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Messages - Jaiden

41
RMXP Script Database / Re: [XP] Blizz-ABS
November 10, 2017, 07:40:53 am
Quote from: sowi3 on November 10, 2017, 05:18:03 am
Hey its me again! Sorry I didnt answer before. I just disabled the jumping option and focused on other things. Smehow i think the autorun with variables and stuff makes my character not walk?? The one you helpe me with. i followed your instuctions

You'll have to post a demo, I don't think there is enough context here for us to help you.
42
RMXP Script Database / Re: [XP] Blizz-ABS
November 09, 2017, 03:00:57 pm
Quote from: KK20 on November 09, 2017, 02:13:09 pm
There are scripts that offer running and jumping. I personally have never used them, but there's a couple in the script database.

I noticed this, I just figured Blizz's would be the best since it's the most up-to-date and reasonably supported. I'll probably take a look at some of those, too.
43
RMXP Script Database / Re: [XP] Blizz-ABS
November 09, 2017, 01:43:15 pm
Hmm I'll have to give it a try then! I do use a turn based one BUT I think it modifies Sprite_Character class (since it uses animated battlers). Guess I won't know until I give it a shot.
44
RMXP Script Database / Re: [XP] Blizz-ABS
November 09, 2017, 12:17:44 pm
Crap, I was sleepy when I typed that comment.  I meant to say I want to disable battle, not actions. I want to utilize the Jump/Dash functionality.

Do you mean that the battle portion be disabled without interfering with an existing battle system?
45
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.

46
RMXP Script Database / Re: [XP] Blizz-ABS
November 09, 2017, 07:12:38 am
Ridiculous question of the day:
How feasible would it be to utilize Blizz-ABS without the...B?

The Run/Jump/Dash would be excellent for the game I'm working on, but I don't want or need the action portion of it.

Is the script built heavily on the battle portion, or would removing the associated battle classes not be too difficult?

Also, if it's okay to ask this here, how is compatibility with Heretic's collection? I know he's got some neat-o stuff like moving platforms and whatnot, but I'm not sure how heavily these things would collide.
47
Script Troubleshooting / Re: Understanding Aliases
November 08, 2017, 02:23:39 pm
Awesome. Thanks.
48
Quote from: KK20 on November 08, 2017, 02:02:39 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).

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.
49
Script Troubleshooting / Understanding Aliases
November 08, 2017, 01:56:38 pm
I've done some reading on aliases and understand (somewhat) how they work, but there is still something I don't understand:

When looking at an alias method, I've noticed the method appears within the alias, but I'm not sure I correctly understand it's function in relation to its placement, as I've seen it both ways. For example:

alias superduper_update_target update_target
def update_target
   #some code
   #goes here
   superduper_update_target
end


vs

alias superduper_update_target update_target
def update_target
   superduper_update_target
   #some code
   #goes here
end


Does this determine where in the original "update_target" method the code is placed? In this case, the first method places the new code above the original method, and the second method places the new code below the original method, or is it visa versa?

Thanks guys.





50
Oh man, a "I don't know" from KK20 is rough. Do you think one of the other Tilemaps suggested in your OP would resolve the problem? Or not really, considering yours is written specifically for XPA?

Next question is transitions, the custom plane class nukes transitions and they don't work properly, I know this is known. Are there any recommended transition scripts, or is the resolution a bit more complicated than that?
51
Tried a few things, and got some different results (Clean project with just XPA):


  • Made a 50x50 map and put a bunch of events and a few layers of tiles in one spot; noticed a tiny bit of stuttering, mostly when moving in/out of areas with lots of events/tiles.


  • Had a thought that maybe tileset size made a difference, so I loaded in one of those "ultimate exterior" 256x10000 (or whatever) tilesets and tried selecting from different portions of the set, noticed a little more stutter in the areas with tiles but not as much.


  • Threw in a bunch of autotiles and noticed the stutter increased a fair amount, especially in the areas with autotiles.


  • To further this, I made a map with just animated autotiles and noticed the stutter was really obvious in the piles of autotiles.



I don't know of the likelihood of it relating to the Tilemap rewrite, and it's really hard to judge since RPG Maker XP used to be native 30FPS, I'm not sure if it's just an inherent flaw with RPG Maker XP.
52
Positive. Even with it disabled, it's present. In the intro cutscene where it says "Three Months Later", I actually have the smooth scroller disabled (it was wonky with the "scroll map" event), and I noticed it skips around quite a bit.

I did try a fresh XPA install and still noticed it, though not as aggressively, especially with a larger map. I piled up a bunch of events and noticed it really doesn't make a difference, which is why I'm not sure if it is even event related.
53
An update on this, I have a demo for my game here:
http://forum.chaos-project.com/index.php/topic,15812.0.html
The "lag" I talked about is present walking around town.
54
Script Requests / Re: Sprite Opacity "Glow"
November 07, 2017, 01:46:52 pm
I'm not sure I understand. Those three images I posted would be the "glowing" ones. I'd have three more under them that would be just regular text with no glow effect, and I'd just fade the "glowing" one's opacity in and out. It should create the illusion of the text glowing, even though I technically am fading out the opacity of another picture entirely. 

