KING OF GAMES'S PROFILE
I'm a young fool and I make games via RM. I enjoy game mechanics and theories, especially new graphical experiments. I'm a master chip splicer and I draw my own resources as well. Teaching myself how to digitally paint via PS, after pixeling for several years.
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Static Events [2K3]
Ok so I am coding a puzzle where you move big objects, comprised of multiple events. (12 for each object) This is easy enough, but I am trying to concoct a way to make it so the events moved (with move event command) stay on that specified tile without the tedious method of assigning x and y vars to every event (each object is 12 events and there are 7 of them) and then change event location for every event to its assigned variables.
I've thought of a couple ideas like maybe trying to use cherry's big charaset patch, but as far as I know that only works for 2k. Pictures could potentially work but appear above hero layer. (I've thought of temporarily converting the hero to picture as well but it seems gratuitous) Panos wouldn't make sense. I wish I could use a memorize placement command for events other than the hero.
Anyone wants to kick theories about this?
I've thought of a couple ideas like maybe trying to use cherry's big charaset patch, but as far as I know that only works for 2k. Pictures could potentially work but appear above hero layer. (I've thought of temporarily converting the hero to picture as well but it seems gratuitous) Panos wouldn't make sense. I wish I could use a memorize placement command for events other than the hero.
Anyone wants to kick theories about this?
The Screenshot Topic Returns
The main character is hard to find because his colors are the same colors as his surroundings. (brown: hair, cliffs. Green: shirt, grass. He should have some color/feature that makes him stand out/easily recognizable against the bg. You shouldn't have to where's waldo your main character.
Input Based Minigame (Trouble resetting)
Maybe you should turn this into a tutorial? It seems to be versatile, in that it's a general minigame that can be applied to numerous situations.
Input Based Minigame (Trouble resetting)
Got it working perfectly! Thanks for posting those demos man, a new level of coding that I've definitely learned from.
Input Based Minigame (Trouble resetting)
Interesting solution, I'll check it out. Thanks. (and yes, rm2k3)
Edit: I'm guessing you made this? If so would you be able to help me with tweaks? I want there to be a 1.5 sec interval between button presses, and a system to make sure the random number doesn't generate the same number twice. I had this in my old system, but it's strange injecting new code into someone else's.
Edit: I'm guessing you made this? If so would you be able to help me with tweaks? I want there to be a 1.5 sec interval between button presses, and a system to make sure the random number doesn't generate the same number twice. I had this in my old system, but it's strange injecting new code into someone else's.
Input Based Minigame (Trouble resetting)
I'm making an input based mini game. It works like this, there's one master event set to autorun that calls the input generator (decides which key you have to press).
The Key Input Processing is set to wait until key is pressed, and stores the amount of time it takes to press the key.
Then it just branches to see if you pressed the right key in a fast enough time, which triggers bits of dialogue from the master autorun event. It works perfectly unless you press nothing.
My problem is this, I can't figure out how to erase the input generated if no keys are pressed. (wrong presses +1) It sounds simple in theory, to branch if the key press is 0, shut down the event and +1 to wrong presses. If I put a branch like this under the key input processing command, it won't do anything unless a key is pressed, which would have to be >0, so that portion of code never commences.
I've tried a couple theories, including separate pp/autorun events branching if key press is 0 after an allotted wait command. Does anyone have any ideas or theories about this? I know my RM very well, but this is a roadblock for me. I can post code if I have to. Thanks for any help.
The Key Input Processing is set to wait until key is pressed, and stores the amount of time it takes to press the key.
Then it just branches to see if you pressed the right key in a fast enough time, which triggers bits of dialogue from the master autorun event. It works perfectly unless you press nothing.
My problem is this, I can't figure out how to erase the input generated if no keys are pressed. (wrong presses +1) It sounds simple in theory, to branch if the key press is 0, shut down the event and +1 to wrong presses. If I put a branch like this under the key input processing command, it won't do anything unless a key is pressed, which would have to be >0, so that portion of code never commences.
I've tried a couple theories, including separate pp/autorun events branching if key press is 0 after an allotted wait command. Does anyone have any ideas or theories about this? I know my RM very well, but this is a roadblock for me. I can post code if I have to. Thanks for any help.
Tilesets in 23k
The chipsets have to be 256 colors (aka 8 bit) for RM to read them. You can convert them with irfranview or photoshop, or a lot of other image editing programs.
A Civil Garden Party ~ 2k3 Discussion
Action Scenes in rm2k3
For me when it comes to cutscenes I like to hold the classics on a pedestal. FFVI and SD3 being the pinnacle.(perhaps also CT) And the key to these were the character poses.
While a lot of them were cartoony or throwbacks to anime, they were exaggerated because they had to convey an array of emotions and actions in a very small resolution. One of the things I loved about SD3 was how it started with a lot of action, playing as Hawk robbing some dude's house in the desert, and the poses brought that scene to life, and communicated character.
I don't have a problem with battle animations, they're useful in a similar way that they're a visual crutch to convey action within the confines of a small resolution, but you have to be smart about their use.
Some parts of this video work well, others are over the top and ridiculous. (which if it really is a comedy game I guess this is justified) And yeah I found myself cracking up. (if only ironically or not)
While a lot of them were cartoony or throwbacks to anime, they were exaggerated because they had to convey an array of emotions and actions in a very small resolution. One of the things I loved about SD3 was how it started with a lot of action, playing as Hawk robbing some dude's house in the desert, and the poses brought that scene to life, and communicated character.
I don't have a problem with battle animations, they're useful in a similar way that they're a visual crutch to convey action within the confines of a small resolution, but you have to be smart about their use.
Some parts of this video work well, others are over the top and ridiculous. (which if it really is a comedy game I guess this is justified) And yeah I found myself cracking up. (if only ironically or not)