What's up, RMers?
(06-21-2012, 08:02 AM)Taylor Wrote: After seeing the Victor Engine Battle on map script video I thought "woah hold on, is that Ace's RTP music"? Downloaded it, listening to it now, notice it's OGGs with LOOPSTART variables for, well... looping.

Someone needs to make a script for XP that allows VX/VXAce's LOOPSTART and LOOPLENGTH variables in OGGs. * ^*

@Taylor: You forgot I redid the audio module so you can have looping Ogg's? Only drawback is that it has to first load the whole audio piece before it starts playing... a drawback of the mcisendstring since I can't access anything in XP's own 'hardcoded' audio module. or get an outside call to DirectSound/DirectMusic to work.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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I seem to recall the loop isn't smooth though, which meant me sticking to my looping BGM and ME intro setup.

Why hasn't anyone managed to get to RMXP/VX internal Window/Graphics/Audio yet anyway...?
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Because it's not a RGSS script in the .dll like the Sprite class that holds the damage pops, but that the routines and calls are hardcoded in the Game.Exe. We cannot tell what calls or systems they use. I know that it says it supports 'DirectSound' compatible sound cards, but there is no way to access the directsound modules without the exact code that lies hidden in Game.exe.

That's why there are other rewrites done from virtual scratch like the Tilemap rewrite, the Input Class rewrite and others.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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A while back, I worked on a pickpocket script. Now, I got a script (mostly done) that allows a thief to climb walls. I got a name for it thanks to a former community member (who still hangs with us in IRC). Now, I want to see if I can add a grappling rope system to it. Fun Fun Fun.

And Maybe I can get to a poisoning system too.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Horray for world map spriting! Here is a sample of what things look like transferring from the desert to the grasslands region.

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Up until now I've been focusing on mixing some terrain samples and building a variety of mountains, but its mostly been just the generic needs of different natural elements and fitting them together. I've taken note of a couple to-dos such as; the forests have too much color saturation, I need to blend the colors of the mountain types to make it more unified, the road is going to be lightened up a bit so it doesn't distract from everything else, etc.

Oh yeah, going to make the water and beaches less square-ish! This is the flat color version, once all the last minute pixels are placed and things are textured, BAM! It'll... it'll look cool (I hope).

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I've got some larger scale mountains and other crazy stuff in development too, I'll hopefully get further with that tomorrow :D
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Well i finally rediscovered again considering that i use 24x24 and 32x32 icons in my project. Trying to get it to work with the multislots script by DerVVulman. And here is somethign rather interesting that i've discovered. ( considering i was taught how to do this years ago at rmxp.org when i wonder it was possible to use whitecat 32x32 sized icons.) Though i've discovered this also works on several of the default window scipts.

Such as.
Window_Base
Window_Item
Window_Skill
Window_EquipItem
Window_Shopbuy
Window_ShopSell
Window_ShopStatus
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In my story, somebody got killed and now a chef on board the SS Millitan has manned up to take their place. What sucks is this is more babysitting duty than anything, as he hasn't really been keeping up on his combat training. To make matters worse, the team has been tasked with abducting a highly intelligent bio-chemist from a Chilkaid base in southern Hampshire, and he has to tag along with recon team for some shit he's not prepared for. While they're hoping they can soon swap this guy out for somebody who knows what they're doing, we'll see what happens as soon as they travel back to HQ.

Oh yeah, sprited new mountains, not happy with how they're turning out and, yeah, story-writing nonsense again lol.

Update: made a series of tiles for the ice and tundra lands.

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pretty! very command and conquer-esque.

....goes off to play tiberian sun

HA! Didn't do that all! It paid off too. got the bare bones down for a new town. it's going to have a mine, and some other weird stuff that i haven't thought of yet. There's also going to be a singing animal of some sort named Hugo that owns a ship. The next chapter is tentatively titled: Jason And The Hugonauts.
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Today is the deadline for the artists who are sending concepts for Hartacon Tactics characters. I have a couple of good choices. I will announce the official character artist soon!!
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Aw, isn't my little submarine sprite cute? Its a small and fragile little body houses a self generating arsenal of small arms fire as well as 12 torpedoes and can support the lives of up to 20 persons. To be honest, they've been wanting to pull this one off the fleet for a few years, so the team is going to have to adjust to a more modern one later on down the road.

This will be the last time I'll be able to work on the map I was making as things are about to be shifted on the tileset, expanding to make room for more crap. I've already acted on some notes I've taken, I'm not going to walk you through what I went through tonight but visually things are looking more unified, so I'm happy!

Oh yeah, here is the new mountains I started that, for some reason, I'm not liking very much yet lol. Its only partially shaded, and quite a rush job it was, but maybe in the end they'll look good (i hope.)

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Wanting to make an airship theme inspired by a mix of two Led Zeppelin tracks, doubt I'll be able to get to it right away but we'll see what happens when my day off finally starts! :D
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