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  1. bblizzard

    ImageManager: Load vs Reserve vs Request

    I really couldn't say. I'm using a completely custom menu. (^_^')
  2. bblizzard

    ImageManager: Load vs Reserve vs Request

    Yes, but the graphics still won't be loaded in time for the refresh that happens at the end of initialize. Though if you do a refresh in scene start and the graphics are actually only used by that menu, from an organizational standpoint it does make sense to add it to the menu's initialize.
  3. bblizzard

    ImageManager: Load vs Reserve vs Request

    @Solar_Flare Hm, it actually does make sense. The creation of all windows is also handled in the create method. So if you reserve the images there and then run through creating the windows, but the images aren't loaded yet, it won't work right. But if you do a refresh of those windows in the...
  4. bblizzard

    ImageManager: Load vs Reserve vs Request

    Did you derive your brand new scene from Scene_Base? If not, then that's your issue. Scene_Base.prototype.isReady is what the scene uses to wait until all the graphics are reserved. You should always derive from Scene_Base when you make new ones.
  5. bblizzard

    ImageManager: Load vs Reserve vs Request

    No, no, you should put them in Scene_Boot only if they are reserveSystem() calls. @Solar_Flare Have you made sure you called it before the superclass call? Something like this: Scene_Mine.prototype.create = function() { ImageManager.reserveCharacter("my_character_filename")...
  6. bblizzard

    Ultra Mode 7

    Yeah, a video would definitely help determine what the issue is. Does it happen as well when you disable the movement plugin?
  7. bblizzard

    RMMV Lexima Legends - Paths of Strife (Playable Tech Demo)

    All those buttons on the main GUI should be bound to hotkeys. xD But I'll be changing some things anyway.
  8. bblizzard

    RMMV Lexima Legends - Paths of Strife (Playable Tech Demo)

    BUMP And here's a thunderstorm. :D By day: https://gyazo.com/cf32a21fe32159bda2bc3a165010086c By night: https://gyazo.com/4b5f2179ec18d02d6497fe1f0ceecc4c I did some other misc stuff like correcting the sprite scaling, using proper tones for the sky, the map, the sprites, etc. and I also...
  9. bblizzard

    ImageManager: Load vs Reserve vs Request

    Don't worry, it's safe this time. :) Scene_Boot won't continue/exit until the ImageManager says it's ready. And the ImageManager won't say it's ready until the graphics are loaded. You can check ImageManageris.isReady, ImageCache.prototype.isReady and Bitmap.prototype.isReady for reference...
  10. bblizzard

    ImageManager: Load vs Reserve vs Request

    No problem, you too. :D I remember when I first realized how this worked. I used Bitmap.blt() and couldn't figure out why it wouldn't draw the loaded bitmap onto the target bitmap initially. Later I figured out because it wasn't loaded yet and I had to use ImageManager.reserveSystem() to make...
  11. bblizzard

    ImageManager: Load vs Reserve vs Request

    Then I definitely think that you should put it in Scene_Boot where all the other ImageManager.reserveSystem() calls are.
  12. bblizzard

    ImageManager: Load vs Reserve vs Request

    Are you using a custom plugin of sorts? "windowSkin2" isn't present anywhere in the default code. If you're using system images, you should probably add that call in Scene_Boot to load it at the very beginning of the start-up, not in a scene's create method. Other system images are reserved...
  13. bblizzard

    Ultra Mode 7

    You might be able to do something about that actually. MV has something called object-characters. If you look at the implementation of Game_CharacterBase.prototype.shiftY, you will notice this: Game_CharacterBase.prototype.shiftY = function() { return this.isObjectCharacter() ? 0 : 6; }...
  14. bblizzard

    Ultra Mode 7

    Short answer: It's better if you convert to the new way since it's mathematically correct now. And yes, I did include the LEGACY_SCALING option so if somebody is very far with the project and doesn't want to convert, they can still use the old way. Long answer: So while working on the rain...
  15. bblizzard

    Ultra Mode 7

    Update to v1.6.0. What's new? implemented improved scaling of sprites on map which doesn't get messed up by near and far clipping planes changed some of the default parameters to accommodate the fixed scaling issues added LEGACY_SCALING parameter for backwards compatibility
  16. bblizzard

    RMMV Lexima Legends - Paths of Strife (Playable Tech Demo)

    BUMP Aaaaand some weather effects. :3 Heatwave shader: https://gyazo.com/0597e64e3c7c0201a5adb3d9ed4c203f Snowing via point-sprite implementation: https://gyazo.com/d58608ef4b7a89f91ffa5e25ba033a29 EDIT: Aaaaand a blizzard :3 https://gyazo.com/0c1b5ed753fe9598d8552d84c2eae8dd
  17. bblizzard

    Ultra Mode 7

    Here's some eyecandy from my own game. :3 Heatwave shader: https://gyazo.com/0597e64e3c7c0201a5adb3d9ed4c203f Snowing via point-sprite implementation: https://gyazo.com/d58608ef4b7a89f91ffa5e25ba033a29 EDIT: Aaaaand a blizzard :3 https://gyazo.com/0c1b5ed753fe9598d8552d84c2eae8dd
  18. bblizzard

    RMMV Lexima Legends - Paths of Strife (Playable Tech Demo)

    BUMP Showing off some new day & night system goodness. :3 https://gyazo.com/7120ac4d9c01a4e16ef981ab579e6a1b
  19. bblizzard

    ImageManager: Load vs Reserve vs Request

    Actually that's true. All scenes are pushed onto a stack so only a game over or a switch to the title screen would actually finish the map scene.
  20. bblizzard

    ImageManager: Load vs Reserve vs Request

    @WickedWolfy Yes, it's quite simple, but it's actually not a FIFO. Each time a texture is rendered, it's "touched". That means that its time variable is set to the current timestamp. When the cache is filled up, textures are sorted by those timestamps and the oldest ones are removed until...

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