MILENNIN'S PROFILE

I create games because I enjoy gaming, telling stories, writing dialogue and drawing. Making a game is all of those things combined into one. However, my greatest passion with game making is designing battle systems that require thought and resource management within battle itself. I'm always looking into improving my skills, so if you've played one of my games, please do leave a piece of feedback on my page.
BETA
A lighthearted, quest-driven RPG

Search

Filter

[RM2K3] Keep screen tint after teleport

Oh, okay. It works using the hide/show screen commands. Thanks for answering.=P

[RM2K3] Keep screen tint after teleport

When the player teleports the screen always returns to normal tint (100%), is it possible to make it stop doing that, so it keeps the tint I set to the screen before the teleport?

Dungeons, Length, and You!

Yeah, it depends on what type of game it is. If your game is all about the dungeon crawling, then dungeons should take a long time. If it's only a side thing, then don't make them too long.
My personal preference are dungeons that don't take too long, unless you're going to put in enough events to push the story forward. When I play a game like Legend of Zelda, I tend to take so long in a dungeon, that by the time I get out of it I forgot what the story's about and don't care to continue anymore.

[RM2K3] Weird teleport behaviour

I see. I think it came with Cerberus's turn-based battle plugin (which I do love), but I haven't used self switches at all, so I can safely remove that one. Thanks for checking.8)

[RM2K3] Weird teleport behaviour

Yeah, I sent you the project in a PM. Let me know what you find out.

[RM2K3] Weird teleport behaviour

author=S32
By any chance, does "Shoot Birds" activate the second page of this event? If so, then it looks like you're turning the event off before it can finish. Place the Teleport command (and anything else that has trouble executing) before the Switch Operation command, and see if that solves your problem.


No, the second page is not activated through this event.
The ignored single teleport command also applies to objects that have nothing else but the teleport command (only for action key, touch does work). And when I use the event that I posted in the image on another map, it works just fine without the double teleport command.

[RM2K3] Weird teleport behaviour

Yeah, sure. This is the event with the double teleport command so it actually works. If I remove one of the teleport commands it simply ignores the teleport.

[RM2K3] Weird teleport behaviour

I have this one map where I have an NPC that teleports the player to another part of the same map after some dialogue. But for some reason the teleport command is ignored UNLESS I put it twice in the event commands. Having this same event on another map has no problems teleporting with 1 command. Tried placing another object that teleports the player upon interact, but the player needs to interact with it twice for it to teleport. On the other hand, teleports that activate upon hero touch do work just fine on the map.
Yeah, I'm new to RM2K3... I dunno what the problem is here. I guess it's nothing big since it's pretty easy to circumvent. But still, I wanna know what kind of stuff can block a teleport like that.
(teleport is set to allowed on the map btw)

[RM2K3] Battle Command - Link to event - How does it work?

That answers it.
Yeah, it looks pretty bad with the animations.=/

[RM2K3] Battle Command - Link to event - How does it work?

Ah, got it. Thanks.=P

Another question: I made a battle command that links to an event that makes the party escape if they hold a certain item. But when the command is used it plays the hit animation and sound. Any way to disable that?