Supershigi Forum

*Game Development* => Tutorials/Help Section => Topic started by: supershigi on March 28, 2015, 02:29:11 PM

Title: Leeble Academy
Post by: supershigi on March 28, 2015, 02:29:11 PM
:idea: Leeble Academy :idea:
(https://projectrakuen.files.wordpress.com/2015/03/chief.png)
Wise "chief" Leeble by the ever-talented naska (Emmy Toyonaga)



What is Leeble Academy?
This thread is being created in conjunction with the Leeble Game Jam (http://www.supershigi.com/forums/index.php?topic=1179.0) as a place for folks to ask questions, post helpful information related to game development (videos, articles, etc.), and just learn as much as you can! Recently, Reives and I were chatting with Astragoth about rpg maker XP and a lot of interesting questions came up... so we figured it'd be best to have a thread (that way, if people have similar questions, they can learn from it as well). So feel free to get started using this thread! We'll try to check it as often as possible to answer questions and share anything useful we come across. Good luck, and have fun Leebles!!

Helpful Links:
(I'll add to this list whenever we find something useful)

TONS of royalty free fonts! (http://www.dafont.com/)
How to deal with the "Unexpected File Format" error message in RPG maker (http://www.supershigi.com/forums/index.php?topic=1183.msg27510#msg27510)

Graphics Resources:

General graphics resources:
http://rpgmaker.net/resources/ (http://rpgmaker.net/resources/)
http://forums.rpgmakerweb.com/index.php?/forum/29-rpg-maker-vxace-resources/ (http://forums.rpgmakerweb.com/index.php?/forum/29-rpg-maker-vxace-resources/)
http://www.rpgmakervxace.net/forum/7-resource-showcase/ (http://www.rpgmakervxace.net/forum/7-resource-showcase/)

Making fogs:
http://forums.rpgmakerweb.com/index.php?/topic/4933-simple-fog-event-tutorial-for-rpg-maker-vxace/ (http://forums.rpgmakerweb.com/index.php?/topic/4933-simple-fog-event-tutorial-for-rpg-maker-vxace/)
(thanks sixty!)

Pixel Resources:
http://lpc.opengameart.org/ (http://lpc.opengameart.org/) (thanks TP!)

Icons/Sprites:
http://opengameart.org/content/496-pixel-art-icons-for-medievalfantasy-rpg (http://opengameart.org/content/496-pixel-art-icons-for-medievalfantasy-rpg) (thanks TP!)

Title: Re: Leeble Academy
Post by: Astragoth on March 28, 2015, 04:19:30 PM
Thanks heaps for making this thread Laura, this is such a great idea! ^_^ And thank you for taking the time to organise the Leeble Game Jam as well, I can't wait to see what everyone comes up with!

And now, I have many questions hehe, regarding RPG Maker :)

First off, and I'm sure I've annoyed Kan with this question a lot now haha, but it will probably be the best place to ask since it'll be written down here in the thread: but how do I go about facing the character that I can control (from his starting point), to face a certain way? For example, I want him to face up, or have his back to us.

Also, learning about variables at the moment, but the tutorial explaining it kinda goes over my head (https://www.youtube.com/watch?v=TCF65yAARHs (https://www.youtube.com/watch?v=TCF65yAARHs)), and I don't think he explained it very well. That, or I just don't understand it XD I have heard variables aren't necessary to make a RPG, but I'd still like to learn how to do it / incorporate variables into my game.

I'm sure I'll have a lot of other questions as I keep learning too hehe ^_^
Title: Re: Leeble Academy
Post by: supershigi on March 28, 2015, 04:50:19 PM
Quote from: Astragoth
First off, and I'm sure I've annoyed Kan with this question a lot now haha, but it will probably be the best place to ask since it'll be written down here in the thread: but how do I go about facing the character that I can control (from his starting point), to face a certain way? For example, I want him to face up, or have his back to us.

