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UncannyBoots

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Status Updates posted by UncannyBoots

  1. 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

      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

      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:

      pos = APU::CURRENT_CHANNEL_VARIABLE
      v = $game_variables[pos]

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

    4. Kayzee

      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?

  2. 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

      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

      UncannyBoots

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

    3. PhoenixSoul

      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...

  3. 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

      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

      UncannyBoots

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

    4. PhoenixSoul

      PhoenixSoul

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

  4. 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

      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

      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

      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.

  5. Is there a sort of "weather" or animation system that would allow for a "disco" effect? Like with multicolor circles moving around the floor as an overlay

  6. How would I go about calling Common Event #8 during a map transfer? I already know where to place the code (it's in Game_Player), I just need to know what command I need to call. Thanks again 😭

    1. Show previous comments  4 more
    2. Kayzee

      Kayzee

      Yeah, that's pretty much exactly what I thought might happen. Though actually forgot that error was a thing and I kinda thought it would just bug out and not finish the common event right.

       

      And as for why eventing feels so much better than scripting? Well, first of all... can you really say that what you are doing is truly pure eventing if you are using a script call like "$game_player.transfer?" in a conditional branch? :P

       

      But more importantly, eventing is kinda like the dark side of the force. It flows easier for a lot of people and may help you get things done quicker, but eventually it takes it's toll. Of course we should all know by now that both the Jedi and the Sith were more then a little dumb. Just because a tool has problems doesn't mean you never use it, but it does mean that it isn't always the best tool for the job. :P

    3. UncannyBoots

      UncannyBoots

      " can you really say that what you are doing is truly pure eventing if you are using a script call like "$game_player.transfer?" in a conditional branch?"

      I get what you mean but I couldn't just put

      "if $game_player.transfer?

      <do this>

      end"

      in a script but I could easily do it in an event.

    4. Kayzee

      Kayzee

      I guess it's best to think of it like this: Events are handy for doing stuff yes. But scripting is more about making stuff. What I mean is, for events you are making a list of things you want to do when the event is run. Having lists of things you want to do is part of scripting too of course, but that's just part of what you are doing. A ton of scripting involves making different types of objects and telling the program what those objects are and how they work. In the context of an event a script call like "$game_player.transfer?" are like mysterious arcane words that invoke a higher power but lack any real meaning. In the context of scripting though we can understand and even change what those words actually mean.

       

      Once you get to an advanced enough level, I think scripting becomes so much more easy to deal with then events for a lot of things, just because without doing a lot of script calls you are pretty limited in how you can actually express your intentions. Would you rather make a complex card minigame thing as a large complicated event that uses a billion variables all over the place and probobly only half works, or would you rather be able to make it out of slightly more complex but still understandable parts? I mean using Arrays at the very least would be more helpful then a bunch of random variables. Arrays even already have a built-in way of shuffling them!

  7. How do you check which direction the player is facing in RGSS?

    1. Show previous comments  6 more
    2. PhoenixSoul

      PhoenixSoul

      $game_player.direction == 8

    3. UncannyBoots

      UncannyBoots

      Yep, that works! Thank you!

    4. PhoenixSoul
  8. Wish I knew how to change the z value of the player or of events. Anyone have any ideas?

    1. Show previous comments  5 more
    2. Kayzee

      Kayzee

      It would be pretty easy to make the player have a lower z value,  but if you do now you have a whole new problem.

       

      See... I see your problem in your example. That nun practically has her face right next to that snake lady's butt! Hardly proper nun behavior. So what if we made the wide sprite in your example have a lower z value so the nun standing to the side didn't look like she had a face of snake bum. And yes, that will indeed work! But wait, now another nun has snuck behind the snake lady and...

       

      image.png.19a0d975799b6d6b253ffe7790e40eb3.png

       

      Uh oh, oh my! The new nun seems to be sitting on the snake lady's face! How naughty! That's even less proper nun behavior! What's with all these naughty nuns molesting that poor snake lady? Ah, who am I kidding, the snake lady probobly started it by corrupting the nuns in the first place.. You know how those snakey monster girls can be. Hora hora. <3

       

      Now is this fixable? Yes, but only if you come up with a whole new way to calculate the z value for every character sprite. As is, character sprites with the same priority have the same z value, and sprites with the same z value are drawn from top to bottom, and I think left to right. For this to work the way you want it to, you would basically need to give each row of sprites their own z value, and then further let wide sprites in each row have a lower z value. Note also: Any character sprite with a z value of > 200 will be drawn over tiles that normally are drawn over any characters. I think you might be able to use floats as a z value though.

