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"Twenty-one Twelve"

http://en.wikipedia.org/wiki/2112_%28album%29

In the year 2062, a galaxy-wide war results in the union of all planets under the rule of the Red Star of the Solar Federation. By 2112, the world is controlled by the "Priests of the Temples of Syrinx," who determine the content of all reading matter, songs, pictures - every facet of life.
Legend of Zelda (version...
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[RM2K3] how to prevent an npc's location from resetting

It's hard to tell what your exact issue is from these images because you cut out the part that shows us what you set as the sprite on these event pages.

But one thing I'll mention is that when you have multiple pages on an event, the one furthest to the RIGHT which has it's preconditions met will be the only one that is active.

So page 1 of the event should be the visible bed with any of its code. No precondition.

You can have as many pages in the middle as you want, but the order you have the preconditions matters.

The last page of the event should be blank. No sprite, no code, not parallel or autorun. The page precondition can be anything, it doesn't always have to be a switch and sometimes it shouldn't be a switch.

This is when you want an event to visible at first, but later be gone. If you want something to be invisible at first, until you trigger something elsewhere, then the first page should be blank with NO preconditions. And the last page have a precondition, with sprite and/or code.




When I do cutscenes I always use a variable to track it's progress. You would add 1 to that variable, and then use event pages with the precondition of that variable.

Page 1 - precondtion Var1 "Cutscene1" = 0

Do some code, talking, moving, and then at a certain point you add 1 to the cutscene variable. That would be the last piece of code on that page.

Add a new page


Page 2 - precondtion Var1 "Cutscene1" = 1

Doing this means that you can have other events change at this point in the cutscene. This event will continue on with talking and moving, the main script if you will. Other events will have preconditions on their event pages for this variable being equal to 1, which means they change as you change the variable.

So instead of using many many switches to achieve this, you only need one variable. Adding 1 to it is the same as turning on a new switch for such a temporary thing.

If this doesn't solve it, post bigger screens of your event pages.

[RM2K3] setting a functional timer

I would do this:


Here is what a variable box should look like for the part that increases time.

----------------------------------------


I forgot to add something important here, at the bottom of this add a wait of 1 second. That way, it increases the second variable once every second, just like real life! And after 60 seconds, adds a minute to the mix.

This part needs to be running on parallel process.

----------------------------------------


This would be on a different event and is used to determine when time is up. In this case my timer is 1:15.

On the left the precondtion means, do this code only if more than a minute has passed.

Once it does, this event code kicks in, and checks to see if 15 seconds have passed. Oops, there should be a wait of 1 second here too. Because time only moves once per second, so checking it any sooner than that isn't needed.

Once 15 seconds have gone by, the message appears. This is where you put the code for whatever happens next.


This is the basic idea. It would need to be tailored to what you are trying to do. Switches may be required to disable this stuff after it runs. But this is the bare minimum to set a timer.

***
One benefit of doing seconds, minutes, hours, etc, is that each one has it's own variable and can be used in message boxes to write out the time.

Branch if Variable[Seconds] is less than 10
Message: /v[3]:0/v[2]
else
Message: /v[3]:/v[2]

***


You could do all this with subtracting but I find it easier to manage and think about with adding. You could leave this timer go for the whole game. It could be used to figure out play time. The same increase of seconds could be used to set and trigger multiple timers, but that's another topic.

[RMK23] making an npc disappear after moving

Do you have it moving exactly the right amount of spaces? Or is it a bunch of say, move ups, and you want the character to walk until they hit the edge?

If your NPC moves to the edge of the map and does none of the other code, it could be because you need to check the box that says 'ignore impossible moves'. This means that if it hits a wall and can't move, it will skip what it can't do and move onto whatever else comes next that it can actually do. Like turning on a switch or changing the sprite graphic(only if it's inside the Move Event command).

Generally what I would do is put all the code inside the Move Event command. Starting with the actual moves, and when the event hits the edge of the map I would use either a switch ON or set sprite/graphic. Not using the actual Change Switch command. That way you know the switch will turn on at the right time.

If you use a switch, than the event you want to hide needs to have a page 2. Once you turn on the switch, it can remain hidden even if you leave the map and come back later.

If you use a change sprite graphic to make it invisible, if you leave the map and come back I believe it will revert back to the original sprite.


Some people might do this:
Move Event - Hero - up up up up left left left left (this would bring it to the edge of the map)
Switch 2 ON

but in this way, you have to manually figure out how long those move will take, so you can put in a wait to delay the switch turning on.

So do this:
Move Event - Hero - up up up up left left left left switch 2 on

Now, when you use Move Event command, any other commands after it will run right away. So you need to add a wait, equal to the time it takes for that event to finish everything in the Move Event command.

Am I making sense so far?

So for example if you had an event move 100 spaces and then have the game move to another map with a teleport command, it would have to look like this:

Move Event - Hero - Move up, up, up, up, up x100
Wait 50 seconds (or however long it takes to finish the above move command)
Teleport

If you don't have a wait command in there, the hero will move up one space, then teleport to the new map because it won't wait for all the movement to happen. This is what the 'wait for all movement' command does, although if you don't see it, it might be called something else. I never use it though.

[RM2K3] upper/event layers and test play show black screens

On your chipset, the first tile of the second layer is probably black color. It needs to be transparent color. What it's doing is drawing that first tile over everything, and since it's black that's all you see.

