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Messages - Satoh

21
Script Troubleshooting / Re: Understanding text.gsub!
November 10, 2009, 07:10:57 am
I see... I will have to look it over once more...

I assumed they were completely proprietary to the gsub! method, namely because I didn't see any that I immediately recognized as regex...

I'll no doubt have more questions once my script if further underway, but thanks for the time being.
22
I'm attempting to create an alias to the message window that will remove \L(or R)[ (Some alphanumeric code representing a Character and facial expression) ] from the text of the message, and add/replace/remove the corresponding portrait to the message window on the corresponding side (Left or Right)

I also intend to use a similar method to display the characters' names to the message window (just below the portrait, or on one side if no portrait exists)


But first, I need to understand what I can and cannot do with text.gsub!.

(I'm using this process because I don't want to have to use a custom script call for all my message windows; so I can just add a tag like \n[1]. (Only it would be \L[1,1] for ["First Character","Angry"] or something.))


EDIT: this is what I have thusfar...
text.gsub!(/\\[Ll]\[([0-9]+)\]/) do
 <insert/change picture[#] on the left side of the message window>
 
text.gsub!(/\\[Rr]\[([0-9]+)\]/) do
 <insert/change picture[#] on the right side of the message window>


One thing that confuses me is whether or not \[([0-9]+)\] means any number from 0 to 9 or any number composed of digits 0 through 9...

Another thing I'm not sure about is whether I can even do a multi-dimensional array lookup using this...  (Remember I want it to work like \L[1,12] )

Also the slashes are a bit confusing...
23
I see... well... maybe I'll give it another shot then...
24
Quote from: Ryexander on November 07, 2009, 04:47:39 pm
do you need a pixel movement script? if you do they exist I have a particularly good one myself...


I need a script that checks passability at 16x16 instead of 32x32... or one that uses a collision map.

I have f0tz!baerchen's script, but it is a bit choppy, I get occasional drop frames and aside from that I don't have a clue how it works or how to modify it to my needs...

EDIT: And I despise the SDK
25
I suppose I'll just have to find a workaround then.... or use some other program entirely...
26
well I looked over a few scripts... I tried very hard to understand the process... but I really just don't get it...

It seems f0tsbearchen's pixel script does some of the things I need... but I can't understand those either... and they use the SDK...
27
Quote from: winkio on November 02, 2009, 11:45:00 pm
   ...
load the passability from an image, where a black pixel might represent impassability while a white pixel might represent passability.


Ok, I like that idea... in fact for what I have in mind it would be ideal, but I wouldn't begin to know how to do a test for that...



Oh! Also, does the actor in the screen have a size? I'd assume the actor is, like the events, 32x32... I ask because there may be areas that have a 1x1 pixel hole, and I need to know if the character will fit through that (at a 1x1 passibility scale of course).

In the mean time, I'll dig through the original scripts to try and see how they work again...


EDIT: And thank you for the reply, it was more helpful than you may realize.
28
First off, having poured over the original tile movement process, and attempting to modify it myself, I realize I don't understand what it's doing in the least.

Moreover, I REALLY don't understand how pixel movement works...


What I'd like to know, if anyone can help, is:

How can I create a partially passable area... By this I mean, an impassable space that is smaller than 32x32.
I'm assuming that pixel movement such as that in TONS reworks the passibility tests... (I'm assuming that's what "intelligent passibility" does)
So I need a bit of a breakdown on how the passibility check works, in order to attempt to make a 16x16 passibility check, or 8x8, and so on...

(I currently plan on using either a special set of tiles as barriers, or terrain flags to differentiate what areas will be of what passibility size.)


So, I would like to call out once more, to those more experienced with programming than I at the scripting arts.

Here is a list of sizes I hope to incorporate into my test:

32x32
32x16
16x32
16x16


The next two would be for smoothness of navigation around objects that are round or very small... (I imagine these will be the most complicated to test, by far)
16x16(with a 45o diagonal edge)
32x32(Diagonal edge)


So, could anyone please give their input? (I apologize if this type of script movement is too much to explain)
29
Troubleshooting / Help / Re: up key stuck in rpg maker xp
September 13, 2009, 10:28:13 pm
Quote from: nathmatt on August 23, 2009, 04:45:54 pm
yes i did it its only stuck in the rpg maker & yes it is stuck when i make a new game

edit1: i was looking for this section must have missed it thx

edit2: i tryed reinstalling it that didnt work either will try restarting my pc when my download finishes

edit3: so i turn my pc back on & its still doing it i dont know y



Have you tried... pressing the up key? It may be that for some reason it never registered the key being released... and while restart should clear it... it's not beyond possibility that there is something wrong with that memory address for RM.

Do you have other programs running with RMXP on top of that? You should always run RMXP by itself when testing errors like this. It could be that some other program you're using is clashing with RMXP.
30
Vista strikes again...

Try running it in compatibility mode for Window 2000 and 98 respectively...


And finally... I don't know exactly which program to use or where to get it, but try running a registry error fixer... (DO RESEARCH on them first... the last thing you need is a trojan... or a magnum XD)

Anyway... it could be that there is an error in a section of your registry and reinstalling doesn't fix it... or, it could be that, for whatever ridiculous damn reason, Vista decided to firewall your RMXP... I can't fathom why it would do this, but look through your firewall and virus protection filters to be sure there is nothing blocking it for some god awful reason...