I'm sure there are probably simpler ways to do this (so if anyone else has something in mind, please feel free to share)... But given this is the first place in the game, it's good to have a place to "initialize" everything. Given that, here is what I would do:

1.) Make a new map that is completely blank. Set the tileset for that map to something you aren't using.
2.) I'm attaching a file to this post called "black.png"... Put that file into your "Panorama" folder (which you can find under "Graphics").
3.) Change the tileset Panorama so it's using the black.png image (Database -> Tilesets -> select the tileset you're using... there will be an option near the bottom called "Panorama Graphic"... set that to "black")
4.) Set your starting place on the new map, but make sure that there is no one in your party.
5.) Create an "Autorun" event on that map with the following information:

Quote
Change Screen Color Tone: (-255, -255, -255, 0) @20 (you're basically fading out right here)
Wait: 20 frames
(include anything else you want... for example, if you want there to be background music, you can start it up here)
Add Player: (add your main character here)
Transfer Player: (to the place you really want him to start at)

6.) Now on that 2nd map (the place you *really* want the game to start at), create an Autorun event to do the following:

Quote
Set Move Route (you can find this on the 2nd page of the Event Commands box): Turn (the player) Up
Change Screen Color Tone: (0,0,0,0) @20 (this is basically where you "fade in" ... you can set it to whatever screen color you want)

7.) One final thing: Let's have you make a switch that will get turned on as soon as all this is finished. Let's call it "INTRO JUNK" haha... Once you create that switch, do the following:

Add this to the Autorun event on your main map:
Quote
Control Switches: Turn "INTRO JUNK" ON

And in that Autorun event, make a "New Event Page" that is basically blank... except set the Condition on the left to be:
Switch "INTRO JUNK" is ON.

:)
Title: Re: Leeble Academy
Post by: Astragoth on March 28, 2015, 05:15:57 PM
I'm stuck on Step 4. I removed the actor from the map I was using for the black panorama, but that deleted him completely from the project. How do I go about making sure there's no one in my party?
Title: Re: Leeble Academy
Post by: Reives on March 28, 2015, 05:56:46 PM
Just to be sure, did you remove the actor by going to Event Commands (page 1, right column middle)'s "Change Party Member", or actually deleting him from the F9 menu? The latter controls the game's data and is map indepdendent; you'd want to use the event command there (and don't forget to add the character back in when you need him on the next map's initiating commands).
Title: Re: Leeble Academy
Post by: Ben on March 28, 2015, 05:59:52 PM
@Astragoth: I have never used RPG maker, but I can tell you want variables in programming are.  A variable is simple a way to assign a name to a value.  For instance, an imaginary computer program:
my_name = "Ben";
print(my_name);

Assuming print display text on the screen, "Ben" will be display on the screen.  This would be equivalent to:
print("Ben");
Storing "Ben" in a variable allows you to save and modify "Ben". ex:
my_name += " Pickles";
print(my_name);
"Ben Pickles" will be displayed on the screen. This is because we have added " Pickles" to the end of "Ben".

In a more gaming approch, supposed we have a monster with HP.
monster_hp = 5;
maybe a hero attacks the monster...
monster_hp -= 4;
print(monster_hp);
this should display "1"
Title: Re: Leeble Academy
Post by: supershigi on March 28, 2015, 06:02:24 PM
Oh and for reference, when I said make sure no one is in your initial party... There's a really easy way to do that:

Go to the last tab on your database called "System." On the top left of the page it says "Initial Party"... delete anything in that box.
Title: Re: Leeble Academy
Post by: Astragoth on March 28, 2015, 06:57:04 PM
HAHA yeh I didn't delete the character from the list, though it made my work a lot easier when I did remove him. And thanks again Laura for your help before too... still can't believe you have to go through all those event commands and switches just to turn him 180 degrees right from the start of the game XD
Title: Re: Leeble Academy
Post by: Zeriab on March 29, 2015, 05:31:13 PM
When you start the game there is a very interesting subtle difference between using the Autorun trigger using the Parallel process trigger.
(http://www.webgel.net/bf/EventTriggers.png)

It is a difference that you really should try experiencing, so I have made a trigger demo (http://www.mediafire.com/download/kyfztt4ekqwfgfa/Initialize_trigger_showcase.zip) to showcase the difference.
Try setting the starting position to be in each of the maps I have created. In each of those try starting the game with the event on the map having Autorun as the trigger, and with the event having Parallel Process as the trigger.

This one-frame difference is actually quite noticeable.
Do note that you can only have at most one Autorun event running at any given time. Parallel processes are not bound in the same way. Partly for this reason, but mostly for the one-frame difference a common pattern for setting up environmental map settings can look like this:
(http://www.webgel.net/bf/EnvironmentEvent.png)
Erase event means erase until the map is revisited.

@supershigi:
Excellent topic idea, and I just love art.
Do note that by using a parallel process to setup a blank screen you do not need to remove all party-members. It may still be beneficial from an organizational perspective.

