Author Topic: [XP] RMXPAce -- Using the VX Ace engine in your XP games  (Read 93620 times)

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #320 on: November 08, 2017, 09:02:39 PM »
I remember in like an early iteration I tried experimenting with that, but never got anything to work I think. It'd definitely benefit in alpha blending, as I found here: https://stackoverflow.com/a/1102810

But I think we should test first if this is present in vanilla VXA so that I'm not wasting my time (and yes, it has to be VXA since we're using RGSS3. XP won't help us here).



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Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #321 on: November 08, 2017, 09:22:21 PM »
I remember in like an early iteration I tried experimenting with that, but never got anything to work I think. It'd definitely benefit in alpha blending, as I found here: https://stackoverflow.com/a/1102810

But I think we should test first if this is present in vanilla VXA so that I'm not wasting my time (and yes, it has to be VXA since we're using RGSS3. XP won't help us here).
I agree, I don't want to be responsible for time wasting. I'll take a look in VXA and see if I can replicate the problem.

Also, I have a couple different machines/operating systems I can test on. My primary machine is a powerhouse, so I don't think it's a resource issue. It has a dedicated GPU, so I will also test that vs my laptop that only uses on-board.

Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #322 on: November 09, 2017, 02:43:56 PM »
Looks like it's present in Vanilla VXA. Didn't have to put much effort into it--made a 50x50 and slapped a bunch of tiles down and the stutter is still there. Will check on an alternate machine to make sure.


Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #323 on: November 10, 2017, 05:15:47 PM »
Update: While the slight stuttering is present in VXA and XPA, the massive lag spikes I was getting in my own game were unrelated. Turns out it was an outdated version of Ryex's dynamic sound? Weird!

I do still get those slight stutters, but I had some folks reporting they don't get them. I need to test on some other machines to see if it's a problem with my computer, at this point.

Offline Lunos

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #324 on: December 12, 2017, 03:27:18 PM »
Hi. Quick question: This doesn't work with the Pokémon Essentials Kit, right?
At least I tried it but I'm getting this error as soon as I hit the New Game button, so..
« Last Edit: December 12, 2017, 03:34:46 PM by Lunos »

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #325 on: December 12, 2017, 06:46:36 PM »
Most likely not. Error states that you didn't put XPATilemap.dll in your project folder. But I know that PE uses its own tilemap rewrite and is built around it.



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Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #326 on: January 16, 2018, 10:11:24 AM »
Updated to version 2.3!

  • Traceback when a script error occurs will now output to a text file if the output is unreasonably large (900+ characters)
  • Font outline, which is a new default behavior in RGSS3, now has a configurable setting. It is turned off by default to replicate the RGSS1 feel
  • In RGSS1, whenever the game window closed, Kernel#exit would always be called, allowing scripters to alias it (e.g. online game that needs to save player's stats one last time). RGSS3 no longer does this. A DLL was created to intercept the window closing message and forcefully call Kernel#exit. This is another setting that can be turned on or off (off by default as not many users will find this particularly useful)
  • Added Prevent Deactivation; your games can now run in the background! Another configurable setting that is off by default.
  • Updated XPA_Tilemap to v0.4
  • Updated XPA_Window to v1.2



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Offline Jaiden

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #327 on: January 16, 2018, 04:33:49 PM »
Oh dang, very nice. Will be testing this out soon!

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #328 on: January 29, 2018, 08:06:42 AM »
Updated to 2.31 to address a potential issue with renamed games using Enigma Virtual Box as reported by BoisterousHero Jaiden.

Scripts that use Win32API calls like GetPrivateProfileString are often passed with the parameter ".\\Game.ini". If the user wishes to rename their Game.exe, their Game.ini must be renamed accordingly or else the game will not run. However, because the script can no longer find "Game.ini" (because it is renamed), the script will fail somewhere in its functionality.

