12-29-2019, 05:26 AM
12-29-2019, 05:39 AM
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.
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.
12-29-2019, 06:14 AM
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 
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12-30-2019, 02:32 AM
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.
12-30-2019, 03:15 AM
So practically you're asking me to include a Mode7 script / code... Not gonna happen any time soon, guys!
Recall I'm developing it on my own and I'm not a superb C++ nor C developer at all. 
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12-30-2019, 04:29 AM
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 
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01-02-2020, 10:14 PM
Something Makes Me Think We Are in the Twilight Zone!
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At least that's what I think... What about you, guys?
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![[Image: screenshot-2020-01-02-21h58m55s.jpg]](https://i.postimg.cc/hjNhzKF6/screenshot-2020-01-02-21h58m55s.jpg)
It's true!
Now we gotta read backwards!
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Nah!
I just let you use a new method to draw text in the opposite direction.
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No images on the harddisk are needed here! 
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Guess what?
There's still more I need to tell you today! 
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Now you can load fonts located in several different paths! 
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Like /usr/share/fonts and many others!
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You don't really need to stick with the local Fonts directory!
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Alright, it's a good thing for Linux enthusiasts like your servitor. 
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I don't know how to convert %WINDIR% into a working path so Windows users gotta wait a little bit longer... 
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Even so I've got good news for you! You can be saved today!
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OK, fine!
This is a maker site, I know...
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But it's still kind of valid even for the RMXP engine based game projects...
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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.
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I guess I might end up disappointing you, guys, a little bit but not more than that.
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It happens that I managed to find a pesky bug and smash it!
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You know, it felt really good to exact revenge on it.
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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!
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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... 
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Some admin: You gotta have scared her with your beyond the crypt news for sure! 
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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.
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Melana: This is really perturbing, now my dreams will become actual nightmares for sure.
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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! 
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I've told you there were more ghosts than ever to talk about here.
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Don't worry, my fellow adventurers! 
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It has been fixed permanently! 
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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...
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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... 
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Oh...
It means that setting and retrieving the current opacity value depended on an entirely different language, namely C++. I just preferred to load it from Ruby itself and that's where the opacity was set to nil instead of 255 or any other valid value.
So I had to manually set it and now it works as expected.
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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.
We could now say that the length of my current post reflects those days of confusion, dead ends and frustration.
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You know what?
Loading fonts from other locations on Linux also seemed to be such a pain you know where...
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I was supposed to upload the demo like on December 31st, then last night but it only took place today.
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By the way, I repeat: "horizontal flip applied on fonts now work on all officially supported platforms!"
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Here's a sample script.
Code:
@sprite = Sprite.new
@sprite.set_xy(100, 100)
@sprite.bitmap = Bitmap.new(250, 44
font = @sprite.bitmap.font
font.flip = true
font.name = 'Hack'
font.shadow = true
font.shadow_size = 2
@sprite.bitmap.draw_text(0, 0, 250, 40, "Hacking your PC! :P", 1)
01-03-2020, 05:17 AM
(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'.It happens that I managed to find a pesky bug and smash it!![]()
(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?Nah!I just let you use a new method to draw text in the opposite direction.
![]()
T..W
H..O
E..L
...V
...E
...R
...I
...N
...E
01-04-2020, 04:53 AM
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...
)
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...
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01-10-2020, 03:11 AM
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!
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![[Image: hiddenchestblack.jpg]](https://i.postimg.cc/xd0LpPxt/hiddenchestblack.jpg)
What's this?
A gradient backdrop!?
