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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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[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.

[RM2K3 DynRPG] Line of Sight plugin request

author=gadesx
I prefer the way of save coordinates of hero and the other event, and save the hero coordinates with +1 of x, -1 of x, +1 of y, -1 of y

and make a comparison with a conditional branch


Works quite poorly if you want to take terrain into account, and still have it actually be a "line of sight".

Besides, you're still using coordinates of the hero and the other event as well as branches using the method suggested in the tutorial, you're just using an alternative way of figuring out which tiles to check for.
(And a plugin for this, would be written in a very similar manner to the one suggested in tutorial as well).

[RM2k3] Borders for randomly-moving touch encounter monster events

author=Shoobinator
author=Zachary_Braun
Is it also possible to create an event-only barrier using the "Allow Event Overlap" checkbox?
But wouldn't the monster event be able to move over it as well?


Rather than "allow event overlap" he probably meant "forbid event overlap", which should prevent monster events from moving over it, and would probably be the simplest solution.

[RM2K3 DynRPG] Line of Sight plugin request

Until the time someone can make such a plugin, you could take a look at this tutorial.
It might also be a bit tricky, but can give you some pointers on how to do this without a DynRPG plugin.

Basically it involves copying a couple of common events from the demonstration project into your own, and then work with those common events.
The first section of the tutorial deals with how to use these common events, and the last section deals with how to make a stealth system, which is based on the line of sight principle as request by you here. You can safely skip the part about creating a ring menu.