@Ben:
RPG Maker XP has a more restricted concept where a variable contains a number from -99999999 to 99999999 both inclusive.
Algorithmically they can be treated as pretty much any integer.

 :hug:
Title: Re: Leeble Academy
Post by: Astragoth on March 30, 2015, 12:07:05 AM
@ Zeriab - I'm gonna have to try that out! When I first saw the Autorun and Parallel Processing options, I thought they were both similar. I think they still are, but that's only because I haven't fiddled around with both of them a lot yet :)

-----------------------------------------------------------

@ thread - So I'm using the 'Swamp' tileset map for swampy looking items / ground, etc, but I'd like to put some water on the map to give it more detail. Right clicking the map I'm on, going 'Map Properties', and changing from 'Swamp' to 'Beach', and clicking OK, just replaces the swamp items to beach ones.

How do I go about doing this again? (I know I've asked someone this already! haha) And thanks heaps! ^_^
Title: Re: Leeble Academy
Post by: SoHoInBrooklyn on March 30, 2015, 11:28:27 AM
Hey Astra,
Which RM are you using? Some handle tiles & autotiles differently, which is why I ask.
I'm assuming it's RMXP. If not, sorry for wasting the post lol.

In RMXP tilesets can be set to near any horizontal height, so long as it's divisible by 32. Everything involving tiles must be divisible by 32 here. So if you really wanted, you could open up all the tiles in an image editing program, and then just copy and paste them all under each other, and you'll have all the tiles you need. Just make sure to set passabilities, and priorities, and all that good stuff.

Autotiles are different. Autotiles can be animated, but the main deal with them is that they align themselves automatically (hence the name autotiles.) So if you wanted to make a rectangle with regular tiles, with each end and the center being a unique piece, you would need multiple tiles to do so. An autotile is aligned in such a way and handled in such a way that it does this on it's own, and you can create all sorts of shapes without needing to select corner pieces, turns, etc.

You can't just copy and paste autotiles together like you can regular tiles, but you CAN mix and match up to seven of them. When you say you want to add water, I assume you mean autotiles.

First step first, press F9 to get to the database, you'll see numerous tabs, one marked "Tileset" - this is the one we want to go to.
(http://i55.photobucket.com/albums/g147/sixtyandaquarter/tiles2_zpsoio1iiwj.png)
See those Autotile Graphics options? If you change those, you'll alter your tileset peices when mapping. So if you were to remove, say, 038-Trees and add in 001-G_Water01 all pieces in the existing map containing those trees would be replaced, such as:
(http://i55.photobucket.com/albums/g147/sixtyandaquarter/tiles1_zps1h0bktdj.png) becoming (http://i55.photobucket.com/albums/g147/sixtyandaquarter/tiles4_zpsqxqmr12d.png)
As you can see the group of trees in the first pic became water tiles in the second.

Other versions of RM are a bit different, but generally work on the same principals. If you were using VX Ace, for example, while you couldn't make the tileset as tall as you needed anymore, as there's a hard limit now, you could still mix and match autotiles, as well as tileset pieces.

There are other methods around these mapping limitations, to use 9 auto-tiles for example, instead of RM's default 7 or whatever, but they involve using RGSS and can be quite complex for someone who isn't familiar with the editor itself.

Hopefully that helps, and galuck.
Title: Re: Leeble Academy
Post by: Crimmy on April 03, 2015, 01:13:32 PM
In case anyone has problems coming up with names or other stuff:

http://www.seventhsanctum.com/index-char.php (http://www.seventhsanctum.com/index-char.php)

It's not meant to be used as the sole way to get names, but when you're in a bit of a need for help, this can be your "cheat sheet".
Title: Re: Leeble Academy
Post by: supershigi on April 03, 2015, 05:26:32 PM
So my mom came over today and we are doing taxes together. Minutes after she got here, I asked her if she wanted to see the cutscene I've been working on for Rakuen. I go to open up the project, and I get the following error:

Quote
Unexpected File Format


I look it up online and find this thread (http://rmrk.net/index.php?topic=18461.0) where I noticed Zeriab mentions that the file is now unrecoverable. I back up my project pretty frequently, but because I was moving both my laptop and backup-flashdrive around a lot while making the last couple videos, I did not back up the game for the last week. I have no idea why I'm getting this error; there was no power outage since the last time I successfully opened it, I didn't drop the computer, I didn't mess with the files... I see no reason this is happening beyond the comment about Vista randomly corrupting files.

