Recent content by subengari

  1. subengari

    RMMZ Common names conflict. Adding functions to the (built-in JS default) prototypes

    Another suggestion, but I'm not sure if it's halal- I've been adding an if clause before appending default prototypes with my own functions.
  2. subengari

    RMMZ createDisplayObjects command execution order

    Great! Thanks, @caethyril !
  3. subengari

    RMMZ createDisplayObjects command execution order

    Never mind, I figured it out by doing this: Still don't know about the SourceMap errors though. But they are not disrupting anything.
  4. subengari

    RMMZ createDisplayObjects command execution order

    Salve, fellow makers! Behold the following snippet: Based on the first function, Scene_Map.prototype.createDisplayObjects, it is my belief that this.createWindowLayer (and therefore this.createRewardsLayer) should be executed before this.createTreasureChestSprites. However, upon execution...
  5. subengari

    RMMZ Font Bigger / Smaller Escape Characters

    @Eliaquim and @TheoAllen- thank you for the explanation, the process makes much more sense now! I was implementing my own Window_SpeechBubble and DialogueBitmap classes to replace Window_Message and Bitmap for my project's dialogue system and running into problems with empty strings being...
  6. subengari

    RMMZ Font Bigger / Smaller Escape Characters

    Greetings, cadets- I wonder if somebody could point me to the area in the code where the Escape Characters for making the Show Text command font bigger and smaller (\{ and \}, respectively) is actually removed from the string? I looked at Window_Base.prototype.convertEscapeCharacters: and...
  7. subengari

    RMMZ Setting the SpriteAnimation frame rate?

    thanks @TheoAllen ! I will fiddle around with it :)
  8. subengari

    RMMZ Setting the SpriteAnimation frame rate?

    Ok, so I looked into @TheoAllen ' s suggestion of changing the animation speed, but rather than go through the database, I wrote something that modifies Sprite_Animation._animation.speed. It's a percentage value, so I am assuming that 100% = 60 fps. Unfortunately changing it during gameplay...
  9. subengari

    RMMZ Setting the SpriteAnimation frame rate?

    @TheoAllen - Frame rate, as in the number of frames that are displayed per second. I would like to be able to change this dynamically using the script rather than hard settings in the database. I looked over the SpriteAnimation class but can't seem to find a property to set this. So, by...
  10. subengari

    RMMZ Setting the SpriteAnimation frame rate?

    Compadres and comadres, In MV, the SpriteAnimation class had a property ._rate, which would determine the frame rate of the animations. I realize that MZ now uses Effekseer and has the legacy SpriteAnimationMV class... but if I am using a Effekseer animation that I created is there any way to...
  11. subengari

    RMMZ Rotating a sprite in place?

    Fantastic! I'll give it a whirl. Thank you, @caethyril !
  12. subengari

    RMMZ Rotating a sprite in place?

    @caethyril - I appreciate your help! Okay, so I tried your suggestion... below is the modified code: Unfortunately, the sprite just reverts back to orbiting around a point rather than itself and then completely disappears when finished: I know you said that you thought ._angle does...
  13. subengari

    RMMZ Rotating a sprite in place?

    Thanks @caethyril - the ._angle suggestion makes it works a bit better, but the sprite still hops out of place when the anchors are adjusted. Take a gander at the treasure chest, first, and then the first heart in the HUD at the top of the screen: Below, is the pertinent code: Neither is...
  14. subengari

    RMMZ Rotating a sprite in place?

    Minasama, konnichiwa- What do I need to set a sprite's anchor to, to have it rotate in place? I've tried using 0, 0.5, 1, -1, etc. and it seems to orbit around a point, but not spin in place. Additionally, if I use anything but 0, it offsets the sprite's original X and Y position. Arigato...
  15. subengari

    RMMZ Window_Options and adding a custom command

    it works- thank you, again @Aerosys

Latest Threads

Latest Profile Posts

Woke up in the middle of the night with some game mechanic ideas. Unfortunately, they're for a new game, not the one I'm currently working on. Must... not... get... distracted!
I'm wondering about making a new pack of monsters or just divide them and add to my current packs. I'll end up having like 10+ packs If I just have 27 per pack xD
cesariohelp wrote on Ms Littlefish's profile.
Hi ! I see that you're a mod, right ? Can I ask you a question here ? If not, where ? So sorry
I just whipped up the blueprints for the final level in my game. (I say final, when really there is a final boss stage after this, but it's only like two maps long)
The good thing about making a scarecrow is, I can just use a T-pose on it and call it an animation. :kaojoy:
SA145K_idle.gif

Wait... it is starting to move on its own?:kaoswt2:

Forum statistics

Threads
134,934
Messages
1,252,010
Members
177,777
Latest member
bobg
Top