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    pianotmP
    RMW Update on TwiX [image: 1781323054271-30f9b416-7675-4404-a294-179122146e95-image.png]
  • A place to talk about whatever you want

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    pianotmP
    I am pianotm. I have been been working with RPG Maker since I discovered the Don Miguel bootleg in 2013. It was a year later that I finally bought VX Ace. Wasn't too thrilled by it, but eventually became proficient with it. While I have made a bunch of games in VX Ace, and will probably make a bunch more, most of what I make is in 2003. I bought XP from one of the Steam sales where it was, like, 4 dollars. Never really gave it a proper try. I bought MV, have made a few games in it. I hated it, but I recently made a shmup in it that has kind of changed my mind. You're not completely useless after all, MV. I have only ever tried the trial version of MZ. I like it much better than MV, but simply cannot afford it. So, why do I only write 2K/3 tutorials? Everything I know about working in VX Ace, I've found in tutorials that other people have already written, and what I can't find in tutorials, I can find in plug-ins. No point writing what is already written and easily found in a brief search of RMN. It would be rejected anyway because admin feels the same way. On the other hand, the bootleg editions of RPG Maker 2000 and 2003 have even more tutorials (and there's still plenty to write about). The legal Steam versions are different. While you can usually pretty easily move a bootleg project into the legal engine, compatibility is not one-to-one, and there are problems to be solved before your project will work right. This warranted the legal versions to be treated as their own, separate engines on the RMN forum, and they had no tutorials. So, whenever I write a tutorial, it's for the legal version of RM2k/3. My first tutorial was for the bootleg 2k3, and it was just a simple explanation of how to make exclusive clubs in your games, something you can probably figure out on your own, but I'll eventually post it anyway.
  • 5 Topics
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    pianotmP
    Making a mini-map with your player represented is one of the earliest things we learned how to do with RPG Maker, but how would you make a mini-display that detects the location of NPCs on the map? Difficulty: High Requires: Maniacs Patch Required knowledge: Variables, a strong understanding of Basic Arithmetic You will need the following: Display: [image: Display.png] Red Dot: [image: Red_Dot.png] Red Dot 2: [image: Red_Dot_2.png] Reticle: [image: Reticle.png] Set the reticle as your main party member. To start, make a 40x40 map. Why? Because that's what I'm using and that's what all of my numbers are adjusted to. Once you've learned how to do this, THEN start fiddling with numbers and map sizes. Common Event 1: Player Tracker In order to track an NPC, the system needs to know where the Player Character is. Name Common Event 0001: “Player Tracker” Set it to Parallel Process. Do not assign a Condition Switch. In RPG Maker 2003, a Parallel Common Event without a Condition Switch runs continuously and cannot be turned off. ​ In the body of Player Tracker, create Control Variable 0001: PX. In Operation, tick “Set”.​ In Page 1 Operand, tick “Event”.​ In the first drop down menu, select “Player”.​ In the second drop down menu, select “X Coordinate”. [image: 1745880497676.png] [center]This sets the system to constantly track your player based on its X-axis position on the map.[/center] Next, create Control Variable 0002: PY.​ Repeat steps 5-7.​ In the second drop down menu, select “Y Coordinate”.​ This sets the system to track your player based on the Y-axis position. And this completes the Player Tracker event. Since a step counter is not required for a functional RADAR system, it is not included here, but if you were to make a step counter, you would include it in this common event. [image: 1745867819636.png] Next, you will need an onscreen event: NPC 1 Since a RADAR tracks the NPCs, you will reasonably need something tracking your NPC. In the NPC's active page, set it to Parallel Process, and in the main body, repeat the process you went through creating the Player Tracker. Create Control Variable 0003: NX​ Create Control Variable 0004: NY​ Repeat steps 4-11 from the Player Tracker.