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Messages - Zeriab

21
Chat / Re: My Computer Illiterate School
September 11, 2011, 08:41:22 am
I have seen people having the same music several places.
You know, stuff like iTunes making copies of all your music. (The worst part of having an iThing is the requirement to use iTunes, how could they make something so horrible...)
Windows Media Player also making copies (before win7)
People actually copying music rather than moving it to put it all in a single folder structure. (Yes, I have actually seen this :facepalm:)

You wouldn't normally reach 200 gigs even with that stuff. The people I know who have 200+ gigs are people who download discographies of bands when they want to listen to a number or two. You know, just in case you want to listen to more of them.

*hugs*

P.s. I have worked on a computer which had 96 GB memory. I never were even remotely close to use that much
22
Chat / Re: My Computer Illiterate School
September 10, 2011, 04:56:29 am
I remember plenty users having 200 GB+ music back when I played around with DC++
Those people didn't seem to stick to one genre, but rather just got as much as they possible could.

@game_guy: In that case tease him as much as possible  :evil:
23
Chat / Re: My Computer Illiterate School
September 09, 2011, 02:58:58 pm
You could try to teach them. Of course it may not be very satisfying, but there is definitely something you can do if you really want.
As for 200 GB music, yes, that is definitely possible. You have already concluded the guy is a computer illiterate yet you still assume he knows to store music at an sensible bitrate. What if it was uncompressed?
Also, getting 200 GB of music properly compressed is not particular outrageous. Particular if you are a hi-fi nerd and only use loss-less compression.
If you are talking about the 200 GB sound for theaters then it may only be 6-7 hours.

@Blizz: Remember when computers had turbo buttons?

P.s. sometimes games do run fine on machines which does not meet the minimum requirements.

*hugs*
24
This is different from the SDK log. (Checking for the existence of the SDK log and registering if it's there is really nothing more than a minor nuisance)
The fact that the registered scripts are saved into the save files means that you use that knowledge to do maintenance on saves made with older versions of scripts or saves that do not have a new script you added.
There are several scripts which renders old files unusable. You can use this script to help you load those saves.

*hugs*
25
RPG Maker Scripts / Re: ATTN: Apidcloud
August 27, 2011, 04:23:45 am
Try treating the file as binary. I.e. use 'rb' and 'wb' instead of 'r' and 'w'.
Also I like how the encryption you use is the DEFLATE compression XD
26
RMXP Script Database / Re: [XP] Letter minigame
August 20, 2011, 09:24:31 am
I am glad you like it :3
I don't know RMX-OS well enough to tell you whether there will be any particular problems or not.

You can retrieve the score with $letter_minigame.score and then use it for whatever.
Unfortunately you will have to find another scripter as I haven't had time to script lately and I probably won't have for a long time.

*hugs*
27
RMXP Script Database / Re: [XP] Letter minigame
August 18, 2011, 02:34:28 pm
I have replaced them with some working ones. Thanks for reporting the issue ^_^
28
ARC Reactor Engine / Re: Enterbrain Bitmap fail
August 18, 2011, 02:26:42 pm
Awesome, nice find!
29
RPG Maker Scripts / Re: Reload Scripts at Runtime
August 18, 2011, 03:05:58 am
You can open a new instance of the game and close the current one.
30
Certainly it is. Here is a quick and dirty modification where you can have both a start animation (which plays just once) and a loop animations which continues to play until the player unpauses the game.

#==============================================================================
# ** Pausing with F12
#------------------------------------------------------------------------------
# Zeriab
# Version 1.2
# 2011-08-08 (Year-Month-Day)
#------------------------------------------------------------------------------
# * Version History :
#
#   Version 1.0 -------------------------------------------------- (2009-05-22)
#   - First release
#
#   Version 1.1 -------------------------------------------------- (2009-05-25)
#   - The pause image now appears immediately when F12 is pressed.
#   - Transitions are cut short rather than restarted when F12 is pressed.
#
#   Version 1.2 -------------------------------------------------- (2011-08-08)
#   - Allowed a start and loop animation to be played
#------------------------------------------------------------------------------
# * Description :
#
#   This script changes the functionality of pressing F12 during the game
#   from resetting the game to (un)pausing the game. A picture is displayed
#   while the game is paused. (Having a picture is optional)
#------------------------------------------------------------------------------
# * License :
#
#   Copyright (C) 2009  Zeriab
#
#   This program is free software: you can redistribute it and/or modify
#   it under the terms of the GNU Lesser Public License as published by
#   the Free Software Foundation, either version 3 of the License, or
#   (at your option) any later version.
#
#   This program is distributed in the hope that it will be useful,
#   but WITHOUT ANY WARRANTY; without even the implied warranty of
#   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#   GNU Lesser Public License for more details.
#
#   For the full license see <http://www.gnu.org/licenses/>
#   The GNU General Public License: http://www.gnu.org/licenses/gpl.txt
#   The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt
#------------------------------------------------------------------------------
# * Compatibility :
#
#   Is most likely not compatible with other F12 prevention scripts.
#------------------------------------------------------------------------------
# * Instructions :
#
#   Place this script anywhere above main.
#   The image file 'pause' present in Graphics/Pictures is used.
#   Note: No picture is shown if there is no 'pause' in Graphics/Pictures.
#==============================================================================

