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RM2K3- CAN YOU MAKE YOUR HERO TARGET SPECIFIC CORDS?

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Let me elaborate... since I have a ABS in my game, I want after the hero wins the battle to walk to a specific location where he needs to be during a cut-scene. The only thing i can think of is using teleport hero/npc to where i want them after the battle if the hero wins by using a conditional branch. Is that the easiest way to do it if it's possible? I am just wondering if there are other better ways to do it and if they exist.
teleporting would from the sound of it be the easiest, but they wouldn't exactly be "walking" to their designated spots then. If you want them to actually walk to the spot, you can take the current hero x and y coordinates and subtract them with the coordinates of the designated spot. if the hero is above the spot, you will recieve a negative number for the y coordinate, and you'll have a branch making it go down with move events until the difference reach zero, and pretty much other way around if hero is below the spot.
same deal with the x coordinate.
this would make the hero "walk" to the spot, given there is no obstacle in the path
If there's an obstacle in the path, it gets a lot more complicated.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Hmm. Yeah, so here are your options:

1) Edit the map and remove all potential obstacles from the area. Have the hero walk to the target coordinates via Kazesui's method.
2) Temporarily turn on phasing mode (which lets something pass through objects as it moves) and have the hero walk to the target coordinates via Kazesui's method. Be sure to turn phasing mode off afterwards. This will probably look stupid, since the hero will just walk over cliffs and walls and trees.
3) Teleport there. You probably want to use a fade-to-black-and-back method of teleporting.
4) Give the player control of the hero, and wait until the player walks to the location you want. Start the event when the player steps on the right tile.
5) Code up an incredibly complex system of automatic best-path detection. Share it with the community afterwards and we will all love you long time.
6) Use conditions to make different paths for all the different places the hero could be standing. You will probably only need a condition for each obstacle, not necessarily for each tile, if you're smart about it.
hmm...maybe teleporting is my best option. since in a action battle system they could end up anywhere on the map even if i make the npc walk towards the hero. The only real way is make the npc teleport where i want them and have the screen pan towards him so the hero is off the screen, and teleport the hero near the edge and make him walk where I want him to make it look descent.

Well i will fiddle with Kazesui's method anyway, as it is a open field area and no real obstacles in the way. just to see how it looks. Thanks for the help!
Teleporting is your worst choice. It looks weird.

You can use Kazesui's method, which sounds complicated, but is not. Just use a typical caterpillar system, AS IF the destination was the hero, and the hero is the follower... as if the hero was following the destination (which gives the same effect as hero walking to the destination).

Here's my caterpillar tutorial:
http://rpgmaker.net/tutorials/234/

Remember to remove the +1 and -1. And remember to reverse hero and event, since the hero will be following the event, not the opposite.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Personally my preference would be to do option 1. If that's not possible, due to making the map not work any more or look much worse, I would do option 6. If I'm more concerned with not spending much time on it than with how it looks, I'd teleport, since that's by far the easiest.
Uh, you don't have to use a caterpillar system if you were to simply move him to a spot. However if there's stuff on your map that might potentially block the hero at all it is rather troublesome, so unless your map is an open field I wouldn't do this UNLESS there is some impending need really, then you should just map it out for a specific scene. Although personally I would do a fade in/fade out and have some cinematic widescreen or something since watching the hero walk from away may be kind of boring for the player!
post=149627
Teleporting is your worst choice. It looks weird.

You can use Kazesui's method, which sounds complicated, but is not. Just use a typical caterpillar system, AS IF the destination was the hero, and the hero is the follower... as if the hero was following the destination (which gives the same effect as hero walking to the destination).

Here's my caterpillar tutorial:
http://rpgmaker.net/tutorials/234/

Remember to remove the +1 and -1. And remember to reverse hero and event, since the hero will be following the event, not the opposite.


Hmm... I already have variables which track the hero x,y for the sword when it hits an npc. Could I simply use that also to use with the caterpillar system without it affecting the settings for the ABS? Sorry I just recently taught myself all this stuff, so I am still not to sure about a lot of things and how they work yet.

post=149654
Uh, you don't have to use a caterpillar system if you were to simply move him to a spot. However if there's stuff on your map that might potentially block the hero at all it is rather troublesome, so unless your map is an open field I wouldn't do this UNLESS there is some impending need really, then you should just map it out for a specific scene. Although personally I would do a fade in/fade out and have some cinematic widescreen or something since watching the hero walk from away may be kind of boring for the player!


Well I would just need this for boss battles really, which after-wards maybe a small cut-scene would follow.And I was planning on to have fairly open battlefields for most of the boss battles.
If it's not 100% open you will have to specifically map out regions.
Or think about it in steps. Break up your map into different "sections", have some complex code moving the hero to a specific open spot using the current x and y position, or one of a couple specific spots based on where the hero is standing, then proceed from then on with basic movement commands with the knowledge that the hero will be exactly there. You just have to have a separate area coded for each place that an obstacle could be in the way of the hero moving towards that one defined path.

It won't be that hard once you start working on it.
That's what I meant by specifically map out "regions" but what I said was pretty ambiguous anyways!
post=149746
Hmm... I already have variables which track the hero x,y for the sword when it hits an npc. Could I simply use that also to use with the caterpillar system without it affecting the settings for the ABS? Sorry I just recently taught myself all this stuff, so I am still not to sure about a lot of things and how they work yet.


Yes, you can use that.
The "logic" is quite simple, if you know how to use commands.
If you Hero's X and Y, and his final destination X and Y. Using a parallel event, compare Hero's X to destination's X, and same for Y. If Dest.'s X > Hero's X, make hero move right. If Dest.'s X < Hero's X, make hero move left, etc. That's all.
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