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*Once I'm finished...
Two questions guys...
1. Is there a way to map my RPG Maker 2003 game to a controller? I don't care if it won't be universal - but mapping the arrows/etc to a USB playstation type controller? Has anybody succeeded in doing this??
2. Has anybody succeeded in making their RPG work on a console? I know it's too complex for SNES, but what about CDS and something like the original Xbox?
*Thanks, just wondering what my options are when my game is complete!
1. Is there a way to map my RPG Maker 2003 game to a controller? I don't care if it won't be universal - but mapping the arrows/etc to a USB playstation type controller? Has anybody succeeded in doing this??
2. Has anybody succeeded in making their RPG work on a console? I know it's too complex for SNES, but what about CDS and something like the original Xbox?
*Thanks, just wondering what my options are when my game is complete!
*Event over multiple tiles??*
LockeZ, Liberty - thank you so much for all of your help. The problem with every single switch tutorial I read was - they were far too simple. They were the absolute basics of on/off and didn't cover the concept of what I was trying to do... As you said in your first reply to me LockeZ, it "actually wasn't simple at all!"
*I'm well on my now of making every chest, barrel etc active and replenishing. Thank you so much guys... It the switches are nearly unlimited, I'll never struggle with this problem again. I'm sure I'll have other questions down the road, but for now - thank you!
*I'm well on my now of making every chest, barrel etc active and replenishing. Thank you so much guys... It the switches are nearly unlimited, I'll never struggle with this problem again. I'm sure I'll have other questions down the road, but for now - thank you!
*Event over multiple tiles??*
UPDATE AGAIN: FINAL THOUGHTS AND QUESTIONS
- Ok. I've figured out how to make one single switch turn numerous chests back off - but the only way I could achieve this was by making new switches for every single chest. For example:
Chest 1 = Turns on... (empty)
Chest 2 - Turns on... (empty)
Chest 3 = Turns on... (empty)
SWITCH 1 = Turns chest 1 off, chest 2 off, chest 3 off
*But the problem is, I have sooo many boxes and chests I want to give loot in randomly... Are you telling me I have make a new independent switch for every single thing so that the behavior is independent - and then turned back off with one switch later? I thought I had read RPG Maker can only have a limited number of switches.. but I don't want to limit my game to a handful of chests/things to check because it's consuming all the switches...
Hope that makes sense? Yes, one switch can turn all of the others back off... But all of the others need an "on" individually - otherwise they all turn on together...
- Ok. I've figured out how to make one single switch turn numerous chests back off - but the only way I could achieve this was by making new switches for every single chest. For example:
Chest 1 = Turns on... (empty)
Chest 2 - Turns on... (empty)
Chest 3 = Turns on... (empty)
SWITCH 1 = Turns chest 1 off, chest 2 off, chest 3 off
*But the problem is, I have sooo many boxes and chests I want to give loot in randomly... Are you telling me I have make a new independent switch for every single thing so that the behavior is independent - and then turned back off with one switch later? I thought I had read RPG Maker can only have a limited number of switches.. but I don't want to limit my game to a handful of chests/things to check because it's consuming all the switches...
Hope that makes sense? Yes, one switch can turn all of the others back off... But all of the others need an "on" individually - otherwise they all turn on together...
*Event over multiple tiles??*
UPDATE: I've now made it so a chest/other things can be reset with a switch! BUT - how I don't see how you guys can have several chests give loot - then kick back OFF with the same switch?? Because once the first chest you check turns the switch on - the other chests will be on and "empty" as well.. I need to make it so each chest stays off until you get the loot - turn ON when you get the loot - then reset to off together..
*Event over multiple tiles??*
author=LockeZ
4) When sleeping at an inn, the switch is turned back off. This resets the chest.
*I'm so close LockeZ, but my issue is this: what's the point of having an INN reset the switch if simply touching/activating the object resets the switch as well?? I can program an INN to reset the switch - but the thing is, I don't know how to make the object stay ON until an INN turns it back off... No matter how much I try to leave the event on ("empty") - all a player has to do is touch the object twice to respawn the loot etc...
*Event over multiple tiles??*
author=Liberty
The first - instead of making it an actual TIMED thing, have it based on story progression or even sleeping at an inn, like LockeZ suggested. So if someone sleeps at the inn, turn off the switch that got turned on when you pissed that character off OR when you reach a certain part of the story, turn the same switch off.
*Ok. When a chest is ON, I have the character getting random loot. I achieved this by creating a variable and setting it to "random". When the chest is OFF, I have it set to "empty..."
The problem is, if you touch the chest again - it's back on. I've tried hiding the chest - and although I can get the chest to disappear when the switch OFF, I cant enable another object/tile to turn it back ON?? This is my problem now...
1. Chest is on giving random loot.
2. Chest is off and says "empty".
3. However, even when I make the chest disappear and try to activate it with something else (containing the chest switch going back to ON), it doesn't turn it back on... ?
*Event over multiple tiles??*
*How do I make a switch STAY off? Liberty, your switch method seems simple - and I can achieve this if I can make the switch stay OFF until an inn is slept in etc... Thanks!
*Event over multiple tiles??*
Thanks Liberty! I think the parallel process that detects x,y values is exactly what I need. If I can make it (let's say) 0-100 that would be perfect. I am using RPG Maker 2003...
*BIGGER QUESTION*
- Man... I really just need to figure out how to TEMPORARILY turn events off. Almost all of what I want do involves this.. Like talking to a person - and after they've said the first thing ONE SINGLE TIME - making it so that they say a different response for an extended period of time. Like this:
"I hate you, don't talk to me" - 1st Message.
"..." - 2nd message.
What I need to figure out is how to make the SECOND MESSAGE appear repeatedly (for a certain amount of minutes etc), and then go back to message one. Can you please help me with this?? Same goes for items in chests etc.. Like empty for a little while, then full again.. Thanks Liberty or whoever can answer!!
*BIGGER QUESTION*
- Man... I really just need to figure out how to TEMPORARILY turn events off. Almost all of what I want do involves this.. Like talking to a person - and after they've said the first thing ONE SINGLE TIME - making it so that they say a different response for an extended period of time. Like this:
"I hate you, don't talk to me" - 1st Message.
"..." - 2nd message.
What I need to figure out is how to make the SECOND MESSAGE appear repeatedly (for a certain amount of minutes etc), and then go back to message one. Can you please help me with this?? Same goes for items in chests etc.. Like empty for a little while, then full again.. Thanks Liberty or whoever can answer!!
*Event over multiple tiles??*
When you create an event on a single tile, is there a way to "draw" the event over a larger span of tiles? For example: I'm trying to make the right-hand side of a map teleport you elsewhere... The map is about 100 tiles long. Do I have to go click for click on each tile to teleport to the same place, or can I stretch the event to the length of 100 tiles considering all 100 tiles will teleport you to the same place? Basically, I need a long line of events that do the exact same thing. Do I really have to copy and paste each event (or enable a common event to each 100 times), or is there a quicker way? Thanks!
*Simple Q, can't find direct answer...
Thank you LockeZ! I'm currently using RPG Maker 2003 and I'm trying to make boxes/chests that regenerate loot over periods of time. There has to be a way to do this (without wasting every single switch available...)
I want a box to have gold for example. When the player gets the gold, I want the box to say "empty". Then, after maybe 5 minutes of real time - I'd like the gold to regenerate. How can I achieve this??
I want a box to have gold for example. When the player gets the gold, I want the box to say "empty". Then, after maybe 5 minutes of real time - I'd like the gold to regenerate. How can I achieve this??













