New account registration is temporarily disabled.

MCBICK'S PROFILE

Search

Filter

Splitting items into stacks?

Multiple stacks are useful if you want to restrict the player's inventory, this is usually done to stop the player from hording healing/mana potions and being invincible. Games that have this feature usually implement a banking system to store excess equipment, which the player can keep excess items for later use. It can also be useful for crafting. Limiting the player to say 10 of a specific craftable material per stack forces the player to manage his inventory better when foraging for crafting materials.

[RM2K3] problems with doors

If you want easy doors then do the following:
Set door graphic
When event is triggered use the erase event command for this event

Now the door will be gone until you leave the map and come back. You can also teleport the hero to the same map to cause the game to respawn the erased doors that way, if for some reason you want to respawn the doors. If you want to add a key requirement just add a condition to check for a key in your inventory before erasing the door. If you want door animations just use multiple event pages equal to door frames and set a variableA condition to each page. Next set variableA to 0, then add 1 to variableA for the first event page. Then have the following pages add 1 to variableA and add the erase event to the last event page. Make sure to add a wait event for each event page, adjust the wait timing to how fast you want the door to open/close. Now you can copy paste this event for as many doors as you want and you won't have to use more than one variable and that's only if you're using door animations.

RPG 20XX Engine

I just started testing this engine out, but I noticed the play animation button doesn't work in the effect editor. Is this not implemented yet, seems odd if so? Also, are there any tutorials for this engine, or additional info to help better understand all of its features?

Edit: I ran into a weird message while messing around with animations too; "Cannot use null as a key". I get this message when I try to play test the game, as that's the only way I have found to view animations. I tried importing the settings from the original engine, as well as undoing any new changes I made, but I still get the error. All variables, skills, effects, etc are the same as when you create a new project, but I still get that message when trying to play the game.

Edit2: I figured out the issue with the "Cannot use null as a key" error. It seemingly happens randomly when I adjust the maximum number of entries in a datatbase. I tried to recreate it, but couldn't. The most frustrating thing is there is no fix. Even when I revert the changes I made, the engine still thinks there is an error. The only fix is to export each database and create a new project and then import each database. As I am constantly adding more database entries, I run into this issue a lot. It's unfortunate the engine has such a huge bug and there doesn't seem to be any more support for it. I was really looking forward to using it too.

[RM2K3] Converting Screen Coordinates to Map Coordinates

I am using a mouse for my game and when you go to cast a spell the tile under the mouse is lit up to indicate where you will cast the spell, but I am having trouble finding it.

I set x,y variables to the screeen coordinates of an event on the upper left tile(0,0) on the map to get an offset and I then multiply it by -1 to get positive coordinates. I then add the mouse's x,y screen coordinates to the x,y variables. Afterwards I divide by 16 and take the terrain id of the x,y variables. This partially works, but for some reason when the mouse isn't in the center of the tile I get the wrong tile coordinates.

Anyone have any ideas how I could get accurate tile coordinates with mouse screen relative coordinates?

FIXED: I did my math wrong, I wasn't suppose to multiply by -1 and I had to adjust the variables some.

[RM2K3] Future Proofing

I have to use AFM myself since the game crashes in full screen mode. I didn't know that there was a plugin to launch AFM with the game, very useful.

An xbox input, that is awesome! I've always wanted to use my controller to play rpg maker. It would be awesome to have an online leaderboard for rm2k3 as well, cant wait!

[RM2K3] Need Help with keyboard input

Its not a fix though, just a work around that only works because of another plugin I use.

[RM2K3] Future Proofing

I notice every year its harder and harder to play rm2k3 because it runs on a low resolution and incompatible with most newer graphic cards. Would it be possible to create a plugin that you can adjust the native resolution of rm2k3, so that it works with newer graphics card? If so could you give me pointers how to go about doing this and are there already such plugins?

[RM2K3] Need Help with keyboard input

Actually that isn't my problem as it happens when I use the built in key input as well, but I found a work around now.

[RM2K3] Need Help with keyboard input

That won't work because the event is near instant and will be called right after it ends, even with one key press.

What I have now:

Keyboard Event: Parallel Process, Switch Keyboard ON
CheckKey "A", 1
If Switch1 is A then
Call Event Flying Event
Turn ON Wait
Turn OFF Keyboard

Wait Event: Parallel Process, Switch Wait ON
Wait 0.2 secs
Turn ON Keyboard
Turn OFF Wait

Flying Event
Toggles Flying Ability

The problem with this is that it makes pressing any of the other keys awkward because of the lag input.



[RM2K3] Need Help with keyboard input

I am using a keyboard plugin, but I am having trouble using key inputs. I created a parallel event that would check if the key is pressed and if so will trigger another event, but the problem is it triggers multiple times a key press. If I use a wait command I can fix this problem, but then it feels extremely awkward pressing the keys because it won't always trigger unless I do long key presses, even with 0.0 wait commands.

Any ideas how I can make an event that only triggers once per key press?