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[2k3] Calling map events
Event(Trigger can be anything, but Auto/Parallel)
Label 1
Wait 0.0
Jump to Label 1
If you call this event with a parallel/auto event you will notice nothing happen, but if you were to call it with an event that isn't auto/parallel or trigger it with the hero the game will pause. The pause is similar to using an auto start event, but sprite animations, parallel processes and key input(can't open menu or trigger events in front of hero, but parallel processes that use key input will still trigger) will all still function. This could be extremely useful with custom made systems like menus and such.
So here are some things I need help with:
1. What might be some ways I could trigger the event and still get the pause effect.
2. If I can't trigger the event using any parallel processes how else might I trigger this event. Example being teleport the event in front of the hero when the hero presses the action key, this isn't a very good way to do it though because it could conflict with other map events.
This topic is mostly for creative people and people like Cherry who know the ins and outs of rm2k3.
Things that don't work:
1. If you use a parallel/auto event to call an event that isn't a parallel/auto event to call this trigger it won't work.
Label 1
Wait 0.0
Jump to Label 1
If you call this event with a parallel/auto event you will notice nothing happen, but if you were to call it with an event that isn't auto/parallel or trigger it with the hero the game will pause. The pause is similar to using an auto start event, but sprite animations, parallel processes and key input(can't open menu or trigger events in front of hero, but parallel processes that use key input will still trigger) will all still function. This could be extremely useful with custom made systems like menus and such.
So here are some things I need help with:
1. What might be some ways I could trigger the event and still get the pause effect.
2. If I can't trigger the event using any parallel processes how else might I trigger this event. Example being teleport the event in front of the hero when the hero presses the action key, this isn't a very good way to do it though because it could conflict with other map events.
This topic is mostly for creative people and people like Cherry who know the ins and outs of rm2k3.
Things that don't work:
1. If you use a parallel/auto event to call an event that isn't a parallel/auto event to call this trigger it won't work.
Would this be playable?
I don't know how to explain it any clearer. If you move the hero at all for more than one tile movements the fog will not be displayed correctly due to the constant changing of coordinates for the tiles, even if you create the fog when the hero is completely on the tile the constant movement will mess up the coordinates. Which means the Hero needs to be stopped for at most 0.1 seconds or several 0.0 wait commands each tile. Which is why I am making a movement system for it. There is no lag and I already use the minimum amount of pictures neccessary which is 225(tiles on screen) + 15x4(tiles off screen in each of the 4 directions).
Would this be playable?
Yes there is and I do use that otherwise the pictures will move with the screen when the hero moves. There is no option to display pictures based on map coordinates only screen relative ones. If the tile under the hero is 120,120 and the hero begins to move left one the tile's coordinates will change from 120,120 to 136,120 by increments of 1 as the hero is moving. If you tried to place a 16x16 picture on that tile when the hero is in mid movement the picture's coordinates will be somewhere between 120-136,120 and not cover the tile. Even if I used a parallel process with no wait the fog will still run into the problem of displaying the pictures correctly on the tiles mostly due to lag issues with using to many pictures at such a fast rate, this isn't fixable without the parallel process running into the same problem due to lack of speed.
@Lockez
I just found out teleporting the hero will move the pictures with the hero, even with the move with map option. Also found out some other problems as well, similar to the problems I initially had.
@Lockez
I just found out teleporting the hero will move the pictures with the hero, even with the move with map option. Also found out some other problems as well, similar to the problems I initially had.
Would this be playable?
@Lockez
I did and will probably have to, but I tried to avoid it because it looks weird that the hero is the only NPC that moves that way.
@RyaReisender
The gameplay will be largely similar to this, but the combat system is similar to Ultima VI. I already have the NPCs made to move every time you do, so that their in sync with the player. The point of that is because NPCs will have schedules(they will move around and be at certain places during the day, but they aren't limited to one map/town either they can move in between towns).
This is my game's PAGE for it, but its very outdated. The tiles/sprites are vastly better and I have added so many custom systems to it.
I did and will probably have to, but I tried to avoid it because it looks weird that the hero is the only NPC that moves that way.
@RyaReisender
The gameplay will be largely similar to this, but the combat system is similar to Ultima VI. I already have the NPCs made to move every time you do, so that their in sync with the player. The point of that is because NPCs will have schedules(they will move around and be at certain places during the day, but they aren't limited to one map/town either they can move in between towns).
This is my game's PAGE for it, but its very outdated. The tiles/sprites are vastly better and I have added so many custom systems to it.
So you can sell games that use other people's graphics?
I was just browsing the games, but I am sure you can find one of them if you search rpg in the play store. The games aren't made up of 100% RTP, but just some stuff and their usually recolored/edited.
Need help with video stuff!
Um... I don't think their the same program considering this is 100% free with no buy options and the official site is different for each software. Also my graphics card doesn't support full screen for rpg maker(the resolution is to small I guess).
Would this be playable?
I was responding to Cashmere and did you not read my earlier post? The main problem is walking will mess up the fog. Unless you could show pictures using map coordinates instead of screen relative ones the fog won't always appear completely over the map tiles.
Here is an example of the type of movement needed for the fog to be displayed correctly.
Is this speed acceptable? I can still speed it up with a bit of tweaking.
Here is an example of the type of movement needed for the fog to be displayed correctly.
Is this speed acceptable? I can still speed it up with a bit of tweaking.
[2k3] Movement System
This kind of works. The only problem is when you initially press and hold the key the hero will not move for a bit then dart foward and then the event starts to work as intended.
Edit: Thanks to your idea I was able to get it to work. All I needed to do was this:
Branch (if Switch OFF)
^Key Input
^Branch (If Variable 1-4)
^^Branch (if "A Waiting Variable" is Less than or Equal to 0)
^^^Set "A Waiting Variable" to 8
^^^Wait 0.1 sec
^^
^
Wait 0.0
For some reason the Wait 0.1 sec makes a big difference. Thanks so much for your help!
Edit: Thanks to your idea I was able to get it to work. All I needed to do was this:
Branch (if Switch OFF)
^Key Input
^Branch (If Variable 1-4)
^^Branch (if "A Waiting Variable" is Less than or Equal to 0)
^^^Set "A Waiting Variable" to 8
^^^Wait 0.1 sec
^^
^
Wait 0.0
For some reason the Wait 0.1 sec makes a big difference. Thanks so much for your help!
Would this be playable?
That isn't going to happen though and isn't possible because of the way the show picture command works. When I do finish my movement system the player will be able to travel the same distances you would normally, but will have to wait 1/10 seconds each tile and have a faster movement speed to make up for the wait.













