New account registration is temporarily disabled.

NEWBLACK'S PROFILE

The undead are among us,
at dawn they shrink back to their silken beds.
They dance by night
and drink the blood
of a child's broken neck.
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

Search

Filter

"Complex" weapon/ammo system problems.

That's a really good idea and an awesome tutorial.. But it'd require a total overhaul of my current half-baked system.. I might actually end up implementing this though though be honest. I was JUST two seconds ago trying to create a set of skills for "alchemizing" ammunition out of thin air at the cost of lots of MP.. But rm2k3 doesn't want that to work at all for some reason.

Also there's the issue of complication. I'm NOT that good at this kind of "programming" yet and I'm still learning a lot.. If i make it overly complicated I'm gonna end up getting frustrated with the project and probably sack it.. Looks like I might have to scale back a little bit on this one until I'm more experienced.

"Complex" weapon/ammo system problems.

Hey guys, I've got a wickedly tricky (to me at least) problem I'm trying to work around and I'm not sure if I should scrap the entire idea or not. I have an over-ambitious weapon system in mind for Rpgmaker.

Not even sure which order to begin explaining the issue!

I'll attempt an overview of the whole deal and see if anyone has any clue what could possibly be done.. Otherwise I'll have to remove some aspect of the "system" in order to make the whole work better.

(in my game the idea is that your survivability is highly dependent on how many blows per turn you can manage to land, you only have ONE playable character throughout the game)

My game uses a lot of guns. Guns have different ammunition (the calibre of a gun in my game is directly related to it's critical hit percentage).. This shouldn't be too much of a problem and as in real life, some weapons share the same ammunition yet will use different quantities per attack. Also, some guns get more "attacks" per attack command and generally use more ammunition per attack. This shouldn't be TOO much of a problem. it's just a matter of sharing variable references. I can get THAT to work.

Problems: I am using this ammo script http://uirpg.com/tutorials.php?act=view&tutid=119. Which is all good. BUT my character is meant to be a dual wielder.. Early on in the game you have a knife and gun which you can equip in either hand. The code works fine UNLESS the player puts the gun in the second weapon slot and the knife in the first weapon slot. In which case the knife gets unequipped and the gun remains functional.. Thus enabling the player to keep shooting without ammo. This could be solved if there was a way to specify which weapon to unequip when the ammo variable is equal to zero.

Argh my head hurts thinking about this.

I could abolish the dual-wielding aspect, which would leave the player without any weapon when they run out of ammo in the middle of a fight. But I was really attatched to that idea and I can't think of anything in terms of a defensive item that would make sense in this game (like a shield.. It's a "modern" game so shields would be silly)

Another issue I've managed to make for myself is that I proposed for some weapons to multiple-attack per turn.. That's all good and fine if it's simply using the "attack twice" tick-box from the item database.. Because that WILL subtract 2 of the ammunition per turn EDIT: No, it won't.. However when using the "attack twice" or "three times" option from the "weapon animations settings" panel and combining that with the attack twice to get varied effects (I was testing an idea with an auto-pistol that attacked 4 times per turn for example).. The ammo calculations begin to get a little messy because the additional attacks are not counted by the engine as seperate attacks.. ALTHOUGH that could be figured out quite easily.. It just poses a needlessly complicated additional issue.

The IDEA behind all this is the player will have to balance between lethality and ammo consumption.. Automatic weapons will drink precious ammo up but wipe out enemies pretty swiftly.. Which is important when you're alone against hordes of enemies.

When I first got started on this game. This was the whole idea that got me excited about making a new rpg so I'll be gutted if i have to scrap the entire deal. I think I'm coming up against the limits of rm2k3 unless I'm prepared to do a LOT more battle event programming. I'm almost certain I'll have to make a battle event page for EVERY gun I intend to implement into the game but that's not too much of a big deal.

I'd be really grateful to any suggestions as to the best way to make my idea work. The game's still in it's early stages so I'm open to most ideas so long as I can keep the majority of the original features that I wanted to implement to make this game something a little different.

Sorry for long post. Had to get all the caveats in there.

Frameskip when attempting to capture.

Does anybody have any idea how to avoid frame skipping from happening when attempting to capture video from your game in mid-play?

I've tried using snagit which is recommended but whenever I attempt to capture video there's constant black flickering on the screen whenever anything happens. The only time it doesn't skip is when everything's perfectly still.

Anybody else had this problem and know how to get around it?

Dual event triggers?

Haha as if I've gone this long with RM without ever using labels. You guys are lifesavers. Thanks a lot :D

Dual event triggers?

EDIT: No, I got Ramza's method to work :) thanks everyone. Now I'm trying to figure out if I can fiddle with it so the player can avoid incurring damage in-field by pre-emptively starting the combat. :)

I also have the problem that the engine insists on completing the page before activating the switch that removes the enemy from the field map after defeating it in battle (even though that switch activation is listed directly after the combat and the in-field enemy attack is below that)... Which means it gets to deal another blow in-field before disappearing. That WOULD make a cool effect with SOME enemies (allowing them to get a final blow in before dying) however it's a little unfair on the player this early on in the game and it for to be the case with most enemies.

I'm thinking I'll need to make some huge parent variable/conditional branch to contain both the standard collision behavior and this additional key-press event stuff.. However.. I only recently got to grips with variables/conditional branches (they seem to work backwards to me? :S) and I think it's a little beyond my understanding right now. Anybody have any suggestions?

Here is my current page codez.



Dual event triggers?

Hey guys, this is my first request for advice here, hope somebody can help.

I'm making a *surprise* survival horror-esque game right now and the way I want my enemy mechanics to work is thus:

Enemies are visible in-field, they'll pretty much all be programmed to move "toward hero". Some (depending on enemy type) will engage you (Call Enemy Encounter) upon collision with hero, along with some horrible effects to transition into battle.. I've got that ALL sorted, that's fine.

However, with some types of monster I'm trying to get this to happen:

On collision - simulated enemy attack (plus screen/sprite flash and sound effects).. . If the player wishes to dispatch the enemy and remove them from the field map they must press the action key to initiate an enemy encounter and defeat them, otherwise the enemy will continue to pursue them and deal damage on collision.

This is an aspect I REALLY want to be able to implement as the nature of my game is intended to be about choices. You can evade enemies, choose to fight or not (and as you're nearly always somewhat underpowered, fighting is often-times not the best option)

Now.. I can't get this to work because only one event page operates at a time. I get either the collision damage page working... Or the "press key to begin fighting" page working.. Is there ANY way I can have both conditions working at the same time?

(Silly) things I've tried are:

a) Having both pages become active on the same switch operation (doesn't work, just goes to whatever the last page is)

b) Having one page with no switch preconditions and one WITH preconditions. That didn't work either.

I'm hoping there's a simple way around this. Any advice or ideas? I'm using RM2K3 by the way.

New here

Hey, I'm new. haha

Been a long-time dabbler with RPG Maker, started out on 95 when I was about 14, eventually moved onto 2k and 2k3. Never been past 2k3 to be honest. Anyway I've been away from RM for literally years and now I've come back.

I'm next to useless when it comes to programming and by all accounts I'm still probably a noob when it comes to utilizing the potential of the engine. However I've recently started a new project where I've finally started making good use of variables and common events :D (my early games were nothing but switches and pages and pages of event commands) I'm a bit of a perfectionist and like to try and make things "different". I tried making a classic-style rpg before but it wasn't really my kind of thing.

On a strange note, years back me and a friend made a GTA-style game in RM2K3 based loosely on our own local area and filled with in-jokes. I've not been able to find the disc with that on though :(

I'm here to hopefully pick up some skills and learn from people who're more experienced than me. I grew up on RM2K3 and I'm not sure if I'll be upgrading any time soon.

Anyway, yeah. Hey everyone.