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Rm2k3 CBS Freezes
Very hard to tell without any code to look at. Could be tons of stuff, like a loop gone awry, bad handling of switches, misinterpretation of an event command etc.
You should preferably post some code of the related event rather than just taking random guesses.
You should preferably post some code of the related event rather than just taking random guesses.
RM2k3 CBS Targeting Help
You can do these by the help of using pointers.
Make a set of consecutive variables for the enemies (for example variable 51 to 55).
Make an event for each enemy, and at the start of a battle, store the event ID values in the variables from 51 to 55.
Now, use a variable which starts at say value 51. This value should go to 52 if you press the down button. let's say that in variable 52, there's the number 13 which is the ID of one of the enemies. You can make use of this to call an event page from that very enemy by getting that value and then have another variable with the correct page number as a value.
The page could just be like:
variable enemy screen x = this screen relative coordinate x
variable enemy screen y = this screen relative coordinate y
variable enemy screen x = + 16
show picture cursor at enemy screen x, enemey screen y
Now you can easily show which enemy you're targetting. Once an enemy is killed, say enemy with ID 13. you check if variable 51 has the value 13. if not, then you check variable 52 and so on. if you find it at variable 52, you take the value of variable 53 and store it in 52, and the one in variable 54 and store it in 53 and so on. This effectively removes the enemy out of the possible list of targets, so that you can only target living enemies.
If you're unfamiliar with pointers, then I strongly suggest you get familiar with them (tutorial link)
This all probably makes a bit more sense if you understand the use of them.
If or once you have a fair grasp of pointers, I could let you take a look at a CBS I have lying around with the intention of writing a tutorial on it at some point. It's rather WIP, but enemy targetting is fully functional.
Make a set of consecutive variables for the enemies (for example variable 51 to 55).
Make an event for each enemy, and at the start of a battle, store the event ID values in the variables from 51 to 55.
Now, use a variable which starts at say value 51. This value should go to 52 if you press the down button. let's say that in variable 52, there's the number 13 which is the ID of one of the enemies. You can make use of this to call an event page from that very enemy by getting that value and then have another variable with the correct page number as a value.
The page could just be like:
variable enemy screen x = this screen relative coordinate x
variable enemy screen y = this screen relative coordinate y
variable enemy screen x = + 16
show picture cursor at enemy screen x, enemey screen y
Now you can easily show which enemy you're targetting. Once an enemy is killed, say enemy with ID 13. you check if variable 51 has the value 13. if not, then you check variable 52 and so on. if you find it at variable 52, you take the value of variable 53 and store it in 52, and the one in variable 54 and store it in 53 and so on. This effectively removes the enemy out of the possible list of targets, so that you can only target living enemies.
If you're unfamiliar with pointers, then I strongly suggest you get familiar with them (tutorial link)
This all probably makes a bit more sense if you understand the use of them.
If or once you have a fair grasp of pointers, I could let you take a look at a CBS I have lying around with the intention of writing a tutorial on it at some point. It's rather WIP, but enemy targetting is fully functional.
Need help eventing a custom-type of attack
What you generally do for "charging" attacks, i.e. ones where you hold down a button for an amount of time is that you make use of key inputting without "wait until pressed" checked running in a loop until the key you're checking isn't held down any more.
Assuming rm2k3, it's also important to do multiple checks before accepting that the key has been released, since it will occasionally claim to have been released on lot of keyboards without it being the case.
Here's a sample project which should fit your description somewhat: Sample (assuming rm2k3).
The top left event handles everything of interest. It first runs on parallel process waiting for confirm key to be pressed, and activates a switch as soon as it does.
This switch triggers the next page which is an auto-start event, and thus stops the enemies from moving. This page sets a "Charge Counter to 0" and then starts iterating through a loop. The charge counter is there for the sake of differentiating between just hitting the confirm key, and holding it down for a longer time.
For each iteration, you increase the charge counter by 1 and do two key input processes. One only checks for the confirm button, while the other only looks for direction buttons. Both have "wait" unchecked.
You then use change the facing according to the variable used for key input of the directions, and you then check if the confirm button is still pressed with the other.
if it isn't, then you do the check a few more times with a 0.0 wait inbetween. If any of the branches say that the key is still pressed, you jump to the top of the event again, if not you check if the button was held down long enough, and execute whatever code you want to happen if yes. Then you turn the switch off and the event will return to page one and wait for key input.
Assuming rm2k3, it's also important to do multiple checks before accepting that the key has been released, since it will occasionally claim to have been released on lot of keyboards without it being the case.
