What's up, RMers? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: What's up, RMers? (/thread-395.html) Pages:
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RE: What's up, RMers? - MechanicalPen - 11-03-2014 Iterative design, baby~ Make a set of tiles that you could imagine being many things (a grey bumpy wall could be rock OR a concrete) and use those to block out your maps. And then later, replace them with a proper, pretty, tileset when you do a detail pass. RE: What's up, RMers? - PK8 - 11-04-2014 It's not quite RM, but I made something which I'm looking to expand into a tool. RE: What's up, RMers? - KasperKalamity - 11-04-2014 i like that idea. a previewer for screen tone changing would be very helpful and cut off a lot of time spent going back and forth to check the tone in-game RE: What's up, RMers? - MechanicalPen - 11-04-2014 I found a script that does something similar (I've posted it here for safe keeping). ...That script has room for improvement though, so I still await PK8's version. RE: What's up, RMers? - PK8 - 11-04-2014 A screen tone previewer, eh? I never really thought of it that way, but that could function as one! Thanks! :) Yesterday, I discovered that certain browsers have added new Blending Mode CSS properties. I decided to experiment a little for the heck of it just to see if I could recreate RPG Maker's Tones using just HTML and CSS with a lick of Javascript thrown in. It's a little accurate in some aspects, though not quite in others, especially when it comes to brightening a greyscale background. I'm hoping to have a working interactive demo up and ready really soon. RE: What's up, RMers? - DerVVulfman - 11-05-2014 (11-04-2014, 06:51 PM)MechanicalPen Wrote: I found a script that does something similar (I've posted it here for safe keeping). ...That script has room for improvement though, so I still await PK8's version.You found one from 2008, eh? There are a LOT of scripts out there that have a lot of room for improvement. When it finally became available for us in 2005, we just got the sucker and saw scripts and were like... Let's edit these! We knew nothing about how to attach new code, so we rewrote a lot. Didn't know much about modules, classes or whatever, so we butchered a lot. I can see many scripts, including some of mine, needing serious overhauls. RE: What's up, RMers? - DerVVulfman - 11-09-2014 Due to some issues I've been having with my filesharing site, I uploaded all my demos to Box.com. Couple years ago, it gave me nothing but grief, but now it's running like how FileDen USED to run.... smoooooooth. And it lets me know if I had anyone download my stuff. With nearly every link fixed in here (yep, roughly 500 links I fixed this week), I know that over 40 RPGMaker demos (apart from the ReGaL Video) have been downloaded this week alone! RE: What's up, RMers? - MechanicalPen - 11-13-2014 I'm toying with the idea of turning that FPLE 2 engine into a Wolfenstien 3D dealie. The only hard part of this idea is raycasting bullets. RE: What's up, RMers? - DerVVulfman - 11-14-2014 The original? I didn't see ANY bullets in Wolfenstein 3D. Go for it. On the light side, mebby remake it as Barneystein 3D where you shoot Beavis and Butthead and Barney the Purple Dinosaur.... a favorite Wolfenstein mod. RE: What's up, RMers? - Taylor - 11-14-2014 Yeah I'm not remembering any bullets in Wolf3D. On the other hand, doing something with bullets might make it easier to determine range and aiming of... guns... I dunno. Haven't really touched RM again for a bit, bounced back to Ren'py. Though last thing I did was try working with industrial interior tile rips and things. It seems it's rather easier to work with indoor stuff than outdoor maps, especially with Ace's mapping style/scale. > .>a |