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Messages - Blizzard

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1
Script Troubleshooting / Re: [RMXP] Changing Enemy HP[RESOLVED]
« on: November 15, 2017, 09:43:27 AM »
That's the spirit. :)

2
RMXP Script Database / Re: [XP] Blizz-ABS
« on: November 09, 2017, 08:10:06 PM »
Aha, you want to use another battle system? Well, it might conflict since some classes are switched out on the map. But only if you want to use a battle system on the map. If you want to use a turn-based one, there should be no conflict.

3
RMXP Script Database / Re: [XP] Blizz-ABS
« on: November 09, 2017, 07:04:34 PM »
Just don't use them. :) No need to remove anything.

4
RPG Maker Scripts / Re: MV Mode 7
« on: November 09, 2017, 12:10:12 PM »
Yes, of course. This is can all be done with the transformation matrix. :D Technically we can also do skewing.

I like the automated animations thingy. Will do.

5
General Discussion / Image upscaling
« on: November 09, 2017, 10:54:53 AM »
FINALLY! A good solution for upscaling images!

https://letsenhance.io/

CP 2.0 HD coming! :D

6
KK20, have you thought about using SSE2 or something like that? It could heavily boost blitting performance and AFAIK most old CPUs support it. IIRC Pentium 2 already had SSE2 support. I definitely know that Intel Atom CPUs support at least SSE2. And IIRC AMD CPUs know how to emulate SSE2.

EDIT: https://en.wikipedia.org/wiki/SSE2

Keep in mind, this is next level shit, probably unlike anything you've done so far in terms of programming.

EDIT: What it does in short: Imagine you copy an array. The CPU has to copy value by value, there's not way around it. But if you use Intel intrinsics, you can make use of the media co-processor and literally copy multiple pieces of data at once. You tell the co-processor what you want copied and it executes it in a parallel manner rather than value by value. This is quite often used in image processing. I remember that either one or both libjpeg and libpng use them to improve loading speed. And it improves loading speed several times, maybe even more than a whole order of magnitude.

EDIT: I can't seem to find the code in libpng and libjpeg. But it does exist in libwebp.

7
RPG Maker Scripts / Re: MV Mode 7
« on: November 08, 2017, 06:24:33 PM »
Yeah, that's already in the domain of proper 3D. Let's not go there. xD Even just having a height map is quite complicated. I've implemented an isometric renderer once and it was quite difficult, especially z-ordering.

8
RPG Maker Scripts / Re: MV Mode 7
« on: November 08, 2017, 09:51:43 AM »
Rotation actually isn't that hard. Since MV has direct access to GL calls, I just need to add rotation to the transformation matrix. Mostly because just adjusting using Mode 7 is already rotating, just by a different axis. Since this isn't manual calculation and rendering like it was done in XP and other RMs, it will actually be ridiculously easy to make the first working version. The majority of the time I will need is figuring out where stuff is in pixi.js to understand what I need to call and what I need to manipulate. xD

Drawing distance is a good one since it can add/reduce lag. I can easily include a horizon fade there as well.

Over the character tiles are a good question. I think the best way is to flatten everything and use events for standing objects / billboard sprites. I don't wanna go full 3D.

Height map probably no. But technically if I can find how the shader is set up or if I can write my own shaders, it could be possible.

If I can do shaders, this actually opens up the possibility for a curved map.

9
RPG Maker Scripts / MV Mode 7
« on: November 08, 2017, 08:46:11 AM »
Some may already know that I started working on a new game in RMMV. It was all shakey until I wrote my first lines of code. xD I am definitely going to continue working on it and I will release some of my scripts to the public. The one most notable would be a Mode 7 script. Now, I'm wondering what kind of extra features you would like to see in this script, what kind of parameters, what kind of configurations.

10
Script Requests / Re: Sprite Opacity "Glow"
« on: November 07, 2017, 09:01:30 AM »
You could just use different window skins for every window. I do that in CP.

