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Messages - Zeriab

41
I also have a 1920x1080 monitor! >_>


What you are saying is not true though. The digital signal is affected by outside interference just as the analog alternatives are. Digital signals are just way more robust.
It's not true that they either work or don't. Most often a protocol which works even with some degree of error (say up to 10 bad bits per packet) is used when transferring data.
There is no doubt that that cable is aimed at abusing audiophiles who are used to analog cables where all the extra fancy signal noise reduction in the cable matters.

*hugs*
42
Script Troubleshooting / Re: Flip Graphics in Game
April 20, 2011, 01:51:36 am
If you have light coming from a specific angle simply mirroring the graphic may not look right.
Consider if this is the case for the character graphics you want flipped because you'd get a better result spriting the flipped character to reflect the light.

*hugs*
43
Welcome! / Re: Arcade characters have feelings too.
April 19, 2011, 10:18:16 am
*hugs AngryPacman welcome*

I hope you will be successful in polishing your scripting skills. ^_^
44
It is possible to make addons without scripting but that will involve overwriting files so it'll be tedious, a bit dangerous and overlapping expansion will probably be quite problematic. Of course you cannot encrypt your game.

For plug'n'play addons you'd really have to script a way to plug in the addons. You'd be perfectly able to encrypt your game and you can create your own encryption for the addons.
Looking at more permanent updates you can also inject changes directly into the encrypted archive. This can be done by looking having the downloadable file only contain the changes. You'll probably save space by actually decrypting, applying the changes and encrypting the archive, but it may not be necessary. (Encrypted data typically doesn't compress well)

*hugs*
45
Consider using a doubly-linked list as the structure for recording actions in a sequential manner. You can then go forward and backwards in time (undo/redo) by moving a pointer around the list. It's easier than the hassle of moving data between two data structures.

*hugs*
46
Script Requests / Re: A Very Simple Problem?
March 29, 2011, 02:48:04 pm
Quote from: game_guy on March 28, 2011, 07:37:38 pm
you must add a ".to_f" at the end of one of those numbers.

It's not needed as 2.0 is a float. If anything it would be 5.to_f as 2.0.to_f is redundant, but the conversion happens automatically.
Not sure what happens if you try to multiply or divide a Bignum with a Float though-
47
There are without a doubt a use for automated tests. Don't kid yourself into believing otherwise.
Estimating that the value they provide are not worth the cost in your case is fine. That's what I wanted to know ^_^

*hugs*
48
Will there be written any automated tests?
49
There is nothing like getting a new computer be it a laptop or desktop :D
I just got a 24'' monitor for myself a few days ago after I got my employer to pay for my internet connection ^_^
50
Video Games / Re: These People Make Me Sick
March 15, 2011, 12:26:36 pm
Taste and humor are different from person to person. I find both that Crysis 2 launches with only DX9 and that thread hilarious ^_^

I don't agree with 'graphics first' either which was the main reason why I didn't get Crysis until I could get it for like 5-10 bucks.
51
Finished Tasks / Re: Task 2
March 12, 2011, 04:26:57 am
Be careful when extracting the hidden scripts from the help file.
I remember seeing at least one instance where there was an error.
Of course you can just extract it from the dll:
http://pastebin.com/UnwwZeq6

Here are some other bits and pieces which may or may not be useful:
$!.to_s.split("
")[1].sub(/.*?:/,'')
$@[0].to_s.sub(/:.*/,'')
$@[0].to_s.sub(/.*?:/,'').to_i
$RGSS_SCRIPTS[$@[0].to_s.sub(/Section/,'').sub(/:.*/,'').to_i][1]
$!.to_s.sub(/Section[0-9]+:[0-9]+:in `[^']*'/, "")
$!.to_s.sub(/\(eval\):[0-9]+:in `[^']*'/, "")
$@[0] = $!.to_s.clone
$@.shift while $@[0].to_s[0..5] == '(eval)' and $@.size > 1
$:.clear;$KCODE='U'
Graphics._reset;Input.update;Audio.me_stop;Audio.se_stop;Audio.bgm_stop;Audio.bgs_stop;GC.start;
$RGSS_SCRIPTS[%d][3]
'Section%03d'
$RGSS_SCRIPTS = load_data(scripts_fname);$RGSS_SCRIPTS.each { |s| s[3,0] = Zlib::Inflate.inflate(s[2]) };$RGSS_SCRIPTS.size


Oh, and you can use Game debug for playing in debug mode and Game btest for testing a battle.

I dunno how much of it will be useful though.

*hugs*
52
Video Games / Re: These People Make Me Sick
March 07, 2011, 07:57:35 am
Crysis 2 only launching with DX9? That's hilarious if true.
I always felt Crysis was graphics first and then the other stuff later.
I can understand the disappointment when it fails to deliver.

Just for that game it's more just than usually though still very silly.

*hugs*
53
Troubleshooting / Help / Re: RPG Maker Map Question
March 07, 2011, 02:06:29 am
I would personally use JRuby so I can load the RPG::Map object from the map files.

