[RMMV] XENOMIC'S QUESTION THREAD!
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So 25 switches for one puzzle, eh. I wonder if that's worth doing that for an optional area that has only 9 chests?? Not that I should be using THAT many switches in this game compared to say like...Touhou Fantasy, but that is still 25 switches. Hmmmm....would you happen to have any other ideas that'd fit for the theme of this optional area?
EDIT -
In regards to the ice area that I had in mind, this is what I had.
So, this is the start of it. You have to slide up no matter what, and you stop right at the very end. Depending on how you go from the left side, you can go right into the holes, which would put you in an underground area (size matches this map's size, the little hole there is where you pop right back out of. Fail state basically). The rock there, if you slide into it, bounces you (not sure if I should have something that bounces you up or down though to make it a clear indication??).
I don't know if this would work for an optional area or not, or how big this area should be (probably just one map?). Any suggestions on what would work for the bouncing around mechanic or should I try something else??
For the record, this is about the halfway to 3/4 point of the game, so yes, I'm actually almost already done with mapping the game! 8 areas in total left to map and that'll be that for mapping.
EDIT -

In regards to the ice area that I had in mind, this is what I had.
So, this is the start of it. You have to slide up no matter what, and you stop right at the very end. Depending on how you go from the left side, you can go right into the holes, which would put you in an underground area (size matches this map's size, the little hole there is where you pop right back out of. Fail state basically). The rock there, if you slide into it, bounces you (not sure if I should have something that bounces you up or down though to make it a clear indication??).
I don't know if this would work for an optional area or not, or how big this area should be (probably just one map?). Any suggestions on what would work for the bouncing around mechanic or should I try something else??
For the record, this is about the halfway to 3/4 point of the game, so yes, I'm actually almost already done with mapping the game! 8 areas in total left to map and that'll be that for mapping.
Ok, so working on 2nd to last dungeon of the game, which has zero random encounters except for enemies that are chasing you (you're not meant to fight them. If they catch you, you can still run, but will want to make sure they are stopped for a few frames so that you can escape from them afterwards). The question here is, how to make it so that the enemies follow the player through maps?? I've never done this before (I don't even know how viable that was back in 2k3 and I never tried lol), and don't know if there's a plugin for that, or if it's easier to do via events??
I haven't set the map up yet, and don't know how long this section will be. The idea is this:
At the start, the player is chased by "Grimmace??" (yes, that's an actual enemy here. It's the Forest of Nightmares, so take that as you will lol), and if it catches the player (you have two people at that time), you have to fight it. Run away, and it's stunned for a bit while you can escape. As you progress, you'll get the rest of the party during the segment, and each one brings a new one that chases you. So at the start, you're stuck with 1 party member and Grimmace?, then when you get the next party member a couple screens later, you are chased by "Barnold?" (a reference to Fauna and Bae's playthrough of Amnesia The Bunker, as they called the creature there that), then when you get Kronii, "Cortana?" is also chasing, and finally with Mumei joining it's "Horse Girl??". So by the time you get her, you have 4 things chasing the party.
Now, I don't know if that's TOO many enemies chasing the player or not, but is this viable to do in MV?? If so, how viable?
I haven't set the map up yet, and don't know how long this section will be. The idea is this:
At the start, the player is chased by "Grimmace??" (yes, that's an actual enemy here. It's the Forest of Nightmares, so take that as you will lol), and if it catches the player (you have two people at that time), you have to fight it. Run away, and it's stunned for a bit while you can escape. As you progress, you'll get the rest of the party during the segment, and each one brings a new one that chases you. So at the start, you're stuck with 1 party member and Grimmace?, then when you get the next party member a couple screens later, you are chased by "Barnold?" (a reference to Fauna and Bae's playthrough of Amnesia The Bunker, as they called the creature there that), then when you get Kronii, "Cortana?" is also chasing, and finally with Mumei joining it's "Horse Girl??". So by the time you get her, you have 4 things chasing the party.