![[Image: hiddenchestgradient01.jpg]](https://i.postimg.cc/6pVdhP08/hiddenchestgradient01.jpg)
![[Image: hiddenchestgradient02.jpg]](https://i.postimg.cc/Pq2Yg80h/hiddenchestgradient02.jpg)
![[Image: hiddenchestgradient03.jpg]](https://i.postimg.cc/QtgCLLF7/hiddenchestgradient03.jpg)
![[Image: hiddenchestgradient04.jpg]](https://i.postimg.cc/brzJp6nB/hiddenchestgradient04.jpg)
![[Image: hiddenchestgradient05.jpg]](https://i.postimg.cc/Kzhjsc8F/hiddenchestgradient05.jpg)
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![[Image: hiddenchestgradient01.jpg]](https://i.postimg.cc/6pVdhP08/hiddenchestgradient01.jpg)
![[Image: hiddenchestgradient02.jpg]](https://i.postimg.cc/Pq2Yg80h/hiddenchestgradient02.jpg)
![[Image: hiddenchestgradient03.jpg]](https://i.postimg.cc/QtgCLLF7/hiddenchestgradient03.jpg)
![[Image: hiddenchestgradient04.jpg]](https://i.postimg.cc/brzJp6nB/hiddenchestgradient04.jpg)
![[Image: hiddenchestgradient05.jpg]](https://i.postimg.cc/Kzhjsc8F/hiddenchestgradient05.jpg)
I can also take a look at the current map!
![[Image: hiddenchestmapgrad01.jpg]](https://i.postimg.cc/RFv9HW03/hiddenchestmapgrad01.jpg)
![[Image: hiddenchestmapgrad02.jpg]](https://i.postimg.cc/fyLN81mD/hiddenchestmapgrad02.jpg)
![[Image: hiddenchestmapgrad03.jpg]](https://i.postimg.cc/NMbt7Qyd/hiddenchestmapgrad03.jpg)
![[Image: hiddenchestmapgrad04.jpg]](https://i.postimg.cc/wMPS0M9Q/hiddenchestmapgrad04.jpg)
![[Image: hiddenchestmapgrad05.jpg]](https://i.postimg.cc/VsVQYGX0/hiddenchestmapgrad05.jpg)
![[Image: hiddenchestmapgrad06.jpg]](https://i.postimg.cc/ZKvk08L7/hiddenchestmapgrad06.jpg)
![[Image: hiddenchestmapgrad07.jpg]](https://i.postimg.cc/wjDSQ9ZD/hiddenchestmapgrad07.jpg)
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![[Image: hiddenchestmapgrad01.jpg]](https://i.postimg.cc/RFv9HW03/hiddenchestmapgrad01.jpg)
![[Image: hiddenchestmapgrad02.jpg]](https://i.postimg.cc/fyLN81mD/hiddenchestmapgrad02.jpg)
![[Image: hiddenchestmapgrad03.jpg]](https://i.postimg.cc/NMbt7Qyd/hiddenchestmapgrad03.jpg)
![[Image: hiddenchestmapgrad04.jpg]](https://i.postimg.cc/wMPS0M9Q/hiddenchestmapgrad04.jpg)
![[Image: hiddenchestmapgrad05.jpg]](https://i.postimg.cc/VsVQYGX0/hiddenchestmapgrad05.jpg)
![[Image: hiddenchestmapgrad06.jpg]](https://i.postimg.cc/ZKvk08L7/hiddenchestmapgrad06.jpg)
![[Image: hiddenchestmapgrad07.jpg]](https://i.postimg.cc/wjDSQ9ZD/hiddenchestmapgrad07.jpg)
A backdrop with vignettes included!
![[Image: hiddenchestvignette01.jpg]](https://i.postimg.cc/k59LjkPz/hiddenchestvignette01.jpg)
![[Image: hiddenchestvignette02.jpg]](https://i.postimg.cc/435qjBJd/hiddenchestvignette02.jpg)
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![[Image: hiddenchestvignette01.jpg]](https://i.postimg.cc/k59LjkPz/hiddenchestvignette01.jpg)
![[Image: hiddenchestvignette02.jpg]](https://i.postimg.cc/435qjBJd/hiddenchestvignette02.jpg)
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!
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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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