I suggest you check out RPG::Map and Tilemap in the help file.
It does not have all the information you need, but it does have some ^_^
RPG::MapInfo contains the information needed to build up the tree of maps in the editor which includes the name of the map. (MapInfos.rxdata)

If you cannot use JRuby (licensing issues?) I would instead write a Ruby script which reads the MapXXX.rxdata files and converts them into a format which is easier to write a Java parser for.
Here is my Table.to_s implementation which hopefully can give you ideas on how to structure the 3-dimensional table should you go this way.
class Table
  ##
  # Gives a special string representation. (For debugging purposes mostly)
  #
  def to_s
    if ysize == 1
      begin
        return to_s_1d
      rescue # In the rare case where you have a 2- or 3-dimensional
      end    # table with ysize = 1
    end
    if zsize == 1
      begin
        return to_s_2d
      rescue # In the rare case where you have a 3-dimensional table
      end    # with zsize = 1
    end
    return to_s_3d
  end
 
  ##
  # Returns a representation of the 1-dimensional table as a string
  # Assumes that the table is 1-dimensional. Will throw an error otherwise
  #
  def to_s_1d
    str = '['
    for i in 0...(xsize-1)
      str += self[i].to_s + ', '
    end
    str += self[xsize-1].to_s + ']'
    return str
  end
 
  ##
  # Returns a representation of the 2-dimensional table as a string
  # Assumes that the table is 2-dimensional. Will throw an error otherwise
  #
  def to_s_2d
    str = '['
    for j in 0...ysize
      str += "\n["
      for i in 0...(xsize-1)
        str += self[i,j].to_s + ', '
      end
      str += self[xsize-1,j].to_s + ']'
    end
    str += "\n]"
    return str
  end
 
  ##
  # Returns a representation of the 3-dimensional table as a string
  # Assumes that the table is 3-dimensional. Will throw an error otherwise
  #
  def to_s_3d
    str = '{'
    for k in 0...zsize
      str += '['
      for j in 0...ysize
        str += "\n["
        for i in 0...(xsize-1)
          str += self[i,j,k].to_s + ', '
        end
        str += self[xsize-1,j,k].to_s + ']'
      end
      str += "\n]"
    end
    str += '}'
    return str
  end
end


Quote from: ForeverZer0 on March 06, 2011, 07:02:04 pm
It is already drawn off screen. Moving just causes the viewport to change and you see a different section of the bitmap.

The main reason why custom resolution scripts don't fare well with big maps.

The default tilemap draw just what's needed plus some buffer around the visible area.
Take any custom resolution script and remove the Tilemap part from it. Increase the resolution and how the default tilemap works will be painfully obvious.

*hugs*
54
I can help you out if lack of scripting ideas is the only problem ^_^
I got a bunch lying around, but I am too lazy to search for them if you don't want them.
Either way have fun with whatever you are doing now.

*hugs*
55
General Discussion / Re: An SDK Anecdote
March 02, 2011, 02:41:16 am
The point was to recreate the default scripts in a way which would be easier to extend at the same time reducing the surface area custom scripts touch in the hope that would reduce compatibility problems.
Whether the SDK succeeded in achieving that is a different matter.
56
The eval command makes it a matter of allowing text input and retrieving that. (Unless you want some sort of auto-complete like there is in cmd)
57
You can for example add the extra data to the end of a .png file.
I remember seeing a script where save data was added to the end of a picture.
Just put in the program instead.
Of course you would need to extract it gain to be able to use it.
58
Sea of Code / Re: [C#] Regexp Help
February 21, 2011, 05:30:46 am
Oh yeah, I though you might find the regular expression easier to read if you use verbatim strings.
Regex regex = new Regex(@"\$FILES\[(?<file_number>\d+)\]$");

You may not be able to do that always. I can imagine it'll be problematic if you want to search for a newline or tabular.

@Blizzard:
Yes, you can use regex.matches(input) to retrieve a MatchCollection.
Using regex.match(input) is imo a nicer solution in this case as you'll find at most 1 match. (Notice the $ token at the end which means end of string unless the multiline option is selected).

*hugs*
59
Sea of Code / Re: [C#] Regexp Help
February 21, 2011, 02:31:37 am
The key to extract a subset of the matched expression is like in Ruby to use capture groupings. (Parenthesis)
.NET allows you to name the capture groupings which often makes the code easier to read.

Here is a snippet showing the idea: (I did change the regular expression to match any number rather than just 0-9)
string input = "Ninja 1 - $FILES[0]";
Regex regex = new Regex("\\$FILES\\[(?<file_number>\\d+)\\]$");

Match match = regex.Match(input);
if (match.Success)
{
    Console.WriteLine(match.Groups["file_number"].Value);
}
else
{
    // Handle failure
}


@Blizz:
Wrong language  :haha:
I did incorporate your \d+ note

*hugs*
60
Script Troubleshooting / Re: .txt files in rgss
February 17, 2011, 04:41:39 am
Lemme warn you that you cannot load text files normally form within an encrypted archive.
If you want to encrypt your game you can convert the text file to a format load_data understands. (You can load the file as a string and save it using save_data)
One problem with that approach is that you cannot search for all file and you have to try and load a file to check if it exist. Since the files are encrypted they are not immediately available for the players to edit. Even if they decrypt the game it's still bothersome to edit marshalled files.

You can have them outside of the encrypted archive which is most easily achieved by not putting them in the data folder or some subfolder, but rather create another folder for the text files. This way you can use the file system utilities all you want. The player will be able to see and depending on your format edit it. Which for some cases is positive.

Of course you can have combination where you use one way for some files and the other for other files.

*hugs*