Here's a sample project which should fit your description somewhat: Sample (assuming rm2k3).
The top left event handles everything of interest. It first runs on parallel process waiting for confirm key to be pressed, and activates a switch as soon as it does.
This switch triggers the next page which is an auto-start event, and thus stops the enemies from moving. This page sets a "Charge Counter to 0" and then starts iterating through a loop. The charge counter is there for the sake of differentiating between just hitting the confirm key, and holding it down for a longer time.
For each iteration, you increase the charge counter by 1 and do two key input processes. One only checks for the confirm button, while the other only looks for direction buttons. Both have "wait" unchecked.
You then use change the facing according to the variable used for key input of the directions, and you then check if the confirm button is still pressed with the other.
if it isn't, then you do the check a few more times with a 0.0 wait inbetween. If any of the branches say that the key is still pressed, you jump to the top of the event again, if not you check if the button was held down long enough, and execute whatever code you want to happen if yes. Then you turn the switch off and the event will return to page one and wait for key input.
Guess that game!
How do I stop people editing my game map?
author=Nightowl
On other hand, if for example, I made a CBS which makes the community go OMG then I'd rather molebox the entire project so stupid people won't steal my code.
Keep in mind that if the person is stupid, (s)he is not that likely to be able to make use of the CBS anyway. If that person is able to, then the CBS probably wasn't so OMG anyway.
People who could read the CBS code and make use of it are most likely the kind that could build CBS's on their own, or ones who just wants to learn how to do it.
So it is possible to make enemies have movement after all and make it 3D
If you'd pay attention, you'd notice that the second video, i.e. the one with the 3D, is done in rm2k3, so the only thing you'd find would be event code pendling through tons of pre-rendered panorama/pictures.
Not a very good way to make 3D features in a game I might add.
Not a very good way to make 3D features in a game I might add.
Strategy RPG Game Idea
Yep, as Killer Wolf said. Using pointers you can access as many as 9,999,999 variables in rm2k3, which is more than enough for any of the typical path finding algorithms.
That said, it's perfectly possible to have path finding systems for maps of 30x30 (i.e. not too big) not using more then around 1500 variables (Where it'd pretty much be worst case scenarios if you'd had to use all of them for an execution of the path finding algorithm), and 3500 variables should be enough for the rest of the game unless you have some very special systems going on.
That said, it's perfectly possible to have path finding systems for maps of 30x30 (i.e. not too big) not using more then around 1500 variables (Where it'd pretty much be worst case scenarios if you'd had to use all of them for an execution of the path finding algorithm), and 3500 variables should be enough for the rest of the game unless you have some very special systems going on.
RM2k3 Picture Help
Upon calling "show picture" make sure to have the picture's transparency set to 100%. After you've called show picture add a "move picture" where you set the transparency to 0% and set to move time to however long you want it to take for the picture to fade in
Do you kill bugs?
Any bug that annoys me will generally be fried (I'm armed with an electric flyswatter for extra attack bonus).
Wasps and flies are generally killed on sight if I have my weapon nearby.
Spiders aren't bugs though and they eat flies and stuff, so I normally don't kill them. If bothersome I simply move them, and sometimes I will feed them flies I kill.
I don't give it too much thought when I kill them, but enough to avoid stepping on them when I'm walking outside or to make them any trouble if they're just minding their own business (i.e. not flying in my face or constantly following me)
Wasps and flies are generally killed on sight if I have my weapon nearby.
Spiders aren't bugs though and they eat flies and stuff, so I normally don't kill them. If bothersome I simply move them, and sometimes I will feed them flies I kill.
I don't give it too much thought when I kill them, but enough to avoid stepping on them when I'm walking outside or to make them any trouble if they're just minding their own business (i.e. not flying in my face or constantly following me)
Sneak system
Odds are that trying to pull apart the code from another game is going to be even harder than understanding the first tutorial.
Most likely you'd be better off trying to reread it until you get it, or find specifically what you don't understand in it and ask about it(i.e. not simply I don't understand this tutorial), or look for other tutorials (like this one link, which isn't directly related to how to make a stealth system, but a more generic detection system which you could integrate into your own system once you understand it)
Most likely you'd be better off trying to reread it until you get it, or find specifically what you don't understand in it and ask about it(i.e. not simply I don't understand this tutorial), or look for other tutorials (like this one link, which isn't directly related to how to make a stealth system, but a more generic detection system which you could integrate into your own system once you understand it)













