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Working on a cool game called "MUSO"

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New Trailer!

The demo has been released! Thank you all for being patient!

MUSO: DEMO

**Version 1.1. is now out!**

You can now download the latest version of MUSO on itch!

You can read the full list of changelogs here:

And you can download the new version on this very page!

MUSO: DEMO

Somethin' cooked in the kitchen, do I smell bacon?

No, that's just MUSO's demo! IT'S OUT!

You can now download MUSO's demo on the download page! Thank you for checking this project out, it means a lot!

MUSO: DEMO

author=Ulevo
The game screen at a 45-degree angle is still the most memorable, I may try this game.


Haha! Thank you! Really hope you like it when it drops!

[SCRIPTING] [RGSS] [RMVX ACE] - How to let events marked as "through" trigger with event touch?

Nevermind again - My solution did not work at all and the only way to fix it would be through making events marked as "through" trigger via "event touch."

[SCRIPTING] [RGSS] [RMVX ACE] - How to let events marked as "through" trigger with event touch?

Nevermind - I fixed it

[SCRIPTING] [RGSS] [RMVX ACE] - How to let events marked as "through" trigger with event touch?

I know where to look for the fix now - but I need help with the scripting.

I need to enable event triggering with through. If someone knows where to look for that - let me know.

[SCRIPTING] [RGSS] [RMVX ACE] - How to let events marked as "through" trigger with event touch?

author=Marrend
An evented solution involving a coordinate check as per this post might work. Like, you'd do a coordinate check with game-variables, then activate a self-switch when the coordinates match. At which point, run the teleport and message box, then deactivate the self-switch.

The one possible sticking point is how that pixel movement script might interact with the coordinate check, and how event positions are actually stored. If event positions are stored as pixel coordinates, then you might need to check against a range of pixel grid coordinates, rather than the more typical check of tile grid coordinates.


Since this project uses pixel movement, this is not a great solution. Not to mention, the constant checking of more than 4 cars on the map would cause absurd amounts of lag. Thank you for throwing an idea out though - it means a lot! The only way to really fix this would be through script.

[SCRIPTING] [RGSS] [RMVX ACE] - How to let events marked as "through" trigger with event touch?

Hello, I'm currently having an issue with my project where I have cars that go through the roads of the map. If you're in the way of the car and it hits you, it's supposed to trigger an event that sets you at a certain position of the map.

The issue with this, is that sometimes the car will derail from it's path-finding and slam into a building.


Marking the event as "through" fixes this bug.....but only when the player is moving. If the player is standing still then the car will just go right through. Doing the same logic here in a blank project causes nothing to happen at all. I came to a conclusion that with the script "VE Pixel Movement", which can be grabbed from here, causes this to happen.

tl;dr is there any way that I can have events marked as "through" still trigger using "Event Touch" without changing event to "Below player" or "Above Player" as it messes up the Z elevation of the cars? Thank you.

*Edited by Marrend. Reason: fixed youtube link.

[RMVX ACE]

Is there some script in VE Folllowers, or VE Core, or just some script in general that allows me to change the distance between followers with a variable? Thank you.
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