Regardless, I've lost about a week's worth of pretty involved work. Not just tedious work, but creative work; the kind of stuff where I'm not sure if I'll be able to recreate it exactly the same as I did before. I kind of feel like crying. 

So two things:

1.) Back up your work after each work session. This error seems to have come out of nowhere, and for no reason beyond using a particular OS.
2.) If anyone has experienced this before, do you know if the suggestion below works, and if so, what needs to be copied over into a new project file? It's been so long since I've created a new file, I'm not sure I even remember how to make it standalone, and what needs to be done to remove all the RTP...

Quote
Anyhoo, I fixed my problem, started a new project and copied all the folders(Audio/Data/Graphics in my case) from the old one to the new project. It was like nothing happened.

EDIT:

The newly restored project got corrupted again, and it was the same time as last time, the solution was the same, must be with Vista corrupting the "game" file.


The one time... the one time in two years I don't back up for a week... At least it wasn't like the guy in that thread who lost half his project. But still, it feels crappy. Back up your files often guys and girls! Even a week's worth of work can feel like you've lost something very important.
Title: Re: Leeble Academy
Post by: Reives on April 03, 2015, 05:31:53 PM
Before you do anything else, try this: Make a new project (or the working version of the project's folder), and copy the Game.rxproj file (the one you use to open the project in editor) from the new/working folder into the broken folder (overriding the existing one there), and then run that file from there. Does it work with that?
Title: Re: Leeble Academy
Post by: PanSola on April 03, 2015, 05:33:53 PM
ouch that sucks... Might be time to move to Windows 7 (or 8)?

ranking all version of Windows, Vista probably ranks as the second most hated/despised.
Title: Re: Leeble Academy
Post by: kreyg on April 03, 2015, 05:35:27 PM
Oh no!  Yes, definitely back up your work!

I use Perforce (http://perforce) - it's a revision control program, so you can store past versions of files, in case you break something or just want to undo your changes.  It's free for small teams.  There are lots of other similar programs, but I like this one.
Title: Re: Leeble Academy
Post by: Reives on April 03, 2015, 05:38:51 PM
Just an addendum to my last post:

Even if that doesn't work, you could still usually recover most if not all of the work lost by copying data files from the unfunctional version into an older version. It sounds like you've lost cutscenes which were evented on maps; if so, then those are the most likely to recover (unless the map itself was a corruption point, which isn't common). You can do so by going to \Data folder, and then copy the map files (find the ones with the ID that matches with the ones you see in the editor at the bottom of the screen @ each map) to the last functional version of the project. You'd also need to copy over MapInfos.rxdata.

(Make sure to make another copy of the last working version before overriding those files with those, though.)

But still, try this first -- if it doesn't work, then I'll go into more details. Try not to worry too much yet; similar things happened to me quite a few times and there's usually a way.
Before you do anything else, try this: Make a new project (or the working version of the project's folder), and copy the Game.rxproj file (the one you use to open the project in editor) from the new/working folder into the broken folder (overriding the existing one there), and then run that file from there. Does it work with that?
Title: Re: Leeble Academy
Post by: supershigi on April 03, 2015, 05:44:53 PM
Thanks you guys...  :hug:

Quote from: Reives
Before you do anything else, try this: Make a new project (or the working version of the project's folder), and copy the Game.rxproj file (the one you use to open the project in editor) from the new/working folder into the broken folder (overriding the existing one there), and then run that file from there. Does it work with that?

Tried that but unfortunately it didn't work... so I'm going to test out the 2nd suggestion right now. I'll report back right after!
Title: Re: Leeble Academy
Post by: Reives on April 03, 2015, 05:52:33 PM
Okay, with the data copying, it's good to copy over things in incremental steps so you'd know which file broke it.

1. Make a copy of the last working version of the game.

[Edit: Before doing the below, try just copying over all the Graphic/Data/Audio folder from the corrupted folder into that copy of the latest working version of the game, and try to open the project there. If that doesn't work, then continue.]

2. Copy over & override all its graphic and audio folder with the ones from the newest/broken version (since those aren't the culprit, though it's still good to try to open the project afterwards just to be sure that it's still working.)

3. Copy over & override the Data folder files (don't worry about any file starting with Map first) one at a time. After every paste/override, attempt to open the project in editor to see if it's still working.

4. If at any point the project suddenly stops working after copying over a file, note which file it is. Then go to the original "last working version", and copy that file from there to the copy you made so that you can open it again.

