What's up, RMers?
No no no no... My 'Help Compiler' is the problem. Think of it as a word processor for Help Files. My old version was around version 3.4. My current version is like 7.4. So my old Help file is WAY out of date and incompatible.

I have nearly finished writing the help file, all 130+ topics and 1000+ links throughout. I just need to do some final touches to the demos (plural) before release.

As to RPGMaker XP version issues... (and would be the same for other RPGMaker products among different versions)...

The Game.Exe of your system is version (X). The RGSS.dll is version (X). The Game.rxProj file is meant for version (X). And the Game.Ini file points out that you use version (X).

So if I find an old demo with no accompanying RGSS.DLL file that I can't open, I just replace the Game.Exe, the Game.rxproj, and update the Game.Ini file... and done.

That's why your final product should have the RGSS.DLL accompanying your game in the root directory.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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  Above are clickable links
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Growllll....

Turns out, that the font I used for my initial demo was on my previous PC before the crash and I don't have it. I tried looking, but nope... nope... nope. I gotta do all the 25+ lines for the credit sequence all over again. Just happens to be needed as I'm adding a couple more names and changing one in the credits.

THIS TIME, I'm making a backup of the fonts I'm using!!!



I might as well tidy up a few things.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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(08-06-2023, 07:47 PM)DerVVulfman Wrote: Growllll....

Turns out, that the font I used for my initial demo was on my previous PC before the crash and I don't have it.  I tried looking, but nope... nope... nope.  I gotta do all the 25+ lines for the credit sequence all over again.  Just happens to be needed as I'm adding a couple more names and changing one in the credits.

THIS TIME, I'm making a backup of the fonts I'm using!!!



I might as well tidy up a few things.
That reminds me that for a moment I thought that I had lost the Resource Wizard program I used to convert 2K/2k3 stuff to XP. All the googling I did led me to dead links and expired rapidshare downloads. Fortunately, I had made a copy when I did a backup of all my important files after the first time my PC went the way of the dodo.  

... Sadly, this didn't include all the 2K/2k3 games I had. Those were in a different folder for some inexplicable reason.
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If you're a regular you may have noticed a sudden decline in the amount of posts I've been making. That's because all my work for Demo 3 is done and so I've been taking some leisurely time off to play some of the games in my backlog.

However, as me posting indicates, I did do something productive today! As some of you may know, I recently made a new set of mini-me's in chibi form which I teased I would probably show off in a new youtube intro video, and so, here we are~!

What's with these adorable brats!?
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Oh, still working on these Windows-appearing Widgets...
[Image: attachment.php?aid=1945]

The top-center scrolling window contains lists all the armor within the default database. But please notice that I disabled the Steel Shield within the list.  Now I will say that the CLICK system registers the data acquired faster than the system that refreshes the actual list... so the pop-up is saying the Mythril shield was clicked.

The top-right scrolling window has a lists most of the skills...  and at the very bottom, something that says "This is test", showing one can add items to the list, obviously adding to the bottom by default. And please notice that it has an odd thin red border around it. 

I do need to work upon the colors system for the scrolling listboxes as changing the contents of the lists will disable/remove any color changes made.  Change the colors after???  That works. But I wish this to be automatic.  But fonts, sizes, bold and Italics seems to be quite fine.

I do need to work a bit more on the TITLE BOXES though...  Seems the altering window borders played havoc on them.


Attached Files
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Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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That sure is making me nostalgic for my early youth.

As for me, I've been making some small fixes and adjustments and adding some updates to various flavor texts and flavor conversations.

Fowl Play
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(08-13-2023, 03:01 AM)DerVVulfman Wrote: I do need to work upon the colors system for the scrolling listboxes as changing the contents of the lists will disable/remove any color changes made.  Change the colors after???  That works. But I wish this to be automatic.  But fonts, sizes, bold and Italics seems to be quite fine.

I haven't worked on the 'Title Boxes' in the windows yet, but I got the colors and fonts working perfectly now.  Any time you update, remove, add to the data, the fonts and colors refresh fine.

