Save-Point
HiddenChest RGSS Player Executable - Printable Version

+- Save-Point (https://www.save-point.org)
+-- Forum: Material Development (https://www.save-point.org/forum-8.html)
+--- Forum: Tools (https://www.save-point.org/forum-42.html)
+--- Thread: HiddenChest RGSS Player Executable (/thread-7370.html)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12


RE: HiddenChest RGSS Player Executable - KDC - 03-26-2019

Just now did that whole main piece replacement thing (Forgot to do that), I'm using Windows 10, which is currently the OS my dad's PC has, and... it doesn't look like it's a missing file because log.txt didn't get made Confused


RE: HiddenChest RGSS Player Executable - Melana - 06-26-2019

I noticed that windows that have to show alot of content e.g. Window_Item or Window_ShopSell are slowing down the more items the party owns. If there are 400 or more items in the inventory it loads for several seconds.
I think it has something to do with the font outline feature since it has to draw every word multiple times as far as I know.

Is there anything to prevent this? Like only drawing the items that are visible on the screen or something like that?


RE: HiddenChest RGSS Player Executable - kyonides - 06-26-2019

If you use any or both of the following script calls in Main script, does that help you even a little bit? O_o?

Font.default_outline = false
Font.default_shadow = false



RE: HiddenChest RGSS Player Executable - Melana - 06-26-2019

It makes the windows faster but there is still a significant delay.

It's because lines like this

Code:
@item_max.times {|n| draw_item(n) }

always draws all items all over again when the window updates.
So I thought about something that only draws items in range of the visible entrys of the window. But that would need to update each time the index changes so I'm not sure if that would cause lag.


RE: HiddenChest RGSS Player Executable - DerVVulfman - 06-27-2019

That line doubles for:
Code:
for i in 0...@item_max
  draw_item(i)
end

They're essentially the same, doing the same thing though written with a different syntax. This code should be in the 'refresh' method (at least in RPGMaker XP and such). And the item window (assuming we're talking Scene_Item) only updates when the Item window is initially created, and when you're done with targeting. It shouldn't be updating all the time.


RE: HiddenChest RGSS Player Executable - Melana - 06-27-2019

Yes that's right. It's not that critical for the Scene_Item since it doesn't refresh that often.
But for example in the Scene_Shop when you try to sell lots of items you have to wait for seconds after each item because it refreshs everytime.


RE: HiddenChest RGSS Player Executable - DerVVulfman - 06-28-2019

True enough that the Window_ShopBuy and Window_ShoptSell windows update regularly, but that only ensures that the menu cursor continues to update for item selection/scrolling purposes. These WINDOW classes do not refresh the list over and over when its update command is rerun.

Only when the window is initialize, or if an item is selected or bought is the ShopBuy window refreshed. That is according to normal RPGMaker XP scripts. So you should not be refreshing the list repeatedly.


RE: HiddenChest RGSS Player Executable - kyonides - 06-29-2019

HiddenChest now offers a couple of minor additions, two script calls that might come handy for scripters! Shocked

Usually you would need to call a bitmap's text_size method and then choose to get the width or height like this:

Code:
rect = self.bitmap.text_size('My text')
width = rect.width
height = rect.height

Now you are able to get the desired parameter at once! Shocked

Code:
width = self.bitmap.text_width('My text')
height = self.bitmap.text_height('My text')

In case you are using a window instead of a sprite, you would need to use self.contents instead of self.bitmap! Happy with a sweat
Actually you could also leave out the self. specification as well.

Yeah, this announcement means I have uploaded a new ZIP file with a bunch of executable binaries for Windows! The main difference between them is their maximum resolution, ranging from 800 through 1680 px wide! Laughing


RE: HiddenChest RGSS Player Executable - KDC - 07-02-2019

Oh! Shocked  This works for me now! Grinning Though... Excluding the field map, everything, as I seen so far, is retaining its 640x480 resolution. Confused Meaning there's some open space for it to be either stretched or something else can be added in there. Oh and I can't re equip Aluxe's weapon for some reason when I made a new project to try it out.

I should also mention that I had to copy and paste all the audio and graphics from the RTP into the appropriate folders for this to work properly, as it told me before it closed that the window skin was "missing".


RE: HiddenChest RGSS Player Executable - kyonides - 07-02-2019

MapCustomResFixesXP.rb text file can be opened in any text editor to copy and paste its contents and paste it above the Main script. It should let you watch how your maps now stretch longer than usual in case they're larger than 20 tiles and taller than 15! The values differ depending on the desired screen resolution. Normally you just need to do the following calculation:

800 / 32 = 25
600 / 32 = 18.75

In case it's not an integer number, just round it up! Laughing

How weird! Confused I've always been able to equip anything... Are you sure you can't blame Aluxes for that? Laughing