5. Keep going over all the files, and note all data files that cause the project to break.

6. Do so for a Map file (not touching the MapInfos file) and run the project to see if it works.

7. Do so for the MapInfos (along with a map) file and see if it works.


P.S. The game folder doesn't happen to be in your Dropbox directory, does it?
Title: Re: Leeble Academy
Post by: supershigi on April 03, 2015, 06:14:48 PM
Oh my goodness, thank-you so much >_<; I didn't see your last post, so I just did what you recommended earlier concerning copying over the map files and MapInfos.rxdata (I think I only altered 1 or 2 graphics files, so I copied those over as well) into the most recent functional version, and it seems to be working!!

I'm curious though; since I didn't see your most recent post, I actually ended up copying maps 291-302 over all at once rather than incrementally (I also didn't copy over the entire graphics or audio files)... is that okay?

Title: Re: Leeble Academy
Post by: Reives on April 03, 2015, 06:36:26 PM
Okay, good. :thumbup: And yeah, that's okay; the reason for the 1 at a time copying is so you'd know which one has issues in case one does and not the others, but if it's working altogether, then there's no need.

The graphics and audio folder can be copied over if there were new stuff put in them since then; there shouldn't be anything problematic in there.
Title: Re: Leeble Academy
Post by: Zeriab on April 05, 2015, 05:23:30 AM
I come across as such a jerk in that post wrote nearly 8 years ago -_-
Let me put some more meat on the subject and complement what the dear Reives already wrote.

RPG Maker game data corruption
Reives talk about the most typical cause of corruption. Something going wrong during the save routine in the RPG Make editor. I suspect the editor first allocates the required space for the file with whitespace before writing the actual data to the file. Before when getting the "Unexpected File Format" error one of the files contained only whitespace. The file size was reasonable.
Should this be the cause then it is very likely that few if not only of the files are affected, thus making Kan's procedure a good approach for investigation and salvation.

Do remember that we are actually saving the data on a physical media. They can fail. Bad sectors can happen. Virus or other malfeasance can occur. Ending up in a situation where nothing is salvageable is entirely possible.

Backup is important
Backing up your game is a way of mitigating and managing the risk and impact of losing data. I recommend taking both what I call active and passive backup. Active backups is in my eyes any backups that a virus make reach from your computer. Making copies of the game on your hard drive is an example. By passive backups, I mean such as burning down your game on a hard drive, or having say 5 USB sticks that you keep using in a round-robin fashion. Should you be unlucky and get a virus or ransomware it is extremely unlikely that more than one USB drive will be affected. Ransomware is basically the same as a disc-wiping virus with the addition that it tries to make you throw away money as well. (Never pay, you cannot trust that they will actually hand your stuff back, nor that it will as it was before)

Uploading to Dropbox or similar services, I would call a form of active backup, though should they have versioning that is another layer significantly reducing the likelihood of actually being reachable. Bonus here is that the data will be unaffected by your house burning down. Using multiple services perhaps some more frequently than others can also decrease the likelihood of losing too much of your work. A downside by using multiple internet backup services is one of theft. Basically you will have a greater risk of leaks.

Taking backup takes time, particular the passive variants. Try to find the right balance for you. I may for example only take a passive backup once per week while I make active backups up to several times per hour. RM is unfortunately not very well suited to normal version control systems due to the prevalent binary nature. Even then having one is worth considering.

Sorry for wall of text, I just want you all to avoid another gut-wrenching moment.
:hug:
Title: Re: Leeble Academy
Post by: TP on April 14, 2015, 03:30:30 AM
For everyone searching for Icons/Sprites:
http://opengameart.org/content/496-pixel-art-icons-for-medievalfantasy-rpg (http://opengameart.org/content/496-pixel-art-icons-for-medievalfantasy-rpg)

This is a great pack that is licensed as public domain so you can use & modify it however you want. (I know I´m going to ;))
Maybe give credit to the original author even though its not technically required  :thumbup:
Title: Re: Leeble Academy
Post by: Reives on April 15, 2015, 01:14:27 AM
Cool, I remember those icons from quite a while back, but never knew they were public domain. Thanks for the confirmation!

And great post, Zeriab. :) Dropbox's saved me so many times; the fact that it can retrieve any past versions saved makes it so handy in recovering mishaps. I just wish there's a way to automatically return a whole folder to a previous time at once.
Title: Re: Leeble Academy
Post by: supershigi on April 24, 2015, 06:07:52 PM
Does anyone have any good suggestions for screen color tone values that would make for a pleasing night color? Specifically, in Rakuen towards the end you go to a "Star Night" festival... I want it to feel like night, but it could still have some light due to the fact that there will be lots of lanterns and what not to keep the place colorful. The player spends a little while there, so I don't want the color to be straining on the eye, or too difficult to navigate. Any help would be appreciated, as I've tried so many different color values so far and I don't really care much for any of the ones I've chosen haha...

