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? - yamina-chan - 01-21-2020 I am working on my project on the side, ocasionally, but my time investment into the RPG maker community and anything involving game making itself is currently very low as other aspects of my life take priority. It's not forgotten. Neither is this comunity and everyone here. (Hope everyone is doing well?) But don't expect to see much of me around for a while. Best of luck with all your projects and ideas and whatnot! RE: What's up, RMers? - kyonides - 01-23-2020 https://github.com/gosu/gosu/issues/496 There I've posted a solution to an issue you won't see either in mkxp nor HiddenChest but in Gosu only, the window getting relocated to the upper left corner of your screen after leaving fullscreen mode. Now after playing with Gosu 0.15.1 code I learned that we just needed to change A SINGLE LINE of code from line 114 to 206 (205 if they ever delete its previous appearance). Now you get a centered window before and after fullscreen mode was set. For some strange reason it got ignored in line 114 but not if it's inside some conditional statement in the resize function (part of Window.cpp - C++ source code). I've tested it on Kubuntu Bionic 18.04 and it runs smoothly. RE: What's up, RMers? - DerVVulfman - 01-26-2020 Still working on my Ability Leveling system. But running into snags for cross compatibility. Oh, it recognizes both default armor and armor slots from my own MultiSlots system, even for 'unarmed' leveling options. But I'm having issues getting it to properly recognize multiple weapon slots. That is the fun one to work on. After that, I got to make sure it works with Guillaume777's system and the Two-handed weapon system by Fomar0153. I like to be complete. RE: What's up, RMers? - Kain Nobel - 01-28-2020 I'm not putting out a script request but, if somebody manages to beat me to this one, I wouldn't mind. Content Hidden With that said, here is a prototype image of half of the Western Hemisphere. Granted, there will be even more towns and land, but this is just a start. Each of these 9 maps are 500x500, but I might scale it down considerably (probably to 1/3rd, so the 9 maps would fit into ONE 500x500 map). I do wonder what it would look like if the image was converted into a tiled map. The rough version of the map would probably look awful, but I've got so many fine details in the actual tileset so it would work out once I applied the "polish". For instance, there are 32 variations of the desert sand tile which helps to break up the monotony. Nobody would want to walk 800 steps just to see the same exact tile everywhere they go, it would probably make their eyes bleed. Until then, I'm going to keep refining this concept and see where it goes. My favorite thing about FF and other RPGs is the experience of exploring a large world and having to utilize vehicles to traverse various terrains. RE: What's up, RMers? - DerVVulfman - 01-29-2020 Hey, Kainers? Are you using my BIGMAPS script to link all the 500x500 maps into a single solid 1500x1500 map? Hrm. The request seems quite ... challenging. That because each autotile consists of 16 minor 8x8 subtiles... not including animated.... RE: What's up, RMers? - Steel Beast 6Beets - 02-02-2020 Wouldn't a map that big have some series slowdown issues? RE: What's up, RMers? - DerVVulfman - 02-02-2020 Slowdown is generally attributed to the number of events used. In that, a decent anti-lag system works wonders. Events are systematically refreshed over and over to make the graphics animated even though they aren't visible. But regarding the map's tilework, the non-event graphics, your TILEMAP class only reads an area of 17x22 tiles at a time (the 15x20 window with a bit of a 1 tile border for scrolling). They only refresh while visible. The only additional general-system slowdown would be script-based when it loads the maps and compile them into one. Imagine how long it would take to 'walk' across a 1500x1500 map. RE: What's up, RMers? - Steel Beast 6Beets - 02-02-2020 That makes sense. I do have an anti-lag script on my project and it really helps since all the dungeons and "inside places" i.e town interiors are all on the same map which translates to a significant number of events being executed at the same time. And yeah I agree. Depending on how it is done, a 1500x1500 map would take quite a bit of time to travel through. RE: What's up, RMers? - DerVVulfman - 02-02-2020 Fine. NOW imagine if you used a map LOOPING system in conjunction with it... ala a looping worldmap Yeah, I may know a couple of compatible scripts that work with it...... RE: What's up, RMers? - DerVVulfman - 02-04-2020 Still stuck doing non-RPG stuff a lot. Still, I had some time to work on Ability Leveling, a system that raises your LEVEL based on how often you use abilities like Blade-Weapon attacks, Blunt-Weapon attacks, Spells, Defend with Light Armor, whatever. What's my latest issue with Ability Leveling? Well, I need to make sure combat attacks work with, not only the default system, but multiple-weapon and armor systems like my MultiSlots!, Guillaume777's Multiple Slots, and Fomar0153's Two-Weapons scripts. Getting it to recognize armor slots is easy. But weapon attacks is hard. Still, I now have a prototype set of code to work with weapon attacks with my MultiSlots! I think the same code will work with Fomar0153's... but I haven't tested that yet. |