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![]() +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Tools (https://www.save-point.org/forum-42.html) +--- Thread: ![]() |
RE: HiddenChest RGSS Player Executable - kyonides - 12-29-2019 So people, got any OTHER suggestions? ![]() ![]() RE: HiddenChest RGSS Player Executable - DerVVulfman - 12-29-2019 I got one, but it's a killer..... Map Zoom and Distance. Obviously, zooming in brings all tiles/sprites/etc closer to the viewer or player. Makes everything larger. Distance is the reverse and makes it so you see more than a normal 20x15 tile viewport with RMXP. RE: HiddenChest RGSS Player Executable - kyonides - 12-29-2019 Nah, the zoom is kind of incorporated in mkxp and HiddenChest from the beginning, just change some settings in the hiddenchest.conf file and you get... a permanent zoom ![]() RE: HiddenChest RGSS Player Executable - DerVVulfman - 12-30-2019 Not when it's a cinematic part of a game that a game developer wants, like having the camera zoom away to show how big the world is. I've seen it requested in games for quite a while. And MGC's NeoMode7 has that feature in his DLL. RE: HiddenChest RGSS Player Executable - kyonides - 12-30-2019 So practically you're asking me to include a Mode7 script / code... Not gonna happen any time soon, guys! ![]() ![]() RE: HiddenChest RGSS Player Executable - DerVVulfman - 12-30-2019 Oh, no no no no. It was also made a decade ago with the RMXP SDK whilst using SephrothSpawn's Tilemap remake. Nothing but Ruby code there. BUT it would be faster with C+ and you were game, his Neo Mode 7 thread has source code for his DLL ![]() RE: HiddenChest RGSS Player Executable - kyonides - 01-02-2020 Something Makes Me Think We Are in the Twilight Zone!
![]() At least that's what I think... What about you, guys?
![]() ![]() It's true!
![]() ![]() Nah!
![]() ![]() No images on the harddisk are needed here!
![]() Guess what?
![]() ![]() Now you can load fonts located in several different paths!
![]() Like /usr/share/fonts and many others!
![]() You don't really need to stick with the local Fonts directory!
![]() ![]() ![]() Alright, it's a good thing for Linux enthusiasts like your servitor.
![]() I don't know how to convert %WINDIR% into a working path so Windows users gotta wait a little bit longer...
![]() Even so I've got good news for you! You can be saved today!
![]() OK, fine!
![]() ![]() But it's still kind of valid even for the RMXP engine based game projects...
![]() Melana: Kyonides, is it really so hard for you to finally let us know what you're talking about here?
A living pack of wolvish fleas: Let him be! He just need to add some thrill to his story as usual.
Melana: Yeah, you're probably right, DerVVulfman... It gotta be just another awesome feature he included in his engine.
Kyonides: Huh!? I wonder what made you think so in the first place.
![]() I guess I might end up disappointing you, guys, a little bit but not more than that.
![]() It happens that I managed to find a pesky bug and smash it!
![]() You know, it felt really good to exact revenge on it.
![]() Melana: Oh I see... You could say bug fixes are welcome as well.
Kyonides: Glad to read that, dear sweet dreamer!
Especially because it happened right in the midst of bloody battles against those cold assassins better known as phantoms!
![]() Melana: Why do you say so? Did they appear and disappear in battle as real ghosts?
BountyHunterLani: O_O *vanishes in thin air like a ghost then*
Kyonides: Kind of... Even if I didn't notice she had visited my thread earlier today...
![]() Some admin: You gotta have scared her with your beyond the crypt news for sure!
![]() Actually what I really mean here is that we've got other ghosts than the actual white ghosts Aluxes seems to love... slashing in his spare time.
![]() Melana: This is really perturbing, now my dreams will become actual nightmares for sure.
![]() Kyonides: On the contrary, Melana!
DerVVulfman: Then explain yourself!
Well, on Windows but never on Linux distros you were able to witness something "amazing"...
Battle animations except for colored flashes had disappeared!
![]() I've told you there were more ghosts than ever to talk about here.
![]() Don't worry, my fellow adventurers!
![]() It has been fixed permanently!
![]() Melana: But how did it happen?
Furry Wolf: Yeah, I've never seen that on any other engine...
Kyonides: Well, there's a funny story behind it...
![]() I might have had introduced a minimal bug about a couple of months ago that prevent the engine from setting the default sprite's opacity to 255 as usual. You see, originally both the setter and getter functions written in C used a macro that called C++ code to get its value.
BountyHunterLani: Me not understand...
![]() Oh...
![]() ![]() ![]() What I find the most curious out of all of this long tale is that it also took me a few days to find it out on my own.
![]() ![]() You know what?
![]() ![]() I was supposed to upload the demo like on December 31st, then last night but it only took place today.
![]() By the way, I repeat: "horizontal flip applied on fonts now work on all officially supported platforms!"
![]() Here's a sample script.
Code: @sprite = Sprite.new RE: HiddenChest RGSS Player Executable - DerVVulfman - 01-03-2020 (01-02-2020, 10:14 PM)kyonides Wrote:Funny you keep talking about fleas, but are the one having to use up big cans of 'Raid'. (01-02-2020, 10:14 PM)kyonides Wrote:So okay... I got a challenge... Instead of left-to right, how about a Top-Down format for the text as it's written in Japanese or Chinese books? T..W H..O E..L ...V ...E ...R ...I ...N ...E RE: HiddenChest RGSS Player Executable - kyonides - 01-04-2020 Do it yourself by changing the default RGSS script... =_=¡ By the way, I'd like to ask you to send me PM's with the most common Win32API calls so as I can include some sort of script in HiddenChest to transform them into HiddenChest Game Scripting alias HCGS (since I can't call it RGSS for I don't own that acronym... ![]() RE: HiddenChest RGSS Player Executable - kyonides - 01-10-2020 Graphical Improvements & Extended Arrays
Well, I guess you might recall I provided colored backdrops that included several colors like gray, sepia, blue, red, green and yellow. Guess what? I totally forgot about black! ![]() ![]() ![]() What's this?
![]() ![]() ![]() ![]() ![]() ![]() ![]() I can also take a look at the current map!
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() A backdrop with vignettes included!
![]() ![]() ![]() Backdrop Additions
Backdrop.color_bitmap(:black) Backdrop.gradient_bitmap(color, color, false_true_nil) - With different results for each boolean type! Backdrop.pos_gradient_bitmap(Xpos, Ypos, color, color) Backdrop.map_gradient_bitmap(opacity, Xpos, Ypos, color, color) Backdrop.vignette_bitmap(color_or_array, boolean) Array Extensions
@max_items and @min_items - Now an array can be limited if deemed necessary! ![]() Array#items_min_max(min, max) - Set its minimum and maximum Array#push_upto_max(new_element) - Append unless it's full Array#unshift_upto_max(new_element) - Prepend unless it's full Array#pop_upto_min - Delete elements till it reaches its minimum number Array#shift_upto_min - Delete elements till it reaches its minimum number Array#clear_upto_min - Delete elements till it reaches its minimum number Array#push_uniq(new_element) - only if it's unique Array#unshift_uniq(new_element) - only if it's unique Array#even_indices alias Array#even_indexes - every element in positions 0, 2, 4, etc. Array#odd_indices alias Array#odd_indexes - every element in positions 1, 3, 5, etc. Already Available on:
*Ubuntu 18.04 LTS & Fedora 31 & Windows
Keep checking out this thread for future updates!
Happy Photo Taking with Vignettes Included!
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