@TP: Thank-you for the link! I made sure to add it to the OP ^_^

@Zeriab: I agree with Kan, that was a great post! Since Dropbox no longer works properly for XP, I have a couple flash drives I'm going to be rotating out to backup the game whenever I work between Vista and XP.

Title: Re: Leeble Academy
Post by: Reives on April 24, 2015, 06:27:20 PM
The night tone might be relative to the ones you use for other times of day, but for me, I tend to use around (-34, -17, 0, 51) (the odd values are just from the auto-stop values when clicking). I think the most important part is the greyscale -- most of the time folks try to overemphasize the artificial blue tone, but it's really the increased greyscale that pronounces the nightishnessthing. Add some negative ("sub" setting) fog to that, and it should be one option for it.
Title: Re: Leeble Academy
Post by: Astragoth on April 26, 2015, 03:06:23 AM
I'm getting a headache over the problem I'm having at the moment. It's really 2 things which I'm pretty sure are the same problem.

I've tried to do it myself, and when that failed, I looked up video tutorials and RPG forum tutorials, and now I'm here cause I've no clue... anyway, here's the problem:

My character has to find an item hidden in a bush, to progress to the next map. But I want it so it won't LET me progress until I find the item I'm after.

Also, I have a key that is hidden in a chest that will unlock a locked door. How do I make it so the game knows when I've picked up the key so it can let me through the locked door?

Thanks everyone in advance! ^_^
Title: Re: Leeble Academy
Post by: Zeriab on April 26, 2015, 11:40:41 AM
I have created a little demo showcasing a solution to both your problems: https://www.mediafire.com/?hmoa6oe2em7797s (https://www.mediafire.com/?hmoa6oe2em7797s)
It starts in the bush implementation. Set the players starting position in the 002:Chestor map to try my chest implementation.

Try playing around with it a bit and see if it helps.
Feel free to ask questions, though I recommend battling a bit with it on your own first.


@Reives & Shigi:
Aww, thanks :3
I will be happy if this means you won't loose more than a couple of hours of work.
Following the train of thought onto players and their save data there is stuff we can do. I'm think about writing up about that, though no promises.

:hug:
Title: Re: Leeble Academy
Post by: Astragoth on April 28, 2015, 12:12:20 PM
Hey Zeriab ^_^

Just wanted to thank you a REAL bunch for helping me out with these problems, you're a lifesaver! :D

And I've been able to work it out on my own, but thanks for the offer in assisting me further :)

 :thumbup: :idea: B)
Title: Re: Leeble Academy
Post by: Charybdizs on April 28, 2015, 09:53:27 PM
Here's a nice technical question for you all!

Let's say my game needs to be resolution independent. Like, it needs to be 16:9, so I render everything to a texture that's 1920 x 1080 pixels, and then letterbox that accordingly to fit the screen on any aspect ration. That's awesome, and that works great! It LOOKS alright.

Herein lies the problem: if I'm rendering (and therefore calculating) all of the game logic in a 1920 x 1080 space, and the player has a 1600 x 900 resolution, when I get their mouse coordinates (X and Y of the cursor's position), they will NEVER exceed the size of their screen. This means that they won't be able to move their mouse past the 1600 mark of the 1920 size render.

I'm... not sure at all what to do about this, and the problem doesn't lend itself easily to search terms. Any suggestions? I just dunno how to tackle this.
Title: Re: Leeble Academy
Post by: kreyg on April 28, 2015, 11:09:55 PM
I'm... not sure at all what to do about this, and the problem doesn't lend itself easily to search terms. Any suggestions? I just dunno how to tackle this.

If your aspect ratios match (i.e. both 16:9):
mouse_x_virtual = mouse_x_actual * 1920 / screen_width
mouse_y_virtual = mouse_y_actual * 1080 / screen_height

That will give you the position in a 1920x1080 coordinate space regardless of screen resolution.

If you are letterboxing, you will also need to scale along the axis that has the black bars - so, if you are putting a 16:9 texture on a 4:3 screen:
mouse_y_virtual -= 1080/2
mouse_y_virtual *= (16/9)/(4/3)
mouse_y_virtual += 1080/2

Or... something like that, not sure that's actually the right conversion between aspect ratios.

