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DELTREE'S PROFILE

Deltree
doesn't live here anymore
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I Miss the Sunrise Review

Fantastic review! (And I'm not just saying that because it's my first fiver!) Thanks once again for taking the time.

Well, my flight from Charlotte got cancelled so I am stranded for the next several hours. My main concern is whether 2:00pm is too early or too late to start pounding down Bloody Marys

I made it in to Boston at 11 last night, and got to bed around 1! I'm alive though, thanks!

Well, my flight from Charlotte got cancelled so I am stranded for the next several hours. My main concern is whether 2:00pm is too early or too late to start pounding down Bloody Marys

hour seven. flight status: "delayed indefinitely." and some chucklefuck just proposed to his girlfriend right here in the middle of the waiting area

Well, my flight from Charlotte got cancelled so I am stranded for the next several hours. My main concern is whether 2:00pm is too early or too late to start pounding down Bloody Marys

REVERSAL OF FORTUNE! My next flight is first class! I just have to mill around another three hours and fasdfffff

[VX Ace] $game_map.events[x] and Event ID

The event number should be the same as the ID, but be sure you don't add the leading zero. That could be why it thinks it's octal, and why it seems to be pointing at random events on the map.

Disclaimer: your square bracket stuff isn't showing up (putting it inside a Code block should work), so I'm using my imagination as to whether that's what happened.

The Reconstruction

Hi! Sorry for the delay; I've been stuck on my phone all day and just got back to a proper keyboard.

The Quest Mode handling is pretty rudimentary, and there are probably better ways to do it, but here's what I did:

-First, I make the player invisible (use a Move Event command and set his Opacity to 0), then I lock the player with the command "Move Event: Player: Move toward Player." This trick worked in RPG Maker XP; I'm not sure if it does in later versions. This keeps him from moving around when you press the arrow keys. You can "unlock" him with the command "Move Event: Player: Move away from player". I do all this in an Autorun event that is turned off (actually goes to another page) with a Switch so it only runs once.

-Next, I have a "cursor" event (the blue arrow) that I put at the player's position. This only happens once, too.

-To move the cursor around, I have a Parallel Process event that listens for input (like direction keys) and moves the cursor event whenever a key is pressed. So, if the player presses Right, I move the Cursor event to the right by one square, then wait 3 frames. After the cursor moves, I update a couple of variables to store its X and Y on the map.

-If the cursor is "on" something, I write the name of the target. Basically, after the cursor moves, I check its X and Y coordinates against all the hotspots on the map. To draw the text, I do a bit of scripting to write text on the screen using a "bitmap" object. Beware: it's tedious!

-I also use this to detect if the player pushes the Enter key/space bar (in RPG Maker language, the "C" button) while the cursor is at the X and Y position of one of my hotspots. If so, I throw up an inspection message or perform whatever events are needed for that hotspot.

Basically, it's entirely event based. I'm sure there are scripts that let you do the same thing, and probably scripts to make it work with the mouse instead of the keyboard. I just liked to do things the hard way.

RPGMaker VX Ace + DLC on Humble Bundle

I wish they would quit calling me Deltree. I haven't gone by that handle since 2009.

*shakes oblivious fist*

This is definitely a good deal, though. I've already convinced at least one coworker to get in on it.

The Reconstruction Review

Whoa, blast from the past! Thanks for taking the time; I appreciate the feedback! (The amount of sheer bumbling I did to make the engine do what I wanted the first time cannot be overstated.)

The Drop - Version 1.32! New character!

Oh hey, I'm glad you got through it (and found a bug, even!) I'll admit I liked the original idea of ambiguity too, so I guess the idea is that he's kind of drifting along and is numb to everything around him. It's not that he'd gone into hiding - rather, that he's trying to be everywhere at once. Really, the implication is that Xopi dragged him into it, rather than the other way around. Also, it sets something up to come way off in the future that I thought I might as well put in writing!

Mostly, though, it was a technical experiment to see how much (or little) trouble it would be to plug in more characters/content over time. (Answer: not too much!) The next game is still a ways off, and I would like to keep the dead air in the meantime to a minimum if I can. At least now I can check off "forced escort gimmick" as a method of prolonging difficulty!