I think Blizzard's concept will end up working the best. If I have those main menu selections, and then an additional image for each with a "glow" and just fade the glow's opacity in and out via a script, it should work okay. I like the idea of a windowskins, but I think I'll have more flexibility with pictures since I can handle photoshop pretty well.

I'm gunna try it out when I get a chance and I'll update you guys on it!

55
Script Requests / Re: Sprite Opacity "Glow"
November 07, 2017, 09:19:58 am
Ah, but it's not a window. They're sprites. I go through each sprite to get each menu selection, kind of like this:







(New version looks much nicer) But the goal would be to have the "selection" be just a standard font and then an additional sprite with the "glow" fade in and out.
56
Projects / Games / Legends of Astravia
November 06, 2017, 01:42:43 pm

Traverse a world of magic in this classic role-playing game full of exciting battles, dungeons, and secrets.

Description
Legends of Astravia is a story-driven role-playing game built on engaging battles and fulfilling exploration.
It takes its inspiration from Japanese-style RPGs like Golden Sun, Chrono Trigger, and Grandia.

Lost within the turmoil of Astravia's past, you and your companions must find a way to unite its people before the Cataclysm brings about another age of ruin.


Features
✧ Engaging, character-driven storyline that will keep you attached until the end.
✧ Entirely custom "Action Time Battle" system--with a completely unique twist.
✧ Plenty of monsters, but no random encounters! You choose your own battles.
✧ 8-direction pixel movement that makes moving and exploring feel great.
✧ Multiple party members with individual combat styles, stories, and secrets.
✧ Various dungeons, caves, and towns to explore with unique puzzles and characters.

Screenshots
Spoiler: ShowHide

(To be updated)


Story
Chapter 1 - Mist
The world of Astravia is in an unstable peace; divided by unrest between mysticians and humans who fear their magic.
Once seen as heroes, the passage of time eroded the mysticians' feats into myth, and anyone who
shares their likeness in the present day must hide from the ruling country of Valica and its brutal knights.

Thus, the magic-adept Oliver must tread with caution as he escapes the woods of a Valican territory.
Left behind by the mystician Azel and at loss as to how he arrived there, the stakes are raised even higher when Oliver realizes he must pass through the capitol in order to find answers about his past.
[/size]

Download
The game is in active development, and not yet available to download. It will be purchasable on Steam when the time comes.
57
Script Requests / Re: Sprite Opacity "Glow"
November 06, 2017, 01:17:43 pm
Quote from: Heretic86 on November 05, 2017, 05:21:18 pm
I think you can actually do this without any scripts, and just by using a Windowskin.

In the title screen of my "collection" demo, I used a "glow" windowskin so that a glow would appear behind the Menu Items of New Game, Continue, and Shut Down.  Once you start your game, you can change the Windowskin to whatever you want to appear during gameplay.

The Windowskin is still rectangular in shape, but due to the way the Opacity is set in the image file, it doesnt appear to have a solid border.

Oh man, really? I'm actually using that script and didn't realize that! I noticed you had a handling to slowly fade the menu in and out, I didn't even think of using it like that. :facepalm:

I might end up doing it differently, though, because I wanted to have a different color "glow" for each menu item.
58
Script Requests / Sprite Opacity "Glow"
November 04, 2017, 05:48:35 pm
I am having a hard time understanding how to properly use the sprite class. Long story short, I am using sprites on the title screen instead of a command window to display selections. I'd like to have a custom cursor that fades in and out (like the window cursor), but using a custom bitmap instead of a rectangle.

How would I make a sprite fade in and out? I understand this would use the "update" method, I considered using a for loop like so:
#Assuming @com is the sprite bitmap for the "selection" sprite...
for i in 1...17
if @com.opacity > 0
@com.opacity = 255 - i * 15
elsif @com.opacity < 255
@com.opacity = 0 + i * 15
end
end


But I assumed this is just...bad logic. Thoughts?
59
Ah! It was the RGSS301.dll. That is bizarre, I was almost certain I copied it straight from the XPA folder, but perhaps I blacked out and replaced it with a different one, or something.

Lag still exists, will post an example of some kind when I get a moment.
60
Hmm. I'll double check the .dll, I was pretty sure I was using the correct one but I'll have a look.

As for lag, I'll post an example. I haven't had a chance to test it on my non-Windows 10 machine so I've yet to rule out computer-aided problems.

Notably, scrolling the screen (using an event) shows it the most. It is not a smooth scroll, with significant stutters. I only assumed it was map related because if I use something to display the FPS, it doesn't drop below 60 even when the stutters occur. I'm going to take a minute to test on another computer, though.