Your chipset seems to use black as the background transparency color. I would suggest not doing that, because if it's the same RGB color value as any other black used in the tiles, you will have issues.

When you import the chipset, you can choose the transparent color. If you did it here, and pick the first upper tile color, which is black, it will make all the legit black in the tileset transparent. Not what you want.

If you just make the first upper tile a different color and call that transparent when you import, none of the other tiles will have transparent bg cause it's black. Actually, this would be a good way to test if this is actually your issue. If you make the first tile green, and import clicking that green, then testplay isn't black anymore. Then you know it was your problem. If that doesn't work, then it might be something entirely different.

So what you'd have to do is make all the transparent bg color of the chipset something that isn't used in the tiles(pink is a good choice), then import the chipset from the resource manager, click that color(it will start flashing), and hit OK. Then when you test again it should work.

If you didn't know, you can edit a tileset image(without importing), but until you change tilesets/maps in the editor, or go into the database and update it, the editor won't update and show your changes. Be sure to testplay your changes.

Abrupt Ending Party

Submitted.

I needed more stuff in the middle than I first realized. I've been adding stuff all day. My game is like... an ending simulator haha

I can see an idea like this having tons of cool stuff that changes each day, but I didn't get to do a whole lot with it. It's all pointless interactions. I started to do quests and backstory with actual gameplay, so it seems like a normal game with stuff going on. Then BAM.

I hope people can run it, RTP and all that. Since I have no more time to work on content, I'll do one last thing. Make a version that *should* be RTP free and post a link later. If needed.

Otherwise, it's been kinda fun. This may qualify as my first actual "complete" game. That's...kind of sad.

Abrupt Ending Party

Technically my game is done. Buuuut I'm gonna use every minute to cram more fun stuff in the middle.

Abrupt Ending Party

Any chance we'll be seeing a deadline push?

Abrupt Ending Party

I got a good start on this one.

Cap_H, seems like we have a similar core concept. I wonder how similar the games will play in the end.

DragonBall Z: Saiyajin Legend

I haven't heard from East in a while. I don't think it's finished and I'm not sure if he has been working on it at all. Maybe he should just release the demo of whatever is done so far. There was some stuff to play at least.

Trigonometry script for rpg maker 2003

Whoa, deju vu..

author=bulmabriefs144
When I try to explain, that perhaps there must be a simpler way, maybe not as powerful, but simpler, and everyone assumes I'm trashing Kazesui's code, and gives me grief then I'm no longer not happy, but actually pissed off.

Nobody asked you to explain a simpler way to make a less functional ring menu. You keep saying that your method can't do much and if you wanted something that works like this ring menu, you would use the trig method.

The suggestion that you were trashing Kazesui's code/ideas doesn't even matter anymore. Even though you basically admitted you were.

author=bulmabriefs144
author=Link
Do it your own way, write your own tutorial, why try to shit on this? Especially after all these years.
Why? Pretty much this.

author=pianotm
Yeah, this tutorial opened my eyes to just how fucking useful trig is to a game dev, and if you want to learn actual coding, it's actually kind of mandatory.


The point being that people still feel like it's mandatory for better code or something. That was why I was trashing on it.


Highlighted for emphasis.

Looking at the link you posted for your method... are you serious? That isn't even the same kind of ring menu this tutorial describes. So it's not a direct substitute. It's not even a tutorial at all. It's a download with a chunk of code ripped from one of your games that is full of, as you describe it, crap that someone would have to remove.

As for the words. I can't see how anybody would be able to understand your ramblings and actually put what you describe in their own game. It's full of vaguely explained things(along with many inserted sentences about irrelevant things in your own game that have no bearing on adding a ring menu system). Knowing that your game has a one-time use old clock, but you can buy a decent one later, is one the most pointless thing I've ever read in a tutorial.

That's right. It took exactly ZERO variables to make this (aside from like key press to control buttons, maybe).


So in your quest to avoid using trig, you've abandoned all variables for some reason. Another thing nobody asked you to do. Instead you use some convoluted scheme of setting a hero name and checking what the name is. Care to explain how this is any different than setting a variable and checking what the variable is? But I guess then you couldn't use that snappy line of ZERO variables...well 1...and all those other things that function exactly like variables but we aren't calling variables.

In all your attempts to prove a statement nobody made, you only made it clearer that this method is more simple to use than anything else that currently exists. You don't need to understand trig to follow this tutorial and add this method to your game. You only need the ability to read what's in the pictures and mimic it exactly in your project. There isn't anything more simple than that no matter how crazily you insist.

For the record, this isn't even about the math. Nor is it about Kazesui's code. Alot of his stuff is good. It's about elegant solutions vs simple ones. And it's about most of the people here acting like any other methods are worthless.

So far it's been about solutions that work as expected vs ones that have a fraction of the utility.

Kindly point out where anybody said, or suggested, other methods are worthless. Don't go on a rant, quote the exact post and words. And please don't quote piano. Cause he didn't insinuate anything was worthless and his post came after you starting bitching.

The entire time everybody has been saying "This is only one method. It is better than others(which is true). But if it's too complicated, or you don't like it, use what is best for you". Yet here we are. Again and again. And again and again. Of course there is a non-trig way of doing a ring menu, however I don't think you're the right person to explain it.