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This is a method using a helper program, see working in this video: First download the program through this link: Rm2k-Game-Windowed MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere. I have tested on Windows 8/8.1 and Windows 10, still plan to test on Windows 7 and Windows XP. If there is a virus alert or any problem, please don't run the program, take a screenshot of the error, delete the program and let me know here. Now follows a brief tutorial of the options you can use with this program. You should put this program inside your game folder, and instead of starting RPG_RT.exe, you should start Game.exe. You can change the program name to the title of your game. Through this program the game will run in windowed mode with a resolution of 640x480 and you cannot switch to full screen with F4 or 320x240 with the F5 key. To enable any of the keys, customize the settings in RPG_RT.ini. Enable Function-Keys: Enable F4 Key (Toggle fullscreen/windowed): F4Enabled=1 Enable F5 Key (Window size 1x/2x): F5Enabled=1 Enable F12 Key (Restart Game/Goto TitleScreen): F12Enabled=1 Fullscreen Mode: To enable full screen, if you want the player to never switch to windowed mode, just include this in the RPG_RT.ini: Fullscreen=1 Dynamic Change Icon: The Game.exe will dynamically replace the icon in the window and taskbar without affecting RPG_RT.exe. If you prefer to place a custom icon, just copy your own icon into the game folder and rename it to RPG_RT.ico. If you prefer the game to have the default icon, enable in RPG_RT.ini: Icondefault=1 Splash Image: To make a splash image appear before starting the game place a PNG format image in the folder and rename it Splash.png. The image doesn't need to be transparent, just include the #000 color in all the points that the executable itself will make transparent.
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OTHER Basic knowledge to the default RMMZ TPBS battle flow implementations
DoubleX posted a topic in Tutorials
This topic aims to share the basic knowledge on what the default RMMZ TPBS battle flow implementations do in general, but you're still assumed to have at least: 1. Some plugin development proficiency(having written several easy, simple and small battle-related plugins up to 1k LoC scale) 2. Basic knowledge on what the default RMMZ turn based battle flow implementations do in general 3. Basic knowledge on what the default RMMZ TPBS battle flow does in general on the user level(At least you need to know what's going on on the surface when playing it as a player) Simplified Flowchart Please note that this flowchart only includes the most important elements of the battle flow, to avoid making it too complicated and convoluted for the intended targeting audience Battle Start Input Action Slots Thinking In Frames Frame Start Start Phase Turn Phase Action Phase Turn End Phase Battle End Phase Update TPB Input Summary That's all for now. I hope this can help you grasp these basic knowledge. For those thoroughly comprehending the essence of the default RMMZ TPBS battle flow implementations, feel free to correct me if there's anything wrong For those wanting to have a solid understanding to the default RMMZ TPBS battle flow implementations, I might open a more advanced topic for that later -
OTHER Basic knowledge to the default RMMZ turn based battle flow implementations
DoubleX posted a topic in Tutorials
This topic aims to share the basic knowledge on what the default RMMZ turn based battle flow implementations do in general, but you're still assumed to have at least: 1. Little javascript coding proficiency(barely okay with writing rudimentary Javascript codes up to 300 LoC scale) 2. Basic knowledge on what the default RMMZ turn based battle flow does on the user level(At least you need to know what's going on on the surface when playing it as a player) Simplified Flowchart Please note that this flowchart only includes the most important elements of the battle flow, to avoid making it too complicated and convoluted for the intended targeting audience Start Battle Input Actions Process Turns Execute Actions Summary That's all for now. I hope this can help you grasp these basic knowledge. For those thoroughly comprehending the essence of the default RMMZ turn based battle flow implementations, feel free to correct me if there's anything wrong For those wanting to have a solid understanding to the default RMMZ turn based battle flow implementations, I might open a more advanced topic for that later -