Now, I don't know if that's TOO many enemies chasing the player or not, but is this viable to do in MV?? If so, how viable?
So, was thinking of how to do the Time Realm in my game, and I think an interesting idea would be that after X seconds, you'll be whisked to another of the 4 rooms (probably in an order), and this is how you're meant to progress to the end. However, the question here is: What's the best way of setting this up? Obviously setting it up so that you can get from one point to another, but what, say, it teleports you into an object you're not meant to be in? Is there a way to track that and then change the map immediately perhaps??
(For those wondering why I didn't put the damage formulae topic here, I felt that was more of a separate thing altogether that others may be able to talk about for their game too).
In other news, here's a question for ya'll! I thought of doing this, and looked up how to do this "clone" puzzle of sorts, by using a script to call when the player is dashing or not (not holding the button since you can just turn on/off dashing in the menu)
https://streamable.com/hj59q7
Now the question is...is it possible to make it synced up? Or is it always going to be delayed?? I am thinking of making a maze puzzle out of this for a segment of Realm of Time (it's more Realm of Space maybe, but it'll work for Time), and dunno if this may cause an issue?? And in regards to this, is it possible to have the "clone" mimic whoever is the leader sprite of the party (i.e. if it's Fauna, clone would be Fauna. But if it was Mumei, then it'd be Mumei, and so on and so forth). Just to keep it consistent, ya know? It's not a BIG deal but...thought I'd ask.
Also, in regards to Dashing being on/off in the menu, if the player has Dashing turned on by default, does this affect events at all?? If so, should I check whenever the player is dashing or not at the start of events and adjust the player speed??
In other news, here's a question for ya'll! I thought of doing this, and looked up how to do this "clone" puzzle of sorts, by using a script to call when the player is dashing or not (not holding the button since you can just turn on/off dashing in the menu)
https://streamable.com/hj59q7
Now the question is...is it possible to make it synced up? Or is it always going to be delayed?? I am thinking of making a maze puzzle out of this for a segment of Realm of Time (it's more Realm of Space maybe, but it'll work for Time), and dunno if this may cause an issue?? And in regards to this, is it possible to have the "clone" mimic whoever is the leader sprite of the party (i.e. if it's Fauna, clone would be Fauna. But if it was Mumei, then it'd be Mumei, and so on and so forth). Just to keep it consistent, ya know? It's not a BIG deal but...thought I'd ask.
Also, in regards to Dashing being on/off in the menu, if the player has Dashing turned on by default, does this affect events at all?? If so, should I check whenever the player is dashing or not at the start of events and adjust the player speed??
author=Marrend
Well, you'd likely need one switch per platform, the way that puzzle works.

So, I got the puzzle to work! However...now the hard part is making it so that if you can't move at all (for example, if you start from the bottom, and go left and up, you're stuck there), that it teleports you back to the start. If you entered from the start, it'd place you at the bottom, and vice-versa from the top. My brain isn't figuring out how to do this though reliably (I was going to set it as If X switches are on/off, then it'd do it. The problem is, I tried this with the 2nd to bottom left rock, but if I go left and up, I'm stuck and nothing triggers, but if I go up and left and trigger the same scenario, it will trigger because all the rocks are off for it, despite that the bottom left rock you never touched.
I'm assuming I need a Parallel event and something that tells the game that you can't move anymore, but what exactly was it??? It's the last piece of this puzzle I have left to do.
EDIT - So I figured out how to do the coordinates. However, there's an issue that comes from this I found! So, if you hold the OK button and you can still move (i.e. you jump to the left, and there's a rock that you can jump to your left now available), using this feature will make you warp back to where you need to go BUT still perform that action (because apparently pressing OK on a Player Touch event activates it??). Meaning you have to press it a second time to get the player back to the right spot. Dunno if there's a workaround for this but...at least I figured it out after some musing.















