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What's up, RMers? - Printable Version

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RE: What's up, RMers? - Remi-chan - 02-03-2025

So i did basically nothing this week because burnout and birthday brunch but thankfully I'm not the only clown working on this game so i have some progress to share!

Xiie/Rune
They got productive as hell and last night dropped not only the full Agrat Bat Mahlat but also made substantial progress on Eisheth Zenunim's sprites.

Agrat Bat Mahlat
[Image: aOQWEaD.png]

Eisheth Zenunim WIP
[Image: agHgiy9.png]

Hm? Whazzat? You think me getting nothing done is a joke?

Well, I did get something done, and it wasn't just your mum (though that was certainly a part of it) but the rest was playing Terraria.


RE: What's up, RMers? - DerVVulfman - 02-03-2025

(01-28-2025, 11:51 PM)DerVVulfman Wrote: Head-desk Thud  The battler project requires major work as I redesigned the body template to recognize both Left-handed NPCs as well as the traditional Right-handed NPCs.  The original design offered only a Right-handed NPC, though a fault existed within as the pose used for bows showed off NPCs using such Left-handed to get a better shot of the body.
 
Joe Cool  Right now, my work is still in RGB format, though they will be converted to an indexed format to severely reduce filesize.  I have the bodies recreated. a baseline set of eyes of roughly 8 designs (no colorized palettes yet), multiple ears, separate heads/faces, a reworked bodysuit, and now brand new 'Pants' ... denim specifically.
 
Full-sleeve pullover shirts will be next.  Two Thumbs Up!

That was then.  And it turned out that working on the tertiary resources of shirts and pants worked in favor of fine-tuning the newer left-handed battler templates.

Some heads had extra pixels that became more visible upon the recreation of full-body unitards, shirts and pants.  And as began recreating the basic 'boots' resources, undesired pixels within the feet of the female left-handed template appeared.

Imagine the reactions in a Twitch channel when someone goes, "Hey, wolfie!  Whatchu been up to." for me to say "Oh, I've been working on over 700 pairs of boots".

  Oops!  Wut???

Well, it is for four templates with over 190 frames of animation each.  Laughing

I'm not done with all the boots yet, but mostly.  And I know I need to update more before the re-release...


RE: What's up, RMers? - Remi-chan - 02-10-2025

What's up gamedevs, it's ya girl Remi-Chan! And today i come to announce that I am... still largely unrpoductive. Thanks, burnout!

But even with the most crippling episode of burn out I've endured since... the last one- I still have managed to gwet some manner of work done. Mostly re-writing a scene that desperately needed an update. But that is a story for later. Right now I'm just going to share what the actual productive people in my collective have done.

Xiie
You might recall the neat preview of Eisheth Zenunim from last time, weh-heh-heh-heh-hell~! It's done now!
[Image: zb8cDJf.png]
And while it isn't nearly done yet, the first preview of lilith is incredibly promising!
[Image: Bpxef05.png]
Cool!

Anyway, I've mostly been re-writing stuff where I have been working, so- here's a bit of that.



RE: What's up, RMers? - Steel Beast 6Beets - 02-16-2025

A quick question. This is Dargor's Large Party Script 

Code:
#==============================================================================
# ** Large Party
#------------------------------------------------------------------------------
#  Author: Dargor
#  Version 1.4
#  16/05/2014
#==============================================================================

#==============================================================================
# ** Large Party Customization Module
#==============================================================================

module Dargor
  module Large_Party
    # Maximum number of actors allowed in the party
    Max_Size = 12
    # Battle status window refresh rate (used in phase5)
    Battle_Refresh_Rate = 130
  end
end

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :battle_actor_index  # @actor_index in battle scene
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_temp_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    large_party_temp_initialize
    @battle_actor_index = 0
  end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :max_size  # Max number of actors allowed in the party
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_initialize initialize
  alias large_party_add_actor add_actor
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    large_party_initialize
    @max_size = Dargor::Large_Party::Max_Size
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #    actor_id : actor ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    # Original method
    large_party_add_actor(actor_id)
    # Get actor
    actor = $game_actors[actor_id]
    # If the party has less than 4 members and this actor is not in the party
    if @actors.size < @max_size and not @actors.include?(actor)
      # Add actor
      @actors.push(actor)
      # Refresh player
      $game_player.refresh
    end
  end
end