Note that in that case, you will get mouse positions less than zero and greater than 1080.
Title: Re: Leeble Academy
Post by: Astragoth on August 23, 2015, 11:04:07 AM
I've been trying to find some school tilesets - specifically lockers, a cafeteria-like canteen, and a noticeboard - along with a drinking fountain to use in my 2nd game (with permission from the creators of course :), but all my Google searches have come up empty.

Meaning, I've found plenty of school tileset links (registered on the official RPG Maker Forums too), and pretty much all of them need RPG Maker VX / Ace to use them. Am I wrong in thinking these tileset versions aren't backwards compatible so I can use them with XP? Also, a lot of the School Tilesets that do look promising are in Japanese, and using Google Translate doesn't help me find a readable download link anywhere.

I've also used the resource links here too at the top of the thread, but no luck there either. So here I am, hoping someone can please help me with what I'm looking for. Thanks heaps, I really appreciate it! ^_^

Also, I've been working on another problem I've had for a few days now that I'm just so frustrated I've given up on the problem until later. Basically, I want an NPC to patrol up and down a hallway repeatedly. I can get him to move down the hallway (that's the easy part), but making him stop and walk back up I just can NOT figure out (he just keeps walking at the edge of the screen XD).

I know it has to do with Switches somehow (I still get confused between normal and self-switches), and I'm pretty sure this problem is so easy, but I'm missing something really crucial here. RMXP tutorials online don't help - I looked up one where some guy had an NPC move while talking, and even trying to learn what he was doing, while trying to input what he was doing and making it suit what I wanted in my game still didn't help either.

I've tried '1 Step Forward', 'Move Down', 'Wait ** frames' Set Move Route commands, I've put an event where I want the NPC to stop and turn around (with switches and self-switches, editing the NPC's event so he recognises that switch), and still nothing. I'm seriously missing something here.

Pretty much the point is, static NPC's I've done plenty of. I've no clue how to make an NPC move. But yeh, any help on this would be great, and you're welcome to dumb it down for me so I can learn how to do this better ^_^

Regarding the picture below and how I want the NPC to move, I want him to move from where he is now (the top left, middle NPC), to move down to the highlighted green circle following the red line, then turn around, and move back up the red line to the 2nd green circle, one grid square above his original position (where he is on that picture). Then he'll turn around and repeat the same process over and over.
Title: Re: Leeble Academy
Post by: SoHoInBrooklyn on August 23, 2015, 08:20:32 PM
Okay first thing first...
Am I wrong in thinking these tileset versions aren't backwards compatible so I can use them with XP?
Correct & wrong-o.

You can not plug n' play VX/A into XP, nor put XP into VX/A as is. The tilesets simply won't work. But all you have  to do is take all them tileset pieces and put them into one image. Export a tileset, because I don't remember how wide they need to be in XP, but you can make a tileset effectively as tall you wanted (I wouldn't, but you know-) and you can just keep pasting the VX/A tiles into a canvas set to the maximum width, and however tall you want (so long as it's divisible by 32) and you're good.

Quote
Also, I've been working on another problem I've had for a few days now that I'm just so frustrated I've given up on the problem until later. Basically, I want an NPC to patrol up and down a hallway repeatedly. I can get him to move down the hallway (that's the easy part), but making him stop and walk back up I just can NOT figure out (he just keeps walking at the edge of the screen XD).
Umm, okay, unless I'm missing out on something entirely- you just set the move route. Move forward 1 step several times, as many as you want, and then turn 180 (or 2 turn 90 degrees left or right, as you will) and that's it. The event will constantly repeat moving forward and back.

If you deselect 'repeat action' in the move route it won't repeat.
If you select 'ignore if can't move' then whenever anything blocks it's path (including hte player) it will skip to the closest available moveroute. So that could hurt the deal, because if it was to move foward 8x after moving forward, it would. Even if it only went down 2 squares. If you leave that deselected if any block, including the player, stops it from moving it will wait for the path to clear, then continue on it's way as if nothing happened to interrupt it.