​ Assign the Event Operand to either “This Event” or the specific NPC. [image: 1745868255621.png] Time to Create the NPC 1 RADAR common event: Start by naming Common Event 0002: “NPC 1 RADAR”, and once more setting to parallel process. Since you want to be able to turn your RADAR on and off, assign Condition Switch 0001: RADAR to this common event. Begin by setting RADAR display. You need not follow my example. You can set it to any position you like. I merely set this 31x31 image to the position 16x16 because it's easy to remember. Then set a second image at 2, your first red dot also set at 16x16. [image: 1745877892477.png] Now, that the system is tracking both the Player and the NPC, we need to note the difference in location. So create Control Variable 0005: DiffX. In Operation, tick “Set”. Ignore the second drop-down menu; it should say "Or". In Operand, page 3, set drop-down to “Sub”. Set both Arg to “Variable” in their drop-down menus.​ Set Arg1 to “3”, “0003: NX”. Set Arg2 to “1”, “0001: PX”. [image: 1745882110574.png] The reason you're setting NPCX to the first argument and PX to the second is because NX is what you're tracking. You're not trying to find out how far you are from it, but rather how far it is from you. At this point, your first thought is to simply make DiffY now and try to track positioning with a nested Conditional Branch that is tracking both DiffX and DiffY, but this won't work. The reason is that no matter what you do, it will never track both at the same time. It will first check whichever Condition it meets first, and then check the second condition, in order, so it will only ever display the second condition. If the first condition is DiffX, and the second condition is DiffY, then your RADAR will only ever display the Y position and never the X position, and vice versa. Control Variable 0006: DiffY is, indeed, your next step, but what you're using it for will be a bit more complicated. Create it the same way. For 0006: DiffY, follow DiffX steps 1-3. Set Arg1 to “4”, “0004: NY”. Set Arg2 to “2”, “0002: PY”. At this point, your NPC 1 RADAR common event should look like this: [image: 1745882223794.png] Now, it's time to actually start tracking this on the screen. We're going to go through the entire process before showing anymore pictures. Create Control Variable 0007:R-Dot_OffsetX.​ In Operation, tick “Set”. In Operand, page 1, tick “Variable” and select 0005: DiffX. Next command: ​ Set your DiffX positioning: Make another Control Variable using 0005: DiffX. In Operation, tick “Mul”. In Operand, tick “Constant” and input 6.​ Make another Control Variable using 0006: DiffY, and in Operation, tick “Div”. In operand, tick “Constant” and input 15. Create a third one of these, and set it to "Sub", 1.​ This is setting the range of the Dot based on a scale to the size of the screen. Larger numbers are better since they're more precise. *11/33is better than *1/3, etc. The -1 is being used to compensate for a strange offset in which, if the display is on the left of the map, the dot will want to go slightly off of the left side. And if it's on the right of the map, it'll want to go off the right side. The same issue exists with the Y-axis. If the RADAR display were in the center of the Screen, this wouldn't be an issue. Repeat all of this 0008:R-Dot_OffsetY, setting all variables to 0008:R-Dot_OffsetY and DiffY. Now, it's time to start actually positioning the dot. There are four control variables using the final two variables in our system. Create Control Variable 0009:R-Dot_ScreenX. In Operation, page 1, tick “Set”. In Operand, tick “Constant”.​ Set constant to 17. Repeat Control Variable 0009:R-Dot_ScreenX.​ Operation, page 1, “Add”. Operand, Variable 0005: DiffX Finally, two more Control Variables; Control Variable 0010:R-Dot_ScreenY. Repeat steps 12-17, switching all variables for the Y variable. This sets the position of the graphic. Since the RADAR display is 31x31, and we are using a 30x30 range, and since these are set at 16 pixels, which assumes 32x32, from the borders, I initially thought that the center should be 16 for each variable. However, in practice, it's off by one, so 17 centers the dot on the screen. No matter where you start on the screen, the dot will always follow the NPC so it will only be in the middle if you are in the same space as the NPC.​ Move Picture command, Picture two: Display position, in the drop-down menu, Variable. In the second drop-down menu, Center.​ In the first Variable option, 0009:R-Dot_ScreenX.​ In the second option, 0010:R-Dot_ScreenY. Set wait time to zero. And finally put a wait command 0.0 at the end to take care of any errors. Finally, we can show an image of what's going on.​ [image: 1745887210245.png] Now, in practice, you're going to notice something. On a 40x40 map, if the NPC is in the middle, and you go out to the edge, her dot's going to stay within the middle to secondary area of that RADAR screen. This is because her position is scaled against yours and you can only get half of the full distance from her. Once she's at the edge of the map, only then will you see her go all the way to edge. Because of this, not only does the RADAR give you her direction, but her general vicinity on the map. But let's say that you'd like to target her and you want to know when you're on the money! Well, that's where the little plus sign dot comes in. Open the NPC's event, and let's get to work. There's only thing left to do, and you can use a nested conditional branch for this one. Beneath your NPC tracking variables, create a conditional branch: If variable 0001: PX equals variable 0003: NX.​ Inside of that branch, create a second branch: If variable 0002: PY equals variable 0004:NY. Now, simply show picture 3, Red Dot 2.​ In both else handlers, place the command, Erase Picture: 3. [image: 1745887732231.png] I did make a video, but you can barely see the RADAR. I have attached the project file. vvvvvvvvvvvvvvvvv RADAR Tutorial.zip ^^^^^^^^^^^^^^^^^^ Note: An RMN user suggested that in a larger process, NPCs should be tracked via parallel process in common events, and I would agree, except in the game I was making this for was using the RADAR for space ship combat. Essentially, you would use the same parallel process logic, but in a common event tracking all the NPCs, which would simplify processing by streamlining it in a single event, and leave you free to event the NPCs however you like. I mention this because that is absolutely a better approach and I would have loved to use it. But for what I made, it wasn't a viable approach. There was a glitch I encountered where trying to track them via a separate parallel process that DID work, but I couldn't, no matter how hard I tried, get the weapons interactions to work properly. No matter what I did, it kept glitching badly. Here was what I said in reply: This RADAR took a week and a half, maybe more of experimentation, and forcing things to work. It was made for a spaceship combat game. In that, I don't need to interact with the NPC. I need it to react when I touch it so I know I'm locked on, and then I need it to blow up with a key reaction. That all works best with parallel processes, so there's nothing to interact with. In that situation, having the NPCs control the parallel processes themselves makes them easier to keep track of. In short, for a system like that, I still wouldn't follow this suggestion, largely because I tried it, and the logic became too complicated to handle in a short game jam. When you need key activations to work, with this process, it becomes too difficult to differentiate the NPCs, and what I found was that no matter what I did, one of three things would happen: Targeted NPC would blow up properly, but the other NPCs would unspawn. Targeted NPC would blow up properly, but the other NPCs would no longer be interactable (but still actively firing on you! Unwinnable combat.) All NPCs would freeze the moment I used the key command. (This was least common) However, there are scenarios in which you would want to target the NPC and then interact with them. For that, your method would be fine, because that's not a key command. If you've got an external parallel process tracking the NPC and you just want to go up and talk to them, that shouldn't interfere with anything. (And I tested that! When I ran the external parallel process, and I just had the space ships run text that says "I'm supposed to blow up, now!", that worked just fine. But when I wanted to make them do actually do it, I couldn't make it work right.)
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  • 6 Topics
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    pianotmP
    No AI in any of my art. Pathfinder/Dungeons & Dragons Characters [image: Tez.png] Name: Tasrina "Tez" Patton Race: Half-Elf Class: Cavalier Archetype: Gendarme Gender: Female Size: Medium Alignment: Lawful Good Current Location: Vorseah Nation of Birth: Vorseah World of Origin: Atrusil Personality: Honest, forthright, somewhat reckless, and a very strong sense of justice. History: Tez was the squire of my previous character, Ashala, during the Endstaff of Vorseah. This is the only character I've ever played that I didn't technically create. After the campaign, in her backstory, when Ashala trusted her with more involvement in investigations. When going after the cultists that murdered her parents, Tez followed orders well until Ashala gave the order to retreat after their team was divided. Instead, Tez drove into the attackers and got stabbed in the face, prompting a rescue from Ashala. By the time of the campaign I play Tez in, she's a seasoned, level 4 cavalier. [image: Toni.png] Name: Antoinette Blanchette Magical Girl Name: The Devil You Don't Know Race: Human (Transforms into Teifling) Class: Homebrew (Pretty Soul) Archetype: Starlight Vanquisher Gender: Female Size: Medium Alignment: Neutral Good Current Location: Sutekyo, Japan Nation of Birth: France World of Origin: Earth Personality: Empathic, kind, fiesty, eccentric, often waxes poetic. History: She came to Sutekyo as a foreign exchange student, found her friends attacked by magical enemies, and a mysterious voice asked her if she wanted to save them. She now transforms into a devilish, powerful, and oh-so-stylish teifling that teleports across the battlefield, moving so fast she can literally dodge rain. [image: Lola_QuarterSize.png] Name: Lola Shisuzo Race: Changling (witchborn) Class: Alchemist Archetype: Construct Rider Gender: Female Size: Medium Alignment: Chaotic Neutral Current Location: Off of the coast of Trestise Nation of Birth: A segmented portion of the Plane of Axis World of Origin: Game Master has not yet given a name that I can recall... Personality: Aloof, quiet/non-talkative (child of a Mute Hag), erratic. History: Lola's in a currently campaign inspired by Suikoden and One Piece. In this game, the world was abandoned after a disaster where the inhabitants fled to a multitude of extradimensional spaces called Lesser Worlds. Like all changlings, she is unaware of her true nature, and that she is the daughter of a Mute Hag. Although she is not personally mute, she does not like to talk and will often respond to people or try to communicate with people using miming and magic tricks. Her favorite magic tricks are card tricks, although, she also uses dice and pebbles with cups (shell game). She rights a clockwork horse named Vandal. [image: Jiji_Flametongue_w_Robe.png] Name: Jiji Flametongue Race: Ifrit Class: Sorcerer Prestige Class: Arcane Savant Archetype: None Gender: Female Size: Medium Alignment: Chaotic Neutral Current Location: Unknown Nation of Birth: Plane of Fire World of Origin: Plane of Fire Personality: Egotistical, braggadocios, flirtatious. History: She's a character in a game inspired by the Tomb of Horrors, where people across the multiverse have joined forces to defeat Acererack once and for all. [image: Rilla.png] Name: Rilla Race: Drow Class: Paladin Archetype: Oath of Redemption Gender: Female Size: Medium Alignment: Lawful Good Current Location: Faerun Nation of Birth: Underdark World of Origin: Faerun Personality: Arrogant, overbearing, penitent, loyal, courageous. History: My first D&D 5E character. I was reluctant to play 5E, considering I was used to Pathfinder, and 2E was the D&D I was most familiar with. Rilla was orphaned as an infant. She wasn't even a year old. Her parents were refugees from the Underdark, and were murdered on sight. Finding the surviving children amongst the bodies and realizing they had killed refugees and not invaders, the paladins took the orphans to be raised by the clergy, the Temple of Rao. Rilla, having no knowledge of the Drow except of how she came to be at the temple, is a Paladin of Rao. Rao is not part of the main D&D pantheon, but I found him in the Players Handbook, so he was allowed, and he best fit Rilla's personality. Rilla avoids killing unless she absolutely has to, believing even the most evil of (living) people can be redeemed. Because of this backstory, I decided to reflect that in her character vital statistics, making her 60 years old, much younger than elves usually start adventuring. This is based on the premise that elves actually reach biological adulthood at 18, but aren't considered mature until 100. Raised by humans, she would not have this same standard. [image: Honesty8.png] Name: Honesty-8 Race: Android Class: Thought Scribe (Psion variant) Archetype: Gender: Female Size: Medium Alignment: Neutral Good Current Location: The Plane of Limbo, first officer of a planar ship. Nation of Birth: Unknown World of Origin: Golarion Personality: Androids have the emotionless trait. Honesty-8 is very literal minded. Take Lt. Commander Data's personality and push it to the most absurd conclusion. History: Her waking history literally starts with the campaigns she's been in, having awakened just weeks prior. She's explored a tomb trying to investigate a cult, and she's been recruited by a Planeship Captain to help fight evil across the multiverse. Somehow, she knows more about the ship than he does. He knows even less about the ship than she thinks he does. Would you believe, she did not start out in a comedy campaign? I was going to stop here with my Pathfinder/D&D characters, but I can't neglect showing off one of my Duskwalkers: [image: EphemeraFullPortrait.jpg] Name: Ephemera Race: Duskwalker (human) Class: Rogue Class: Magus Prestige Class: Arcane Trickster Archetype: None Gender: Female Size: Medium Alignment: Neutral Good Current Location: Golarion Nation of Birth: Razmiran World of Origin: Golarion Personality: Inquisitive, tells morbid and inappropriate jokes, is usually pleasant to speak with. When attacked she continues to make pleasant conversation, but it takes on a more