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KAZESUI'S PROFILE

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

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[RM2K3 DynRPG] Line of Sight plugin request

Uh... what prevents you from seeing down long cooridors with the current solution?
As for being able to watch through impassable walls (invisible, glass, whatever), this can be kind of done at the moment, by using the directional passable arrows in a way.
Only entirely impassable tiles blocks the sight, so as long as there's at least one passable arrow on the tile, it's possible to see through it.

[RM2K3 DynRPG] Line of Sight plugin request

author=bulmabriefs144
It detects whatever you want it to detect. Stop being a naysayer.
author=bulmabriefs144
If you can get this one working, you don't need terrain detection, you just set the terrain zone as if there is a solid object in the way

You're kind of contradicting yourself here. Essentially he's right, you're not detecting any terrain, you're just working around it in a painful way.

author=bulmabriefs144
This is the equivalent of what you're doing.

I'm not sure whether this was just your way of introducing your method, or stating that your method is in practice equivalent with that of the tutorial, but if the latter, then it's still significantly inferior. The fact that yours is based on rectangular zones alone is a reason for this, as it prevents looking around corners in the same way without making multiple zones, for some obstacles quite many even. Also, the setup itself will end up making your method even more complicated than the tutorial solution the more you try to approximate it correctly.

For a certain kind of rooms and line of sight detection needed, your solution works fine, but for more general situations or room with arbitrary obstacles it works pretty poorly.

Nightowl
Anyone?
*crickets*

I made a tiny attempt at this. It's still has a few flaws (if you're standing on one of the "wall autotiles" you/the target becomes invisible for example), but I'm out of time again. Despite the flaws it should be usable to some extent though.
download
It's does stuff pretty much the same way the tutorial does, except that the plugin detects if the tile has been set to passable or unpassable and determines if you can see through the tile this way. The download contains a tiny demonstration showing how it can be used

Instructions on usage is contained within the ReadMe file.

[DynRPG Plugin]Text Plugin

author=trance2
It seems like X and Y for pictures and for text is different, but I'm probably just imagining that.


That should not be imagination on your side, since the purpose of the picture is primarily for technical reasons, related to drawing order on the screen. Besides, there should be commands for move the text where you want it by inputting them manually. This won't affect the picture in any way.

I do have one question, though... is there a way to escape quotation marks? Like say you wanted something to read - Item Shop "Bottomless Gap" - with the quotes like that. I know you can't do it normally with this because as soon as the compiler sees a quotation mark, it's gonna go "oh hi end of variable" and move on and then crash because there's text where there shouldn't be text. So if you could escape the quotation mark, that would allow for actual quotes in the display text. ... if that's possible?


It shouldn't be impossible, but not neccessarily elegant either. Either way, for the time being, using single quotation twice ('')might be the best bet until something is done with this... which could take a while to be honest.

[RPG maker 2003] Event to Event

Simpleness depends on exactly what needs to be done.
If you can make assumptions like there will only be one switch but many stones, or many switches but only one stone, or stone cannot move once put on a switch, then yes, there are simplifications which can be done by using some of the mentioned methods.

However, for the general case of many stones which can all go to many switches, which don't get stuck once put on a switch, it will probably be hard to do it simpler than in the suggested tutorial.

When you have multiple switches and stones, the problem with having the checks in the stones themselves is that you'll first have to check if the stone is on one of the switches. This takes 2 branches for each switch out there (cuz 2 coordinates). Also, you need an additional switch to tell which stone is on which switch to know which switch to turn off if you move it off the switch the stone was standing on (sorry for all the confusing switches). This can be avoided if you always check the current and next coordinates of where the stone is going, but this also adds further complexity to the event, with additional branches which must be reconfigured every time you want to re-use this kind of puzzle.

There are a few alternative ways to do this, but I can't think of any which are as simple to use/reuse for a general case of many stones to many switches which don't get locked when put on a switch.

What program do you recommend?

As far as I recall, in Construct Classic you can define the size of the tiles, if you enable usage of tiles that is. It's somewhat different from the RPG Maker engines though as its a more generic game making engine.

The God Value Theory

[Poll] Judging whether to download a game? What do you look for?

I'll have to agree that this feels like it should have been a multiple choice, possibly even weighted as well.

Either way, Graphics is basically what I go for, as there is so much which can be inferred by the screenshots of a game. A good set of screenshots will generally give you a good idea of the gameplay, story, setting and other things the creator is particularly proud of.
An important note here is that the images doesn't necessarily need to be "pretty", they just need to be somehow interesting.

If this succeeds, I will typically go on to read the description, then look at other stuff, like reviews and comments before I download the game.

[RM2K3 DynRPG] Fog of War Request

I'd feel inclined to not call the mathematics in mind particular complicated (biased as it may be), though it might look that way, and it does relate in a sense that it could actually be used to prevent the player from being able to see through walls / forest and whatever...
but it's a rather bad solution, and wouldn't replicate the effects seen in the video.

Writing a Plugin for this should be possible, though I don't see exactly how it should be done for this particular case (not any immediate ones anyway).

[Poll] [Rm2k3 DynRPG] Custom Formulas Request

The DynRPG SDK does not give you control over the game's formulas, meaning you cant change them either (with the SDK given tools anyway).
An immediate workaround which would pop into mind, is then to just overwrite the damage caused with something else ignoring the already calculated formula in the process... but skimming through the documentation, I don't see a way of doing this either, and I already know that you don't have access to the statistics of the skills (strength, influence, et cetra) by means of the SDK yet either, which would also make it hard to apply any custom formula.

Given that you can deal damage with the plugin, there should still be ways to work even further around this... but the end result wouldn't necessarily be that friendly to work with (since you wouldnt be able to use the data from the database), and you might just find yourself better off coding it in battle/common events or something.

Bottom line, I don't think you'll see such a plugin anytime soon

[RM2K3 DynRPG] Line of Sight plugin request

Not really @Math Plugin
The plugin gives you the option to use trigonometric functions, but you still need to know how you can use them for it to be of any benefit.

In this sense, it's not really that much different from the suggested tutorial solution, since the demo project supplies you with common events which will allow you to use trigonometric functions yourself.

In the tutorial I also somewhat try to explain the particular property of trigonometry that we're interested in. It shouldn't be that tricky to understand, but if you've read it and still don't get the mathematical aspect behind it, I could give it another go in terms of explaining it.