#=============================================================================
# ** Reset class (because it won't be defined until F12 is pressed otherwise)
#=============================================================================
class Reset < Exception
 
end
#=============================================================================
# ** Module Graphics
#=============================================================================
module Graphics
  class << self
    START_ANIMATION_ID = 99
    LOOP_ANIMATION_ID  = 94
    WAIT_BEFORE_LOOP = 30 # Amount of frames before the loop animation starts
    #-------------------------------------------------------------------------
    # * Aliases Graphics.update and Graphics.transition
    #-------------------------------------------------------------------------
    unless self.method_defined?(:zeriab_f12_pause_update)
      alias_method(:zeriab_f12_pause_update, :update)
      alias_method(:zeriab_f12_pause_transition, :transition)
    end
    #-------------------------------------------------------------------------
    # Change the update method so F12 toggles pause
    #-------------------------------------------------------------------------
    def update(*args)
      # Try to update normally
      begin
        zeriab_f12_pause_update(*args)
        return
      rescue Reset
        # Do nothing
      end
      # F12 has been pressed
      done = false
      # Store frame count
      frame_count = Graphics.frame_count
      # Show pause image
      @sprite = RPG::Sprite.new
      @sprite.z = 9999
      if $data_animations && $data_animations[START_ANIMATION_ID]
        @sprite.animation($data_animations[START_ANIMATION_ID], false)
      end
      begin
        @sprite.bitmap = RPG::Cache.picture('pause')
      rescue
        @sprite.bitmap = Bitmap.new(32,32)
      end
      # Keep trying to do the update
      while !done
        begin
          zeriab_f12_pause_update(*args)
          done = true
        rescue Reset
          # Do Nothing
        end
      end
      # F12 has been released, update until it is pressed again
      counter = 0
      while done
        begin
          counter += 1
          if counter >= WAIT_BEFORE_LOOP && $data_animations && $data_animations[LOOP_ANIMATION_ID]
            @sprite.loop_animation($data_animations[LOOP_ANIMATION_ID])
          end
          @sprite.update
          zeriab_f12_pause_update(*args)
        rescue Reset
          done = false
        end
      end
      # F12 has been pressed, keep trying to update
      while !done
        begin
          zeriab_f12_pause_update(*args)
          done = true
        rescue Reset
          # Do nothing
        end
      end
      # F12 has been released, dispose pause image
      @sprite.dispose
      # Set proper frame count
      Graphics.frame_count = frame_count
    end
    #-------------------------------------------------------------------------
    # Changes the transition so it is cut short if F12 is pressed
    #-------------------------------------------------------------------------
    def transition(*args)
      done = false
      # Keep trying to do the transition
      while !done
        begin
          zeriab_f12_pause_transition(*args)
          done = true
        rescue Reset
          # Set transition length to 0 frames.
          args[0] = 0
        end
      end
    end
  end
end


*hugs*
31
I highly suggest you go for the second design for recording the awards each user have.
Ask yourself if the award_points column really is necessary. Let's say that you change the amount of points an award gives in your Awards table. Should this change be reflected in the UserAward table?
If it should consider removing the column in UserAward since it just contains duplicate information.
To get the sum you can do as Blizzard suggests ^^
32
General Discussion / Re: RMXP Made Ipod App?
July 19, 2011, 09:52:18 am
Quote from: RPGManiac3030 on July 05, 2011, 04:34:24 pm
Wait, my friend is working on a game with XNA Game Studio, and we were thinking about using RTP graphics. Would this be illegal even though we're not making a profit on the game?


It is probably illegal if you do not get permission from Enterbrain or whoever has the rights to license you the resources.
You can try and ask Enterbrain if you can use the resources for free or for a one time payment. (Royalties are a bad idea as it's free)
Of course you can just not ask an hope nothing happens. Besides, if anything happen it would probably just be a cease and desist.

Quote from: winkio on July 06, 2011, 01:20:55 am
fan-games and free games are allowed to use copyrighted materials to some extent.  Look at all the flash versions of Mario up on the internet, for example.  I would still recommend you make your own graphics, it's a good experience.

Look at all the nice music you can find on the web. :V
It is true that under fair-use it would probably be legal for me to use some of Enterbrains resources in a RMXP tutorial.

*hugs*
33
Resources / Re: Rubular: Ruby Regexp Editor/Tester
June 22, 2011, 10:42:31 am
Let me add this link as well:
http://rise4fun.com/Rex

I don't know how the regular expression syntax differ from the one in Ruby, but the different automata representations can help understand how a regular expression works in a different way.
34
Welcome! / Re: I'm Sailing Away
June 22, 2011, 04:30:20 am
*hugs WhiteRose goodbye*

I hope your trip will give you plenty of nice and good experiences ^_^
35
General Discussion / Re: RMXP Made Ipod App?
June 01, 2011, 10:43:12 am
I have never liked people falsely accusing other people of illegality.
The proper procedure would be to alert Enterbrain of the game so they can take further action if needed:

*hugs*
36
General Discussion / Re: RMXP Made Ipod App?
May 31, 2011, 12:17:47 pm
It is possible that they made a separate license agreement with Enterbrain about using the resources for their iPod game.
I find it unlikely, but I as an outsider cannot know whether it is illegal or not.
37
1. File->Compress Game Data
2. Check 'Create Encrypted Archive'

You are done. RMXP handles the encryption and decryption transparently.

*hugs*
39
Notice the © 1997-2000. A lot of happened since then.
I have worked quite a bit with Java and like 90% of the stupid standard library stuff I encountered was legacy stuff from Java 1.2 and before.
It is clear that he didn't have List<Object> available as that fixes a bunch of the problems he mentioned. Stupidly Java only uses the information at compile time and throws it away afterwards  :facepalm:

There definitely still is a bunch of stupidity present Java ^_^

*hugs*
40
ARC Reactor Engine / Re: Compression
May 07, 2011, 02:57:54 am
You should also note that the DEFLATE compression appears more worthless than it is because RMXP encrypts before it compresses  :facepalm: