JUSTROB'S PROFILE

Search

Filter

How to check if a key is being held down?

author=Sauce
@JustRob

For visual purposes, I would dramatically speed up the roll and maybe have the dice spin in opposite directions. You could also have 2k3 pick random between more scenarios than 3. Say 1-9, where 1-3 makes it spin around once before stopping on R,P,S, 4-6 makes it spin twice, etc, etc. I mean personally, I'd probably spend some effort to randomize it 20+ variations.

You really need to separate the Defending part from the rolling the dice part. At a glance, your defense code isn't getting cycled during the "LOSS" phase. It's a one time event that if you didn't have the key held down when it comes up, it won't activate afterwards.

If the rolling the dice coding is working, just remove the key input defend code from the "LOSS" branch. Instead, put it in a separate parallel process and include Cherry's cycle fail safe.

If you only want to be ALLOWED to defend when you lose a roll, have the "LOSS" branch of the main event activate a switch which turns on the defense process. And turn that switch off before the next roll.

Or if you really want it all to be in one event, then you're going to have to throw in some labels to have this stuff cycle like Link said. It's honestly not too much stuff for one event at all. I'd only separate for ease of use.

I know starting over would be a pain, but honestly if your stuff isn't working, you just have to rethink it. Your game doesn't look particularly complicated, and separating elements might even give you room to add more features or twists to the RPS.


I honestly don't see the point in that. You could make it spin a hundred more times, in the end it's still going to choose 1 2 or 3. There are three choices. Making it spin once or twice more is not randomizing, it's just visual appeal.

How to check if a key is being held down?

I don't know, you tell me. How can I make it look more randomized then Rm2k3 picking a random number between 1 and 3? I realize the same rolls are often side-by-side, but how can I fix that, it's completely random. Pure coincedence.

The part that requires you to hold a button is when the pictures stop moving. If you lost the roll, that bird dude will attack with a hammer and you'll lose a point. But, if you hold down the left arrow key, you'll raise your shield and block the attack, not losing any points.

I could do that, press the button once and defend for some time. But that could make it too easy and too annoying. What if the guy suddenly stopped defending right before getting hit? Sure, I could program it in that he doesn't stop defending until the attack is over. But I want there to be a chance to screw up. You gotta hold that button if you wanna survive, otherwise you get smacked. Having the player press a button and sit back and watch an automatic win is not something I'd like to do.

The Screenshot Topic Returns

author=LockeZ
author=Xenomic
Ok, I'mma have to put my foot down on this. I'm honestly curious as to your guys tolerance with how long dungeons take, because I'm pretty sure that several older RPGs have dungeons generally around this size and generally still take 10-20 minutes to get through, if not longer.
An hour and a half is about my maximum, for the longest dungeon in the game. I expect most dungeons to be about 30 minutes long, but I'm willing to tolerate longer than average dungeons, as long as there aren't too many of them. But if something takes an hour or more, I expect it to have a lot of really interesting stuff and change meaningfully several times during it; I also expect multiple mid-dungeon cut scenes, multiple puzzles, NPC interactions, minibosses, sidequests, stuff to do, stuff to find, etc.

The fact that there are old games that aren't like this doesn't make it okay. Because for the most part, those old games suck horribly, and the only reason we remember them fondly is because they were all we had. A few games did certain things brilliantly, though it was mostly by chance since the study of game design didn't formally exist yet. FF6 had great dungeon and event pacing, Chrono Trigger had great enemy formations and character balance, Shin Megami Tensei had great party customization and challenge, FF Tactics had a level of complexity that made people feel smart for figuring out how to make their team unbeatable. But none of them even came close to doing everything brilliantly, or even doing everything acceptably. And the games you're citing as doing dungeons the way you did had unfathomably horrible dungeons that were only excused because other parts of the game were so ridiculously good for their time. These days, there are so many games that do so many more things right at once that it's no longer acceptable to players to totally abandon any attempt at quality in aspect of the game. I think that's where the disconnect is coming from between what you've seen in other games and what people expect from yours.


author=Xenomic
My LPer, who was using a character that had double speed and also got semi-lost, got through within 20 minutes. So yeah...despite its size and the random encounter (remember, encounter for most areas is set to 70-80 so it's like 1 fight for every 70-80 steps, give or take), it does NOT take super super long to get through.


If your encounter rate is set that ridiculously high, that indicates a major problem with the dungeon size. And if I'm doing the math right, that means your battles only take like 30 seconds each? If I can win an RM2K3 battle in 30 seconds, that means I probably didn't even get to use my entire team, much less fight an engaging battle that I enjoyed. It also means there's no boss and there are no cut scenes.

Plus, from your own earlier posts, the cave dungeon you're working on now is like 10x this size, and a maze. So... uh. If I'm really generous, that's going to come out to 3 hours and 20 minutes. But it's really going to be more because backtracking in a maze is much more time consuming than backtracking in an open field, right?


Oh I'm sorry, but Chrono Trigger still easily beats any recent incarnation of Final Fantasy. They might as well rename the series to Final Fallacy at this point, it's more true to the quality of the games.

How to check if a key is being held down?



Hell no I'm starting over, lol. This thing has taken too much time already, I don't want to spend much more on it.

The Screenshot Topic Returns

author=Trujin
Looks way better. By the way, the misplaced wood at the screen I posted close to the passages to other rooms were ment to represent door thresholds. You might want add those to the chipset too :p.


Oh now I see lol. I might just do that.

How to check if a key is being held down?

I posted a video before in the screenshot topic, I think.

Anyway, it's a common event. And indeed, there's WAY too much shit going on in one event, I noticed that a while ago.

The thing is, I have no idea how I can break this up right now and still have it working.

The Screenshot Topic Returns

Thanks for the tips. I can be a little too stubborn sometimes.

The Screenshot Topic Returns

This any better?

The Screenshot Topic Returns

author=Itaju
author=JustRob
author=Itaju
author=JustRob
author=Itaju
I think the wooden floor makes more sense than red carpet EVERYWHERE.
How does that make more sense? Serious question.

Why would anyone think to themselves, "Hmm yeah I'll make this part wood, that part stone, and I'll put some random carpet over there." If you're a snobby rich dude, you want to show that off in your house. Having a mishmash of different, poorly constructed floors isn't exactly a sign of nobility.
If you are coming with the reality argument, i'd like to answer

A RICH DUDE WOULDNT SHOW OFF WITH RTP TILE SETS.

'nuff said.
So basically you weren't trying to be helpful, but just bash me because I'm using RTP? Would a Rudra or Chrono Trigger rip be more original? Or maybe the classic Lufia tilesets?
Nope, I love the RTP if used correctly, but I think if you need them, you might need to get rid of a sense of reality and take more the aesthetics of the given tileset into account. This would mean that you can but some wooden tiles on the ground without it looking too shabby. :)
If you want to give your map more diversity you should consider making palette swaps to those tiles (like making a blue carpet) or something similar.


Well, you do make a valid point. I'll try out some different combinations.

The Screenshot Topic Returns

author=Trujin
Say what? Diffrent patterns of wooden floors are for drunk carpenters? I guess this is something we aren't going to find in your house =p:



See, the difference between this photo and the previous example is that in this photo, there's an actual pattern in the floor (which is not actual wood btw), which looks stylish. In the screenshot earlier, most of the floor was horizontal wood with some randomly misplaced vertical wood.