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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Introduction to pixel movement in rm2k3

if it's the variable you use for giving the event ID, you should set it to the ID of the animator event in an autostart event.
if it's the variable for giving the page, then there's an error somewhere in the code I guess, as this one should be set when direction keys are being hit. You might want to just set it to 1 or something as an initial value as well though, just for the sake of not getting an error if there's a parallel process event in the background triggering prematurely

Introduction to pixel movement in rm2k3

might be worth checking what value is in varible for the event ID then, by removing the call event, replace it with a message using \v to show both variables. They should correspond to the event ID of the animator event, and the page corrsponding to the direction

Introduction to pixel movement in rm2k3

This is fixed by having a branch catch if the key input = 0. If so, then the animation frame variable is set to 1, i.e. the first image.
This is shown in the sample project under the common event "Movement 3"

Remember, there are 4 states of movement, so just checking for animation frame 4 isn't sufficient, since frame 2 should show a walking image as well

Introduction to pixel movement in rm2k3

What kind of bug are you facing? Assuming you've been trying to implement it on your own

Footprints

Easy way of doing this:

Make a footprint event like this:

Branch if hero face up
this event face up
Branch if hero face right
this event face right
...
change event location, this event (Var0001, Var0002)


Now you can copy an arbitrarily large amount of these events without making any changes to the code.

Have an Auto start event like this:

Variable Ev Ptr = 4 (value corresponding to first ID of your footprints, 4 just an example)
Variable Ev Page = 1
Erase Event


After the auto start event has executed, let a parallel process run with code like this

Variable x = hero x
Variable y = hero y
Branch if x is not equal to old_x
Variable old_x = x
Ev Ptr sub 3 (the value of start ID minus one)
Ev Ptr mod 13 (the value of end ID minus start ID plus one. end id = 16 here)
Ev Ptr add 4 (same value as start ID)
Wait 0.1 (assuming move speed = 4)
Call event (Ev Ptr, Ev Page)
Branch if y is not equal to old_y
...repeat...


This will make footprints last as long as you stay on the map, and as long as you don't make too many steps. If you spend too many steps, the last footprints will disappear and appear as new ones instead. Only bad thing about it is that you'll need a lot of events, but there's no real way around that with conventional event coding anyway.

To make the footprints not visible before used, I'd recommend having an inaccessible tile on the map, with the graphic covering the entire tile above hero, and with a simple loop, change the location of all the foot print events to this tile with help of the call event command.

Puzzle Tower

Ah cool, still some attention for this tiny contest project.
Yeah, the last puzzle is clearly the weakest, should definitely have modified it somewhat. I can also see the time thing being slightly frustrating, but that's something I more or less had to do, due to the 10 min gameplay constraint. Normally, I wouldn't impose such a time limit on such a puzzle, but given how short the game actually is, I figured it would be rather bearable.

Either way, thanks for the feedback

Introduction to pixel movement in rm2k3

A fairly good question. I guess I might have forgotten to add that there's (probably) an autostart event with a show picture command at the start before calling erase event. Even if there weren't a picture, this doesn't result in an error message or anything in rm2k3, as it then just ignores the command, meaning that this would only cause a bug in terms of there being no sprite the second you start the game, but everything working as normal the second you move.

This is actual a reason why I tend to include sample projects, as I might forget to explain something which seems obvious to me (or which just gets lost of the sheer amount of stuff I try to explain), such that it's possible to look up on ones own for the details which might seem unclear.

But yes, thanks for pointing it out. I guess I'll have to reread a bit and try to find a fitting spot to include that detail

edit: seeing your new edit, I guess you might have seen something, I didn't while quickly skimming through my own tutorial?

[Plug-in] [rm2k3] Animated Monsters Plugin

@bulmabrief

Just out of curiousity, as you seem to have time, why not just go and look up some C++ tutorials and simply learn how to program on your own? There are literally tons of tutorials of varying difficulty levels out there which are very easy to find with simple google searches.
Do some of those thoroughly, and you'll be able to program your own plugins and you'll also have a far easier time understanding the code of others, as well as proper terminology. Chances are that these tutorials might teach you coding techniques which could even improve your event coding.

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

author=PepsiOtaku
Thanks Kaz! This is very helpful. The biggest pain will be going through the sound effects in the battle animations though. Do you think you could send me the source so I could mess around with it?


source
This won't help you in terms of controlling the battle animation sound effects though, no matter how much you mess with it.
As far as I see, the SDK gives no control over the battle animations in any way, meaning you'll most likely have to simply do those the manual way.
Still, wish you fun with the source

As for the problems you mentioned with conflicting data for different savefiles, this can be remedied by using the onLoad and onSave callbacks. This way you can store savefile specific data (like the battle speed), and reload it upon loading.

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

Quick Plugin

This allows you to control the volume (and pitch) of all event sound effects with a single comment command.
Other sound effects which are stored in the database are not affected (at least they shouldn't be)

Those should be easier to locate and fix manually though I guess, so I suppose this could be of some assistance