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kurin

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Everything posted by kurin

  1. to the artists for that remake of the witch’s house: HOW DID YOU DO THAT

  2. toastytime and theunpropro’s videos are saving my ass

    now if only I actually opened up rpg maker and worked 

  3. I’m conflicted about what engine to use. do people still use vx ace? or is everyone moving to mv (or whatever the new one is)

    I have vxa and mv, but I GREATLY prefer vx ace. I just can’t stand how...blocky...and overly colorful the new programs are.

    1. Show previous comments  4 more
    2. kiyasu

      kiyasu

      Welcome to the "VX Ace club," a phrase I use to refer to people who firmly stick to VX Ace! I own the licenses for both MV and MZ, but I deliberately use VX Ace for all my projects. I can go on about in paragraphs of writing on why VX Ace is so much "better" than MV and MZ in many ways. I did mention a bit about my preferences in this post though. Of course if a person's goals are different, MV or MZ might be the "better" engine, but at least for me, the pros of VX Ace far outweighs the cons, while the cons of MV and MZ far outweighs the pros.

    3. Rikifive

      Rikifive

      ace master race

    4. Chuck

      Chuck

      You know what, I extremely felt the same. I prefer VXA over newer engines.

  4. sooo when you guys start a new rpg maker project, what’s the first thing you focus on? assets, programming, or story?

    1. PhoenixSoul

      PhoenixSoul

      All three, but usually I have story element/game idea in mind beforehand.

    2. Kayzee

      Kayzee

      Programming for me I guess. :3

  5. - listens to "eyes on me"

    - remembers one of my characters is a singer

    - HMMMMMMMMM

    1. PhoenixSoul

      PhoenixSoul

      ♫Come on, baby, won't you show me what you got, yeah; I want your salvation, whoa-oh-oh...♫

  6. wait there's a new rpg maker

    oh

    it's the same thing just with like. two new minor features lmao

    totally worth $70 amirite 

    1. PhoenixSoul

      PhoenixSoul

      lolz
      Only one way to know for certain. As is, it would be the only RM engine I can't use...

    2. kurin

      kurin

      @PhoenixSoul vx ace can be pried from my cold dead hands, mv already bugs me because the assets all just look. CLUNKY. and it feels way more tedious to add scripts ("pLuG-iNs") imho

    3. PhoenixSoul

      PhoenixSoul

      I think that some of the MV assets are decent, namely the angled faces from the generator parts, as well as some of the sprite parts like the hair and certain other bits.

      That said, I only ever use the opinions of others as guiding points.

      A good parent is a pillar of guidance and nothing more...

  7. you ever just catch yourself speaking dialogue aloud but never actually write it

    1. PhoenixSoul

      PhoenixSoul

      Almost daily, and sometimes more than once in a day.

    2. Kayzee

      Kayzee

      Sometimes I think. Most of the time I speak monologue aloud instead though. :P

  8. right ok I don't care I'm making that pride drawing I'll jUST SOMEHOW INCLUDE THE CHARACTERS' NAMES

    1. PhoenixSoul

      PhoenixSoul

      Hop to it, Frogger. lolz

  9. > haven't drawn or posted any official concepts for my game characters

    > wanted to post a pride month drawing for said characters after I introduced them

    > pride month ends next week

    image.png.4e6e4bb9802d3d33a1283e83d176ca12.png

    1. PhoenixSoul

      PhoenixSoul

      Mm-hmm. I hear that.

  10. I've listened to 'lifelight' so many times while writing my game that I don't even associate it with smash bros anymore. it's my game's theme now lol

    1. Show previous comments  5 more
    2. PhoenixSoul

      PhoenixSoul

      In essence, a MIDI file is one large piano roll keyboard with note annotations.

      Try loading any of the MIDI files from any song for FoF/Phase Shift/Clone Hero, and feast your eyes on all the piano roll notes for every single instrument part charted, including vocals, drums and dance. It doesn't seem to load in vocal harmonies or two-handed/pro keys though...

      Yeah, I know. No one plays rhythm games anymore. It's just an old, dead fad, right? lolz

    3. Kayzee

      Kayzee

      I'm not sure... Sure rhythm games are an old dead fad, but fads are a bit like the great old ones. They rarely truly die, just wait for the time when the stars are right to raise from their slumber and spread madness over the world once more. It's the way fads tend to be. Even those fads that seem to linger on as undead abominations after all the life and soul has been sucked out of them until they are pale shadows of what they once were seem to be able to spring back to life if the conditions are right.

    4. PhoenixSoul

      PhoenixSoul

      Hence, Clone Hero's current popularity.
      Actually, Indie Gaming in general is upticking in popularity, what with 'games as a service' being forced on the sycophants...by the sycophants...

  11. when you wanna make an animatic of your characters singing "no homo" but you realize you actually gotta draw and introduce em first ._.

    1. Kayzee

      Kayzee

      What about when you wanna make an animatic of your characters singing "no homo" but you realize they actually homo?

    2. kurin

      kurin

      @Kayzee oh, my characters are 100% homo >:DDD

    3. UncannyBoots

      UncannyBoots

      "oh, my characters are 100% homo >:DDD"

      No homo.

      Phew, saved you.

  12. what if I just summed up my characters in memes

  13. one of my characters' voice claims is vinny vinesauce, which makes writing serious scenes for him unbelievably awkward because I just keep imagining him making the most inhuman noises.

  14. you'd think I would've been using all this quarantine time to continue writing

    or finalizing character designs

    or anything productive

     

     

     

     

     

    yeah maybe in some other timeline I would have lol

    1. Show previous comments  8 more
    2. kurin

      kurin

      @PhoenixSoul @Kayzee oh true? I thought that was a term everyone knew :0

      executive functioning is essentially- the cogs in your brain. you know how when you think "I wanna do this today" and you do it? that's executive functioning.

      executive dysfunction is when you think "I wanna do this today", but you're still glued to the spot you're currently in. your brain, nerves, everything is saying "IF YOU WANNA DO THE THING DO IT NOW" but you're still sitting there. not because laziness or "not really wanting to do that", but because- well- that one cog in your brain that actually gets you up to do something just isn't working, no matter how much you really want to stop sitting there doing nothing. it can mess up your time management, planning, problem-solving, etc. and it's prevalent in people with mental disorders like autism or adhd. (I'm autistic fyi)

       

      so most days, I think to myself "I wanna draw/write/be productive", but end up doing nothing but watch youtube videos or lurk on social media because that specific function? doesn't work. not to say it NEVER works, but I really have to push myself to plug in my tablet or pull up google docs if I actually wanna get any work done.

    3. Kayzee

      Kayzee

      Yeah, that's what I thought. I have basically the same problem. I have been diagnosed with aspergers and adhd. But honestly? I am not sure if being diagnosed as such is really that informative or helpful. It seems like it's a bunch of symptoms that no one really understands thrown together in a box. Some I have, some I don't. I am not saying it can't be a useful tool to get help, but I wonder sometimes if thinking of these types of problems as 'mental disorders' is misdirecting people. It really doesn't matter, it's a problem regardless.

       

      When it comes to not doing things, I might have a broken brain cog, or I might just be lazy, or I might just not want to do things as much as I think I do. But what I suspect more then anything else is that all three are true. I suspect that the actual problem with my brain is that I just don't get the kind of endorphin rush that normal people get for doing things. I just don't find things as rewarding. As a consequence I don't really want to do things, even if i do (yes, you can in fact want and not want something at the same time). And because of that I become incredibly lazy which causes me to want to do things even less.

       

      Here is the interesting thing though: I don't think this behavior pattern is actually universally bad. If we consider the opposite scenario, it's easy to see how someone might be caught up in having too much of an endorphin rush, causing them to because impulsive and/or have an addictive personality. It seems to me like more and more 'normal' people are being preyed on by people who exploit human psychology. Is some of this in fact an adaption created in response? Who knows? But either way, it can get really annoying.

