REVERSE-ENGINEERING THE FROZEN WORLD
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I'm using The Frozen World as a test project to try and bring the TURBU engine's RM compatibility up, but I'm getting stuck on the plate placement.
Here's the basic idea: towards the start of the game, you find your first Fight plate. You can use a menu to get into the left side of the Plate Placement map, where you select the Fight plate. This changes the party's sprite to the Fight plate's icon, and teleports you to the right side of the Plate Placement map, where you actually place the plate.
When you've placed the plate, or chosen not to, you get teleported back to the left side of the map, and the party's sprite gets changed back to Lutine. Except... it's not changing back when I execute that in TURBU; it stays stuck as the plate. The sprite changes in RPG Maker, so that sounds like a bug in my code somewhere. But when I looked at the scripts involved, I can't actually find where the party's sprite is supposed to be changing back in the first place! Somehow, RPG Maker is doing it, but I don't see why or where.
Can anyone help track this one down? Thanks.
Here's the basic idea: towards the start of the game, you find your first Fight plate. You can use a menu to get into the left side of the Plate Placement map, where you select the Fight plate. This changes the party's sprite to the Fight plate's icon, and teleports you to the right side of the Plate Placement map, where you actually place the plate.
When you've placed the plate, or chosen not to, you get teleported back to the left side of the map, and the party's sprite gets changed back to Lutine. Except... it's not changing back when I execute that in TURBU; it stays stuck as the plate. The sprite changes in RPG Maker, so that sounds like a bug in my code somewhere. But when I looked at the scripts involved, I can't actually find where the party's sprite is supposed to be changing back in the first place! Somehow, RPG Maker is doing it, but I don't see why or where.
Can anyone help track this one down? Thanks.
I may be mistaken, but I'm pretty sure that 2k or 2k3 automatically pulled the default sprite out of the engine code after a teleport. If you wanted to change the character sprite permanently you had to use the actual command itself. That might be the issue. It's easy to check.
Thanks, Liberty. I just checked it, and I can verify that. So it's a side-effect of the teleport back to the left side of the map. Go figure.
I suspect that this is actually a bug in RPG Maker, caused by deleting the sprite and creating a new one as part of the teleport process, without preserving the changes to the party sprite state. Since TURBU doesn't do that--it keeps the sprite around and just moves it to the new map--that wasn't happening. But I guess I have to emulate this bug for compatibility. :P
I think I'll make it configurable in TURBU. It will default to the RPG Maker behavior, but set up an option to disable it with a script command. I'll also add a script command to reset the party's sprite to the default at any time, since I figure this could be useful.
I suspect that this is actually a bug in RPG Maker, caused by deleting the sprite and creating a new one as part of the teleport process, without preserving the changes to the party sprite state. Since TURBU doesn't do that--it keeps the sprite around and just moves it to the new map--that wasn't happening. But I guess I have to emulate this bug for compatibility. :P
I think I'll make it configurable in TURBU. It will default to the RPG Maker behavior, but set up an option to disable it with a script command. I'll also add a script command to reset the party's sprite to the default at any time, since I figure this could be useful.
Cherry knows a lot about the inner workings of 2k3. Keep him in mind when you have issues.
This sounds more like a help request than a development discussion.
This sounds more like a help request than a development discussion.
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