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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Minesweeper Flags
Here is ze code:
But with 4 more cases on either side for all 5 flags, this shows only 1 flag for the sake of simplicity.
This is run on a pp event that deals with all the other button presses too.
But with 4 more cases on either side for all 5 flags, this shows only 1 flag for the sake of simplicity.
This is run on a pp event that deals with all the other button presses too.
Minesweeper Flags
You're right in that I was probably over thinking my solution. Solution 1 does work to some extent, but sometimes you'll have to press shift multiple times to make a flag, and sometimes the same problem occurs of not being able to place a flag despite having flags left on the counter.
Hero won't stop running downward RM2k3
You could have a pp common event that you forgot about that moves the hero or a gamepad plugged in that is being pressed, like if it's face down or something. Or maybe you keyboard is busted.
Minesweeper Flags
This is a very specific coding problem, so I'll break it down:
Setup
OK, so I am working on a minesweeper-esque mini-game in rm2k3/ I have everything coded exactly as I want it, but the flagging is giving me some trouble.
Basically, I have ambiguous tiled events, that can be called as flags, bombs or normal cells, each corresponding to their own action, since you can make any cell on the grid flagged. The max amount of flags is 5. I use a counter var on a loop to decide when you place a flag, which number are you placing, and then record those vars to the corresponding flag X and Y. Each flag is mapped to 2 switches, 1 turns on when you hover over its position with the cursor, the other one tests if there is a flag open in the loc of your cursor, it turns off that flag.
Problem
That much works fine so far. But the problem arises because of the linear creation of the flag placement. For example, if you place flags |1|-|2|-|3| and then erase flag 2, the code will be unsure which flag to place next because there is a gap. (even if flags aren't next to each other, all flags after the gap need to be erased to have the order/hierarchy stay intact.)
Tried Solutions
I have tried 2 solutions to this. The first one simply adds +1 or -1 at the end of each turn flag off case, which is fine for counting the amount of flags you have left/flags you have placed, but doesn't help the integrity of ordered hierarchy.
The 2nd solution I tried was a bit more complex. I basically used pointer vars, set them depending on which flag the cursor was on, and used temp vars to roll back the pointers by 2 (to hit the x/y of previous flag in var list) and test if those coords were 0, indicating a gap, that I could fill by branching. This theoretically should work but in testing has not helped.
Question
How do I make it so the flags can be placed/erased in any order? For ex. Placing flag 1-2-3-4, erasing 2-3 and then have the next flag placed be 2, then 3, then 5?
Setup
OK, so I am working on a minesweeper-esque mini-game in rm2k3/ I have everything coded exactly as I want it, but the flagging is giving me some trouble.
Basically, I have ambiguous tiled events, that can be called as flags, bombs or normal cells, each corresponding to their own action, since you can make any cell on the grid flagged. The max amount of flags is 5. I use a counter var on a loop to decide when you place a flag, which number are you placing, and then record those vars to the corresponding flag X and Y. Each flag is mapped to 2 switches, 1 turns on when you hover over its position with the cursor, the other one tests if there is a flag open in the loc of your cursor, it turns off that flag.
Problem
That much works fine so far. But the problem arises because of the linear creation of the flag placement. For example, if you place flags |1|-|2|-|3| and then erase flag 2, the code will be unsure which flag to place next because there is a gap. (even if flags aren't next to each other, all flags after the gap need to be erased to have the order/hierarchy stay intact.)
Tried Solutions
I have tried 2 solutions to this. The first one simply adds +1 or -1 at the end of each turn flag off case, which is fine for counting the amount of flags you have left/flags you have placed, but doesn't help the integrity of ordered hierarchy.
The 2nd solution I tried was a bit more complex. I basically used pointer vars, set them depending on which flag the cursor was on, and used temp vars to roll back the pointers by 2 (to hit the x/y of previous flag in var list) and test if those coords were 0, indicating a gap, that I could fill by branching. This theoretically should work but in testing has not helped.
Question
How do I make it so the flags can be placed/erased in any order? For ex. Placing flag 1-2-3-4, erasing 2-3 and then have the next flag placed be 2, then 3, then 5?
Rolling Dice
The Screenshot Topic Returns
The Screenshot Topic Returns
The Screenshot Topic Returns
Breaking the fourth wall in games
I don't like it when games break 4th wall, it's something I stray from vehemently. I usually cringe when I see it in professional games etc, unless it's justified.
These instances don't always dictate the final verdict of a game either. Snatcher was great and destroyed the 4th wall at times. An example of justified 4th wall breaking is basically anything Deadpool.
I agree that it is sometimes inherent to games that 4th wall be broken to convey relevant information to the player, but this is sometimes also a crutch. An example being a tutorial being explained to you by an omniscient 3rd person narrator, vs. someone explaining something to the main playable character. It depends on the designer's choice to integrate lessons into the game itself so it's more self contained and doesn't rely on outside sources to convey meanings.
These instances don't always dictate the final verdict of a game either. Snatcher was great and destroyed the 4th wall at times. An example of justified 4th wall breaking is basically anything Deadpool.
I agree that it is sometimes inherent to games that 4th wall be broken to convey relevant information to the player, but this is sometimes also a crutch. An example being a tutorial being explained to you by an omniscient 3rd person narrator, vs. someone explaining something to the main playable character. It depends on the designer's choice to integrate lessons into the game itself so it's more self contained and doesn't rely on outside sources to convey meanings.
Language in Games
There's been this topic a lot over the years. It usually devolves into arguments about realistic dialogue/good writing vs. crass/lowbrow, and old school games not feeling right with swears vs. esrb imposing edits that caused that.
Cue inevitable FFVII Barret self-censoring swears as example of "good use", although I wouldn't argue this.
Basically you can get away with it in the 3d realm, good examples would be GTA IV or LA Noire (Rockstar has good writers).
For 2D/SNES-esque it's probably a bad idea, and invokes the mark of an amateur. A better approach is appropriating your own slang to add flavor to npcs etc. Contributes to a more unique world.
Cue inevitable FFVII Barret self-censoring swears as example of "good use", although I wouldn't argue this.
Basically you can get away with it in the 3d realm, good examples would be GTA IV or LA Noire (Rockstar has good writers).
For 2D/SNES-esque it's probably a bad idea, and invokes the mark of an amateur. A better approach is appropriating your own slang to add flavor to npcs etc. Contributes to a more unique world.