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+++ DynRPG - The RM2k3 Plugin SDK +++

author=AubreyTheBard
I'm working on a plugin to override a game's database values with .csv files, so that you can use spreadsheet magic in tweaking your game balance, change enemy stats mid-game for different difficulty levels, etc. In order to reset things to a baseline whenever the player goes back to the main menu and starts a new game/loads a saved game, I need to keep a record of what the database looked like before the plugin started altering things. Probably the easiest way to do this would be to simply make copies of the database objects in DynRPG...but the rules and guidelines for DynRPG say that instantiating new instances of objects in the RPG class is a no-no. I'm wondering if anybody has any experience or insight about why this is and if it might be safe to skirt it by making new instances for read-only purposes? I wouldn't need to actually use the extra instances except to occasionally copy their values back to the original objects, but I can see how there might be something in the instantiation process itself that throws DynRPG off.

I think this is because you might get memory leak. I think the idea is that you might get the .dyn file made to handle such events clogged with various internal codes and get overstuffed or something...

FileControl that I made had .txt files made, so it may be okay to make non-internal objects (that is, stuff that you can actually look at and delete objects from such as a text file or a chart file (.csv)) provide you can strictly manage what gets created. Tbh, filecontrol has limited success at managing what's created, on an unsaved file, you can sometimes trigger the same code on line after line despite a switch getting turned on because the switch hasn't been saved.

KazString on the other hand uses objects internal to the dyn stuff, and it is much much harder to know how that information is doing since it cannot be checked easily. Of the two, I think something like FileControl is alot less against the rules but maybe I'm wrong. The point is, any objects set aside should probably not be leaky, and should be easily accessible.

Also, who is still making DynRPG stuff? It seems to have hit a slump in terms of popularity. I have no idea how to configure my CodeBlocks properly. I follow the directions as best I can, and somehow get a long list of errors.

Just started streaming!

Wow, that's bizarre. The same night you decided to play Oracle of Tao, I figured out how to stream on Discord and did a Let's Play with my own game for a friend.

Oracle of Tao should slightly less trash game and kinda mock-serious, with some heavy themes and stuff. But there are goofy parts. There's a few Easter Eggs though (including some recent ones from my last update).

"A bit of a weird person" seems accurate.

To answer your question about the maximum HP, it's possible to kinda tweak that using either the David or Goliath patches. So of course I made it well beyond anything sensible.

She mentioned period debuffs. Don't worry, that's in Oracle of Tao. You also have stuff like food rotting and stuff. And birthdays (yeah, I thought of this sorta stuff too). Also, my Discord is bulmabriefs144 # 0371

The people who rated it one star played the previous version. I think the most recent one is the only exception.

As to the trash game culture, I think the US unlike the Germans (and probably esp the French, since they have a sort of self-deprecating humor) tend to see themselves as "serious artists" with all the big blockbuster movies and such. American games and movies tend to not age well, but seem okay at the time. It takes a certain mindset to actually not take yourself seriously in US. And yes, I am English as a first language, I just have ADD or something so my way of speaking is sometimes a little disorganized.

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(Now on to Oracle of Tao)

That's not my voice. I recruited some free voice actors and they actually played it mostly straight. TvTropes (I wrote all their voices down) has two voices for Ambrosia. Dawn Robertson for the main game, Pippa Winslow for the New Game Plus.
Oh yes, there's a Game Plus. You may be playing this for awhile if you decide to keep up with it. The rough play time I've always gotten has been about 40+ hours, but that includes grind. So I dunno when you skipped some of that.

That first thing should read "Added content is now available from (Tales From The Reaper) and vice versa." What this means, is at a certain point of the game, the game makes a .txt file which you can drag over if you've played Oracle of Tao, and it enhances scenes in Tales From The Reaper with added content. Likewise, there's a couple scenes that if you play Tales From The Reaper first, like you can go into a certain house, and one villain character explains they went on a mining sidequest. This is very blink and you miss it, but it's good to know.

That bounty battle, you can Defend. It should unlock Counter mode (it might be semi-random, can't remember) which does alot of damage. A key part of the game is puzzle battles. You can't really just level over everything, cuz some stuff is really designed against it.