       

       

    4. PhoenixSoul

      PhoenixSoul

      I can safely say I have the same executive dysfunction issues, though they're triggered externally, for the most part (meaning that it's other people spreading me thin and stressing me out).

  15. everyone: don't you think you're a little too attached to dezel from tales of zestiria

    me, halfway done making his hat in animal crossing: no clue what you're talking about

    1. Show previous comments  6 more
    2. kurin

      kurin

      Pin by Sleepy Hollow on memes gifs | Cartoon memes, Reaction ...

      what the fresh hell happened here

    3. PhoenixSoul

      PhoenixSoul

      I don't judge what characters people like; I'm not some doting, admiring and ANNOYING AS FUCK FANBITCH. lmao
      (a battle of context versus wording is what happened)

    4. Kayzee

      Kayzee

      But half of a language is context. If you aren't using English in the context of English, you aren't really using English. You are using a zombified husk of English that might use the same words but has none of the soul. Same with any other language too. Also: English is an odd language sure, but language in general is pretty odd.

       

      Also: @kurin What's that look for? Can't two girls just be complete rambling lunatics sometimes? :3

       

  16. can't believe I hated emil tales of symphonia when I was 15. smfh

    1. PhoenixSoul

      PhoenixSoul

      Not sure what that is, but an epiphany is an epiphany.

  17. (has a mental breakdown) ok time to project this onto my characters 

    1. PhoenixSoul

      PhoenixSoul

      No better time, really.

    2. Kayzee

      Kayzee

      Why not? Most of fiction is people projecting their issues after all!

    3. kurin
  18. just a passing idea, but how would y'all use singing as a battle mechanic?

    1. Show previous comments  4 more
    2. Kayzee

      Kayzee

      I always find those kind of passive battlefield effects rather interesting, especially where the battle field it's self has states of sort that change how battle works for everyone and can be harnessed by with some strategy. A bit like the weather effects in the Pokemon games.

       

      Like maybe there is a song that fills the battlefield with holy light, which may heal most living things but hurts undead and/or demons? Both allies and enemies would be effected, but most of the time those types of creatures are enemies. Also there could be a reverse version some enemies could use that fills the battlefeild with darkness that heals undead and demons but hurts most everyone else.

       

      Another example might be a version of the Bard's 'counterspell' ability from D&D or maybe more like a multiturn Runic from FFVI in the form of a song. Basically something that prevents spells from working when it's sung, but again effects everybody. There probobly should be a way to tell a bard-type to stop signing on their turn or play a new song.

       

      Maybe also so you don't end up switching songs every round, they could start out not that powerful but get stronger the more rounds you keep singing? I donno.

       

      If there can be only one effect on the whole battlefield that might also mean enemy bards can sort of block yours and visa versa.

    3. PhoenixSoul

      PhoenixSoul

      (what I saw at first glance)

      Quote

      just a passing idea, but how would y'all see singing as a battle mechanic?

       

      Yeah, I'd go with a Final Fantasy type thing where once in song, the battler cannot do anything else.

    4. kurin

      kurin

      @PhoenixSoul (I edited it bc I felt the word choice made it confusing :V)

  19. question for artists: how would you recommend scaling down character portraits? and what resolution are they originally when you draw them?

  20. just in case I give up tryna figure it out: vx ace users what are some simpler alternatives to theo's battle system you guys recommend? thanks!!

    1. Holder

      Holder

      I've got a list of Animated battle scripts in my topic for Animated Battler resources.

    2. PhoenixSoul

      PhoenixSoul

      I have the simple side view battle system; not using it for my current project but it is a good one.

    3. kurin

      kurin

      @Holder just gonna bookmark every single script you linked in that thread because this is a HUGE savior

  21. just found out if I wanna make a cool opening movie for my game i gotta draw it myself, animate it myself and then render it so it fits the tiny af vx ace resolution

     

    1. Kayzee

      Kayzee

      How else are you supposed to do it? I suppose you could try to commission one but good animators don't grow on trees ya know.


      Also: VX Ace's video player is kind of terrible. I don't think you can even skip videos.

       

       

       

    2. kurin

      kurin

      @Kayzee I'm mocking my own laziness lmao, still gonna try to do it, I'm too broke to commission somebody

    3. Kayzee

      Kayzee

      Honestly you could probably do something cool enough with still images or in-game graphics without needing to actually fully animate anything.

  22. good god rpg maker mv's default weapons/classes are an absolute DOWNGRADE 

    1. Show previous comments  6 more
    2. That One NPC

      That One NPC

      @kurin Hey! Awesome birthday gift!! 😁

       

      Not bad at all.

       

       

    3. Kayzee

      Kayzee

      @PhoenixSoul Oh it is, it really really is. That doesn't necessarily make it bad though, and most programing languages are weird in their own special way. Thing is, I actually sorta like Javascript in a lot of ways. You can do some neat stuff with it I hear. I just happen to like Ruby more and know it better. :P

    4. PhoenixSoul

      PhoenixSoul

      Quote

      I just happen to like Ruby more and know it better.

      That makes two of us, well, as far as knowing Ruby better than I do JS...lol

  23. what's some good mapping advice y'all have? I feel like making maps is one of my weaker points with rpg maker.

    1. Show previous comments  3 more
    2. kurin

      kurin

      @Kayzee shift mapping is still something I have trouble understanding. what exactly makes it different from regular mapping?

    3. PhoenixSoul

      PhoenixSoul

      Holding down Shift (left Shift actually) and right clicking on a specific tile will pull that tile's configuration into memory, and then holding Shift and left-clicking will place an exact copy of that configuration.

      It's simple, though I can only imagine it wasn't easy to program...lolz

    4. Kayzee

      Kayzee

      It basically allows you to copy and paste things without updating autotiles. This allows you to put tiles next to each other that would otherwise be impossible, which I heavily use in the screenshot I posted. And yeah you have to hold shift while copying and while pasting for it to work right. Honestly not sure why though. Seems to me that either it could always copy the exact tiles and hold shift while pasting to turn off updating autotiles, or holding shift while coping could mark the clipboard to not update autotiles and you wouldn't need to hold shift while pasting.

       

      Also: While I obviously never saw any of the RPG Maker source code, I did write code for VX Ace to update autotiles in-game (for my dungeon generator). And let me tell you, autotiles are kind of a mess. :P Just... Just look at this monstrosity:

       

      Spoiler
      
      class Game_Map
        
        def update_all_autotiles
          @map.data.update_all_autotiles
        end
        
        def update_autotiles_at(x, y)
          @map.data.update_autotiles_at(x, y)
        end
        
      end
      
      class Table
        
        def update_all_autotiles
          for i in 0...xsize
            for j in 0...ysize
              update_autotile(i, j, 0)
              update_autotile(i, j, 1)
            end
          end
        end
        
        def update_autotiles_at(x, y)
          x1 = [x - 1, 0].max
          x2 = [x + 1, xsize].min
          y1 = [y - 1, 0].max
          y2 = [y + 1, ysize].min
          for i in x1..x2
            for j in y1..y2
              update_autotile(i, j, 0)
              update_autotile(i, j, 1)
            end
          end
        end
        
        def autotile_edge(autotile, x, y, z)
          x = x % xsize if $game_map.loop_horizontal?
          y = y % ysize if $game_map.loop_vertical?
          # Special dungeon logic
          # makes overlay grass tiles "grow" out of walls. 
          if z == 1 && $game_map.note_field[:grass_walls] 
            return false if $game_map.region_id(x, y) == 1 || $game_map.region_id(x, y) == 4
          end
          $game_map.valid?(x, y) && autotile != autotile_type(x, y, z)
        end
        
        def autotile_wall_edge(autotile, x, y, z)
          if (autotile / 8) % 2 == 1
            return false if autotile_type(x, y, z) + 8 == autotile
          end
          autotile_edge(autotile, x, y, z)
        end
        
        def update_autotile(x, y, z) 
          autotile = autotile_type(x, y, z)
          return if autotile < 0
          index = 0
          case get_autotile_group(autotile)
          when 2
            l = autotile_edge(autotile, x - 1, y, z)
            r = autotile_edge(autotile, x + 1, y, z)
            index = waterfall_autotile_index(l,r)
          when 1
            l = autotile_wall_edge(autotile, x - 1, y, z)
            r = autotile_wall_edge(autotile, x + 1, y, z)
            u = autotile_edge(autotile, x, y - 1, z)
            d = autotile_edge(autotile, x, y + 1, z)
            index = wall_autotile_index(u,d,l,r)
          when 0
            l = autotile_edge(autotile, x - 1, y, z)
            r = autotile_edge(autotile, x + 1, y, z)
            u = autotile_edge(autotile, x, y - 1, z)
            d = autotile_edge(autotile, x, y + 1, z)
            ul = autotile_edge(autotile, x - 1, y - 1, z)
            ur = autotile_edge(autotile, x + 1, y - 1, z)
            dl = autotile_edge(autotile, x - 1, y + 1, z)
            dr = autotile_edge(autotile, x + 1, y + 1, z)
            index = normal_autotile_index(u,d,l,r,ul,ur,dl,dr)
          end
          self[x, y, z] = get_autotile_tile_id(autotile, index)
        end
        
        def get_autotile_tile_id(autotile, index)
          2048 + (48 * autotile) + index
        end
        
        def autotile_type(x, y, z)
          tile = self[x, y, z] || 0
          tile >= 2048 ? (tile - 2048) / 48 : -1
        end
        
       def get_autotile_group(autotile)
          return unless autotile
          return 2 if autotile == 5 or autotile == 7 or 
                      autotile == 9 or autotile == 11 or
                      autotile == 13 or autotile == 15
          return 1 if autotile >= 48 and autotile <= 79
          return 1 if autotile >= 88 and autotile <= 95
          return 1 if autotile >= 104 and autotile <= 111
          return 1 if autotile >= 120 and autotile <= 127
          return 0
        end
        
        def waterfall_autotile_index(l,r)
          edge = 0
          edge |= 1 if l
          edge |= 2 if r
          return edge
        end
        
        def wall_autotile_index(u,d,l,r)
          edge = 0
          edge |= 1 if l
          edge |= 2 if u
          edge |= 4 if r
          edge |= 8 if d
          return edge
        end
        
        def normal_autotile_index(u,d,l,r,ul,ur,dl,dr)
          edge = 0
          edge |= 1 if l
          edge |= 2 if u
          edge |= 4 if r
          edge |= 8 if d
          corner = 0
          case edge
          when 0
            corner |= 1 if ul
            corner |= 2 if ur
            corner |= 4 if dr
            corner |= 8 if dl
            return corner
          when 1
            corner |= 1 if ur
            corner |= 2 if dr
            return 16 | corner
          when 2
            corner |= 1 if dr
            corner |= 2 if dl
            return 20 | corner
          when 4
            corner |= 1 if dl
            corner |= 2 if ul
            return 24 | corner
          when 8
            corner |= 1 if ul
            corner |= 2 if ur
            return 28 | corner
          when 5
            return 32
          when 10
            return 33
          when 3
            return dr ? 35 : 34
          when 6
            return dl ? 37 : 36
          when 12
            return ul ? 39 : 38
          when 9
            return ur ? 41 : 40
          when 7 
            return 42
          when 11
            return 43
          when 13
            return 44
          when 14
            return 45
          when 15
            return 46
          else
            return 47
          end
        end 
        
      end

       

       

      So many special cases and hardcoded tile numbers! So really I imagine shift-mapping was actually pretty easy to program. It's normal mapping that seems tricky to program to me. :3

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