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  1. quackgyver

    How do you prevent font blurring?

    That doesn't work. Blurring still occurs regardless of whether the Font Smoothing-setting is on or off: I don't think it's a good idea to add a dependency that completely replaces the engine's default font behaviors with something fundamentally different if there's an easier way to achieve...
  2. quackgyver

    RMMZ Sharp Text [MZ + MV]

    I can't get this plugin to not make the font heavier than it should be. In RMMV the font looked like this at 16px with a bunch of anti-font blurring plugins installed: However, this is how the same font looks in RMMZ with this plugin installed, and "Text Thickness" set to 0: It doesn't...
  3. quackgyver

    How do you prevent font blurring?

    How to you prevent font blurring in RPG Maker MZ?
  4. quackgyver

    Tilesets not showing up in editor?

    For some reason tilesets aren't showing at all, for a specific project in RPG Maker MZ. See images: Any help on how to troubleshoot this would be appreciated.
  5. quackgyver

    How do I resolve 'TypeError: Cannot read property 'expParams' of undefined'

    I have only one actor in the Starting Party-box, and only one line is selectable in addition to that: This is normal however, since double-clicking on the empty line below your actor is how you add additional actors. No lines beyond these ones are clickable.
  6. quackgyver

    How do I resolve 'TypeError: Cannot read property 'expParams' of undefined'

    I have one actor set up: I can't really find any references to nonexistent Database entries though. The Classes-section looks fine:
  7. quackgyver

    How do I resolve 'TypeError: Cannot read property 'expParams' of undefined'

    When I try to playtest my game, I immediately get the error message "'TypeError: Cannot read property 'expParams' of undefined' ". The console gives me the following: rmmz_managers.js:2030 TypeError: Cannot read property 'expParams' of null at Game_Actor.expForLevel (rmmz_objects.js:4151)...
  8. quackgyver

    Newly-created tilesets allow boats to go over A2 ground tiles

    My hope was that there was just something I was missing in regards to how vehicle collisions work. If this is a bug then I'd consider it a pretty huge one, since it basically means that you can't use vehicles in any map outside of the default ones, unless you know how to apply the hackish...
  9. quackgyver

    Newly-created tilesets allow boats to go over A2 ground tiles

    If you're trying to understand whether I pick "New game" or "Load game" then the answer is "New game". The correct map loads up following that, since I've set the player's starting position in the test map. Ah I see. Yeah, my game's source folder has no www folder, so Playtesting seems to work...
  10. quackgyver

    Newly-created tilesets allow boats to go over A2 ground tiles

    I use my mouse cursor to click on the "Playtest"-button, and then I play my game. I'm not sure what folder you're referring to. What path do you want me to check? Like Andar explained above, the first tile is a forced star. No. I actually used a clean RTP project to test and build my water...
  11. quackgyver

    Newly-created tilesets allow boats to go over A2 ground tiles

    You can easily determine where the line between A1 and A2 goes in my tileset just by looking at the screenshots. Images aren't needed for that. However, here they are: Even if something was wrong with the images, that still doesn't explain why two different tilesets that use the exact same...
  12. quackgyver

    Newly-created tilesets allow boats to go over A2 ground tiles

    Thanks, but I don't see how any of this applies to my situation? You can clearly see in the attached images that I'm using water tiles for water and ground tiles for ground, and that the passability is set correctly for boats and ships.
  13. quackgyver

    Newly-created tilesets allow boats to go over A2 ground tiles

    Scenario: I just created a completely new tileset ("Zoo") in the Database editor, and gave it the exact same tile images, parameters and settings as an already-existing tileset ("Outdoors") that was created back when the project was first created. I've gone through all of the bush, ladder...
  14. quackgyver

    Bug Fix: Event Jitter / Display Rounding Error

    I think I've found a bug with this plugin. For me it causes the character sprite to disappear when map looping (horizontal+vertical) is turned on. Can this be fixed somehow?
  15. quackgyver

    RMMV Preventing the silencing of BGM in the victory or aftermath-part of combat

    That's great! Thank you so much for helping out. Much appreciated. :-)
  16. quackgyver

    Prevent BGM (not BGS) from stopping on victory or aftermath in combat?

    Alright, sounds good. For anyone reading, I created a thread at https://forums.rpgmakerweb.com/index.php?threads/preventing-the-silencing-of-bgm-in-the-victory-or-aftermath-part-of-combat.136851/ Thanks for the help!
  17. quackgyver

    RMMV Preventing the silencing of BGM in the victory or aftermath-part of combat

    I'm currently using an event to determine which BGM to play during the aftermath/victory part of a battle, but unfortunately all BGM is stopped so that the game can play the BGS fanfare. The BGS itself isn't an issue because I can always set it to "None", but it's the stopping of the BGM that...
  18. quackgyver

    Prevent BGM (not BGS) from stopping on victory or aftermath in combat?

    I need to do it as BGM, because otherwise it wouldn't make sense in the context of user-configured volume settings. If the user wants to turn off the music by setting BGM volume to 0%, then they shouldn't hear music in battle as a sound effect.

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