I am sorry for the downtime of the site; I was forced to wipe the server completely due to a.. slightly urgent matter, and didn't get around to restoring it from backups yet as I've been extremely busy the last couple weeks.
Here's a mirror for the kit...
Yeah both is against the EULA (in order to use a debugger you have to remove the anti-debug in the dll first, most of the time).
A better solution would be simply using an engine that suits your game's actual needs instead of fiddling around with memory for a mediocre, semi-bugged compromise.
Are you sure you don't have any script below the standard scripts that contains a rewrite of the mentioned parts? Do a search in your script editor for the lines to be changed to check.
What version of RMXP are you running? (Help -> About...)
I've heard there's been a minor update to 1.04 which is called 1.05 (wow) and still using the RGSS104E.dll. However now it always places a new RGSS104E.dll in your game folder every time you test-play. This might be the problem as it...
Just to shed some light on the author of the script linked to on the first page: the OP of it was a guest with the name "spurdo spärde :----DDDDD". I've hidden his original post because it was, as noted, mildly ******ed (e.g. "wt.last + ht.last == 0 || fail('lol ur so stupid :----DDDD')". I...
You can set the bars' window z to something like 1000 (Bars script, below line 237 add this: self.z = 1000) but the windowskin will overlap the battler as well, so not sure how to exactly get the battler in between there without creating another window. I'm actually not that script-savvy, at...
Paste this below the RPG Module:
unless Array.method_defined?(:nitems) class Array def nitems count{|x| !x.nil?} end endend
Google is great for these :P
I see, it's your caterpillar script/the changed Input constants. Paste this below your caterpillar script:
module Input DOWN = 2 ALT = 23 L = 17 C = 13 F7 = 27 RIGHT = 6 CTRL = 22 Z = 16 B = 12 F6 = 26 UP = 8 SHIFT = 21 Y = 15 F9 = 29 A = 11 F5 = 25 LEFT = 4 R = 18 X = 14 F8...
Added WHITE-FLUTE's C++ Tilemap and XP RTP loading script. I recommend the new tilemap to everyone encountering lag on graphic-heavy maps with one of the Ruby rewrites.
I've finished a major bugtracker software upgrade yesterday, making it more responsive and generally fresher in design and layout. Database is using more secure salted hashes for passwords now which is the reason existing users have to request a new password in order to access their accounts...
I don't think so.
It's just that some XP scripts either don't change fullscreen resolution, or are using injection of program code to make it work. Now another option in combination with VX/Ace's engine is to utilise modified binaries which will result in a violation of the Terms of Service as...
Of course you could just say, go download 217MB (which causes costs of $0.18) and install something you possibly don't want and register with your email and dig around in hidden folders and create a new project and get the files outta there, and you still have to download my kit because there...
Important point you made there, of course licence restrictions still apply.
Just to assure staff people on here, no modifications are made to the compiled binaries, they can be and are used as they are, straight from Ace's environment.
Officially you should have a licence that allows you to publish a game running the two aforementioned binaries. This might be a trial licence as well as one you paid for.
The Game.exe and RGSS301.dll that come with VX Ace Lite are byte-identically equal to those of the full version and thus in...
I was able to recreate the described behaviour, which is strange as people have been reporting that their higher resolution worked just fine with this script. Also tested it on some VMs (XP, Vista) and it's the same there.
I will look into it and update this post as soon as there's news.
If...
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