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What's up, RMers? - Printable Version

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RE: What's up, RMers? - DerVVulfman - 07-21-2017

The normal PC clock continues to run... But it appears that (and this is a layman's... idiot's... explanation)? I guess going into fullscreen mode with RPGMaker, the system takes hold of all windows graphic resources until released. Since it is fullscreen, I think the system assumes all keyboard (or related) input is focused solely towards that application. The same can be said about a couple of old 'Elder Scrolls' games when run in fullscreen mode... I think.


RE: What's up, RMers? - Mel - 07-22-2017

I see, so it seems there is no way to prevent that?

Oh btw: The full screen mode of RMMV is one of the very few things of the program I actually like. ^^
Would love to have it for RMXP.


RE: What's up, RMers? - Zexion - 07-22-2017

Hmm, this is a stretch but you could try upgrading to XP+Ace. KK20's tilemap actually comes with a lot of features such as 2x window size 1/2 window size and fullscreen disable. It's worth noting that he implemented fullscreen through an external dll so the window is simply stretched to the resolution size. However this requires upgrading to XPA. There is a demo and guides on how to do it and it's actually not hard at all.
http://forum.chaos-project.com/index.php/topic,12899.0.html
I'd actually be curious to see what the result is for you since i'm using XPA for my game.


RE: What's up, RMers? - Mel - 07-22-2017

I tried that some times ago, because it sounds really interesting, especially to have the improved performance since my game suffers from some lag problems but it conflicted with too many of my custom scripts and I didnt have the time and motivation to look for a fix for all that stuff.

Maybe I will give it another try.


RE: What's up, RMers? - kyonides - 07-29-2017

Finished trying to update KUnits ACE as much as possible, also updated Gem Roulette XP, VX and ACE to make it compatible with their corresponding KUnits script version (not very hard to achieve anyway). So you can now pick any RGSS based version. Now I don't have any more ideas to develop new scripts or those already under development...


RE: What's up, RMers? - Steel Beast 6Beets - 07-30-2017

I used to employ a script to make physical skills consume HP instead of SP. It worked well for some time but finally I had to ditch it when it became incompatible with a new SP usage script I got after the method I used to create half SP usage/no Sp usage states wasn't really making the cut.

Now I have to balance the game and buff the SP of the physical attackers. What a pain.


RE: What's up, RMers? - kyonides - 07-31-2017

Not exactly focused on battle system featurettes right now as you might guess, but if it's not such a heavy burden I might help somehow, Steel... Plus some ideas to improve KUnits related scripts would be really appreciated, XD


RE: What's up, RMers? - Steel Beast 6Beets - 08-02-2017

Looking forward to it, Kyonides.


RE: What's up, RMers? - kyonides - 08-08-2017

Not the kind of helpful reply I was actually expecting from the audience here...

Well, since I'm already working on the ACE version of KUnitsBank and I have already finished porting it to VX, I was thinking if I could develop some KUnitsFoes script but including more than just stats, perhaps some couple of lines could handle tips on how to defeat those monsters... I seriously need ideas to design it graphically and systematically as well, I guess.


RE: What's up, RMers? - Steel Beast 6Beets - 08-09-2017

My bad. I just can't think of a script that I need that isn't available so far.

I guess I could always playtest your revamped scripts and offer some feedback.

EDIT: To add a bit more and in a completely unrelated subject, I just managed to create a skill that casts random spells from a specific pool via a common event. This had led me to think how underutilized common events really are. I can only guess that the advent of scripts rendered them obsolete in the eyes of the community.