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[RMVX ACE] Help with using trigonometry for a stealth system

Have you tried Vlue's proximity script?
From what I remember it should meet your criteria.

Slumber Party

Just a heads up, When you look out of the window in the bedroom the game crashes saying it's missing the SE Turn Page note.

Completion!

Thanks man, it took a long time but I learned a lot about how RPGMaker works :)

Shooting Game


Is this what you are looking for, since this is what i'm working on right now :)

It can be achieved fairly easily by combining an ABS with a Mouse script and some slight tweaking of those scripts.

[RMVX ACE] Showing animation at coordinates

Thank you for your reply,

just like you said I tried it with dummy/proxy events and after a few issues with my antilag script (my initial reason for not wanting to use dummies) I managed to get it to work using Fomar's copy events script.


The common event containing the script calls if anyone is interested in the future.
The event that is called upon simply risn an animation targeting itself before erasing itself.



Yay it works :)

I guess actually playing animations at specified coordinates takes a lot of work and since this also solves the problem this problem can be considered solved.

Thanks a lot Marrend!

[RMVX ACE] Showing animation at coordinates

Does anyone know how to show an animation at specified coordinates (via variables).
RPGVX ACE only allows aniamtions to be set to events, but i'd like to show one at a specified location instead.

Let me paint the scenario first, i'm using an ABS (SaS to be exact) and i've tweaked it a bit to the point of it running a common event when a specialized particle hits an obstruction(doesn't have to be an event). When this happen the common events will dammage all enemies and the player in a set radius of the impact(think something like a missile). Problem is I want to show a visual que that matches the dammage done(Neutral One). Since multiple occurances of this can happen at once on different maps I would like to avoid the use of proxy events, so does anyone know how to show an animation at a specified location in RPGVX ACE?

Thanks in advance

[RMVX ACE] [SCRIPTING] Small Tweaks to Khas "Sapphire Action System IV"?

Concerning the animation thingie, I got this from rpgmakerweb (answer by MasterTaffer)

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Place this under the line that says "@recover = @max_recover" (it's line 1451 for me, but may be different for you):

$game_switches = true

From there, set a switch that activates a common event set to autorun, and you can set up your own attack animation there using conditional branches to check which way the player is facing, and movement routes to play the animation. Just be sure to turn the switch off after the animation.

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About the pixel movement, it's such an intergral part of the ABS that removing it would take incredible amounts of work so I wouldn't reccomend it...

As for the 8-dir movement, you can just take it appart and combine it with the SaS script. Just make sure you only take over the aesthetic part since @direction is used in to determine many factor in the script.

Menu.png

There should also be scripts available to remove unneccisary items like the hp/mp bars, level indication/class indication and amount of money you're currently carrying. that gives it a bit more of a streamlined look.

Disconnected

author=Pikasprey
Sorry to be so late getting back to you about it.

But anyways, I'm finding the game to be pretty rough around the edges. I find myself constantly getting stuck on the corners of objects while moving around, and also don't have a clear direction of where I'm supposed to be going and find myself a little lost.

I've also encountered and issue where I can walk through closed doors into the surrounding black void of the map.

I most definitely recommend finding a proofreader as well. The game's English is understandable, but is full of spelling and grammar issues right now.


It seems my comment was lost in the crash, so a short summary...
first of all thanks for the effort, i've fixed pretty much all of the errors you pointed out, tho there are just some limitations to the engine (collision matching the tile-system while movement is pixel-based) but i've tried to reduce it's promince. The game should be a bit smoother to play in the current build.
I've also did a overhaul of all conversations, there should be no big grammar mistakes, tho I guess i'll have missed some commas.
so once again thanks for the feedback and I appreciated the video.

screen9.png

Puzzle with multiple controllable characters