       

    3. UncannyBoots

      UncannyBoots

      Yeah that's way beyond my skill level :/ I thought it would have been simpler. Maybe I should make a thread after all, but I don't have time right now

    4. Kayzee

      Kayzee

      What? No comments about my lewd double entendres involving nuns and snake ladies? Anyway, I see you did end up making that thread! :3

  9. Is there any equivalent script code to "$game_map.interpreter.running?", but for autorun events? And not only for common events but for autorun events on the map too.

     

    Don't think this deserves its own thread so I thought I'd ask here.

    1. Show previous comments  12 more
    2. UncannyBoots

      UncannyBoots

      It is an improvement, making the animation stop a little less but it still lags a bit so it isn't perfect, but hey I'll take it. Thank you!

    3. UncannyBoots

      UncannyBoots

      #==============================================================================
      # ■ Meow Face Wall Bump Step Anime
      #------------------------------------------------------------------------------
      # Continue Step Anime when bumping into wall
      #==============================================================================
      class Game_Player < Game_Character  
        alias meowface_gp_wall_walk_update update  
        def update    
          meowface_gp_wall_walk_update  
          if $game_switches[3] || $game_switches[169]
            @last_step_anime = @step_anime = true
          else
            unless $game_map.interpreter.running? && $game_map.interpreter.map_id == $game_map.map_id && $game_map.interpreter.event_id != 0 && $game_map.events[$game_map.interpreter.event_id].trigger == 3 || $game_message.visible
              if Input.dir4 > 0     
                @step_anime = true
              else      
                @step_anime = false
              end
              @last_step_anime = @step_anime
            else
              @step_anime = @last_step_anime
              @last_step_anime = false unless $game_switches[3] || $game_switches[169]
            end
          end
        end
      end

       

      This actually works 100% perfectly. Thanks so much!

    4. Kayzee

      Kayzee

      You are checking for the same switches twice though. You should change the...

      @last_step_anime = false unless $game_switches[3] || $game_switches[169]

      ...line to use another switch since you want both switch 3 and 169 to force the animation on. That line is for checking a switch to check if you want the animation to stay on if it's already on but not turn it on if it isn't you see?

       

      Edit:  You know, this isn't important at all, but that whole step animation thing suddenly reminds me of a little script I made for my game. It made it so if the player stops moving for a bit they start walking in place. I just kinda strikes me as funny that I have made a script before that did the exact opposite that this wall bump one did. XD

  10. Spending a lot of time and effort into making an RPG Maker game is perhaps more painful than working in other game engines, because you just know that most everyone is going to look down on the game for being made in an "easy" "cookie cutter" engine. The game is overall going to be less exciting than the average Unity platformer or Unreal adventure game or Game Maker game, less respected than even a Ren'Py visual novel. And therefore less chance of all the work paying off beyond my own satisfaction, and ultimately my own regret.

    1. Show previous comments  2 more
    2. Kayzee

      Kayzee

      All I am saying is, it's only a waste if you think it is. If you are mostly dreaming about "making it big" so to speak, then yeah, it will probobly all go to waste. I mean, you could make it big. Possibly. Not likely but possibly. Maybe taking that small chance is enough to make it worth it to you on it's own for now, but that kind of motivation tends to dry up after a while don't you think? However, if you have the itch to do it for it's own sake then it will never be a waste now will it? :3

    3. Animebryan

      Animebryan

      If you're serious about getting into serious game development, RPG Maker is a great stepping stone to get your foot in the door into map designing, database management & story telling. Plus, the events themselves let you understand basic programming logic as the ruby/java script is openly viewable for you to study. You can just decide which programming language you want to learn, such as java/script, python, C/++, etc., and eventually start programming your own game making engine, assuming of course you have the learning capacity & time & also money to do so.

    4. Kayzee

      Kayzee

      @Animebryan In the immortal words of Heath Ledger's version of the Joker: "Why so serious?" :P

       

      I mean, you aren't wrong, but no matter how serious you may be I think if all you are looking for is to get your foot in the door so you can go on to bigger and better things it becomes more of a paint by numbers thing then a real creative endeavor. It makes it much easier to burn out at an apparent lack of success and harder to be invested in what you are actually doing.

  11. I feel like I'm gonna be one of the last new members lol.

    1. Kayzee

      Kayzee

      I have seen quite a few new members join recently actually! Not sure how long they stay, but it feels like traffic is picking up here again a bit!

    2. Arrpeegeemaker

      Arrpeegeemaker

      Gotta think up some way to keep them. Like maybe get them trapped in an MLM? And instead of friends and family, they try to sell to new members? Or we could trap them in some some sort of net, or bear traps? Lemme talk to my bear trap guy

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