With ES6 classes, trying to extend the parent class in plugins can lead to its children still using the old parent codes. For instance, you can place this in a JavaScript sandbox and verify the console output yourselves: So normally, you'll still have to directly type prototypes: But I wanted to offer an alternative for those not being familiar with ES5 or avoiding prototypes like a plague despite the fact that many RMMZ codes are written that way, and this is what I've come up with: I've tested that it works for adding new instance variables and prototype methods in base classes, and extending and overriding existing prototype methods there(you can place the linked snippet into a JavaScript sandbox and verify the console output yourselves). While I failed to inherit the changes in the static functions of the base classes from plugins as well, this can be easily mitigated by using BaseClass.staticFunc.call(this) instead of super.staticFunc(). Basically, the essence of the issue when aliasing ES6 class inheritance without direct prototyping is this: 1. The original child class inherits the original base class 2. A plugin extends the original base class to alias some of its prototype methods 3. The child class still inherits the original base class So to solve this, simply store the linkage between the child class and the base class right after creating that child class, then points the parent of the child class to the extended base class right after extending it. As for the static functions in classes, while I tried to use the linkage to let the exiting children class use the new static functions from the extended parent class, I failed to cover the case for aliasing existing parent class static functions, because it's just impossible: 1. The super in the static functions of the child class always points to the original parent class 2. The super in the static functions of the extened parent class always points to the original parent class 3. The super in the static functions of the child class's supposed to always point to the extended parent class Clearly, combining 1 and 2 will contradict with 3, which is the goal I've trying to achieve. For those not being familiar with ES5 or avoiding prototypes like a plague, I hope using ExtendedClassAlias won't be too demanding for you, as all you need to do is sticking to these: /* * Do these 2 additional things when using ES6 class inheritance aliasing * without directly typing prototypes: * 1. Add the following code right below a new class inheriting another one: * - ExtendedClassAlias.inherit(Klass); * Where Klass is the new class inheriting another one * 2. Add the following code right below extending an existing class as a way * to alias its methods: * - ExtendedClassAlias.updateClass(Klass); * Where Klass is the existing class being extended as a way to alias its * methods * Right now it doesn't work well with inheriting static functions in classes, * so those in children classes should use ParentClass.staticFunc.call(this) * instead of super.staticFunc() */ P.S.: I've spent almost 24 hours on this and I enjoyed the process a lot, even though this might not be practical enough to be used in MZ :)
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Hello. I've seen this question asked but I've never seen it answered. Is it possible to use RPG maker to create a textbased game? I would want to build something very similar to the not safe for work games like TiTs or Lilith's Throne. If unfamiliar, you walk around on a map by clicking on buttons that say North South East West. You can get into random battles on the map screen. There are NPCs you can talk to. It has all the familiar elements of a graphical RPG, only it's textbased. If it were possible to use RPG maker as a backend, I think would be pretty easy to achieve this. I'm just not sure if it's possible. Either way, any suggestions on how to make my own textbased RPG?
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I don't know if this is the section of the forum to ask this because it's not really a request for help with the software itself? Please correct me if this question goes somewhere else and where that is! I'm trying to make a sprite sheet for an area with a cobblestone-like floor with an A-B pattern but where it doesn't feel trapped in it's tile... if that makes any sense? So Question! I'm trying to draw in all the cobblestone bits one stone at a time plus so copy-paste until I have a full A and B cobblestone tile but I'm worried human error will cause the tiles not to line up correctly? I'm probably making this harder on myself than it has to be? Any suggestions on if there's a more efficient way of doing this or is this just a "Keep at it" situation? Attached is a screencap of what I have so far in my quest at trying to get okayish at environmental assets.
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Here is my first post requesting for help, so... sorry for that and hi everyone. I would like to know if there exists or is possible an autosave script for RPG Maker VX (RGSS2). What a mean is, the possibility to save the game using triggers of any kind instead do manual saving (menu > save game). I'm not sure if this is possible, but i would like to find a way that the maker saves the game automacttly without in determinates moments. Thanks in adavance and Regards
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I was looking through some old bookmarks I made, and wanted to grab a script written by @Seriel, only to find, 404. What happened? Did ya give up on it or something? If these can be found elsewhere, I'd love to know. Merci beaucoup.