A new method was created for this behavior.
(click to show/hide)
« Last Edit: April 05, 2018, 10:25:24 AM by KK20 »



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Offline Mewtrino

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Re: [XP] Using the VX Ace engine in your XP games - the kiss tutorial!
« Reply #329 on: March 29, 2018, 05:38:51 AM »
A wild lurker appears! :ninja:

Download (8 kB)

Give that a try. Feel free to distribute/share as you please.

Let me know if you need any adjustments.

(click to show/hide)

EDIT:
I forgot to mention, you must wait 10 seconds after hitting the launcher for it to take effect. I just picked an arbitrary amount of time to make sure the editor got through all its startup stuff.

So I'm more than a little late to the party when it comes to RMXP, but as a relative newcomer to RM in general (didn't hop on the bandwagon until I got RMXP & RMVXA in a Humble Bundle offer), I only recently found out about XPAce and wanted to give it a try. I got it installed just fine in a new project, but since I'm running XP through Steam, my Game.ini keeps getting overwritten. I know it's a long shot, but does anybody still have a link to ForeverZer0's modified launcher (see above)? I'd try compiling it myself, but I'm nearly out of space on my SSD and don't have enough room to install Visual Studio. :(

And just to clarify, can XPAce be used in commercial projects or is it for non-commercial use only? As I understand it, scripts such as XPA Tilemap are labeled for non-commercial use, so does that extend to XPA itself? I looked over the licensing info in the XPA documentation but I may have missed something since I didn't see it stated explicitly. Apologies if it's a stupid question, just wanted to make extra sure. For the record, I do have licenses for both RMVXA and RMXP, along with the latest RMMV.

Thanks to everyone who's kept this project and the many other awesome XP scripts updated over the years. This site is a treasure trove of XP goodness and I'm truly grateful that it's stuck around for all this time. Kudos to you guys!

Offline ForeverZer0

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #330 on: March 29, 2018, 07:58:35 AM »
Holy hell, I have absolutely no recollection of every created that. I will look in my dropbox and fix link. Never fixed them after Dropbox changed all their crap around.


EDIT:

Oi! I actually found it.

https://drive.google.com/open?id=1xxUCKMm89lZRzGhWSy5EQfiqlfwFh6za
« Last Edit: March 29, 2018, 08:03:30 AM by ForeverZer0 »
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #331 on: March 29, 2018, 10:30:22 AM »
Regarding commercial use, you must reach an agreement with the authors of said scripts. I generally negotiate with a free-copy of the game.



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Offline Mewtrino

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #332 on: March 29, 2018, 07:29:02 PM »
@ForeverZer0: THANK YOU!! Yeah, I remember Dropbox changed how file sharing works a while back and I had a feeling that had something to do with the broken links. Hope it also helps anyone else out there who was looking for the launcher and was wondering where it went!

@KK20: I understand, thank you for clarifying. I'd definitely check in with the script/plugin writers for licensing terms on a commercial project (if I ever get to that point) before releasing it.

Thank you both again for your help! :D

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #333 on: April 18, 2018, 08:12:49 AM »
Quick update to 2.32
  • Forgot to update XPA Tilemap's DLL from version 0.4, whoops :P (thanks tasuku13 for reporting this)
  • Input module's constants are now integers (as they are in XP) instead of symbols (as they are in VXA). You can still use XP's or VXA's way of handling input, like so
Code: [Select]
Input.trigger?(Input::C) # XP
Input.trigger?(:C)       # VXA



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Offline Kise

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #334 on: April 18, 2018, 12:47:14 PM »
Look like you uploaded wrong version, every script is outdated in XPA_2.32 and tilemap dll is smaller.

Offline KK20

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Re: [XP] RMXPAce -- Using the VX Ace engine in your XP games
« Reply #335 on: April 18, 2018, 07:57:39 PM »
Thanks for the QA, I must have been in a drunken stupor last night.
The DLL is fine by the way.

Reverted to 2.31 until I fix it.
EDIT: 2.32 is back up
« Last Edit: April 19, 2018, 07:29:46 AM by KK20 »



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