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Messages - Blizzard

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1
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.

2
RMXP Script Database / Re: [XP][VXA] XPA_Window
« on: September 22, 2017, 06:34:56 PM »
Fix is up.

3
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.

4
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.

5
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

6
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).

7
RMXP Script Database / Re: [XP] RMX-OS
« on: September 06, 2017, 08:58:14 AM »
1. Just run a local server on your PC, separate from the online server.

2. Stuff is being synced. It's called EXCHANGE_VARIABLES or something like that. By default it doesn't sync actor data, but if you use Blizz-ABS and the plugin, it will actually sync these things as well.

9
Lexima Legends IV - Chaos Project / Re: "Beyond Epic" Game Mode
« on: September 03, 2017, 12:53:15 PM »
*legal bump*

Broken max damage again. #_#

(click to show/hide)

10
Lexima Legends IV - Chaos Project / Chaos Project 2.0.0.0 BETA
« on: September 02, 2017, 10:01:53 PM »
The time has come. It's a few days short of 6 years since I started working on this. Initially I wanted to add 2-3 additional hours of gameplay with the "Beyond Epic" game mode, but it kinda mutated into 5 hours. I wanted to make it story-driven and glue the gameplay onto it. That didn't happen. Instead they grew together. I added even some other things like 60-FPS support through XPAce, fixed a lot of minor bugs, rebalanced some minigames and the entire monster arena, added more game modes etc. The normal game experience remains mostly unchanged with the exception of some special tweaks (and 60 FPS obviously), but the additional content will blow your mind.

You might be thinking "Blizzard, you ass, you've been promising this thing now for almost 6 years. It's never going to be done." Well, that's just it. The open beta release date is tomorrow. No, this is not a joke. No, this is not a shitty estimation. I literally have to do one more thing for the game to be a beta version: Finish balancing the final boss fight in the "Beyond Epic" game mode. That's a few hours of work. Sure, there are a few bugs around that I'm aware of, but they are mostly graphical. So besides the boss balancing there's nothing else to be done for the beta.



So, 2.0.0.0. what's new then?

Beyond Epic game mode

  • the ultimate post-game challenge
  • Rivy joins your party to kick some ass
  • max level 1000 with insane stats and no grinding necessary (which doesn't mean you can't grind if you want)
  • new awesome Meta States, play the game like never before
  • beyond epic damage, beyond epic battles, beyond epic music, beyond epic bosses
  • an unexpected closure to the canon storyline
  • unlocked by beating the game in any mode and getting the "good" ending
  • about 5 additional hours of gameplay!

Zero Hero game mode

  • a low-level challenge for those who can handle it
  • enemies drop double gold, but only bosses give EXP

Soul Rage game mode

  • a special challenge for those deeply familiar with the game mechanics
  • normal abilities are not available
  • SR costs are halved
  • Meta Limit costs only 50% SR
  • enemies drop double gold

running at 60 FPS

  • smooth animation with improved engine
  • more custom optimizations to provide an even smoother experience
  • 50% increased movement speed, no more slugging around

supporting XBox 360 compatible controllers for input

  • no more keyboard-jockeying if you want the full old-school experience

all-new Revive Charm accessory in many item shops

  • provides a one-time Auto-Revive until it's used up

improved pet monster battles

  • higher chance to increase stats during battle
  • higher stat increases during battle
  • higher chance to gain stat boosts during battle
  • lower chance to lose stat boosts during battle when hit
  • high stater increases with the items
  • less grind, more fun

more battle BGMs

  • added a new default battle BGM (and left the old one as well)
  • the rest are available automatically in any game mode except "New Game"

improved font installation

  • no more missing text
  • no more hassle installing fonts

new boss-dying animation

  • more unique and fancier than ever

better audio

  • updated a lot of tracks with higher quality audio

changed Mandora Prison

  • for each completed room, you get a reward
  • you can skip rooms
  • reduced difficulty to match the 60 FPS glory

minor bug fixes and improvements

  • graphics
  • dialogs
  • audio timing
  • brand new battle transition
  • improved battle status display
  • game now saves and loads faster
  • added more save points throughout the game to allow for shorter play sessions
  • changed how some skills and enemies work

reworked some dialogue and plot points

  • now Endout is a bit better fleshed out in the earlier story segments

more fun with game modes

  • beating "New Game" will now unlock "And Again!", "Warrior", "Zero Hero" and "Soul Rage" all at once
  • beating "Warrior" or "Zero Hero" will unlock Exerion
  • with so much more new mode craziness going on, the number of save slots is now 12

11
Lexima Legends IV - Chaos Project / Re: "Beyond Epic" Game Mode
« on: August 27, 2017, 04:32:32 PM »
Check that max damage.

(click to show/hide)

Remember when after beating Hellvoid you could use Chaos Nova during the battle against Nemesis and you were like "Woah, over 100 thousand damage!"? Yeah, that's baby stuff in BE. >:3

12
Script Requests / Re: Simple Crafting Demo/Script
« on: August 09, 2017, 10:58:54 PM »
I once made one where you could do some crazy things. Can't remember the name, just look it up in the database.

14
Alright, here we go. :D

About the infrastructure...

