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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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judging by the date format showed in each post, and everywhere else on this forum, one could make the guess that it's rather using the silly american style MM-DD-YYYY

Issues Creating a Sonic System

please use your locker next time

now all 3 are working. There's a minor issue with him using the walking graphic right after jumping while dashing, but if you tweak it, you should probably be able to fix it
http://rpgmaker.net/users/Kazesui/locker/Sonic.zip

Issues Creating a Sonic System

have you unchecked the keys in the key inputting process irrelevant to the event you're working on?
if not then that "input of spin" event of yours will keep triggering either the spin or stop spin move event, which overwrites any other move event which might have been executed before that, since the rpg maker only allows for 1 active move event per event at any time.

In case you have the "wait until key is pressed" this would also be the case. I guess you ought to add another branch for the input for spin to check whether it's already spinning or if it's not, and only have it process the "stop spin" if the switch "spin" is on.

I think this topic belongs in the "help & request" forum though

Problem with this code [rm2k3]

that's because the movement of the hero through move events commands won't trigger such events, be it hero touch or collision. (edit: if event is same layer as hero for collision)

For picking up items below the hero, it shouldn't be too time consuming using coordinates though. Just a matter of storing the coordinates of the hero in a variable and then use "get event ID" on those coordinates, and if the event ID equals the one of the item, you make it do whatever the item is supposed to do.

[Rm2k3] shift button = instantenous message?

Is just a debugging tool (like ctrl walking) which only works when playing in the editor as far as I know.

RPGMaker 2k3 - Event Consistency

The easiest way to do this would be to teleport to an outside map. You always try to make some deal with kentona where you'd submit an extra map which serves only for this purpose which is to be added right after you main map, which would allow you to toggle between the maps by adding/subtracting one to the map ID variable.

pretty much the only alternative I can think of to that of manually placing all the events back with the "change event location" function, and couldn't hurt to ask whether it would be too much a hassle

Release Something! Day IX: something about cats: Discussion Thread

post=116916
Re Quest - GAH! Instantaneous screen transitions HURT! I literally cringed the first time I moved from one map to another. Anyway, this seems like it's in its very early phases. The mapping was pretty nice, and I fought the zombie mission, but there didn't appear to be any way to hurt him (what looked like my attack did nothing to him). The fight reminded me of my own project, but it still needs some work. Mission 4 crashed the game, so I can't comment on much else.


Ops, I seem to have forgotten a few things there. There was rather much to fix, so I'm not surprised though. you're actually not supposed to talk to the guy for the sake of the missions, he was only my mean of debugging the missions before I implented them. You're actually supposed to check the book on the table to get the mission menu displayed. The zombie mission works there, and most of the others as well.
actually meant to change the transition back after having played with them as well, but guess I forgot that as well.

Thanks for the feedback though

8 Way movement?

if I remember correctly, basically what you do is that you have to variables (one for up and down and one for left and right) and assign them to two different key input process commands with "wait until key pressed" unchecked. This is followed by a set of branches checking whether two keys are held down at the same time.

Be wary of using it though, as it tends to bug up stuff, like events which happens on hero touch. say you have an event below the hero which execute once stepped upon. if you walk diagonally on this event, it will never execute.

Release Something! Day IX: something about cats: Release Thread

Re Quest



A demo of an abs I once worked on. You're a "hero" which takes on requests for a living. The demo includes 7 of this missions. If anyone actually downloads this, please read the readme included. RTP NEEDED to play it.
there might be some bugs still around, and some bits are a little unfinished, but there shouldn't be anything gamebreaking lying around.

http://rpgmaker.net/games/1698/

Release Something! IX: something about cats

I guess I could try to submit one of my dust collectors which'd otherwise never see the day of light.
Adding a place for it to collect dust, heh