chilling tone. History: Duskwalkers have died. That is where their history begins. Pharasma, the True Neutral Goddess of Birth and Death, despises the undead, considering them a mockery of death. Her psychopomps resurrect certain individuals that have helped to maintain the balance of life and death. They aren't given a specific task. They are simply allowed to live their lives as they see fit. But Duskwalkers have an unnatural hatred for the undead. They are partially incorporeal and can injure ghosts with mundane attacks. The Duskwalker comes into existence in a holy place of death, usually a cemetery, fully formed at the age of eight. They are usually shunned do to their associations with death, and often grow up stealing to survive. Sometimes, they remember their previous life. Sometimes they don't. Usually they remember bits and pieces. Ephemera, upon reaching adulthood, is a mercenary that routinely seeks employment with adventurers who need a bodyguard. She's particularly keen on jobs that will give her the chance to kill undead. Other Characters Marla the Martian [image: Marla_Portrait.png] [image: Marla_The_Martian.png] [image: Marla_The_Martian_Goes_Trick_or_Treating_Finished.png] [image: Marla_Halloween.png] Marla the Martian was created for the first game of Steve Jackson's Toon that I ever played in an RMN forum game run by Dudesoft. My premise for Marla was, "A space alien crash lands in Riverdale and hides out with Sabrina, The Teenage Witch." This is why the first picture I shared shows her in the Archie style. Zalma Koluchy [image: Zalma_Koluchy_Color.png] Inspired by another of Dudesoft's forum games, Zalma was created for the Galaxy Police. Obsessed with immortality, she's basically converted herself into a machine. How does this cybernetic mad scientist choose to apply her skills? By working as a forensic's expert! Mad != evil! She's just a little (a lot) kooky! Midori [image: Midori.png] Did you think I was done with Martians? Nope! Midori was made for a game of Troika! run by Hexatona! She's basically a more serious version of Marla, except she's a pop star, and her backstory is ripped off from Interstella 555. I did not realize at the time I created her that Troika!'s ultra-nihilist style was even zanier than Toon. I simply thought it was a game of light-hearted characters in a grimdark setting. Which...I guess it kind of is. But it's grimdark with Looney Tunes logic. Also, Midori is not the only pop star I've made and given a Japanese name that was just the word for a specific color. Obviously, midori means green, an obvious play on P!nk. Speaking of P!nk... Momoiro [image: Momoiro.png] I made Momoiro, whose name means "Pink", for RMN's first Gay Mak Jam. The protagonists for that game were... Sunny [image: Sunny.png] and... Jade [image: Jade.png] Star Fall Star Fall is a table top RPG I am developing inspired by games like Wing Commander, Privateer, and Space Rogue. Cover [image: Front_Cover.png] Human [image: Human1.png] Glimmock [image: Glimmok_2_book_background.png] Ships Gauntlet [image: Gauntlet.png] Javelin [image: Javelin.png] Interceptor [image: 03Interceptor.png] OSR [image: 497263.png] [image: 02MRK_lower_e.png] The Mystery of Moonriddle is my first and currently only OSR module and it's available on Drivethru RPG at The Mystery of Moonriddle. Finally... Portraits A couple of actress sketches I've done. Anna May Wong [image: Anna_May.png] [image: Annas_Gaze.png] Audrey Hepburn [image: Audrey.png]
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    DecentTreatmentD
    Watch Trailer here! WISHLIST ON STEAM TODAY: https://store.steampowered.com/app/37... WISHLIST ON PLAYSTATION TODAY: https://store.playstation.com/en-us/c... LEARN MORE: https://electricairship.com/games/inf... Follow Electric Airship on social media: https://links.electricairship.com/ Heroes: Glenn from Chained Echoes https://store.steampowered.com/app/12... The Warrior from 8-Bit Adventures 2 https://store.steampowered.com/app/73... Noa from Jack Move https://store.steampowered.com/app/10... Whoopis from My Familiar https://store.steampowered.com/app/15... Vera and Arin from Eternal Remnant https://store.steampowered.com/app/19... Alexandra from Quartet https://store.steampowered.com/app/13... Rio from Shrine’s Legacy https://store.steampowered.com/app/14... Dustin from Kingdoms of the Dump https://store.steampowered.com/app/21... Chel from For a Vast Future https://store.steampowered.com/app/15... Gio from Geo Mythica https://store.steampowered.com/app/16... Villains: Drago from Beloved Rapture https://store.steampowered.com/app/20... Montam from Venaitura https://store.steampowered.com/app/16... The Fateshifter from Ephemeral Tale https://store.steampowered.com/app/12... Qliphoth - an original villain And more to be announced...