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KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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Whatchu Workin' On? Tell us!

I think I might have figured it out to some extent, but painful enough that I will leave it out of the first version. There's a bunch of functionality I want to add to it, but I want to focus on the more essential things first, such that I can release a plugin containing what most people would have use for first, and then adding in improvements after (This in particular because my sparetime can vanish in an instant, and then it's good to at least have something out which people can play with).

Whatchu Workin' On? Tell us!

author=PepsiOtaku
Inferior versions!Actually, I just thought of a question. What if you have 2 events next to each other (like those mountain peaks). Will they get all messed up if you start to rotate the screen?


That just wouldn't work. Already before the rotation they would look funky and disjoint, which is why I have included an option to load custom sprites which can be linked to an event of choice.
This will allow you to load images of any size and attribute it to an event of choice (which is how the tower is displayed), and with some fiddling, this will also allow for custom spritesheets with a custom amount of angles, such that it's possible to get proper rotation instead of the funky one right now.

Whatchu Workin' On? Tell us!

author=supremewarrior
@Kazesui: You are like a fugging RPG Maker pioneer!!


You'd have to add 2k3 to that, because no matter how awesome this is, you can't exactly forget that this stuff has basically been available for rmxp and up for a long time

Whatchu Workin' On? Tell us!



The Plugin seems to finally be taking it's form. It can read the mapfile, events, custom sprites, and a self selected background
(which seems to imply that the fog effect from ff6 could be sorely needed for some cases).
All still runs at 60 fps, when not recording.
Just a bunch of bugs to fix, and some crappy code to rewrite left, and the user manual (that one might not be equally fun).

What to do if your Game Submission is denied/pending

Have you read and followed all of the guidelines of the first post in this thread?

+++ DynRPG - The RM2k3 Plugin SDK +++

I don't remember the exact inner workings of the pathfinding plugin, but here's something you can try outside that of modifying the plugin.

Make a bunch of "same layer as hero" events, at some unreachable point of the map, where they do no harm. Leave them without graphics or code.
Now, right before calling the pathfinding plugin command (or however it's triggered),
use the "change event location" such that all the invisible "same layer as hero" events are on the holes. Right after the command you use change event location to move them away again. Make sure there is no wait commands in between.

This "might" work, if the plugin does a one time computation of the shortest path.

Angry birds on RM2K3

to not try this was meant more towards the physical interaction between the birds and the objects you could hit, which among the worst things can rotate, which would be a true hell to deal with in rm2k3.

The actual projectile motion itself with focus on variable angle and power is not that difficult, if you're not scared of a tiny bit of trigonometry and very basic physics (in it's numerical form).

Angry birds on RM2K3

Aiming in terms of angle and power wouldn't be too difficult, even on rm2k3
(given that you use something to gain access to trigonometric functions, either through DynRPG, or through my Copy Pastable Trigonometric Common Event Script given in my trigonometry for rm2k3 tutorial).

Basically, you would control the power and angle with the directional buttons (fitting to whatever scheme you have in mind), and afterwards handle it as what is known as "projectile motion" in physics.
The gist of it, is that you have to components, one for the x direction and one for the y direction. the velocity in x directions stays constant (not accounting for anything you might hit on the way), and the velocity in y directions increases constantly downwards.
the movement you would simulate a la pixel movement, by moving a picture to the coordinates of your point with a move picture with 0.0 wait.
The power is simply adjusted by regulating the initial velocity, which you decompose into x and y components with trigonometric functions with the angle of your projectile as parameter.

However... if you want to include the interactions when you hit stuff like that in angry birds... that's an entirely different story. Implementing the physics to work in the same way is by far a non trivial task which I myself would probably find rather daunting to attempt in rm2k3. My suggestion would simply be to not try this, unless you're very confident in your abilities... which I don't really think you will be if you made this thread in the first place.

So my suggestion is to stick with simple destructable objects (events preferably), which cannot be moved, other than perhaps straight down as a result of gravity.

This is the more or less short version. If you're still interested, I "might" have some rm2k3 project lying around which implements the "projectile motion", though only to be shot towards targets, and not into some kind of dynamic terrain.

Whatchu Workin' On? Tell us!

Parallaxing is hard to add when working drawing the actual map. This is because the actual map is still beneath that image you see there, I'm basically just redrawing the scene on top of the old one.

Because of that, and that I don't know the memory address containing either the panorama image, or the filename of the panorama I cannot add it directly.

I have a few plans for it. One is to make a basic gradient (linear and quadratic), from two colours specified by the user, as well as the option of specifying some image which will be loaded as the background separately from any panorama.

As of right now, the performance seem to still run at around 60 fps on my computer, but there's still a bunch to add, so will still need to see if it stays that way after adding those (primarily the sprites, since they will require sorting related to distance and stuff).

Whatchu Workin' On? Tell us!



Finished some code to read the chipset tiles from the map files (including most of those pesky autotiles), such that it can directly be used by the mode 7 plugin without having to make separate pictures for it.
Still need to read event graphics of the map to add them as scaled sprites, some funky bad rotation for those sprites (since only 4 directions), and do something with the background, and it might be ready for a release, which will be expanded on later.

Gone pretty busy again though, so will take some time until I get around to taking care of those points.