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TheNecromancer
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Getting started with RPG Maker 20XX (The old version)
Getting started with RPG Maker 20XX (The old version)
Yeah, I can spice them up with pictures later :P I'm writing the others right now.
There are a few things about this new engine that will cause you to rifle through your code and possibly make some major changes, though. For example, there will be no conditional branches that use sprite facing, so you have to replace it with a system that turns facing into a variable and use that in your branches.
I'll add a little note to this tutorial about that, and go into it in more depth in a later tutorial. Possibly creating a tutorial specifically for converting existing games into 20XX games.
There are a few things about this new engine that will cause you to rifle through your code and possibly make some major changes, though. For example, there will be no conditional branches that use sprite facing, so you have to replace it with a system that turns facing into a variable and use that in your branches.
I'll add a little note to this tutorial about that, and go into it in more depth in a later tutorial. Possibly creating a tutorial specifically for converting existing games into 20XX games.
Making your Custom Menu System
So if you pick the option for ITEM, for example, it erases this menu and shows another?
If yes,
You'd basically do the same thing. Create a new picture for the new menu, find those coordinates and setup the second set of cursor positions.
While on the first menu, where key input equals 5 on the correct Cursor Position branch(in the image above where it has comment:ITEM) have it erase this menu, reset variables, and show the new menu stuff. This is where you make the transition from one menu to the next. Everything else is the same setup.
If no,
If yes,
You'd basically do the same thing. Create a new picture for the new menu, find those coordinates and setup the second set of cursor positions.
While on the first menu, where key input equals 5 on the correct Cursor Position branch(in the image above where it has comment:ITEM) have it erase this menu, reset variables, and show the new menu stuff. This is where you make the transition from one menu to the next. Everything else is the same setup.
If no,
please explain a bit further what you mean
How To Use Switches And Variables in RM2K3
For the example used about what armor is equipped, there are conditional branches and page conditions that check what piece of equipment you are wearing.
So while I agree with the point you are making; that the work of 3 switches can be done with a single variable. It doesn't make sense to use switches or variables to emulate an existing process.
Food for thought.
Also, as a prediction of how you will respond to Avee, if you are making tutorials for beginner's and these are meant to be just the basics it might be a good idea to make that clear in the beginning. Otherwise people will keep pointing out that there are better ways to do things.
So while I agree with the point you are making; that the work of 3 switches can be done with a single variable. It doesn't make sense to use switches or variables to emulate an existing process.
Food for thought.
Also, as a prediction of how you will respond to Avee, if you are making tutorials for beginner's and these are meant to be just the basics it might be a good idea to make that clear in the beginning. Otherwise people will keep pointing out that there are better ways to do things.
Game Clock Tutorial
author=Davenport
It seems you both have a lots to learn about variables and how they work.
This tutorial is pointless. If you need any help, try playing some of my games
I made long before you were probably born.
I have no words for this hahah
Weather Tutorial (Day/Night/Rain/Thunder/Snow)
Fair enough. I still think this would benefit with a bit more explanation, but it serves it's purpose.
Sure it works fine without the loop, but it's not a good practice to add useless redundant coding. Especially if beginner's are picking up the habits :)
Sure it works fine without the loop, but it's not a good practice to add useless redundant coding. Especially if beginner's are picking up the habits :)
Weather Tutorial (Day/Night/Rain/Thunder/Snow)
The exclamation above should resemble the below coding:
Maybe it's not a typo? I wouldn't call that an exclamation, but w/e.
I don't really see how this tutorial is complete. It's got a single cycle of screen tints but you don't specify how to make it remain in one state for a given amount of time then gradually change(other than an absurdly long wait event). Is this day/night switch supposed to stay on forever? I wouldn't put any weather effect in the same cycle, because it would be raining every day at the same exact time.
I would suggest giving more instruction on how to alter this instead of just a code dump. It doesn't explain how to achieve any kind of realistic effect; only a static (therefore boring) cycle of tint and 8:00 rain.
I wouldn't use the cycle function, either. (I hear it's glitchy?) Labels might be a better choice, but that's just a preference. They both get the job done. Wait, what am I saying? You don't need to force a cycle inside a parallel process, that's the point of a parallel process. It cycles itself.
If I were to create a day/night system, I would have separate switches for day and night and separate processes. It should remain in one state for a while before switching and it's not a good idea to have parallel processes running for no reason. One process for keeping track of time that is constant throughout the entire game, so that when it's dusk it turns on the night switch to activate the night parallel process(which shuts itself off when it's done tinting). Then the event keeping track of time will turn on the day switch at dawn to tint it back to normal.
Same with rain, have a switch for rain and using that time tracking event, create randomized times to have the switch turn on to start the rain. That way it can rain any time of day without interrupting the main day/night cycle. Or even during a quest or cutscene; instant rain effects with the flick of a switch.
It's nice that your writing tutorials, but I don't agree with this one in it's current state.
Game Clock Tutorial
If your going for a straight up timer, this is sufficient.
But if your using it to display time like a standard clock there is one minor issue. When you have been playing for 2 hours and 5 minutes, it would display like this: 2:5 - where it would look better if it was like this: 2:05. To solve this I added another variable/branch for "10's of minutes". Then it's just a matter of adjusting the numbers so that minutes go to 10, add 1 to tens of minutes, then reset to 0. (You have it minus the amount, but I prefer reset to 0) Obviously you would have to alter 10's of minutes into hours, too.
For displaying variables, you have to use square brackets
You would have to surround them in code tags to be visible on RMN.
Also, is this a typo
Explanation? :P
But if your using it to display time like a standard clock there is one minor issue. When you have been playing for 2 hours and 5 minutes, it would display like this: 2:5 - where it would look better if it was like this: 2:05. To solve this I added another variable/branch for "10's of minutes". Then it's just a matter of adjusting the numbers so that minutes go to 10, add 1 to tens of minutes, then reset to 0. (You have it minus the amount, but I prefer reset to 0) Obviously you would have to alter 10's of minutes into hours, too.
For displaying variables, you have to use square brackets
[ ]
You would have to surround them in code tags to be visible on RMN.
Also, is this a typo
The exclamation above should resemble the below coding:
Explanation? :P
Guard Detection Using Field-Of-View
So obviously you made a mistake. If you want help post your code although I can bet what you did wrong. You mixed up less than/greater than.
Guard Detection Using Field-Of-View
author=pyrodoomauthor=Fallen-GrieverOH, and I tried it in RPG maker 2000, GUESS WHAT! IT DIDN'T WORK!!! >:(
Erm, it does work in RM2K3. The commands might be slightly different since the game I used as the example is an RM2K game, but the system itself works fine.
Maybe YOU don't work. Now I'll have to try this myself to see if it works *sigh*
*edit: It works