Lastly, you could try upgrading to Windows XP of 99 dollars... (While piracy is illegal already, Windows piracy is just moronic, since it makes everything nigh impossible to use... this is, of course, hearsay however...)

I won't say anything for Windows 7, as I know nothing about it, and I won't vouch for it, as it looks too much like Vista... I'm not even sure if it's legally obtainable anyway... just go get WinXP and all your problems will magically disappear.
31
Quote from: Jackolas on September 13, 2009, 09:52:08 am
dunno but in my experience its always SDK who fucks things up.



I think GubID USED the SDK....
32
RPG Maker Scripts / Re: General RGSS/RGSS2/RGSS3 Help
September 13, 2009, 01:52:39 am
basically a better way than using MSPaint, but without the hassle of waiting for Photoshop to take its Adobe freaking time to load... right?

I've not messed with file exporting before, but it sounds like it could be useful... if I ever find a way for it to be...


The real irony of me making a CMS, is that it will most likely be useless if I release it, as it's tailored to my needs and probably isn't versatile... and I'll probably never make a Star Ocean spinoff... because I simply lack the battle system, plot, and sprites necessary to do so...

However, every little bit that I get working, makes me feel a little more confident in my abilities... so I'm not quitting just yet...

I am still having difficulty deciding the best method for iterating through separate windows that are meant to be a single menu to scroll through...
33
RPG Maker Scripts / Re: General RGSS/RGSS2/RGSS3 Help
September 13, 2009, 12:43:25 am
Quote from: game_guy on September 12, 2009, 09:22:18 pm
Yea I tried that, I made it go to 0,0 and it still not working. So maybe if I make it a window? Yea I'll try that

EDIT:
Okay if I made it a window would I still be able to add contents to it? like
@window_tile.contents.blt?

Thanks in advance

EDIT 2:
w00tness I got it. I tried my above idea but I added a method that added a blt method so w00t I got it now. Yes a tilesetcreator is coming!!!


Grats on the whole winning @ life thing... but what exactly is the purpose of the tileset creator... (not to go off topic or anything)
34
RPG Maker Scripts / Re: General RGSS/RGSS2/RGSS3 Help
September 12, 2009, 09:10:17 pm
try commenting out the current coordinate assignment method you're using and give it absolute coords directly... if you can see the bitmap then your coordinate method is the issue... if not, then your issue is that the bitmap call isn't working properly (or as you would expect it to work rather)...

Did that make sense?
35
RPG Maker Scripts / Re: General RGSS/RGSS2/RGSS3 Help
September 12, 2009, 02:04:36 pm
shouldn't it be' @mouse.Bitmap '?

I'm not positive, I'm still new to sprite calls... but it seems like that might be the problem...
36
Resource Requests / Re: [XP] 32x32 Gridlines Needed
September 11, 2009, 10:35:05 pm
Quote from: GuardianAngelX72 on September 11, 2009, 10:11:00 pm
And if you're working with lets say Photoshop or PSP, there IS A grid option.


I used it and grid snap to draw the lies XD

CTRL ' is one of my favorite combos.
37
Resource Requests / Re: [XP] 32x32 Gridlines Needed
September 11, 2009, 09:05:51 pm
Spoiler: ShowHide


While practicality is nice, this is what he asked for. It should be noted that 600 is not a multiple of 32. 640 is and 608 are 32 multiples.
38
Script Troubleshooting / Re: SO3 Style CMS... issues...
September 11, 2009, 07:09:19 pm
Ok, new issue.

I don't even know where to start with this one:

I want my selection cursor to skip over menu items that are blank (ones that I have created with blank "" strings as placeholders for options I don't want the player to know about yet) to the next non-blank item.

The option I have that is currently blank if for an invention engine that is A: not even started yet, and B: not even supposed to be known about until a ways into the game...


EDIT: Ok... I think I fixed it actually...
39
Script Troubleshooting / Re: SO3 Style CMS... issues...
September 10, 2009, 09:06:23 pm
Quote from: winkio on September 10, 2009, 03:43:10 pm
this right here

self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

its already in your code.  If that is not working, then either a) you called it wrong (wrong coordinates most likely) or b) your engine is on shrooms.


Correct, the same variables that created the underline, produced different results when my 'cursor_destroy' method used them...

So, it took me all day, but I finally figured out the magic series of fill_rect calls to make it work properly.

I shall add a picture as a sort of reward for your continued help.



(the background image I used was ripped from the PS2 game... I had one I made, but it was terrible in comparison.)

So far so good. Next I will be doing a status portrait rather than a character sprite.
40
Script Troubleshooting / Re: SO3 Style CMS... issues...
September 10, 2009, 12:58:04 pm
Quote from: winkio on September 10, 2009, 12:54:27 pm
self.contents.clear is one option.  or just change the color to opacity zero and fill a rectangle on top of it(this works because it's all on one layer).  Color.new(0, 0, 0, 0) <- the 4th number is opacity.


I tried the transparent rectangle overtop as the very first thing, it didn't work.

self.contents.clear deletes my text as well... this is the problem. I forgot to mention that. Sorry, I've been messing with it for quite a while.


And just so no one misses this...
QuoteEDIT: I just had an idea. I might be able to make a sprite that acts as the underline, and do away with the  standard selection cursor altogether for this type of command window... I'm gonna take a short nap and think through it...