Actors

    ok gonna use some of your stuff for my game accredited to you. Don't know if you are around anymore. I was wondering if you can make spite of Astrid?
  7. Sure I guess if you assumed each bit of music and/or sound would always be played with one and only one pitch, but you know what they say about assuming things right? :P See, here is the thing: The volume and pitch setting can be set differently every time the song is played, and are kinda intended as special effects. I suppose it could create a new jukebox track for each track/pitch combo it encountered, but what would it call them? The other way is to have a giant cumbersome list of what the correct pitches are for each track to play at. None of these solutions are very satisfactory. Though there is a pretty simple way to solve this problem... One which requires no scripting what so ever! Just get Audacity (which you probobly already have anyway) and use the Change Speed effect to make all the tracks sound just the way you want them to normally sound. You can set the volume and do other things too! It makes everything so much simpler that way I think. :3 All that being said, it might be neat to have a volume and pitch slider for the jukebox that can be used to play tracks in different ways, just for fun.
  8. MasterMoes

    Swapping window positions

    I'm kind of familiar with the code, since I've been using this engine for more than two years. I realize that I would have to script, which is the point, but I need to know just a small detail (if you know the answer or know someone who could answer this): would changing every x/y coordinate from a positive number to a negative number and vise versa work, or would it cause a crash? I would experiment it myself, but I'm changing the script in the middle of my project, and messing up a script for experimenting too much when you're partially finished could cause a ton of problems. Do you know if this idea would work?
  9. Yesterday
  10. roninator2

    Character select script?

    You may also be looking for a player reserve party script.
  11. roninator2

    Swapping window positions

    Any window manipulation would require scripting. Either you manually go in and write the changes to all of the code that points to each wndow, or you use a combination of scripts to make the changes with yourself specifying the locations. What I mean by that is Luna Engine. It is designed to allow you to manipulate almost anything on the screen. But you have to still set it up and sometimes manually create additional scripts from Luna Engine to control the window. Either way You have to learn the code and make the changes.
  12. Tiger lilly, my cat who had lived for 14 years, had 3 kittens. Died in her sleep today. I will miss her, I love her lots.

    1. PhoenixSoul


      At least she had a litter before her passing.


      May Eden have received her under her kind, loving care...

  13. PhoenixSoul

    Character select script?

    I would also look into a Party Manager script as it might be more useful.
  14. @Kayzee Not exactly, no. The point is that if I set the title screen music to 110% pitch, it won't reflect this in the script as it is. The fix, I call future-proofing, to the end user/player, immersion enhancing. I figured that using a pair of variables rather than fixed numbers in place of volume and pitch would be all this needs, but not quite sure how to go about defining them, hence, why I asked in the first place. Of course, might it be necessary to do more than just that, then it's good that I am asking.
  15. I still need to really look into that script, or make my own version. I was planning on having a jukebox thing somewhere in my game anyway, so it's on my todo list for sure. Though are you just planning on having a big list of pitches for each track?
  16. Tried scouring the RMMV Steam forums recently, nearly contracted Stage-IV Ligma in the process. Thankfully, this place exists.


    Also, I'm back!

  17. Eric Matyas

    Building a Free Library of Images for Everyone

    Greetings fellow creatives, If anyone is interested, I was recently asked to do an interview for a website called Exilian. Hopefully my answers were entertaining and (somewhat) intelligent…lol. Here’s a link if anyone wants to check it out: https://exilian.co.uk/articles.php That said, this week’s cool new textures are on the following pages: TXR – BRICK - Seamless Some really interesting brick textures. https://soundimage.org/txr-brick-seamless/ TXR – ROCK/STONE – Seamless Some new stone textures that could be used for old roads, paths, castles, etc. Some have grass between the stones, too. https://soundimage.org/txr-rockstone-seamless/ More music is on its way as well as some cool new city ambience sounds. Keep being creative!
  18. Hi William, Nice script, very customisable, I appreciate the existence of the Enemy Window. Is it possible to make the window appear just for 1 or 2 seconds for skills ? For now, the Window remains until the end of the animation and that's disturbing for long animations (I have super attacks that last almost 200 frames ^^). I tried to add "Wait" several times and "Clear" in your script and it works, but it freezes the battle until the Window is cleared. I tried to modify the "MESSAGE_SPEED" too but it doesn't affect that duration at all. Maybe I have missed something ?
  19. MasterMoes

    Character select script?

    Hey, sorry for replying late. This isn't exactly what I need, but it could work. I actually figured out my own system, but this script should be useful for something else. Thank you for showing it to me!
  20. MasterMoes

    Swapping window positions

    So I'm working on a game that uses a whole lot of different scripts that involve windows, like an improved shop or an improved menu. I'm currently making multiple games at once, and all of them use some of the same scripts featured in my other games. The problem is, I don't want the positions of the windows to be the same in each game... As an example, lets say a window layout looks like this on the screen: What I want to do is change the positions of each window, making every window on the top appear on the bottom and vise versa, and same goes for the left and right positions of the windows. The window example should change to this: So in conclusion, how would this be possible? I'm using mostly Yanfly's and Galv's scripts if that helps. Getting this problem solved would really help me, and even just changing the top and bottom or just the left and right would be perfect too. Anybody know how to do this? -~MasterMoes
  21. So, what I wanted to do with the jukebox script was... filename, name of file, volume, pitch (only the first two are currently available for customization) That way, if the pitch or volume of any sound is altered in game and the script picks that up, it will pick it up with those settings rather than the default.
  22. Last week
  23. Oh darn... I was just looking at the minimap script you sent me and it seems it probobly won't work with my way of doing masks after all. :( Well not unless the whole thing is redone anyway. It's possible to make a map script that does the mask effect, but it would probably need to be a whole new script. I somehow thought the script was simpler then it actually is. I thought it mostly just loaded a bitmap image and displayed it, but it also has a bunch of other sprites and stuff so, yeah. My mask trick is really really limited sometimes, but it's the only way I know of to do masks with RGSS...
  24. Hmmm... Think you could send me a widdle example project of that script via PM or something? Like I said, all the links I found are broken and I would like to see how a working setup for that script works with the needed images and all.
  25. HI there, sorry did you have any luck? I've managed to blend the images as you said, but never full transparency D:
  26. Zen Blood

    Fleshport [Horror]

    If anyone is interested in beta testing (volunteer or paid) within the next couple months, I am accepting one more beta tester. After September 25th, I shall not be accepting any more beta testers.
  27. Vis_Mage

    VE Materia - Tweak to AP

  28. I did something to help myself. dfEG13d.png


    I suk so bad, that I even need to cheat in my own games. 0CHh6vQ.png

    jk, jk, that stuff is just handy, because I can adjust stats / test things on the fly, without having to change the code all over the place and keep restarting the game, you know how it goes.

    1. Show previous comments  12 more
    2. Kayzee


      Besides, I am mostly making this game for fun right now. If it gets close to release maybe I will promote it more, put it up on the steam workshop maybe.

    3. Shiggy


      I was reading your comment about making generic console commands with the compiled language and it made me think.
      Is it possible to make a pre compilation script that would parse your files and create a new function in a separate file that associate the name of the functions parsed to their adress? 
      That way, every function you already wrote can be used in the console without having to do busywork.
      It would be a bit complicated to deal with the types of the arguments but I still think it's doable (at least in the compiled languages I know of). 
      I don't know too much about Game Maker, what language does it use? 

    4. Kayzee


      Pretty sure Game Maker uses it's own language, but I haven't used it enough to be sure. Not sure if Game Maker uses make-style compile scripts really.

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