New account registration is temporarily disabled.
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Lions and Concurrency

You know, it may be fun to just make something in 2003 again, but I did mention before the questions I have. I bet you haven't even used half of the commands you could in 2003, have you? I've found neat tricks I could do with all of them before, but I've never used all of them in one single project. Anything dealing with dialog between characters, playing animations and showing pictures are the most common ones. The lesser known ones are things like tile swapping.

Custom Animated Tile Chains

You know, I hated how there's only three animated tile strips plus the water autotiles. But ya don't have to wait for me to finish 20XX or wait until 20XX to get past it with ease. Just use the tile swapping function to create any kind of animation chain on a tileset you want and cram it into a Parallel event. Stuff like the labs from Tecmo: Secret of the Stars and the Tower of Bab-Il in FF4 can now be realized. I love having my mechanical maps being very busy, and best of all it doesn't chew up all your event spaces to do so.

Concurrency

Let's think of a scenario. Let's say you make some map and have those Auto events to prepare things for it like usual. They delete themselves when done. Which one went first? Does it matter? What if it does matter and 20XX does it in a different order than 2003? I think we'd be pretty hosed, then. It's fun to poke holes in Emptybrain, but you really have no idea of the insanity until you've actually tried something like this before. This right here is why this isn't going to be short.

Lions?

Here's some art dumps from the companion game:




The game's going to have SMB3-like world maps with a character building system based around points. Kind of like that one idea when I first came here only I don't even have to finish the game. This is to work with 2003 and work out all these problems. If people bother me to polish out and finish the game though, I'll do it but I doubt it.

Posts

Pages: 1
As far as the concurrency goes, I know for a fact my game relies on certain map events auto-starting in a particular order (ie, the last event placed on the map occurs last). Do try to keep this consistent with 2k3!
I hope it's as simple as that and not some really weird way it decides which event goes first.
as far as I know(from testing), the code is executed sequential from the lowest event ID to the highest event ID, something which one can easily test with a move event, since when given to the same event, it will overwrite the previous and execute the new one.
You can't change the actual event id unless you hex-edit the .lmu file
Pages: 1