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About AeghtyAteKees

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  • Birthday 01/05/1993

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    The Cave of Ordeals

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  1. Does anybody know how to modify Event Pages with a script call? RPG::Event has an attr_accessor :pages but if I try using: $game_map.events[id].pages[x].move_type = x I get an undefined method pages for Game_Event... How do I access the pages for a specific event from a script call? Is it possible to change the event data from a script call? Checking the current location of the event with $game_map.events[id].x == x seems to work just fine, but setting it with $game_map.events[id].x = x also gets an undefined method.
  2. Via default Ace behavior, if I have a menu item call a common event upon use, the game returns to the Map scene to run it and it runs as intended. However, if this script is installed (Tsukihime's Scene Interpreter), when the common event runs after being called from the item menu, it stops running if it processes any WAIT command, including anything waiting for completion. This breaks a lot of systems. If the script is used as intended -- to run common events within scenes -- the common events work normally. But it seems that if the scene changes during the common event, this problem arises. By default, I suppose a common event called from an item begins in the Item scene before the game changes to the Map scene. I have no idea why this is happening nor how to fix it. I did test this all in a blank, new project. If I should post this onto the specific script's topic then I will do that. Thank you! EDIT: I'm terribly sorry, I found that my script was outdated and this problem was fixed. If this topic can be removed, do so by all means. Apologies.
  3. Pssst.... I don't wanna be that guy, but you totally spelled your name wrong :D

  4. Lock Screen Scrolling By Axis?

    Going once; going twice...?
  5. Lock Screen Scrolling By Axis?

    Hello! I'm in need of either an add-on to Galv's Cam Control or a compatible snippet that allows me to independently lock screen scrolling per axis. For example: a designated game switch or a script call that keeps the screen centered on the current x coordinate, regardless if the player changes his x value, yet preserves scrolling of the screen on the y axis as the player changes his y value. And vise versa for the axes. Thank you!
  6. Grass and Dirt Stairs

    No! The tiles you made are great! I love them and I've already used them a bit since yesterday. I guess what I meant was sideways stairs that look more like the RTP sample I posted originally, sort of like this: Although I see what you mean by the border on yours. I liked the ones above because they looked more like the RTP earthy stairs (they just aren't formatted properly in 32x32), but I can see how it might be hard/impossible to make the dirt ones like this. And after looking back at these, I do think I like your's better. They're a lot more defined. Thank you for your help!
  7. Hi everyone, If I check my fps using F2, my results vary drastically, usually fluctuating around 20-40, but occasionally dropping to 10 and rarely ever at 60. Is F2 a reliable source for my frames per second rate? I have a pretty big game in development, but I never go overboard on my map sizes/number of events. I never have maps with either dimension over 100 (rarely over 50), and I rarely have more than 30-50 events on a map (though I do use most of the events for mapping aspects). However, my fps seems to heavily depend on what map I'm currently on. Is the size of the map in comparison to the amount of events the primary contributor to fps drop? I don't run any parallel processes on the maps, just a few parallel process common events when called (though I do have one parallel process common event that is always running, though that doesn't seem to affect fps if I disable it). It's worth noting that I do use a lot of pictures in mapping. Not parallax-mapping technically, but fixing pictures to the map and layering them above/below the map at times, so my game does deal with processing several transparent elements at a time. Do pictures/graphics with transparent elements drastically affect fps rate? Personally, I don't seem to notice any significant loss of gameplay or appearance of my game at 30 fps, so I guess that's not an issue? But of course dropping to 10 is pretty laggy, so I'm hoping to make some improvements. It's also worth noting that my laptop is a Grade A Piece of $hit. Most games/applications do not run smoothly on this machine, so how much lag should be attributed to my game development/RGSS3's capabilities, and how much is the fault of my hardware? So, do your games always run at a smooth 60 fps, and if not, what do you do to reduce the amount of drop, and are you also okay with a 30 fps rate for an RM game? Thank, everyone! Update: I decreased the size of one of my particularly laggy maps (10-20 fps) and noticed an immediate improvement. Curiously though, my fps is not very improved (hardly over 20). It runs a lot better from what I can tell. Strange...?
  8. Grass and Dirt Stairs

    These look great and they tile really well! I will definitely be using them and crediting you in my project. If anybody knows of other nice earth stairs/slopes or some that more closely resemble the RTPs, please let us know!
  9. Grass and Dirt Stairs

    Hello, Does anybody know of sideways stair variants of these RTP grass and dirt stairs? (Sideways style like this?) I have spent hours searching the interwebs for these tiles, and I know somebody has HAD to have made them at some point. Thanks!
  10. Using the SE channel for BGS effects

    Well, for the most part, this script works. One big issue I've found is that the pitch (frequency) of the sound that's playing isn't updated if you change it while it's already playing. This feature worked well in the default audio system, and I implemented it heavily in my game, so this script is breaking quite a lot of stuff. It look like a clue might be found at line 1000 in the script, where it checks if the new sound to be played is the same as the sound already playing, in which case, the script says it has no effect. But I need it to update the volume and pitch like Play BGS will do in the default engine. Can anybody help? UPDATE: I've found a simple workaround, which involves stopping the sound that's playing before replaying it with the new pitch. Works fine, but it would still be nice for the system to include this function.
  11. Using the SE channel for BGS effects

    Any help? (Bump)
  12. Hello, I recently put together a dynamic weather system up until the point of adding the sound effects for the rain. The majority of my maps already utilize some sort of BGS, and as we all know at this point, RM can't play more than one BGS at a time. The general answer is to combine the two audio files in Audacity. Doing so isn't an issue, but the amount of extra files that would generate is ridiculous, considering I want to adjust the volume of the rain depending on how far inside/underground the player is, and whether it's raining or storming. So many files! Plus the logic for specifying which one needs to be played, and having to have a condition on every BGS because my weather system is dynamic and random. Ugh. Won't do. I'm not a scripter, so my first attempt at a workaround was to make a common event that would play a SE of the rain file (since the SE channel can play any number of effects at a time) followed by a wait command for the exact duration of the sound, then loop. Homemade BGS. Works in theory, but not in practice. There's an audible skip every time it loops, regardless of adjusting the wait, and it easily desynchronizes itself overtime with any teeny bit of lag that causes a minuscule FPS drop. It's just not functional. So what are my other options? Is it possible for somebody to write a script that will play a SE on loop, seamlessly? I know we don't have access to some of the engine's core scripts, but maybe there's a workaround here? I have little knowledge in this area. Please help me find a solution! Thanks in advance.
  13. Follower Common Event

    SHIGGY, I NEED HELPS. So I found a bugger in your script--which mostly works great, btw!--but there is a weird quirk where you can talk to your follower when you aren't facing him. It seems to happen, for example, if you walk right, down, left, and then turn up. He'll be to your right, not above you, yet you'll be able to activate the common event. It also happens if you're walking, say, left, then turn around and walk right two spaces so you cross over your follower, you can activate him as if he were in front of you. I'm not sure if the follower coordinates aren't updating, or what. Here's the script I'm using to turn the player. Could you maybe test it out and see what's going on for me? I appreciate it!
  14. Follower Common Event

    Works great! Thanks as always.
  15. Follower Common Event

    Forgot that wasn't a default feature. Haha. My bad. I'm so used to it. So no, I don't need that.