I do understand that argument and it's a valid one until you take a step back and look at the situation from a different perspective. In Europe much smaller ISPs have manage to rack up Internet speeds to such high levels, that the EU recently passed a new regulation (or will pass very soon) that Internet speeds by ISPs have to offer a package that has at least 100Mb/s. Don't take my literal word on this though, I don't know the details and may have mistyped something. Still, if so many small companies across dozens of EU countries can handle this, it's absurd to think that the massive ones in the US cannot.

I will add my point about stifling innovation here, because it makes sense within the context of my arguments. I actually agree with you there. I don't think that abandoning net neutrality will stifle innovation. It will, however, stifle the future increase in Internet speed. Why? Simple. If ISPs are already billing customers and content providers left and right, why bother increasing speeds if you can increase fees and nobody can do shit about it? And if they wanted to increase speeds either way, they wouldn't be lobbying against net neutrality in the first place. So they are obviously just trying to extort more money from wherever they can.

Just an additional note: Overselling is bad IMO if you do it with too much. But a drop in 10%-20% of speed during rush hour is acceptable IMO. Again, this is just my opinion and some people might disagree.

About the free market and government regulations...

A completely free market is not a good thing either. Each time we didn't regulate stuff, things spiraled out of control. Every. Single. Time. A free market's natural progression is towards monopoly. Sure, sometimes we end up with a few big players, but just as often (if not even more often) we end up with one big player. That being said, regulations are a double-edged sword. They can prevent big companies from abusing their influence just as much as they can drive small companies out of business. e.g. If the government passes a law to increase the minimum wage, some small companies won't be able to afford this and have to close down while the bigger ones will have to fire people and automate more things (which isn't necessarily a bad thing, but that's for another discussion). That's why I think that net neutrality is the best solution, because it provides an equal ground for everyone and no one can be privileged.

IMO regulations should prevent unfair advantages and try to provide an equal opportunity for everyone while keeping a balanced free market where a higher quality service can thrive and drive competition out of business. It may sound harsh, but it's better for all of us in the long run.

Other arguments

Abandoning net neutrality could be a good thing in the long run, but the problem is that ISPs are catering the entire thing to what suits them instead of to what is best for customers. They don't want any regulations or anything. They just want more power and control over information to be able to make more money off of it. If there were better regulations (read: ANY ACTUAL regulations), this could actually help the companies while still treating customers and content providers fairly. The problem here is that at some point these regulations would have to be removed or at least loosened to allow a better free market yet again. And since we're going in circles at this point, I think that just keeping net neutrality and simply declaring it as a public good is the better option in the end.

All this being said, I do believe that we still need some extra regulations for companies while keeping net neutrality intact. As you already mentioned, there were cases with Comcast strongarming Netflix, etc.



Thanks for stimulating my gray matter on this matter again. ^_^

15
Resources / Re: problem to open mrmx-os
« on: June 23, 2017, 10:48:43 AM »
There is an issue with the input module that requires a newer RGSS DLL. :P

16
Resources / Re: problem to open mrmx-os
« on: June 23, 2017, 07:40:36 AM »
The Steam version / Humble store version and the official version from their website should work fine.

17
RMXP Script Database / Re: [XP] XP Ace Tilemap
« on: June 23, 2017, 07:39:36 AM »
Eh, it happens. I've uploaded tons of faulty demos in my time. xD

18
Sea of Code / Randomness and distribution
« on: June 14, 2017, 08:06:33 PM »
Those of you who worked with C or C++ probably know that on Win32 systems that the macro RAND_MAX is only 32,767 (0x7FFF). This causes problems if you want random values higher than that since due to the distribution, there are values that you will never get.

e.g. You want 1,000,000. 1,000,000 / 32,767 ~= 30.52. That means that you can get a 0 or a 31, but never anything between these two numbers.

Now, you could take two numbers and sum them up or multiply them, but that breaks the equal distribution of numbers and some values will happen more often than others. It's easiest illustrated with a few small values. Let's take a range from 0 to 2 inclusive. All possible combinations:

0+0, 0+1, 0+2
1+0, 1+1, 1+2
2+0, 2+1, 2+2

If you take a close look at all possible combinations, you will notice that the results are not equally probable. 0 and 4 appear only once, 1 and 3 appear both twice and 2 appears 3 times as a result.

The only way to really handle this issue is to combine the values in a way that preserves the equal distribution. If we simplify the entire thing and say it's only possible to generate 1 bit randomly, we can get the values 0 or 1. Now if we do this procedure N times, we can get a number that consists of N bits and all numbers generated in such a way will always be equally likely to appear and the distribution will be preserved. Since we already have 15 bits (32,767) at our disposal to be generated, we can just generate this value twice and then just combine them by shifting one of the numbers to have a 30 bit value.

I implemented this in our foundation library, you can take a look here at line 46 and 47 (or just find "#define HRAND()" if the code has changed since this post was made): https://github.com/AprilAndFriends/hltypes/blob/master/src/hltypesUtil.cpp
I do casting to int64_t, because I have multiplication and division with another 32-bit int so nothing breaks. Incidentally I think this is the same reason why Microsoft limited RAND_MAX to 32,767 in the first place.

19
General Discussion / Re: How to Get Enterbrain's Software Free
« on: May 31, 2017, 08:10:13 AM »
Maybe we should even delete the topic.

This does NOT work anymore. Most (all?) of their software has been updated leaving this method unusable.


20
Nice work!

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