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[RMMV] [RMVX ACE] Okay, Let's Have This Discussion: Sample Maps

I'm not as active as I used to be but I typically steer clear of RTP games, so I'd be willing to put money on it, bro frog.

[RMVX ACE] compression my eternal nemesis

author=StormCrow
wow is this place dead or is this place dead

You can't draw this conclusion after only a few hours of no replies in a help topic. All you can say is that the average amount of people(compared to other topics) that read this topic didn't know the answer. Compression errors are not exactly common knowledge.

But yeah, the forums are pretty much dead.

[RMVX ACE] Non player event collision

How many events in each category?

I can't think of a way at the moment and have it be less work. Unless.. maybe if you used variable reference calls and create an automated system that checks a group of variables on it's own.

Make the variables like this

var10 Event 1 X
var11 Event 2 X
var12 Event 3 X

var20 Event 1 Y
var21 Event 2 Y
var23 Event 3 Y

Seperate X and Y and keep them sequential for however many events.

Then have a system on each event that compares it's own X with the next one in the list, if they are not equal add 1 to the machine, which will check the next variable in the list.

Event code would be like:

As parallel process
Set var 10(event 1 X) = this event map X coordinate
Set var 20(event 1 Y) = this event map Y coordinate
Set label = 1
set var 1(event check position) = 11 "so it will check the next events X"
IF var 10(event 1 X) = var reference(var 1)
Turn a switch ON based on value of var1, so lots of branches "you know event 1 X is same as event 2 X"
ELSE
Add 1 to var 1
IF var 1 > 20 "whatever the limit of events is"
Set var 1 = 10 "whatever the first one is, if this starts with event 5 it would need to cycle around and check event 1"
Jump to Label 1 "so it repeats the check with a new value"


"this is missing a check for which event its starting with, so it knows which event to stop checking when it cycles around"


It will systematicaly compare it's own X with every other X. Turn ON a switch or something when it finds a match until it does them all. Then it does the same code for Y coords. The switches will turn on for every match and another event checks for an events 2 switches to be on, indicating a collision. Turn off the switches after the check.

This is just a very basic example and would need serious modifying to account for multiple checks and everything. But it conveys the idea. I'm imagining a system where 1 event contains all the code, which can be copy/pasted with only having to alter a few lines to prevent it from checking against itself.

This is fun to think about :)

[RMMV] [RMVX ACE] Okay, Let's Have This Discussion: Sample Maps

I've never seen an RPGmaker sample map before. If someone used one I'd never even know.

Level Designer for your [RMMV] Project. Prefer ABS/Zelda-Like

If you find that these scenario's are hard to come by, I could always use help in my Zelda game https://rpgmaker.net/g/zelda. Not commercial, but I wouldn't expect to get paid for this kind of thing.

Minimum viable product for a trading card game

Like the man said:

author=Shinan
two and a half heartstones

[RMVX ACE] SE is sometimes skipped.

author=Tw0Face
I'm aware of that but I put bullet movement and SE into the same event. When I test play I can see three to five bullets flying around without any SE playing, meaning the event is actually triggered but without any SE playing.


Are you sure you sent me the same thing your testing? Because your saying here that you see 3 or 5 bullets on the screen at one time? I could only shoot 1 bullet at a time, but when I was close to enemies and it was shooting fast there was no skipping.

Mario's Musical Marathon

So I decided to try again and duh, my error was so obvious. I was treating it like VX Ace, where 600 is frames, so that's 10 seconds haha I was telling the engine to wait 600 seconds, then 600 seconds, like 4 times and it came back with 'nope'.

I made my adjustments and my idea actually looks pretty cool :D The only problem is collision, but I'm working on it I fixed it.

Btw, I'm doing 2112. This stage may take 20 minutes of epicness to complete.

[RMVX ACE] SE is sometimes skipped.

My initial test seems to show that every time I click the mouse to shoot, I get 1 SE. No skipping.

I don't know if this game is private, so I won't post the video here, but I recorded myself playing. My recording software shows when I click the mouse. If you see me clicking the mouse and there is no sound effect, that is normal for how you must have coded it. The event can't be triggered again to play more SE until it's complete. Like Mega Man bullets.

If this is different entirely from what you hear when you play, then it's just your computer I suppose.

????