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_sprite_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Original method
    large_party_sprite_update
    # Set sprite coordinates
    if @battler.is_a?(Game_Actor)
      self.x = @battler.screen_x - ($game_temp.battle_actor_index / 4) * 640
    end
  end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_spriteset_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Cycle through all extra actors (4+)
    # Create/update sprites
    for i in 4...$game_party.actors.size
      if @actor_sprites[i].nil?
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
      end
      @actor_sprites[i].battler = $game_party.actors[i]
    end
    # Original method
    large_party_spriteset_update
  end
end

#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_menu_status_initialize initialize
  alias large_party_menu_status_refresh refresh
  alias large_party_menu_status_update_cursor_rect update_cursor_rect
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Original method
    large_party_menu_status_initialize
    # Adjust contents height
    @item_max = $game_party.actors.size
    height = @item_max * 120
    self.contents = Bitmap.new(width - 32, height - 32)
    # Refresh
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(*args)
    # Original method
    large_party_menu_status_refresh(*args)
    # Adjust default height
    self.height = 480
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    large_party_menu_status_update_cursor_rect
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 116 - self.oy
    self.cursor_rect.set(x, y, cursor_width, 96)
  end
  #--------------------------------------------------------------------------
  # * Top Row
  #--------------------------------------------------------------------------
  def top_row
    return self.oy / 116
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #    row : new row
  #--------------------------------------------------------------------------
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.oy = row * 116
  end
  #--------------------------------------------------------------------------
  # * Page Row Max
  #--------------------------------------------------------------------------
  def page_row_max
    return 4
  end
end

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_battle_status_initialize initialize
  alias large_party_battle_status_refresh refresh
  alias large_party_battle_status_update update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @column_max = 4
    large_party_battle_status_initialize
    width = $game_party.actors.size * 160
    self.contents = Bitmap.new(width - 32, height - 32)
    self.width = 640
    @level_up_flags = []
    for i in 0...$game_party.actors.size
      @level_up_flags << false
    end
    @item_max = $game_party.actors.size
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Refresh contents when actors are added/removed in-battle
    if $game_party.actors.size != @item_max
      @item_max = $game_party.actors.size
      width = @item_max * 160
      self.contents = Bitmap.new(width - 32, height - 32)
      self.width = 640
    end
    large_party_battle_status_refresh
    column = $game_temp.battle_actor_index / 4
    self.ox = column * 640
  end
end

#==============================================================================
# ** Arrow_Actor
#------------------------------------------------------------------------------
#  This arrow cursor is used to choose an actor. This class inherits from the
#  Arrow_Base class.
#==============================================================================

class Arrow_Actor < Arrow_Base
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # Cursor right
    if Input.repeat?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @index += 1
      @index %= $game_party.actors.size
    end
    # Cursor left
    if Input.repeat?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @index += $game_party.actors.size - 1
      @index %= $game_party.actors.size
    end
        # Because of the large party script, we need to offset the X position
        # of the cursor to make sure it's at the right position
        ox_actor = $game_party.actors[@index % 4]
    # Set sprite coordinates
    if self.actor != nil
      self.x = ox_actor.screen_x
      self.y = ox_actor.screen_y
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_phase3_setup_command_window phase3_setup_command_window
    alias large_party_update_phase3_actor_select update_phase3_actor_select
  alias large_party_update_phase4_step2 update_phase4_step2
  alias large_party_start_phase5 start_phase5
  alias large_party_update_phase5 update_phase5
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    $game_temp.battle_actor_index = @actor_index
    @status_window.refresh
    large_party_phase3_setup_command_window
    @actor_command_window.x = (@actor_index%4) * 160
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : actor selection)
  #--------------------------------------------------------------------------
  def update_phase3_actor_select
    # Update status window scroll position
    $game_temp.battle_actor_index = @actor_arrow.index
    @status_window.refresh
    # Call the original method
    large_party_update_phase3_actor_select
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 2 : start action)
  #--------------------------------------------------------------------------
  def update_phase4_step2
    if @active_battler.is_a?(Game_Actor)
      $game_temp.battle_actor_index = @active_battler.index
      @status_window.refresh
    end
    large_party_update_phase4_step2
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4
    if @target_battlers[0] != nil
      $game_temp.battle_actor_index = @target_battlers[0].index
      @status_window.refresh
    end
    # Animation for target
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    # Animation has at least 8 frames, regardless of its length
    @wait_count = 8
    # Shift to step 5
    @phase4_step = 5
  end
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    @actor_index = 0
    @status_wait = Graphics.frame_count
    large_party_start_phase5
  end
  #--------------------------------------------------------------------------
  # * Frame Update (after battle phase)
  #--------------------------------------------------------------------------
  def update_phase5
    refresh_rate = Dargor::Large_Party::Battle_Refresh_Rate
    if Graphics.frame_count >= @status_wait + refresh_rate
      $game_temp.battle_actor_index = @actor_index
      @status_window.refresh
      @status_wait = Graphics.frame_count
      max = ($game_party.actors.size.to_f/4).ceil * 4
      @actor_index = (@actor_index+1) % max
    end
    large_party_update_phase5
  end
end

What does the "Battle_Refresh_Rate" option do? I've been using this script since the very beginning and never actually stopped to think about this bit until now.


