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.
Monstrous Wars
3 Gods created the World. Now their souls are destroying it!

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Static Events [2K3]

Alright I tried to implement the demo method. After copying the code and reading over the explanations I get the concept now, and understand why it works. I do have one question though:

In the 'Move Big Objects' event, you set the X pointer to 21 and Y pointer to 41. Where do these values come from?

Basically what's happening is the multi event big object is 'disappearing' after the terrain check turns on the obstacle switch.

(Oh, I see, they point to the value of that var. But those vars weren't set/used before, right?)

Static Events [2K3]

Hmm, well Kazesui's method seems to work, which is a genius setup btw. I've never used the old big chara patch, so I don't know the restrictions or where the 'real' event is.

I'll try implementing this demo method, and if it doesn't work out the big chara patch would probably be ready by then and I can use as backup. Depending on the passability options, (top row above, bottom row below, middle rows same level) there wouldn't be a need to map events following the big char event I don't think. Or maybe it would be necessary to use a combo of both methods.

Btw I'm using Aten's David patch, which just replaces the rpg_rt, assuming this new big chara patch does the same thing, it would override those modifications.

Static Events [2K3]

Hmm, this is very interesting. The project def helps me visualize the idea. So basically, when teleporting out of the map and then back on to it, you would have to move event location to the x and y pointer vars, while constantly changing them to the previously recorded coord vars? The reset on teleport part confuses me. (resetting to the location that the hero designated, not where the objects were originally placed.)

Also the trigger would be just arrow keys instead of action key but that's just setting the top page to touched by hero.

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?

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.

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.

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.