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author=Chaosbahamut123
author=McBick
Wish I could help, but the position I want to help with is already taken.
Which position is that?

Programmer/Designer

It's probably for the best anyways, I don't really like rgss scripting. Also, I didn't see that you were going to use melody, which is fine, but I like to use/make my own scripts to use.

Does anyone still play DotA?

I haven't played dota in a couple months. I do however watch videos at: http://www.dotacommentaries.com/

Need Help With "Gate Keeper" Programing

Yes you could use a switch to trigger a cutscene, but you don't need to erase the event that turns on the switch. You can use other methods of disabling the switch turn on event such as creating another switch to lock the event. This is not recommended though because it creates unneeded switches, but I would use switches for now until you understand the engine better or look in the writing section for tutorials and articles about rm2k3.

As for the m under your name it stands for maker score. Here is a link that will describe it better then I could.

http://rpgmaker.net/articles/455/

An Expanding Project...

Wish I could help, but the position I want to help with is already taken.

Need Help With "Gate Keeper" Programing

Here is a simple tutorial on how to use switches.

http://rpgmaker.net/tutorials/320/

Also it sounds to me like your using auto-start if your character's movement is locked. Never use auto-start without erasing the event. I don't know how you have your event set up, so I'm just going to show you a simple way to do what you want. Try to learn from it and not just copy it.

Map Event:
Page 1
Preconditions: (Don't check anything.)
Trigger Condition: Action Key
Event Commands:
<>Message:(Fill this out however you like, this is where the npc talks.)
<>

Page 2
Preconditions: Check the box next to hero. Then select the party member that joined your party.
Trigger Condition: Action Key
Event Commands:
<>Message:(Fill this out however you like, this is where the npc talks.)
<>Move Event:(Select the npc you want to move and the direction you want it to move. Also select the switch you want to turn on to activate the next page.)
<>

Page 3
Preconditions: Check the switch box and select the switch that turned on in the previous page.
Trigger Condition: Action Key
Event Commands:
<>Message:(Fill this out however you like, this is where the npc talks.)
<>

I hope this helped.

Please help me with animation for 8-bit styled flash game

Um, are you looking for someone to create additional sprites of your character and animate it because I thought you needed help formatting the image or coding it.

An Expanding Project...

Um, could you add like a list of jobs you want to fill or something of the sort? Also could you add a description to each describing how much work needs to be done in the job. For example, let's say someone wants to make sprites for the game, about how many sprites are you looking for to be created. Also I'm not asking just for me. This would be for everyone looking at this post to give them a better idea on the positions you need filled.

Need Help With "Gate Keeper" Programing

I think your only using one game page for your npc. Try to add another one, should be at the top of the event page when you create/edit an event/npc. Make sure you have a condition that turns on the second game page, like turning a switch on. Don't use branches though use the options that are above the event's sprite. Make sure to turn the switch on in the first page when you want your npc to say different dialogue. You should have him move out of the way before turning on the switch so he doesn't move again when you talk to him. Make the third line of dialogue on the second page. I hope I solved your problem. If not then show me a screen shot of your coding so I can see what you did wrong or didn't do.

Timed hits in Rm2k3 DBS?

This is just an example of how you might create a timed hit system.

Monster Groups:
Page 1
Trigger = Player uses the Attacks command
<>Comment:This resets the variables, so it can work for more then one attack.
<>Variable Oper: 002:Ticks Set, 0
<>Variable Oper: 003:Animation Set, 0
<>Comment:This wait command is absolute if you want to use the action key for timed hits.
<>Wait: 0.0 Sec
<>Call Common Event: Timed_hit
<>

Page 2
Trigger = Switch 001:Timed_Hit ON
<>Comment:Shows the animation of a timed hit.
<>Show Battle Animation: Timed_Hit, Monster
<>Comment:This determines the damage dealt.
<>Variable Oper: 004:Damage Set, Player Attack
<>Variable Oper: 004:Damage *, 2
<>Change Monster HP: 1:Monster's HP 005:Damage Remove
<>Comment:Needed to reset the switch.
<>Switch Operation: 001:Timed_Hit OFF
<>


Common Event:
001:Timed_Hit
<>Comment:Label is for creating a loop since you can't use the wait option in key input.
<>Label: 1
<>Comment:Records your key presses.
<>Key Input Proc: 001:Key_Pressed
<>Comment:This wait command is important in order to determine the amount of time that has passed and to slow the loop.
<>Wait: 0.0 Sec
<>Comment:This determines how much time has passed.
<>Variable Oper: 002:Ticks +, 167
<>Comment:The X value is for you to determine. If you want the action key to be pressed at a certain frame then follow this formula. X = Frame*1000
<>Variable Oper: 002:Animation Set, X
<>Variable Oper: 003:Animation /, Var 002:Ticks 's Value
<>Branch if Var 003:Animation is 0
<>Jump to Label: 3
<>
:End
<>Comment:This determines if you pressed the action key at the right time.
<>Branch if Var 001:Key_Pressed is 5
<>Comment:This branch determines if you pressed the action key to soon. If you did then it will end the event. Change X to the same value you used for the previous X.
<>Branch if Var 002:Ticks is X Less
<>Jump to Label: 3
:Else Handler
<>Jump to Label: 2
<>
:End
<>Jump to Label: 1
<>Comment:Jumping to label 2 or 3 ends the loop.
<>Label: 2
<>Switch Operation: 001:Timed_Hit ON
<>Label: 3
<>

Timed hits in Rm2k3 DBS?

@fredo
I revised the coding so you may want to check it again.