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OTHER Help improve how RPGMaker handles graphics
Holder posted a topic in Editor Support and Discussion
Over on RPGMakerWeb a topic has been created asking what one thing in RPGMaker you'd like to see. Previously over the years to me this would be nothing more than a wish list. However since the community is much larger now and worldwide having a chance to put ideas forward is fantastic. I've posted what thing I'd like and over the years have heard a lot of other people like to see. Have a look and if you do agree with what I'm suggesting then please all you need to do is drop a like to the comment. https://forums.rpgmakerweb.com/index.php?threads/what-one-thing-in-rpg-maker-would-you-like-to-see.114599/page-6#post-1012617 Proposals are being written and if there's a large number of our community wanting these things improved then I hope to see our voices heard. -
I am looking to make a ceiling tile from tile-set A to be able to walk underneath it (only for one section). I have tried to make an event but cannot with auto tile pieces. I tried using GIMP to make the auto tile separate from the others; however, that failed miserably. I have scoured the forum for this and so far nothing works for what I need. Do I need to write a script for this? I am willing to try that but I am not too familiar with Ruby scripting (not anymore been over 10 years). Most YouTube videos I have found are not for VX but for VX Ace and MV both in which I do not have. Any help with this would be highly appreciated.
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I recently remembered an old topic Tsarmina made that was about telling people about some pros and cons of yourself. I've seen some active games recently, but I don't recall seeing one that actually let us "meet" each other. Especially the newer members, so I thought this would help amend that - even if it turns out to be a short topic before Kaz waves her mighty keys and locks the topic :3 (in a friendly way of course~) ===================================== Introduction This topic is to allow us to get to know each other a little better. Each poster will have the chance to answer a question asked by the previous poster, and then give a question of their own for the next person. Rules - No spamming or off topic posts. This keeps teh "game" tidy and on topic. - No offensive or insulting questions. This counts for questions such as "whos better, x or y" since this can cause alot of arguments and trouble. - You can have brief chatter within the topic, as long as you answer/ask a question like stated. Adding an extension to the end of your post is fine such as; answer to previous poster currently asked question (Oh hey, I watched that show too. It was really good!) That is acceptable as long as the topic continues smoothly. - Don't be a question/answer hog! If you answered a question, and then someone after you answer your question, then let some time pass before you answer again. This lets everyone get a chance to respond and lets us get to know more people. If a day has passed and no one has responded, then you may then answer again to keep the topic lively~ - No advertising or anything. Just keep the topic on topic please~ If someone doesn't understand teh topic, then please look over the previous posts to understand. I hope this makes sense xD ================================== What is your favorite gaming genre?
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[Request fulfilled. Thanks!] Requesting a title screen for my game.
Phil-S posted a topic in Requests
Hello everyone! I wish I had the skills to create my own title screen, but I simply don't have the skills. I'm wanting a title screen set against a black background. Looking for something simple, with the logo at the top of the screen, and in the center of the screen, a yellow chenille letter "C", like what would be on a varsity jacket in the middle of a spotlight, like so: I don't have the adequate software or skills to do this myself, so any help would be appreciated. I hope this isn't too much of an arduous task, so if it is, let me know and I'll try to come up with something simpler. These are my logos I created with the limited experience I have with logo design and Inkscape. I think they turned out not too bad. I like how simple they are, at least. I have included both a black letter transparent logo and a white letter logo set against a black background. You can feel free to use these, or to design a more professional-looking logo based on this design. Thanks to everyone who passed by this topic, and a special thanks if you have interest in helping! -
Are there any free tilesets that completely and perfectly replace RTP? By that, I mean that there is a tileset for every RTP tileset and all of the same things are in the same place, but it looks different. I need this so I can replace the tilesets in my game which was made with RTP and all the maps will still make sense.