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  1. Mhin Ra

    Vibrating/Trembling Text

    That might be why I need +2 for everything; I'm using VL Gothic, which isn't the default font (IIRC). So, might be that the size of my font is slightly larger than the engine is expecting, thus the weird extra 2 ;)
  2. Mhin Ra

    Vibrating/Trembling Text

    I saw this reported in a different thread first (https://forums.rpgmakerweb.com/index.php?threads/wiggly-shaky-text-help.124077/), but I think if you change bitmap.draw_text(0, 0, 10, pos[:height], c) to bitmap.draw_text(0, 0, text_width+2, pos[:height], c) in process_anim_character and...
  3. Mhin Ra

    Wiggly/Shaky Text Help

    I believe the problem with the script is this line: bitmap.draw_text(0, 0, 10, pos[:height], c) in process_anim_character. I think there's a similar line in process_name. I didn't read the one he was using for emojis very carefully. The parameters to that function are draw_text(atX, atY...
  4. Mhin Ra

    Real time battle system attack bug?

    @kyonides I think you presume too much ;) I had intended that you would paste the thisEvent method into the Interpreter, although I did not say that (sorry Red). It doesn't make sense outside of the context of an interpreter (if you stop and think for a sec), since get_character is an...
  5. Mhin Ra

    Real time battle system attack bug?

    Sorry I was offline for a while ;) Nothing scary, just busy. So, at first blush, what I would recommend is using a self switch instead. First off, I have made these utility functions on Game_Event: def setSelfSwitch(switch, value) $game_self_switches[[$game_map.map_id, @id, switch]] =...
  6. Mhin Ra

    How to Play ANY RPGMaker on Mac OS X (Updated in 2020)

    Hmm... so based on what I'm seeing, the game isn't even booting. I am seeing no errors or visuals; just the name of the game in the menu bar, with the wineskin menu options. If I understand correctly, that is unlikely to be a result of anything we've talked about so far, right? Like...
  7. Mhin Ra

    Real time battle system attack bug?

    I don't know anything about SAS, but I think your diagnosis is correct. Because you're using a global switch to indicate damage can be dealt and (it sounds like?) damage is dealt on intersection with the player's hit box, then any monster intersecting the player when any (potentially other)...
  8. Mhin Ra

    How to Play ANY RPGMaker on Mac OS X (Updated in 2020)

    Yeah; I will give that a try. The only other thing I could think of is that I'm using Zues' full screen override, which does essentially redirect the game's graphical output. I think that wouldn't prevent a window from coming up, and it's just using fairly standard GDI rendering APIs...
  9. Mhin Ra

    How to Play ANY RPGMaker on Mac OS X (Updated in 2020)

    Thank you for writing up these steps; I would never have figured out this was even possible without them! I think I followed the steps, but when I launch the resulting wineskin, nothing happens. Like it switches to the game's wineskin in the mac title bar, but no window boots after 3 minutes...
  10. Mhin Ra

    Sturdy status

    That may very well be a much better approach. Like I said, I do not use the RPG Maker battle system in my game, so yesterday was the first time I ever saw this code ;) It's very possible that overloading states gets awkward over time. My combat engine makes fairly heavy use of my own...
  11. Mhin Ra

    Sturdy status

    Ah; I had hit one too low in the method stack it seems ;) So, I think just moving my logic up to add_state is the right fix and essentially what I think I meant to do the first time. Also, I made it usable without scripting. If you define a state that is this 'survive an attack' thing and...
  12. Mhin Ra

    Sturdy status

    I think I can probably give that a whirl; I'll share something tomorrow :) I'd thought clearing that array was the issue, but I didn't read enough to realize it had to happen after revive.
  13. Mhin Ra

    Sturdy status

    Yeah; you're totz right. I am not 100% sure yet why that message is showing up; I would have assumed it was b/c a state was being added, but I think I'm short circuiting that. I'll keep playing with it and see if I can figure out how to make the message not happen. However, this should at...
  14. Mhin Ra

    [VXA] moving forward

    I did a skiing segment perhaps like what you're thinking. I don't know how elegant this solution is, but I had an activator event that did this: And then a parallel event that looks like this: That only handles :LEFT; you'd want to make a similar thing for :RIGHT. Note that the above...
  15. Mhin Ra

    Sturdy status

    I don't use the RPGMaker battle system in my game, so I am not super familiar. That said, I agree that there doesn't seem to be an obvious solution to this problem. I wrote a script that seems to more or less do what you want: class Game_Battler attr_accessor :catLives alias...
  16. Mhin Ra

    Timer issues

    For what it's worth: self switches and regular switches should behave exactly the same in terms of how they trigger event pages (as well as how they are set\cleared), except of course, that you can only trigger with a single self switch whereas you can trigger on two regular switches. If you're...
  17. Mhin Ra

    VX Ace game crashing to desktop on load

    Due to some confusion on my part, I ended up creating a thread elsewhere that ended up being moved back here. In any case, the other thread is here https://forums.rpgmakerweb.com/index.php?threads/vx-ace-game-crashing-with-null-dereference-exception.123826/ and contains a solution (in the form...
  18. Mhin Ra

    VX Ace game crashing with null dereference exception

    Oh! I suppose I can see how that is reasonable, given that disassembling can also be used to hack or steal the RPG Maker engine itself. I obviously didn't intend that, but thank you for the info. I'll avoid doing further debugging against their dll without explicit okay from someone with...
  19. Mhin Ra

    VX Ace game crashing with null dereference exception

    The script did indeed identify an undisposed sprite, which I fixed. I then ran the game in a death\reload loop for an hour and got zero crashes! That's about 2000 reloads, which is 10x the number I needed for a repro before. So, I think that was the issue!!!!!! :) :) :) Thank you so much...
  20. Mhin Ra

    VX Ace game crashing with null dereference exception

    That was like reading a diagnosis for my issue. I have to run to sleep now, but I will ten billion percent give that script a try tomorrow morning. You are amazing :)

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