11
New Projects / MOVED: Legends of Astravia
« on: November 07, 2017, 08:59:52 AM »

12
Script Requests / Re: Sprite Opacity "Glow"
« on: November 05, 2017, 08:45:56 AM »
You're thinking in the right direction, but it's still not complete. You have to think of the code being executed once every frame rather than being it's own piece. You can add something like this in an update method.

Code: [Select]
# making sure the @com_opacity_direction variable exists and changes direction of opacity change
if @com.opacity == 255
  @com_opacity_direction = -1
elsif @com.opacity == 0 || @com_opacity_direction == nil
  @com_opacity_direction = 1
end
# actual change of opacity
@com.opacity += @com_opacity_direction * 15

What this does is change the opacity by 15 every frame. Over the course of 15 frames, it will do one full fade-out or fade-in. Over the course of 30 frames it will do one whole cycle.

13
RMXP Script Database / Re: [XP] Blizz-ABS
« on: October 29, 2017, 09:11:35 PM »
It's better to trigger a switch on death and have another auto-start event use that switch as precondition.

14
RPG Maker Scripts / Re: RMXP Windows, how does the Cursor update?
« on: October 26, 2017, 07:57:29 AM »
Feel free to take a look at XPA_Window to see how I implemented things.
Horizontal scrolling is actually natively support in XP Windows, you just have to setup the Window#ox value for the internal Bitmap position and the Window#cursor_rect Rect object for the cursor position. Window_Selectable actually has an implementation for vertical scrolling. You can just apply the same logic for horizontal scrolling.

15
Troubleshooting / Help / Re: Basic RGSS Window Questions
« on: October 23, 2017, 07:28:40 PM »
- update() is called every frame (in theory) in order to process input and stuff that you need every frame
- refresh() can be considered update-on-demand and it also handled drawing on the Bitmaps within windows (since drawing is expensive)

To get more technically, the main() method within a scene is the main loop, it calls its own update() method in a loop then (and does rendering through "Graphics.update"). Within its update() method it usually calls the windows' update() methods. If there are more windows, sometimes some of them aren't visible at the time so it doesn't update them during that time. refresh() is usually only called when some display data needs to be changed in the window, e.g. the HP display changes so the Bitmap object contained within the window needs to be changed.

I can't think of a tutorial right now, but a good idea is that you just go ahead and try to edit the existing menu code (make a backup first!) and just see what happens. The menu code isn't that complicated and now that you know the basics, it should be relatively straightforward to understand what's going on.

16
RMXP Script Database / Re: [XP][VXA] XPA_Window
« on: September 22, 2017, 06:34:56 PM »
Fix is up.

17
RMXP Script Database / Re: [XP][VXA] XPA_Window
« on: September 22, 2017, 09:31:49 AM »
I THINK there was a performance boost. xD
In any case, let me know whether I should add the viewport fix or not.

18
RMXP Script Database / Re: [XP][VXA] XPA_Window
« on: September 22, 2017, 08:11:30 AM »
I see, I see. Do you think I should add that fix then? IMO we should extend functionality to fix issue rather than replicate them for consistency's sake. While nobody does use a viewport in a window, I am aware that it's possible, but IDK if the getter worked in RMXP.

I create the viewports upon window creation to be able to manage the window sprites easier and make sure they don't go out of bounds. And it's much easier to change the viewport coordinates rather than for each of the sprites individually. I think I also saw some performance boosts from this as opposed to manually changing all coordinates, but I can't remember anymore.

19
RMXP Script Database / Re: [XP][VXA] XPA_Window
« on: September 12, 2017, 08:45:55 PM »
Thanks for finding that bug, but I think that the fix should be on the C level since the DLL call should be safe. I'll integrate the fix right away and upload a new version. :) Feel free to update the one in the XPA package as well.

EDIT: Yup, a few "== 0" conditions should have actually been "<= 0" to fix this problem. New version is up. :)

EDIT: LMAO! Turns out I fixed that issue in CP a long time ago already. xD

20
Lexima Legends IV - Chaos Project / Re: Chaos Project 2.0.0.0 BETA
« on: September 06, 2017, 08:59:05 AM »
No way. I have way to much copyrighted stuff in there. The only reason I can safely "release" it like this is because it's for educational purposes (since the game was my master thesis).

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