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mihalis
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Location: Lubbock, TX
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Default How to get the text working...

Originally Posted by Kawaii Ryűkishi
Originally Posted by mihalis
I just managed to get the text working correctly on mine...
I'd love to know how you did that.
Okay, it took me a while, but I finally figured out where my text was messed up. All you need to do is copy the contents of your RPGm2000/2003 "Fonts" directory to your Windows "Fonts" directory. Then restart the program. Everything should work just fine.

Originally Posted by crash26821
This looks pretty cool...

What progam did you use to make this??
Uhm... My very first post answers your question.
Old 04-19-2005, 02:20 AM
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Chaos Prophecy.Crash..
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Oh sorry... *Reads first post*
Old 04-19-2005, 02:33 AM
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Dragonfire
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hope i'm still getting in the credits for the script i got you. :P
u can use Dragonfire or my real name, PM for that if you're gonna do credits that way
Old 04-19-2005, 02:58 AM
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omnitarian
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Isn't there some easy trick you're supposed to use to fix the text bug? There's like, an extra RPG_RT.exe.dat file in the fonts folder or something.

... I think. I dunno, just Google it.
Old 04-19-2005, 03:34 AM
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mihalis
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Originally Posted by omnitarian
Isn't there some easy trick you're supposed to use to fix the text bug? There's like, an extra RPG_RT.exe.dat file in the fonts folder or something.

... I think. I dunno, just Google it.
Yeah, I just copied all of the contents of that folder to my Windows Fonts directory (including the RPG_RT.exe.dat file), and it worked fine.
Old 04-19-2005, 04:12 AM
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omnitarian
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It's something different than just putting the fonts into the directory. There's a file that RPG Maker references whenever it makes a new game. The default file will make the bugged out scrunchy text, but replacing it with the new one will make RPG Maker generate games with good text.

I think it's RPG_RT.exe.dat or somesuch. I'm not sure, I fixed the problem long ago.
Old 04-19-2005, 05:11 AM
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Well whatever the issue is, the point is that the game's text is now good. So therefore we should quit pestering Mihalis and let him finish the game

And there shall be much rejoicing. (yea)
Old 04-19-2005, 05:15 AM
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mihalis
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Location: Lubbock, TX
Default progress...

Well, I am happy to report that progress is rolling along nicely! I have now finished the maps for every town in the Bonus World (I just need to add sprites to several of the towns, and that won't take too long).

Here's what I have left to do:

*Pits of Malvicia (I don't know why I waited to do this one, I just did...)
*Undersea ruins of Balornia Castle (Home of a certain summon...)
*Sprites and dialogue for about 7 maps...

I think at this point, I can safely say that the game will be finished on schedule (by April 30)! I look forward to the testing phase, which should begin in no more than 10 days. If you have sent me an e-mail asking to test it, you will receive one of the first copies. As for the post-beta release (after any possible bugs have been fixed), I don't want to set a definite date yet. It all depends on how many bugs there are, and how much trouble they will be to fix. Thanks again for all the positive reinforcement and criticism. I appreciate your interest!

EDIT:
I am seeking advice on how to make the Summoners' quest. Here are the ideas of thought of so far--all of them involve travelling to the bottom of the Pits of Malvicia:
(1) Include a certain well-known summoner from another FF game, as a teacher of the ability.
(2) Battle Carbunkle (he will cast Reflect on himself, then bounce magic off himself to attack). Upon defeating him, you'll get the Summoner class as well as the "Carbunkle" summon.
(3) Include a "Master Summoner" who teaches the ability--not a well-known one from another game.

If you like one of these ideas, or if you have a better one, I'd appreciate your input!

Last edited by mihalis; 04-20-2005 at 11:51 PM. Reason: Asking for advice...
Old 04-20-2005, 10:46 PM
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