• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Interesting Map Notes

For all you 2k3ers out there, I have a few interesting observations to make about maps and collision.

- If you wind up on a solid tile even if there is passable all around you, you still can't move one step onto any of those passable tiles.

- Swapping a tile in the event command also swaps its collision hull, so if you exchanged a ground tile with a wall tile, it all becomes solid. You could implement the orange and blue blocks in the tower from A Link to the Past exactly and easily this way, including animating them down/up.

- Direction, above player, counter, and top pass are all bits in a byte per tile and the same for both the upper and lower layer even though you can't set stars for the lower layer, etc.

- Only an event using a tile that is passable can override the original collision hull on a tile. You can't bridge a gap using a charset, for example.

- An event can only move over solid tiles in phasing mode regardless of tile or charset. If you turn on phasing mode in one movement command, but then make a separate one with moves, the event could possibly still not be able to move. Put the phasing command in the same move command as the actual moves.

Posts

Pages: 1
I've been able to make a bridge of events over unpassable tiles (like a river, for example) and have the player cross. And once Phasing is turned on, it remains on until turned off, or the player leaves the map.

I also hated that if I wound up on a solid tile I couldn't leave.

EDIT:
I don't think I've tried to make a bridge out of unpassable tiles though.
"I've been able to make a bridge of events over unpassable tiles (like a river, for example) and have the player cross."

Correct, but you couldn't have made it out of charsets. Only passable tiles. You can't draw a fancy bridge in a character set and use that, you have to use whats in your chipset.

"And once Phasing is turned on, it remains on until turned off, or the player leaves the map."

Correct, but for some reason, it must be in the same movement command as the actual moves otherwise it could possibly not work (it always doesn't work for me). I'm wondering if consecutive move commands can interrupt and overwrite a single event's current itinerary.
author=WolfCoder
Correct, but for some reason, it must be in the same movement command as the actual moves otherwise it could possibly not work (it always doesn't work for me). I'm wondering if consecutive move commands can interrupt and overwrite a single event's current itinerary.
oh god this.

This happens ALL the time. The most glaring example is if you use the Move command to change the associated charset. Even if you have it at the very end of Move list or a series of Move commands, it always just seems to run, and ignores all the previous commands.
yep, each event can only have one move event assigned to them. the moment you assign a new move event to the event (or hero) the old will be overwritten.

it is useful in a sense that you can make use of the "ignore impossible moves" coupled with a switch after a lot of moves in the given direction to make you figure out if the event is colliding with some kind of obstacle, and have another move event overwrite the old one after a certain amount of time in case it hasn't hit an obstacle.
There is also the Proceed with Movement command, too, that (theoretically) should finish executing the current move command(s) before continuing on with other event commands.
I wish I knew that Proceed with Movement was the same as Wait for Movement to Finish in WeaponBirth. Makes making anything interesting in 2k3 65% easier than before.

I can actually understand why movement commands overwrite one another, in WeaponBirth you specify one movement thing per command (instead of cramming an itinerary into a single command) and it starts stacking them. If 2k3 did this, you could easily bust the stack if you weren't always 99% careful causing the game to crash because the stack only goes away when the movements have been executed.

I bet I could walk phasing if I inserted a Proceed with Movement command in between the command that turned phasing on and the one that made it move even though its easier to just make it all one command.
the problem with "proceed with movement" though, is that it will only trigger when ALL events assigned with a move event command is done with their moving.
i.e. if there is any parallell process assigning move events to any event in an endless loop, you'll never get passed the "proceed with movement" line in the code
Dumb aside: Constantly changing the system set (to the same set) will also screw up event move paths in 2k3, usually randomly killing it mid-route




No I don't know how I made that bug either
You know, I probably shouldn't worry about the behavior neither Enterbrain nor the users wanted to have happen. I should only implement quirks people rely on (like auto start event priority) instead of the bugs people get annoyed at (like system sets killing movement).

Of course my engine will have an entirely different set of bugs, but I'll actually be here to FIX them instead of not doing anything about it for a couple years and then just release an entirely different maker with half the features missing and some pointless stuff added.
Wolfcoder has stumbled on the secret business plan of all software engineering firms! (If we actually released a stable, functional, bug-free application, we'd be out of a job!)
Actually almost every other game engine maker I know releases stable, functional, low-bug applications. And when they release a new version, they only slowly deprecate stuff. And people give them money because of this and they make a better version of the same thing or work on something else.

For example, WeaponBirth uses Acknex 6, but you'd only need a few fixes for it to work with Acknex 7 or even 8, if any at all thanks to Conitec Datensysteme being a good software firm.

Emptybrain however can get away with releasing shit and putting a 50 dollar price tag on it because they're popular and ONLY because they are popular.


Windows Vista at least wasn't missing half the features of XP (actually Vista had too many features running at the same time).


It'll be pretty sad if this project is a success because it means some single random insane furry-ish computer software programmer/scientist can beat them while having to go to college and a part-time job for free and non-profit- Beating the team of overpaid Japanese software monkeys. That's not how it should be, I shouldn't even have a chance of doing even nearly as good as they if they were a good software firm.

Their marketing people aren't very good either: If you see a bunch of your users sticking with RPG Maker 2003 it sure as hell isn't because they downloaded the English hack for free.

They've even threatened not to release future versions of RPG Maker in English because people kept translate hacking them back when they weren't available in English- that plan couldn't have even sounded good in their heads. If they wanted to min/max their cash flow they should have made a revamped version of 2003 with nex-gen systems. It's really easy to implement these features and it would be something that could actually be worth what they charge.. Haaa but what do I know? I'm just some random Internet open-source hippie!

However

The actual developers themselves might actually be really skilled people. This may actually be Enterbrain's fault. If you follow your leader's orders to a T even though you KNOW your leader doesn't know anything about what they're doing, it wouldn't be your fault. So this is aimed at whoever was in charge.
LEECH
who am i and how did i get in here
2599
author=WolfCoder
Actually almost every other game engine maker I know releases stable, functional, low-bug applications. And when they release a new version, they only slowly deprecate stuff. And people give them money because of this and they make a better version of the same thing or work on something else.

For example, WeaponBirth uses Acknex 6, but you'd only need a few fixes for it to work with Acknex 7 or even 8, if any at all thanks to Conitec Datensysteme being a good software firm.

Emptybrain however can get away with releasing shit and putting a 50 dollar price tag on it because they're popular and ONLY because they are popular.


Windows Vista at least wasn't missing half the features of XP (actually Vista had too many features running at the same time).


It'll be pretty sad if this project is a success because it means some single random insane furry-ish computer software programmer/scientist can beat them while having to go to college and a part-time job for free and non-profit- Beating the team of overpaid Japanese software monkeys. That's not how it should be, I shouldn't even have a chance of doing even nearly as good as they if they were a good software firm.

Their marketing people aren't very good either: If you see a bunch of your users sticking with RPG Maker 2003 it sure as hell isn't because they downloaded the English hack for free.

They've even threatened not to release future versions of RPG Maker in English because people kept translate hacking them back when they weren't available in English- that plan couldn't have even sounded good in their heads. If they wanted to min/max their cash flow they should have made a revamped version of 2003 with nex-gen systems. It's really easy to implement these features and it would be something that could actually be worth what they charge.. Haaa but what do I know? I'm just some random Internet open-source hippie!

However

The actual developers themselves might actually be really skilled people. This may actually be Enterbrain's fault. If you follow your leader's orders to a T even though you KNOW your leader doesn't know anything about what they're doing, it wouldn't be your fault. So this is aimed at whoever was in charge.

You should make your own awesome game making software.
LEECH
who am i and how did i get in here
2599
No, i mean from the ground up. And sell it. For $5 (Its all the money i have)

Yoyo games sells Gamemaker and offers an unlimited time free version too. It's not a battle I could win very well.

I'm afraid this project is a little personal, and it's also a for-the-greater-good open source cause. Linux exists because people needed it. This project exists because there's been some serious need to have something like RPG Maker 2003 only awesome.

Once the engine is done, I should probably write then a replacement for the editor from the ground-up too (likely in JAVA). Then it'll pretty much be all my own RPG creation suite that will be available under the L/GPL for great justice.

Because there remains no program code left in your distributable folders that belongs to Enterbrain, the folder will contain content that you own or can acquire the rights to. This means you can package and sell your games now.. If you think you're that good at it. Which you might considering if you modified the source code of 20XX to personalize it to your game or had someone do that for you.

The suite will go on a different game page with a different name, it'll just use the 20XX engine by default when you could swap it out for anything (even *gasp* RPG_RT.exe if you're a masochist). There won't be script support outside of just making events since it would defeat the purpose of this thing existing in the first place- you are here because you hate script-bogging in XP/VX but want something awesome to use.
LEECH
who am i and how did i get in here
2599
author=WolfCoder
Yoyo games sells Gamemaker and offers an unlimited time free version too. It's not a battle I could win very well.

I'm afraid this project is a little personal, and it's also a for-the-greater-good open source cause. Linux exists because people needed it. This project exists because there's been some serious need to have something like RPG Maker 2003 only awesome.

Once the engine is done, I should probably write then a replacement for the editor from the ground-up too (likely in JAVA). Then it'll pretty much be all my own RPG creation suite that will be available under the L/GPL for great justice.

Because there remains no program code left in your distributable folders that belongs to Enterbrain, the folder will contain content that you own or can acquire the rights to. This means you can package and sell your games now.. If you think you're that good at it. Which you might considering if you modified the source code of 20XX to personalize it to your game or had someone do that for you.

The suite will go on a different game page with a different name, it'll just use the 20XX engine by default when you could swap it out for anything (even *gasp* RPG_RT.exe if you're a masochist). There won't be script support outside of just making events since it would defeat the purpose of this thing existing in the first place- you are here because you hate script-bogging in XP/VX but want something awesome to use.


Gamemaker pisses me off.
Pages: 1