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Game freezing after event
I don't think that is the case.
as far as I know, after it has given the route to whatever event is moving, it moves on to the next command.
but if the "ignore impossible movements" tile is unchecked for the hero, and it's walking into a wall, it won't be able to move unless whatever's in the way is away, or until a new move event overwrites the old one.
also, end event processing ends the event script, not the movement of any event.
as far as I know, after it has given the route to whatever event is moving, it moves on to the next command.
but if the "ignore impossible movements" tile is unchecked for the hero, and it's walking into a wall, it won't be able to move unless whatever's in the way is away, or until a new move event overwrites the old one.
also, end event processing ends the event script, not the movement of any event.
..:: RMN 2010 Event Calendar ::..
The time machine thingy could be valid too, with the story being something about being trapped in a messed up time machine or something and having to travel to different times to collect parts of the time machine to fix it.
with this, anyone could choose their own time period as setting, and anyone who'd want to have pirates or vikings could have so, and even the ones who wanted dinosaurs could do it as well.
Would allow for a bit more freedom on the participants
with this, anyone could choose their own time period as setting, and anyone who'd want to have pirates or vikings could have so, and even the ones who wanted dinosaurs could do it as well.
Would allow for a bit more freedom on the participants
How to make good puzzles
Box puzzles aren't limited to shoving boxes out of the way. There are also the boxes you push onto switches to advance.
I mean to recall that "It's good to be a pirate" had a few good examples
http://rpgmaker.net/games/1292/
it's a fairly short game and probably worth a look in terms of getting inspiration for box/trap puzzles
I mean to recall that "It's good to be a pirate" had a few good examples
http://rpgmaker.net/games/1292/
it's a fairly short game and probably worth a look in terms of getting inspiration for box/trap puzzles
Ms paint help
Just open another sheet from your rm folder which you know works in paint and copy paste whatever you have into that sheet.
Hard to control any colourloss this way, but it's simple and it works
Hard to control any colourloss this way, but it's simple and it works
Azure Dreams...sort of.
I remember how one of the first games I tried to make was a variant of Azure Dreams, where I added a few stuff in terms of special floors. One of these would have you race against a monster and give you a prize item upon winning and another floor would suffer some catastrophic failure upon enter, leading to the floor crumbling in some way and you'd have to hurry to the next floor within a certain amount of time.
Had the gbc port to the game as well, after having found it in some remote shop.
I remember how it always bugged me that you were halfway forced to give up on trying to make your character stay useful on the trip down to the 99th basement floor, since he always returned to level 1, Meaning that you pretty much ended up relying on the familiars, unless you felt like redoing all the floors on the way down each time you entered and grind your way down.
Had the gbc port to the game as well, after having found it in some remote shop.
I remember how it always bugged me that you were halfway forced to give up on trying to make your character stay useful on the trip down to the 99th basement floor, since he always returned to level 1, Meaning that you pretty much ended up relying on the familiars, unless you felt like redoing all the floors on the way down each time you entered and grind your way down.
Rock and Switch Puzzle
in the variable operation menu, choose sprite and the respective coordinates of "this event".
this way you can get both x and y coordinates easily without branches and stuff.
Just make sure to place the variable operations after the movement one
this way you can get both x and y coordinates easily without branches and stuff.
Just make sure to place the variable operations after the movement one
What are you jammin' too?
Problem with a cutscene.
And the reason using erase event for this would be sloppy, is because it would only remain erased for as long as you stay on that map. If you leave and return to the map, the event will execute once more.
Switches is the way to go unless it won't be possible to return to the map
Switches is the way to go unless it won't be possible to return to the map
Testing a character customization system
Often when I play around to the upper right of the pirate thingy, or around the pirate the hair will run away and hoover around back and forth around the head. A few times I even managed to get the body to go amok as well.
The char you're using won't face the pirate either if you walked up beside him and try to face him, eventhough you can still talk to him.
Also the movements in general feel clunky and bad. I wouldn't be too sure this system would be worth the compensations you'd have to make.
The char you're using won't face the pirate either if you walked up beside him and try to face him, eventhough you can still talk to him.
Also the movements in general feel clunky and bad. I wouldn't be too sure this system would be worth the compensations you'd have to make.
Cell phone in RM2K3
common events are events that are common for every map... it's about as simple as that.
if you paste the event into a common event, put it on autostart when switch CELL is on, it should perform the exact same task.
the conversation event you could just paste in an leave as "call" meaning it will only activate when you call it.
If you're unsure how something works and worry about messing stuff up, make a test project and try stuff out with simple versions of what you're trying to do
if you paste the event into a common event, put it on autostart when switch CELL is on, it should perform the exact same task.
the conversation event you could just paste in an leave as "call" meaning it will only activate when you call it.
If you're unsure how something works and worry about messing stuff up, make a test project and try stuff out with simple versions of what you're trying to do













