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!
Friendship is born at that moment when one person says to another: "What! You, too? Thought I was the only one." (C.S. Lewis) For the time you're laughing, there's nothing wrong in the world. (Colin Mochrie) If it's funny, make sure people laugh. If it's not funny, make it funny (unless it's actually really serious). (silvercheers)
Please don't spell my name "Yamina-chan". It's all small. Thank you =D
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.
"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.
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
I'm not putting out a script request but, if somebody manages to beat me to this one, I wouldn't mind.
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Basically, I need to write a script that converts an image into map (Map00X.rxdata) data. The script would look for certain palette colors within a basic image, then it would index it to the designated tile (or auto-tile) and fill it as designated. Here is a GIF as an example...
The example would be a 40x30 pixel image making a 40x30 tile map, picking tiles based on colors. Ignore the faded Layer 2 and Layer 3 objects, I would only expect the script to fill in Layer 1 with Auto-Tiles. If the palette was more than 7 colors, it would fill in normal tiles from the Tileset.
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.
02-02-2020, 06:17 PM (This post was last modified: 02-02-2020, 06:19 PM by DerVVulfman.)
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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.
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.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)