ZELDA/LUFIA2/WILD ARMS STYLE TOOLS - RMXP
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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
I need to figure out how to add tools to my game. It's pretty overwhelming to do from scratch. I am an okay programmer but I don't even know where to begin. Anyone know of a game that does this? Or a script that adds at least part of the functionality? Or want to make a script for me themselves?
What do you mean tools?
A description of the system would be nice.
I had a Lufia 2 engine on this website but it was taken down during one of the website changes. It allowed you to swipe a sword, plant a bomb, and fire an arrow.
A description of the system would be nice.
I had a Lufia 2 engine on this website but it was taken down during one of the website changes. It allowed you to swipe a sword, plant a bomb, and fire an arrow.
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
Yeah, that's exactly the sort of thing I mean. Arrows, bombs, hookshots, and other tools that interact with the enviroment. The Wild ARMs series calls these things "tools" so that's the name I'm going with.
I think the biggest trick is going to be giving every tile so many different properties. So that the engine knows that this tile can't be walked on, but projectiles can be shot over it, the hookshot can reach across it, you can't drop things on it, you can't push blocks onto it, it's at height 3, etc. I certainly wouldn't expect any sort of script that actually had all the same tools I planned to use, but even just having some sort of framework would be extremely helpful.
I think the biggest trick is going to be giving every tile so many different properties. So that the engine knows that this tile can't be walked on, but projectiles can be shot over it, the hookshot can reach across it, you can't drop things on it, you can't push blocks onto it, it's at height 3, etc. I certainly wouldn't expect any sort of script that actually had all the same tools I planned to use, but even just having some sort of framework would be extremely helpful.
I'll upload and send you the demo of the Lufia 2 engine with the Sword, Bomb, and Arrow. Handling the Arrow was easy, and adding additional ones should be easy as well. But I have not and will not be adding any sort of Hookshot :<
http://www.box.net/shared/i36eurgpng
Apparently I also had handling for a Hammer but never implemented it. Most of the work exists in the Game_Player Appends script (which is just one that adds more stuff to Game_Player) and the Game_Tool class is used to represent the bombs/arrows and if you are planning to add a Hookshot or something would be probably done here.
There are settings in the Lufia II script, such as what switch activates the abilities (currently Switch 3 turns them all on, but if you want them to be progressively added you would make them different)
Apparently I also had handling for a Hammer but never implemented it. Most of the work exists in the Game_Player Appends script (which is just one that adds more stuff to Game_Player) and the Game_Tool class is used to represent the bombs/arrows and if you are planning to add a Hookshot or something would be probably done here.
There are settings in the Lufia II script, such as what switch activates the abilities (currently Switch 3 turns them all on, but if you want them to be progressively added you would make them different)
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
...Ignoring the fact that doing it with events is probably impossible, I don't know WHY I would do it with events when scripts are so much cleaner, especially after he just gave me one!
By the way, this is great, prexus! I see you handled both height and passability as essentially the same property, using terrain tags, which is smart. This is exactly what I needed to get started, thanks!
By the way, this is great, prexus! I see you handled both height and passability as essentially the same property, using terrain tags, which is smart. This is exactly what I needed to get started, thanks!
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