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[RM2K3] Testers needed for Multiplayer ABS game

author=Avee
I suppose that if you mapped P1's and P2's inputs to different keys it would be possible to have two players control characters at the same time... It that what you did?

Yup. I'm using half the keyboard so far. I think there have been a few multiplayer games but it's certainly not common.

Thanks anyways.

[RM2K3] Testers needed for Multiplayer ABS game

I need a second person to help test out the new multiplayer features I've added. It will at least help me find bugs, and if you give feedback on the general feel of the ABS that will help too.

-You will need Parsec so I can share my screen and you can control P2.
-It's technically possible to play with the keyboard, but I would prefer someone that has a controller. I can send Joy2key which has the button config profiles already set up for P1 and P2, or you set up your own program.
(Did you know Playstation controllers can work on Windows?)
-Voice chat on Discord preferred.

While still fairly early in the process, P2 has a lot to do and it's quickly growing. Attacking, interacting with objects and NPCs, opening and using the main menu.

Here's a short clip of what it's like:
https://www.youtube.com/watch?v=txFnOZ72A9E

I need all the help I can get so if you can spare even just 1 hour it would be useful. 24/7 availability. I can make time around your schedule/time zone.

PM if interested.

Screenshot Survival 20XX

Is that Worf wearing a Conan O'Brien mask?

Screenshot Survival 20XX



Made with RPG Paper Maker

[RM2K3] Running animations stuck

Try creating a side event that checks if the player has moved to a new tile. Set vars with coordinates, wait, set different vars with coordinates, compare them with conditional branches to see if they are equal. If yes, the player hasn't moved.

If x time goes by and the player hasn't moved, you can change sprite to normal. Something like that.

Uploading a completed game and the download button

author=TheNecromancer
I look forward to seeing what question revives this topic in 2 years.

Now that it's happened, I don't know what to look forward to next.

[RM2K3] Secondary input keys?

I didn't see QuickPatches heading in my DynRPG.ini file, but added it along with your other code and BAM! works like a charm. Thanks Cherry, you rock man.

Is there any kind of list of what functions can be changed via QuickPatches? I wasn't aware of this method and it seems powerful, if you know what you're doing.

All I can seem to find is this:

Example for two "real-life" quickpatches:
; Hides EXP in main menu and save screen
HideEXP=49E148,EB71,49F1CA,EB67,49F095,EB21
; Moves the window on the title screen to coordinates 144/56
MoveTitleWindow=490821,#144,490828,#56

[RM2K3] Secondary input keys?

Thanks Cherry

author=Cherry
It was always like this, since 2000. The idea is that you can use the spacebar as decision key and any key above it as cancel key

That makes sense. Interesting.

Try this QuickPatch to disable the keys you mentioned:


DisableHJKLCVBN=46CCF7,00,46CD0C,00,46CD21,00,46CD36,00,46CD86,00,46CD90,00,46CD9A,00,46CDA4,00


Where exactly do I put this?

I am modifying keys with an existing dynrpg plugin, keyboard_mouse_input. Minor changes to an .ini is the limit of my skills.

Actually, if you are already modifying keys (potentially reducing the number of ways the game can be controlled), I'd recommend also registering Y as a decision key, since Z is in an awkward unusable position on some keyboards like my German one while Y is right next to X (instead of Z). This can be done with this QuickPatch, which must go below the previous one:


SetYDecision=46CDA0,94,46CDA4,59

I already have a function on the Y key. Putting accept there would be kind of awkward. If my game ends up being played in other countries/configurations, I could always include special versions with proper controls.

[RM2K3] Secondary input keys?

Oh, I see.

My problem would be the accept/cancel functions inherent to Z/X. I don't know of a way to recreate that with any plugin or code. All the game buttons are located around Z. To have the player use Enter to talk and navigate menus, would be quite disruptive.

It's so close to fitting my need. If only I could still keep those functions on Z and X, but disable the functions on the other keys.

Thanks for trying though.

[RM2K3] Secondary input keys?

author=kaine87
author=TheNecromancer
The keys H, J, K, L move the hero. C, V, B, N, M act like pressing X.

Is there a way to prevent this so I can define customs actions to those keys?
This patch deactivate all the letter keys:
https://www.mediafire.com/file/tvbdqy28t8v2a2y/RPG_RT_NoLetterKeys.rar/file

Interesting, but if I'm reading it correctly it WILL disable Z and X? Meaning ENTER and ESC would have to be used? If that is true, then I can't use this.

This is a Dyn plugin made by cherry? I can't seem to find reference to it anywhere else though.