RE: What's up, RMers? - DerVVulfman - 02-16-2025

It is a sort of timer delay system based on the number of actors you have. In essence, each actor will have a frame delay of (by default) 130 frames (or just over 3 seconds). So after running 3 seconds for Aluxes, Basil, Gloria and Hilda each... you will THEN find the Battlestatus window cycle to the next batch of actors, each having their own 130 frame delay each before continuing this cycle.

It will allow you to see each actor's current stats despite the size of the party.

I'd prolly reduce the value a bit.


RE: What's up, RMers? - Steel Beast 6Beets - 02-16-2025

That makes sense. Thanks for the explanation.

Testing a common event made me remember there's a nasty slowdown/framedrop when playing battle animations via events when using this script.

To elaborate: I created a skill that deals damage based on the party's current wealth divided by five and then playing the attack animation and dealing the correspondent damage via a common event, the FPS drops to single digits. This only happen when there are more than 5 actors otherwise there's no slowdown.


RE: What's up, RMers? - DerVVulfman - 02-16-2025

I understand why.

It isn't a fault of the SCENE_BATTLE code, but a necessary evil of code added into SPRITESET_BATTLE.

You see, the Initialize method is the method where all the actors and enemies are added. Sadly, it isn't a small method and not broken into bitesize pieces. And the developers never thought that there would be more than 4 party members in battle. It is hard-coded. So many who seek to add the additional party members need perform that in the 'update' method. So indeed, it is running new code for extra actors every time the spriteset is being update.

EDIT: This code looks like MY style. Did I perform cleanup on an old script or is his standard like mine? Well, coming up with a fix for that.


RE: What's up, RMers? - DerVVulfman - 02-16-2025

I am doing a Double-Bump, solely to ensure Steel Beast 6Beets gets this message:

Replace the Spriteset_Battle code within Dargor's script with this:

Code:
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_spriteset_initialize initialize
  alias large_party_spriteset_update update
  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    #
    # Assume that large party code has not been initialized
    @lp_init = false
    #
    # Perform the original method (which includes 'update')
    large_party_spriteset_initialize
    #
    # Cycle through all extra actors (4+) and create sprites where needed
    for i in 4...$game_party.actors.size
      if @actor_sprites[i].nil?
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
      end
    end
    #
    # Set the flag indicating the large party has now been initialized)
    @lp_init = true
    #
    # Frame Update
    update
    #
  end

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    #
    # Update any large-party actors when initialized
    update_large_party if @lp_init
    #
    # Perform the original method
    large_party_spriteset_update
    #
  end

  #--------------------------------------------------------------------------
  # * Frame Update (when updating large party members)
  #--------------------------------------------------------------------------
  def update_large_party
    #
    # Cycle through all extra actors (4+) and update sprites
    for i in 4...$game_party.actors.size
      @actor_sprites[i].battler = $game_party.actors[i]
    end
    #
  end

end

This should greatly decrease the lag you are receiving with the battle animations.


RE: What's up, RMers? - Steel Beast 6Beets - 02-16-2025

I tested it and sadly the issue remains.


RE: What's up, RMers? - DerVVulfman - 02-16-2025

That is unfortunate... and odd indeed.   Because the very first lines in Spriteset_Battle are:

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update actor sprite contents (corresponds with actor switching)
    @actor_sprites[0].battler = $game_party.actors[0]
    @actor_sprites[1].battler = $game_party.actors[1]
    @actor_sprites[2].battler = $game_party.actors[2]
    @actor_sprites[3].battler = $game_party.actors[3]

So adding just...

    # Cycle through all extra actors (4+) and update sprites
    for j in 4...$game_party.actors.size
      @actor_sprites[j].battler = $game_party.actors[j]
    end
 
... really shouldn't be an issue.  Oh, I changed the i value to only to avoid bbcode errors as I'm not using the CODE bllock bbcode.   It does look pretty though.