New account registration is temporarily disabled.

KAZESUI'S PROFILE

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

Search

Filter

Mapping Contest 2k3

Review Just One Game

author=halibabica
from Kazesui
Means it's possible though possibly a bit difficult.
This statement scares me. Does this mean you weren't sure if the game was even beatable before you released it? D:

Also, I only got as far as I did because I wasn't plagued by game overs and stage restarts every three deaths. I'm tellin' ya man, that life system is just vicious.


I know it's beatable, the question is if it was beatable by other people than me. Didn't have enough time to have someone test the last level, so I adjusted the level to be at something where I could normally beat the level without dying, and also beat it without any power ups at all with little dying.

Also just to have pointed it out, you start with 4 lives (i.e. 3 extra lives) so you can die 4 times before getting the game over (at least at the start).

Review Just One Game

author=halibabica
Well, I couldn't beat it (cheating OR legit), but I reviewed it anyway. I did make it to the final boss, though...Kaz, your games are too hard! >:I

I know. Somehow that's simply how it always ends up. Good to hear that you got through stage 3 (minus the boss) though. Means it's possible though possibly a bit difficult.

Review Just One Game

author=halibabica
I want to beat the game first. Yep. That is a task.


I wish you good luck

Can you make arrays in rm2k3?

you should use the pointers in rm2k3 for that. you can use "variable reference" to access the variable with same ID as the value of the variable you're using as reference, and you can use "Value stored in index" to get the value of the variable with ID equal to the value of the variable you use as reference.

2 Animations in 1 ?

author=Cherry
(Off-topic, just curious: What's that lower case "m" with the number 0 below my profile picture?)


It's your "maker score". You get more maker score from submitting stuff to the site, like reviews, articles, tutorials, games and so on.

The Screenshot Topic Returns

Yep, I'm testing how many bullets it can handle before it gets laggy. I could probably have over 100 bullets at the screen at the same time, but I think the rm2k3 would start objecting some time before that, as every bullet also needs to be able to detect if has hit something.

As for my the implementation of the bullets, for the player bullets I'm utilizing the "get event ID" for everything it's worth.
Basically, every bullet checks the tiles around them, and if it finds an enemy event, it uses a call event to call the event with the same ID.

Doing this prevents me from having to go through a big bunch of checks against all enemy coordinates for every iteration of every bullet. Something which would quickly cause lag.

Also, the reason why I need to check the tiles around the bullets and not just it's current is because of how rm2k3 handles tile coordinates. Pretty much as soon as an event decides to go in one direction, it will change it's coordinates, eventhough most of the event is still in the previous tile. So adding some tiles to check as well as a little check with screen relative coordinates within the events you call, I can more precisely determine if the enemy event was hit.

As for the enemy bullets, they pretty much only check if they've hit the hitbox of the ship in terms of screen relative coordinates, so that part of them isn't too complex. The only other thing about them is that they can go at any angle dividable by 3, which adds some variable operations to each of their iterations.

So far it doesn't seem to cause any noticable lag, which is better than I expected. I also think there's still a little room for optimalization.

The Screenshot Topic Returns



Testing how many picture bullets the poor rm2k3 can handle.
So far well enough with up to 40 of them at the same time

Pixel Movement in RPG Maker 2003?

the zelda tech demo is not the GB style one, it's a snes style one, but using the same way of travelling between maps as the gbc version due to simplicity reasons for handling the pixel style I suppose. This is the only panning ever done using the pan lock style btw.

anyway here's the tech demo:
Penguin's Zelda tech demo

Greetings..!

Hiya, nice to see you around.
I like the videos you have around. Your platformer demo is what inspired me to make my own platformer in rm2k3.

Hope to see more stuff of you