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Moving in RM2k3

I always wondered that myself, and I just assumed there was a command for it. But I guess not. So here's my ghetto rigged version:

Parallel process event (Stop hero)

Cycle
MOVE Hero Wait
WAIT 5.0s (When this is lower, the game is jerky... it can probably be even higher)
End Cycle

Other parallel process event (Check movement)

Label 1
Wait 0.2s (You can do 0.1s here and it's a little more sensitive)
Enter password in a loop, etc, etc, etc.
Make sure that all your facing commands have a Wait at the end of them, too. But not the move commands.

Helping a friend with RM2k

For the death, put up a switch for whichever character is dead, and then at the end of the loop when you're switching characters and all, just skip the dead player and add another point to the variable.

For 2... umm someone asked a question about this a little while ago. And like I said then, I don't think it's possible to move events toward other events without setting variables and doing a hell of a lot of calculations.

Helping a friend with RM2k

If you just want all the characters to move in order, you might could accomplish it something like this:

In EV0007, where the movement occurs:

Some variable = 0
Cycle
**Instead of turning on the end turn switch after each move, add 1 to the variable

Condition fork (If variable = however many people are in your party)
turn on the end turn switch
End fork

Here you'll have to make sure the hero is controlling the character whose turn it is. It could be a little tricky, cause you'll have to make sure you leave a "Ghost" behind. Each character event will need a switch that makes it invisible and intangible when the hero is controlling it, and you'll have to make sure only the right switch is on at any given time. And you'll have to use variables for movement, so when you swap out events and the hero, you move whatever event needs to be moved properly. Set Event Place will be useful. And I guess you can turn off screen transitions and just use Teleport when you want to move the hero.

End Cycle


I'd be a little more specific but I've been working on Equinox all day and can only think high-level right now.

The Forum Game ^ < v

^ is splendidly incorrect

< is, in fact, not demondestiny

v honestly probably is demondestiny

What`s Your Personality?

I don't think there's such a thing as a good IQ test. IQ is just about a bunch of nerds feeling like they have a God-given mandate to rule over everyone else.

Song identification

I had completely forgotten that MIDI files actually had tag info. Well a google search for it came up with a Russian website, which listed "Szordrin X" as the composer, and a google search for that turns up this one page:

http://www.rpgamer.com/music/compo/cmidi1/cmidi1.html

Apparently it was a music writing competition that ran almost 9 years ago. Well now I know. Thanks for pointing out the MIDI info thing.

RPG Maker Games V.S Commercial Games

author=NoblemanNick link=topic=1437.msg22639#msg22639 date=1215006671
I thought that you couldn't make a profit out of anything made with RPG Maker, doesn't everything amde with RPG Maker have to be freeware because doesn't the license agreement with RPG Maker state you can't use the games on their maker for money or profit?
I just looked at the official VX page the other day to see what it had to offer, and explicitly stated is that you CAN make money off games you make.

Also, about the Way, if you don't like the gameplay, then you shouldn't play it at all. The whole "I must find every item or I'll leave it behind" mentality actually goes along pretty well with the rest of the game, so if you don't like that, then it's not your game.

Song identification

If it really is out of a video game, then I don't think it's named properly, so it won't come up on search engines. Or maybe it was the one song in the game that was custom written or something. It's just something I've always wondered.

The Forum Game ^ < v

^ knows what time it is

< that's right, it's hammer time!

v looks suspiciously like a nail

Story Developement: Killing off Characters

Death is pretty much it, so the moment a character up and dies and the player is just like "Meh, death, lame cliche"... well, shouldn't happen. As long as the death is actually done properly and has meaning to the story ("Whoops, random minor antagonist shot my friend!" generally won't do it).

Another point to be made is that if no one ever dies, then the player just comes to take a happy ending for granted. And if you're going for a story with a little more pathos and a deeper meaning than "Heroes save the world yay," then you have to make sure that the player doesn't take it for granted that no one dies. I mean yeah, good triumphs over evil, but good can take some losses too. The player should feel on edge when you want them to.

People should take care not to use death simply as a plot twist, though. That's usually a big turnoff, at least to me. And similar to what I said above, death really doesn't have a place in a "Heroes save the world yay" story, and as stated in another topic those can work fine as games, too.