There is still an issue when it comes to changing the data of these list.  Whenever the data is changed by way of an add/delete command, it nullifies the system that adds the mouse-key controls.  Typically, you add the mouse-input control commands 'after' everything else.  So if I make a button that adds data to the list, I need to also include the mouse-input control commands right after.

--- At least, for now.  Winking

And I fixed up the scrollbar system by setting a minimum size for the scrollbar tab.  That little doo-hickey on the side that you can move up and down to scroll the bar faster is called a 'Tab'.  Well, it resizes depending on how large the list becomes. But if the list is too large, you won't be able to see it or even use it.  So I set up an absolute minimum system.  The tab can be no smaller than 4 pixels in height, but the game developer could set the minimum size to 16px if they wished.

FUN stuff... and that's me just messing around.

Scroll window shape and design:
  • scrolling_list.width = numeric
  • scrolling_list.height = numeric
  • scrolling_list.border = numeric   The default gives a 1px padding around the contents.
  • scrolling_list.border_outline = boolean (true/false)  False(default) is the classic Windows-style. Set to true, and its 1px solid black.
  • scrolling_list.border_color = color_array    Here, you can change the color of the 1px solid black border (if on).

Font and color:
  • scrolling_list.font_name = string_name
  • scrolling_list.font_size = numeric
  • scrolling_list.font_bold = boolean (true/false)
  • scrolling_list.font_italic = boolean (true/false)
  • scrolling_list.font_color = color_array         The text color
  • scrolling_list.font_highlight = color_array    The text color if highlighted
  • scrolling_list.highlight = color_array            The color of the highlight bar
  • scrolling_list.background_fill = color_array[i]  [/i]The background color of the list (usually white-ish)

Data Manipulation
  • scrolling_list.tab_min = numeric
  • scrolling_list.data = data_array
  • scrolling_list.add_item(displayed_text, returned_data [, (optional) index [, (optional) enabled_flag ]])
  • scrolling_list.delete_item(numeric)
  • scrolling_list.disable_item(numeric)
  • scrolling_list.enable_item(numeric)
  • scrolling_list.clear_list
  • scrolling_list.clear_selection

The data array is a list where each item is in the form of [displayed_text, returned_data. enabled_flag].  If you were to make a list of weapons from the database, you would 'think' that the displayed text would be the item's name, and the returned data could be the item's ID.  the enabled flag is defaulted to 'true' as it is a boolean (true/false) value.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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Back to work and crafted an introduction comic to play before the game starts. i used a few different ai image generators to help find exactly what I was looking for to put in these frames. 

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Hey, wondering where you've been.

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Screen doctored to show the ability to greatly customize.

Had a little fun today...   I decided... make the save game files include a screenshot of the field map the party is in.

Impossible?  Clearly not.  Granted, the "Marshall Load" system is designed for text-based content and actively REFUSES to save bitmap files.  So... this may sound weird... but I converted the bitmap data into text files so they can get slipped into the saves.  I used a trick I figured out when I made Kichi's Kashed Audio which lets you compress your game audio with the rest of the rgsaad file. Winking

Of course, I set up the save-system with a configuration page, so you could adjust the placement of a ton of stuff.

Now I have some things to work out.  When you want to load a game from a long list of saves, the cursor should look and highlight the last save you made.  It isn't.  It's going to the first in the list... daaaang.  And currently, it is set up only for two save-files visible in the screen at a time.  There's no way to allow for the screen captures to be visible in a four-save display. But I will see about option for a three-save option.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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I've been considering getting a couple of DLC's from either Komodo Plaza or Steam, namely Pop! Horror City for VX ACE and MV, Futuristic Characters Pack for VX ACE and RPG Maker DS+ Resource Pack for VX ACE and MV (2 download links).

I dunno if I'd ever use the horror one but I still listed it here.

Do you think they're good enough for using in actual games?
Or are there better DLCs or packs I should get first? Thinking

Take in consideration that I do own all of the RM engines except for MZ. I despise it just because. Tongue sticking out

True, I never bought RM2K and its sequel but I never had a reason to ever purchase them. Laughing
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

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[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
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My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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