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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BQ3 is released! Thanks everyone!

Liberty, how long do you yourself need to complete the Shop 'til you Drop map?

Map Design Fun #10 - Befuddle Quest 3 (Summer Edition)

Haha, great ending.
Did bug me a little how I examined a random picture in the first hallway and skipped half the puzzles though, eventhough probably being a rather neat idea for several reasons

Copy and pasting commands in Rm2k3 leads to insane slowdown

Experienced something similar when I was working with giant events myself. I had an event that big it would take about 5 minutes to load the event window whenever I wanted to edit the event.

You should probably avoid making that big events in the first place though. You'd probably be better of dividing the event into several events while using the "call event" command in the main event. looks better and makes it easier to go over certain parts of the code, rather than having to scroll around to find a little piece in a giant event

Map Design Fun #10 - Befuddle Quest 3 (Summer Edition)

Spikes are the evil twin of arrows?
how very funny that the map I submitted has both combined (kind of)

Map Design Fun #10 - Befuddle Quest 3 (Summer Edition)

Since everybody seems to like those arrow puzzles I figured I'd make a little map with some of those as well. Hope you'll all enjoy it, mwahaha

[RM2K3] Can someone convert this into an event format for me?

a full template for that kind of events, in case you you end in a similar situation again.

CMS help (RM2000) [RESOLVED]

or if the script really works as it should so far, you could simply put an "end event processing" under the cancel menu branch.

Transfer Save Data

Just having the same map isn't enough, since it's map id needs to be the same, and for it to work properly, I think you need to create the right amount of maps first and then overwrite the map from the old game with the one of the new game.

Think it would simpler just to copy the old game folder, rename it and just delete everything not used in the new game though. should work as well I think

CBS Problem

moving the hero is much of the same principle.
you'll of course need to have some kind of cursor and way of choosing the individual hero. once chosen you should simply select another coordinate. then subtract this coordinate with the ones of the hero in question, multiply any coordinates with negative numbers with -1 and add the x and y coordinate. This way you get the total amount of cells needed to reach the destination. if this is above the max range of the hero, play a failure tune or something, and let the player select a new coordinate.
when given in a coordinate within the range of the hero, set the coordinates again, subtract with each other, and move in accordance with the difference as stated in the previous post.

same thing here, bit more complicated than just that, since there's probably going to be unpassable obstacles here as well and other possible problems, but this is more or less the gist of it.

you can probably feel free to pm about other problems or more spesific solutions about this, and depending on my mood and time to spare I'd probably try to answer to the best of my capabillities

CBS Problem

So basically, what you want is to make a tactical battle system?

To make an enemy target any hero, you should "scan" the area close to the enemy for any hero events (i.e. by checking events within within certain x/y range of the enemy, the total amount of cells of difference of any event, et cetra).

at the end you're supposed to have on "target event" chosen by priority and range of the enemy event. you then take the x and y value of the target event, and the x and y value of the hero event and subtract them with each other.

if say "hero event" is (2,3) and "enemy event" is (3,5) and you subtract "hero event" with "enemy event", you're going to get (-1,-2).

now you make a loop and make the enemy move in a direction depending on these variables. if the x is -1 or less, you make him move left once, and add 1 point to the variable, and vice versa and same for the y variable. This goes on until both reach 0 or until his range variable reaches x (0 if you wanna deduct from his range, or the number of whatever his max range if you add).

obviously, it's going to be more complicated than this, when taken unpassable obstacles and lot of other stuff into consideration, but I hope with this you've at least got something to work with, rather than being clueless as to how to make 'em move.