And I apologize so bad for battle crashes! One of the patches from DynRPG has side effects of crashes in certain situations (I think just after you get hit sometimes, you can't use items for a short window is one of the reasons). I don't want to get rid of the plugins, unless I know which exact one it is.

Also, you might want to get a newer version. The last time I played, I noticed that I had apparently enabled Jar of Human Tears for like only Ambrosia as a beggar or something, not as an Oracle. And I've updated about four times (or more) since like the last week or two.

The tweaked tent (thingies) is semi on-purpose because one of them has woman who boosts your level (you didn't need to hack that). You have to randomly find her.

The message shows up to let you know which battle mode you're in. It's repetitive now, but when you're in like swamp terrain, it lets you know what to expect.

That uhhhh wasn't supposed to happen. The teleport is somewhat random but I'm never seen this happen.

That guy is a strawman. He's so weak that the weakest attack can knock him over, but he says nonsense strawman arguments.

I know why you got stuck in the house. It's because of map event memorize overuse (making these a common event shared by alot of stuff). I'll make a common event just for boat docks. It'll take awhile though.

The bed is so expensive because it scales with your level to build. Getting priest subscription and bed early helps you ALOT for the game. So does selling junk you won't equip and don't need. Since you can use the tent to heal, a bed is a major expense.

I think the pizza got lost in the shuffle somehow. I'm gonna check the code though. Ah, I see. I didn't want the ring menu to have some apocalyptic timer running in the background so I just decided using the ring menu quits the timers. I switched it to an older style timer, then give you a refund if you've got another timer running.

I think I have an upgrade for most of the major things you mentioned, but you'll probably want to unload the update to somewhere, then move the save files over or something (overwriting whatever I've got).

Bleh. The New Earth, I wasn't quite as neurotic about. Let's just let him play the game, and I'll update any bugs later.

Mapping Is You: Personal Style Philosophy

I'm on my kindle so I'll have to tell you, not show you.

I tend to favor the idea of minimalism, so cluttered maps with nothing to check or talk to tend not to be me thing. Typically my approach when playing games that if you have a bunch of book shelves and you can't read about fairy tales or the fall of the Western Phalanx, you've dropped the ball. As much as possible, I'd prefer an empty room to a "pretty" one where you can't interact with anything.

This in turn means my town maps tend to have a lot of space to walk around since I typically underestimate how big the map actually is.

I don't believe in sprite consistency or mapping consistency or sprite-map consistency. If I have a load of charsets (which I always do), it's a waste of time worrying about one charset looking like RTP with the furniture looking super-serious. Nor do ppl in the same town always look the same. Nor do even different parts of the same chipset line up, because I sometimes splice chipsets (super-real war painting inside a shabby house? No problem!) to make new ones.

[RM2K3] can't find tutorial!

Here's a few more things.

Common events are like functions in coding, they are a way to load a procedure.

They have three advantages of this:
1. If you have a process that is frequent (hence the name), it saves you the trouble of copypasting a local event over and over again.
2. More importantly, if you just copypaste local events, and you make an error somewhere, a common event, you can just modify inside the event. A local event you will have to edit EVERY event. This makes it the difference between a finished game and an abandoned one.
3. If something needs to be self-contained like three or four actions involving switches, when you are inside condition branches that rely on those being on, common events keep open until you exit them with End Event Processing. This is very very good because it prevents the branch from falling apart.

Other things to note:
1. It is highly recommended that you use common events for any math equation longer than about 5 or 6 lines. Not only will this allow you to edit it easier, but it seems like the processes operate separately from the opens in local events. This means that while event-heavy local events will slow on math crunching, common events will do it in a fraction of a second (it's processing using a different system).
2. Common events have different processes than battle events. This can work to your advantage or disadvantage, because it means common events can run things that aren't normally accessible through battle. However, this also means you can't put stuff specific to battle events (like Change Monster HP or variables of monster stuff) into common events.
3. Lastly, there are some times where common events won't work. As I've explained, battle events don't translate well. Movement ThisEvent also tends to cause an event not found error (basically, because common events are handled in a different "place" than local events this is probably what causes the fail). Because End Event Processing typically needs to be used to exit common events (unless switch-based) this means for stuff like exiting out of a local event cannot be done because the End Event will only exit out of the common event, not the local event that contains it.