So, yeah, I'm either completely wrong on what you were asking (apologies) or that's it in nutshell hopefully lol.
Title: Re: Leeble Academy
Post by: Astragoth on August 24, 2015, 12:18:02 PM
Just wanted to reply here to say a big thanks to both SoHo and Reives for your replies and helping me out with this frustrating problem ^_^ You guys are awesome, and hope you both know that! :D I've already responded to Reives, so just wanted to reply to SoHo's post here :)

"But all you have to do is take all them tileset pieces and put them into one image. Export a tileset, because I don't remember how wide they need to be in XP, but you can make a tileset effectively as tall you wanted (I wouldn't, but you know-) and you can just keep pasting the VX/A tiles into a canvas set to the maximum width, and however tall you want (so long as it's divisible by 32) and you're good."

I'll be honest, I wouldn't really know where to start with doing this. Saving the image and exporting the tileset I know, but I'm unsure as to the last part on setting the canvas set (what's that? haha), and setting the height / width for the image. In short, you'd have to dumb it down for me ^_^ Either way, that's probably something I'd do if I exhausted all other options on looking for a certain tileset I needed, but it's good to know there's another way to go about getting a tileset, so thanks for letting me know :D

"Unless I'm missing out on something entirely - you just set the move route. Move forward 1 step several times, as many as you want, and then turn 180 (or 2 turn 90 degrees left or right, as you will) and that's it. The event will constantly repeat moving forward and back."

I actually tried doing this on the first few attempts to make the NPC move. For some reason, the NPC in question, no matter what Move Route I gave him, is that he just ended up walking down to the bottom of the screen, and just stayed there, with the walking animation still in effect. This is when I started to realise that the only way for the NPC to stop and turn around was that I needed some sort of Switch. Reives directed me to use a new Event Page, which I had completely forgotten about! XD So with the switches and the new event page, I was able to get the NPC to patrol up and down repeatedly, woot! ^_^

Now, to make the 5 other NPC's move where I want them to hehe :) Thanks so much again SoHo for taking the time to type out your post as well, it's very much appreciated! And to Reives heaps as well! Thanks also for the School tileset links, that definitely helps a TON! I know you're a busy guy, so it really means a lot to me that you were able to assist me with this and take the time to explain :D  :thumbup:
Title: Re: Leeble Academy
Post by: SoHoInBrooklyn on August 24, 2015, 02:43:09 PM
No, if this is not a cutscene or minigame there is no "require" a switche about it at all, you're bogging everything down very badly, sorry.

This is simple movement?
That's it? You put in move forward, etc, etc, turn, and kept the check next to "repeat action"?

You didn't make an event to control this that's on like parralel process or autorun, right? (IE: event003 is what you want to move - but you're making event004 do it? if for regular generic rpg movement DO NOT do this.)

You didn't edit, remove or add to any script controlling movement in the script editor right?

If you answered yes to all of those - and your event isn't working properly, there's a mistake in the event processing. -Or, alternatively, I really simply just don't understand what you're trying to do, and am thinking your trying to do something much, simpler.

There should be absolutely zero reason to make an event turn around with a script - unless your doing some kind of minigame like mechanic. Even in a cutscene you do not need a switch for this unless you're trying to override something else, which you shouldn't be doing at all at this point.

Can I see the event processing via screencap that you're trying to do? Cause honestly your work around makes no simple or logical sense. There are reasons to use scripts for movement, but if your doing basic, you're gaining 0 pros and gaining at least half a dozen cons for every time you go to do it.
Title: Re: Leeble Academy
Post by: Reives on August 24, 2015, 03:54:27 PM
The new page for the move command wasn't to turn around, but because the walk pattern requested involved walking 1 step down before repeating a 10 steps down -> 10 steps up pattern. So the first page was simply to do the 1 step down to enter the pattern circuit, and the 2nd page starts the pattern.

As SoHo said, simply repeating down and up without such asymmetrical movements shouldn't require any new pages or switches at all; just steps down + up in the movement command should do. Something silly probably got forgotten if it didn't (which is natural when starting to use the program). :)
Title: Re: Leeble Academy
Post by: SoHoInBrooklyn on August 24, 2015, 04:37:00 PM
Ooooh I totally missed asymmetrical movement, okay yeah- there are other ways to do it, but that's probably the easiest way for someone unaccustomed to things.

Okay, got it, cool lol
Title: Re: Leeble Academy
Post by: Reives on August 24, 2015, 05:05:51 PM
Mm. I find it to be the safest way to do it too, since the other ways using a single page (correct me if I'm wrong) involve movement commands in the actual event commands page instead of the built-in movement page -- which would mess up any otherwise-useful "Wait for movement completion" commands in any events / common events active in that map either now or potentially added later.

I'm kinda curious what the original code looked like to not have the repeating movement work though. :gasp: