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UncannyBoots last won the day on September 24 2020

UncannyBoots had the most liked content!

About UncannyBoots

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  1. Man it's been a while haha. I'm just wondering, is it within our rights to take a MIDI from 2k3 (or XP or 2k or even 95) and put it into a DAW and remix it? I own 2k3 so I know I can use its music as it is, but I'm not sure about the legality of editing it, or even totally remaking it.

    I was going to ask this in the official RM forum but that site confuses me with its many, many subforums, I had no idea where to place this question. Plus I like this place better :P

    1. Kayzee


      Pretty sure no one here is a lawyer, a real lawyer probably wouldn't give free legal advice to a stranger anyway, and  even if I did the answer would probably be a long winded version  of "it's complicated".


      Here is my likely ignorant rule of thumb though: It's always gonna be a gamble.


      How so? Well let's imagine a game. So you want to use this music... You got to make a bet! If you win you keep your money and get to use the music, if you lose you lose all the money. But there is a trick! Not only is it a bet, it's a blind bet. You have no idea how much you bet unless you lose.


      Okay let's look at your hand. Oh so you own 2k3, okay add some points. Oooh, but you aren't actually using the music in 2k3, that may cost you some points. Oh but you aren't actually using the music it's self, okay add some points... but it is a remix so take some away. Uh oh, you are using the original midi? My my that might cost you some points! And so on.


      Now to your opponent. They only get to play if they pay attention. If they don't notice you use the song at all you might win by default! But not so fast! They can play any time they want so it might be years before they make a move and you won't know!


      So you have your hand and your opponent has theirs. What kind of hand could they have? Now if they play they may or may not have a better hand then you, but that's not the end of the game! Oh no no no. If your opponent plays they can use money counter bet by hiring a good team of lawyers. Now you have an opportunity to counter counter bet, but I bet you have far less money then they do don't you?


      Now I donno about you, but that all kinda sounds sus to me. I think I rather not play that game and just use free stuff or make my own when I can. :3

    2. PhoenixSoul



      If you're thinking about it, just go for it. At this point, no one is really going to care.

  2. I want to be able to play more than one BGS track at once, while also having a BGM playing. Is there any possible way to do this in VX Ace?

    1. Show previous comments  6 more
    2. Kayzee


      It's probably impossible to get a seamless loop due to frame rate fluctuations, though you could probably get closer if you edited the sound to be exactly the right length in frames. Either way, you might need to add a fade out/fade in and just let it overlap a bit. Or another option might be having shorter motor/revving sounds that are designed to play intermittently rather then loop.

    3. UncannyBoots


      I know you don't like the FMOD script but I'm not wrong when I say it does indeed allow for multiple BGS (audio channels), right? If that's the case then I guess I'll look into getting it to work because that's the only good solution here, it seems.

      ...The only problem is, I literally can't find any clear cut documentation for how to play another audio channel. The documentation that comes with the script focuses only on getting DSP effects to work, which I have no interest in.

      This is the only thing that seems related to specifying a channel that I can find:

      v = $game_variables[pos]

      And I have no clue on how to make use of that

    4. Kayzee


      It's not so much that I dislike the script and more that I have run into problems trying to use it. I think it has trouble working on some computers for some reason. Anyway APU::CURRENT_CHANNEL_VARIABLE should be set to a number near the start of the script shouldn't it? I think you just need to set that variable before you play a sound and it will play on that channel... I think?

  3. UncannyBoots

    Mirroring tiles via Tile Swap script

    I hate doing parallax mapping and afaik there's no way to anchor an image onto the map so I just gave up on this dream. Instead, for big unique buildings that I only use on one map, I just put the building in a character sheet and piece it all together with events. Thanks for the response
  4. I know MZ is brand new but I'm still curious, are the plugins being made for MZ just ports of MV plugins or are there a lot of original plugins being made? I own MV but I haven't used it all that much so I'm not familiar with its plugin library so idk how many of the new MZ plugins are just ports or not

    1. PhoenixSoul


      I think it is a mixture of both.

      I believe that there are some plugin makers that are porting some of their RGSS scripts to MZ...

    2. UncannyBoots


      That's really cool, are they scripts that didn't really have an MV port?

    3. PhoenixSoul


      @Tsukihime mentioned in one of her status posts that she'd be having to port her Tag Manager script to MV from VX Ace for a grid battle feature she's developing for MZ. I'm certain that there are other examples of MZ plugins that are being ported in from XP/VX/VX Ace...

  5. Huh, maybe it's just me where the script has problems then. This site leads me to believe that there was a different Ace version; there's also an XP version. I wonder what the differences were, if the VX one works for you in Ace with no issues.
  6. It allows for changing color, changing angle, mirroring, adding wave effects, etc to characters and events via simple script calls. Here's the VX script. I actually did get it to work in Ace by commenting out a few lines that gave errors but that isn't ideal. Also it conflicts with Galv's Character Effects but I doubt the Ace version is any different in that regard. Still I'm interested in acquiring it.
  7. UncannyBoots

    Mirroring tiles via Tile Swap script

    Yeah and it's easier to have only two tilesets so I don't get confused and change a passability in the wrong tileset, which I would do all the time when I had many tilesets that shared the same A or B-E tiles. But in general I do want my game to have as few files as possible too
  8. Does anybody have "New Character Properties with Calls" for VX Ace? The VX version is on the internet, but somehow the VX Ace one has totally vanished.
  9. UncannyBoots

    Mirroring tiles via Tile Swap script

    I want to use as few tilesets as possible. So far I'm still at only 2 different tilesets for my entire game; one for indoors, and one for outdoors. I'm reaching the limit though, and I want to make some unique buildings, which are going to be pretty big. And here lies the problem: the buildings are symmetrical, so it uses double the tiles on my tileset, but it doesn't have to. If I could mirror the tiles that are symmetrical, which most retro games do, I could cut the tileset usage in half for these building tiles. Now, I found this script by Hime that allows for inserting tiles via script call. I know that it is possible to mirror bitmap images in RGSS3, because I have a script by Galv that has a mirror reflection in water that mirrors the character sprite on the y axis. So I think that, in theory, a modification could be made to Hime's script here that would insert tiles on the map, but mirrored on the x axis. I'm not a scripter though, so I came here to ask for your thoughts. Do you think this is feasible, and if it is, could you do it for me? It takes some humility to ask that lol, but I'm not just asking for "help" here because I don't know what to do at all when it comes to writing Ruby, so to be frank I am asking for someone to do it, if it's not too much of a hassle. It's a decently long script so I don't know how many variables would have to be edited. If it is too difficult, then I understand. Thank you EDIT: Looking into it, the way that Galv's Character Effects script mirrors the player sprite is by using "self.mirror". I wonder if that sort of code would work for tiles too. I kind of doubt it though Would something have to be added under Spriteset_Map?
  10. UncannyBoots

    What features would be included in your dream RPG Maker?

    Lol what are the odds that I just added another one as soon as you posted Sadly, all of these wishes are nothing more than pipe dreams. I highly doubt Kadokawa cares to add truly game-changing functions like these to future RPG Makers.
  11. If they're all in txt files or something equivalent, then you could add them all to a rar/zip file and provide it for download via MEGA or mediafire or whatever
  12. UncannyBoots

    What features would be included in your dream RPG Maker?

    Got a few more I'd like to add. -Multiple BGS tracks at once. -Dynamic audio by distance. In other words, imagine a radio playing music. The more tiles away from the radio you are, the quieter it becomes. The more tiles closer to the radio you are, the louder it is. -Smaller tiles that you can piece together to make a whole tile. Like how the NES worked; the tiles were 8x8, but in general the way it was used was to combine four 8x8 tiles together into one larger 16x16 tile. This allowed for not only a smaller file size, but allowed for more mixing and matching of what tiles could look like. Also, there are times when a tile I make only takes up half of the tile (or even a quarter). So that's an entire half tile that is unused, which is a waste of tileset space. If the tiles were naturally a quarter size of what they are now, then it would allow for so much more possibilities in tile mapping and would allow for more tiles in general. Also, this would allow for quasi-pixel movement right out of the box. -To add to the previous one, the ability to mirror a 'quarter' tile would be fantastic. NES developers did this a lot as well (as did many other retro developers for any console, I'm sure). It again saves tile space and would allow for better mapping possibilities.
  13. Sorry if "programming" is the wrong subforum, I don't really know where else to put it and I think the solution is going to be by editing a script anyway. I have a day and night system in my game and when the time of day changes, a parallax background of the sky, of which is reflected in water, changes. The issue I have is that when loading the game, the parallax takes a split second to load after the game already loads, which looks terrible and ruins immersion. So my question is, is it possible to load a map parallax before the map is fully loaded? Perhaps it would be in Scene_Load, right before the map appears, under "if DataManager.load_game(@index)", it will check if switch "x" is on, and if it is then "parallax x" will be the parallax that is displayed as the map loads. In theory this should be possible since you can set a parallax in the editor itself that loads before the map is shown, right? Thanks for any help
  14. Just learned of MZ and I was excited until I actually watched the showcases of it.

    It's just MVAce. And I don't like MV much to begin with. The only thing that wowed me is that it has multiple mapping layers... but that's not much of an innovation, when XP did that in 2006. And they don't give you many layers. Which isn't a huge deal but, really, there's no reason to limit the number of layers much.

    I wish the creators of RPG Maker would make something truly innovative. It doesn't need to be revolutionary but couldn't they at least... try? For starters how about letting me choose my tile size? Other game engines do that easily -- even Pixel Game Maker does this iirc. I would love to be able to use 32x32 sized graphics again. I mean, there's a ton of things they could add, all of which would be doable. I listed my wishes in this thread about my dream RPG Maker and I don't think most of these would be hard to implement -- especially not for professional programmers who make these engines.

    1. Show previous comments  1 more
    2. PhoenixSoul


      Well, Wolf RPG allows tile size selection, among other things, but it's definitely different.

      XP, it's still amazing as far as mapping goes. Why else would I have it?

    3. UncannyBoots


      Last time I checked Wolf RPG, it didn't have many english tutorials and community support. Has that gotten better?

    4. PhoenixSoul


      Not sure about better, but there is a game project that is entirely in english that acts as a tutorial.

  15. Dabbled in making 3D models after being addicted to Skyrim again, and I wanted to make some mods. So I learned Blender (somewhat) and then thought "man, my life dream has always been to make my own AAA quality 3D action adventure RPG game. I should totally learn Unreal Engine." I thought, hey, it has blueprints, so that's already sort of like RPG Maker, but for 3D, right?

    Well after two weeks of hell, with every solution I find for a problem coming up with 3 more issues, I have decided not to go down the 3D game development route.

    1. Rikifive


      Yeah, 3D environment is way more difficult than 2D. Making decent looking 3D models is a challenge itself. Making great 3D games would be really nice indeed, but one does not simply make one. 😛

    2. PhoenixSoul


      The number of solo devs that have done fully 3D games is less than a hundred I think.

      Nadeo is one example, but only for the first Trackmania game. A lot went into that game, and it's definitely not bug-free or even the best polished, but it was done by one person, in less than a year I believe it was.

    3. Kayzee


      Having every solution you find for a problem coming up with 3 more issues sounds like game development in general really. Even in RPG Maker that seems to be the case more often then not if you try doing anything beyond a bog standard RPG. It can be frustrating, but I think most of the time if you really look at what is going on you might realize something important:


      Though you will keep finding more and more issues, they aren't actually endless. Some new issues you will find are really the same as or closely related to issues you have seen before. Most of them follow a predictable pattern, and if you figure out that pattern eventually you will start solving issues before they even become issues. If you really examine the problems involved, you can become good at anything if you stick with it long enough.


      It's never that easy or simple, but I think the really tricky part is finding the determination to stick with it long enough to get better.

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