Fortunately for you, many of the limitations of RM2K3 are done away with with the upgrade to official version. I believe common this events work, and copying of battle events to the common event section. This allows you to bypass some of the issues with common events not running certain things. But you still have to be careful.

4. Having stray common events can sometimes result in things like calling a common event in a loop (game crash, cuz it won't resolve), sharing an event with others in a nested common event, or having a switch-operated common event shut off a switch, but other events keep shutting the switch that operates the common event back on. Or you can have a switch common event where the switch is held by two common events. These latter three won't crash the game but they will create serious lag. You should also occasionally put a wait command on any parallel process events if they have to repeat (like stuff to track your location or check terrain).

[RM2K3] Question about selling an RM2K3 game with .exe hacks

Ah so, patches are fine as long as you don't do stuff like wipe out credit. The Kadokawa splashscreen.

What about extra splashes? I have this.

(Semi)Pacifist Run

I added to this concept by making the Tao ability influence various hidden stats based on the balance of good and bad karma. And no, I'm not going to explain how it works. But the spare mechanics is designed to greatest effect if you if you figure out how to get the good and bad karma to work for you.

[RM2K3] Question about selling an RM2K3 game with .exe hacks

I don't understand the need to merch honestly. And I'm not convinced it should be the place of RMN to host stuff that doesn't have a free demo. But that's probably why I'm not a Mod or Admin.

It's like this. Unofficial version allows any patches or plugins you want. Unofficial version however, is itself modified from the Japanese version, and because Enterbrain is a group of megalomaniacs, they feel they can declare someone's work and effort making an engine which is not in any competition with them and is offered for free as "illegal". I have a suspicion this wouldn't hold up in any courts that matter, but there you have it, regardless of how little or much patched the unofficial version is, you can't use it for games which make a profit. These are hobby games. Many websites won't accept it period even if it's done for free. RMN isn't one of those, they support 2k3 games so long as they are noted as tsukuru 2k3 (that is, the unofficial rpg 2k3).

On the other hand, the official version has contractual clauses against patching or hacking the .exe and I'm not even sure about the fonts. Doing so largely invalidates the game unless you're a genius and know what you're doing. I think exfonts might technically be okay? But the person you'd want to ask is the one who did Arafell. They made some edits to their game and to their exfonts, and they seem to be making money. This is with the official version. There's certain allowed stuff, I would assume.

The official version has two sources, the rpgmaker website where most of the other rpgmaker engines are, and Steam. As far as I know, Steam updates faster than the official site, but this means you have to have Steam (and I hate Steam with its persistent passwords, seeming inability to use multiple computers like for work and home, and its tendency to memory leak). On the other hand, the official version doesn't update often, and if there is a new update, you have to basically buy it again I think. You also may have to do that if you have it on multiple computers. This plus the whole "not sure what patches are allowed" meant I just passed on the whole idea of making a sold game, since I have quite a bit of patches.

[RM2K3] Urgggh, Karma Balancing System...

So, what I'm trying to do is have a sort of Karma system, based on whether you kill (number of victories) or spare (End Battle apparently doesn't add to victories) monster groups. I've made a Zelda-style offering system where you give stuff like bread or meat and the creature eats, allowing the battle to end.

It's not a conventional "good karma" thing but trying to balance yourself out. The idea, is sorta fighting only when necessary (ideally bosses only). And I don't want to encourage people with karma that is too good to start killing monsters to "balance" it. Rather, I want to reward people who have previously hurt monsters trying to go back to a pacifism route.

The idea is that when your Balance stat gets higher enough, it sorta forgives the excess spares, but not continuing to kill. And also, when Balance gets over a threshold, boss battles themselves can be opted out of (sorta, "the creature senses you are powerful enough to hurt it, but don't intend to, so they leave you alone").

There's a few wrinkles to this. First, the way you typically spare creatures is offering items (kinda Zelda style rather than Undertale), and it can mainly be done at the battle start. Second, the whole problem of this is that you are basically adjusting secondary variables (not the original CreaturesSpared and BattlesWon, but Good Karma and Bad Karma which are based on if the difference between the two is less than your Balance, you set good and bad karma as equal, otherwise you set it to equal to CreaturesSpared and BattlesWon), that the primary variable BattlesWon continues to rise even when equal to stuff because of the way battles add to victory, ummm yeah I'm confused.

Can someone help me set things up?

It's something like:
* Set up a variable that is one more than the Battles Won (Won+1).
* Make a common event that checks if CreaturesSpared = Won+1 (high equal) or CreaturesSpared = BattlesWon (low equal), then set Good Karma = Bad Karma
* If it's not, check the variables. If CreaturesSpared > ummmm BattlesWon, CreaturesSpared - BattlesWon for the Difference. If BattlesWon > CreaturesSpared, then BattlesWon - CreaturesSpared for Difference. If <
* Then I think I increase Balance for certain actions while Good Karma and Bad Karma are equal, or battles won with them equal. But I kinda double check that the real number is higher to keep it from adding more and more Balance even when you're killing monsters (I did some math, and if it's two and two, you get balance 1, but that would keep increasing as the difference keeps being less than the rising balance despite you killing more monsters (that is, 2 spares and two kills makes one Balance, but if it went up without checking actual kills vs spares, 2 and 3 with 1 balance covering is "equal", then 2 and 4 with 2 balance covering, and pretty soon you have 2 and 6).

It's the shifting variables that is giving me uncertainty. And trying to adjust it, adding extra variables in.

Or am I thinking about this wrong?

Just started streaming!

Actually, these are because of OpenGL (Pepsi's patch). They're for adjusting size of game, and stuff like tone. Also, I personally need OpenGL since my computer actually has trouble with DirectDraw.

https://rpgmaker.net/forums/topics/10204/

I've used CRT in games before, and some others can make a game like Gameboy. But yeah, here they're mostly for trolling.

The New Earth Review

author=aquatorrent
author=bulmabriefs144
Those are "clouds" not snow. The idea is you are walking on solid clouds. Lemme look at some of these glitches.
just so that we are on the same page.. we are talking about the area that is reached after you pass the guards, right? (the one with the lighthouse in one of the area)




These things? Clouds. Otherwise, maybe snow.

author=bulmabriefs144
The options menu can be escaped by hitting Esc. It's a color-menu. The game starts out color-toned horribly, so it should actually screw with your eyes. You can use the cursor keys to adjust stuff like size and color.
yeah, i didn't notice that (x actually does the same thing as esc) after pressing every button in my keyboard.

author=bulmabriefs144
To provide a little backstory (that "empty" comment)... The New Earth was originally an RpgMaker 2k3 game that I redid on XP because it seemed to have better graphics. I worked (on and off) for 10 years on the game, but it stunk. Some of that was because the code of XP doesn't work quite like 2k3, and some stuff just failed. See the other reviews.

I got frustrated and killed the game basically, and I'm not sure I know if there's a copy of the XP version in existence. After about 5 years of no game at all, I'm like, "Maybe I could remake the game just on 2k3." I decided against something that sunk 10 years of my life, so I decided to make the game in about 3 weeks or less, and intentionally a little bit horrible. Even three weeks was a bit too long, as I realized how much the whole concept annoyed me, how frustrated I was that I had spent all of this time hoping for a game to be good, and it was awful. So, if it seems like my heart's not in it, it kinda isn't.
well, i know how hard it is to make a game. at least you still manage to finish the game though (and probably gain something from it).

as for the bugs and stuffs, i'm not really sure how to reproduce it as i got it randomly, but yeah, i hope the patches works. thanks for taking your time to fix it btw!

I hope so too. If not, well, I'm kinda burnt out of the game anyway. Since I can't reproduce the bugs, I have no idea how to fix them.