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RM2k3 - Question about pressing shift during message event
Well my game isn't a standard RPG so there won't be much text. The text speed will most likely be very fast for the parts that do have it. Mostly, I just wouldn't want someone to hit it by accident like I sometimes did.
I never heard of pressing control during test mode to walk through walls :o I wonder what other shortscuts there are like that..
I never heard of pressing control during test mode to walk through walls :o I wonder what other shortscuts there are like that..
RM2k3 - Halt all movement/Proceed with movement command
I'm basically looking for insight on using this command. In general and also pertaining to my issue stated below.
I have tried using this command a few times and it doesn't always work that way I would expect. I'm thinking it has to do with either a conflict with another event or the type of event trigger(or something else I don't know about!)
*****This is fixed now*****************************************************************************************
Right now I'm trying to fix a bug in my game. It's in the ladder event. When you are facing a tile that allows you to use the ladder to cross, the ladder will appear in front of you. For example, a river that is just 1 tile across. With the ladder down you can walk it and while standing on it, it automatically makes you move forward 1 step to the land on the other side of the river and puts the ladder away. It worked fine when I first made it.
Now that I introduced an item that makes you move fast, I discovered a big problem with my event. While fast, if you step on the ladder and immediately hold a different direction you will step on the ladder and before the event makes you auto move 1 step forward it goes with your button press instead, making you face the wrong way and then I think it does the auto move. This causes Link to move into an adjacent space in the river and your stuck.
So basically I'm trying to make it so that you cannot input any commands while this whole thing is processing. My first thought was to just start the event with Halt all Movement, then at the end just throw in the Proceed with Movement..but this doesn't work. It doesn't stop you from moving while on the ladder.
******************************************************************************************************************
That's where I'm thinking it may a conflict, if you start with Halt all movement and then issue a move command, does that cancel out the halt all movement?
The other thought I had about the event trigger doesn't really apply here..I don't think I've gotten the Halt command to work when its in a parallel process.
Also, another thought, if you put a Halt command on an event page does that same page have to contain the Proceed command for it to work?
So yeah, any info about this command would help, like what circumstances it works or doesn't work.
I have tried using this command a few times and it doesn't always work that way I would expect. I'm thinking it has to do with either a conflict with another event or the type of event trigger(or something else I don't know about!)
*****This is fixed now*****************************************************************************************
Right now I'm trying to fix a bug in my game. It's in the ladder event. When you are facing a tile that allows you to use the ladder to cross, the ladder will appear in front of you. For example, a river that is just 1 tile across. With the ladder down you can walk it and while standing on it, it automatically makes you move forward 1 step to the land on the other side of the river and puts the ladder away. It worked fine when I first made it.
Now that I introduced an item that makes you move fast, I discovered a big problem with my event. While fast, if you step on the ladder and immediately hold a different direction you will step on the ladder and before the event makes you auto move 1 step forward it goes with your button press instead, making you face the wrong way and then I think it does the auto move. This causes Link to move into an adjacent space in the river and your stuck.
So basically I'm trying to make it so that you cannot input any commands while this whole thing is processing. My first thought was to just start the event with Halt all Movement, then at the end just throw in the Proceed with Movement..but this doesn't work. It doesn't stop you from moving while on the ladder.
******************************************************************************************************************
That's where I'm thinking it may a conflict, if you start with Halt all movement and then issue a move command, does that cancel out the halt all movement?
The other thought I had about the event trigger doesn't really apply here..I don't think I've gotten the Halt command to work when its in a parallel process.
Also, another thought, if you put a Halt command on an event page does that same page have to contain the Proceed command for it to work?
So yeah, any info about this command would help, like what circumstances it works or doesn't work.
RM2k3 - Question about pressing shift during message event
Ah. That would make sense, because I never play my own games outside of test mode.
That's good then, I was afraid I wouldn't be able to control the pace of the text.
Thanks~
That's good then, I was afraid I wouldn't be able to control the pace of the text.
Thanks~
RM2k3 - Question about pressing shift during message event
When playing the game and there are messaging, the player can hold shift and just blow past them. Is there any way to disable this?
I may be wrong, but I seem to remember playing other peoples games and was unable to skip the dialogue like that.
I may be wrong, but I seem to remember playing other peoples games and was unable to skip the dialogue like that.
"In this debate, and look forward to a bad translation!"
I'm surprised nobody tried this one:
"All your base are belong to us"
AFRIKAANS : al jou basis is behoort aan ons
Back to ENGLISH : all your base are belong to us
ALBANIAN : të gjitha bazë tuaj janë të takojnë për ne
Back to ENGLISH : All your base are belong to us
ARABIC : كل ما تبذلونه من قاعدة هي ملك لنا
Back to ENGLISH : All your base are belong to us
BELARUSIAN : УÑе Ð²Ð°ÑˆÑ‹Ñ Ð±Ð°Ð·Ñ‹ належаць да наÑ
Back to ENGLISH : All your base are belong to us
BULGARIAN : Ð'Ñички Ñи база Ñа принадлежи към наÑ
Back to ENGLISH : All your base are belong to us
CATALAN : Tota la seva base són ens pertanyen
Back to ENGLISH : All your base are belong to us
CHINESE : ä½ æ‰€æœ‰çš„æ®ç‚¹éƒ½å±žäºŽæˆ'们
Back to ENGLISH : All your base are belong to us
CHINESE_SIMPLIFIED : ä½ æ‰€æœ‰çš„æ®ç‚¹éƒ½å±žäºŽæˆ'们
Back to ENGLISH : All your base are belong to us
CHINESE_TRADITIONAL : ä½ æ‰€æœ‰çš„æ"šé»žéƒ½å±¬æ–¼æˆ'å€'
Back to ENGLISH : All your base are belong to us
CROATIAN : Sve vaše baze su pripadaju nama
Back to ENGLISH : All your base are belong to us
"All your base are belong to us"
"All your base are belong to us"
AFRIKAANS : al jou basis is behoort aan ons
Back to ENGLISH : all your base are belong to us
ALBANIAN : të gjitha bazë tuaj janë të takojnë për ne
Back to ENGLISH : All your base are belong to us
ARABIC : كل ما تبذلونه من قاعدة هي ملك لنا
Back to ENGLISH : All your base are belong to us
BELARUSIAN : УÑе Ð²Ð°ÑˆÑ‹Ñ Ð±Ð°Ð·Ñ‹ належаць да наÑ
Back to ENGLISH : All your base are belong to us
BULGARIAN : Ð'Ñички Ñи база Ñа принадлежи към наÑ
Back to ENGLISH : All your base are belong to us
CATALAN : Tota la seva base són ens pertanyen
Back to ENGLISH : All your base are belong to us
CHINESE : ä½ æ‰€æœ‰çš„æ®ç‚¹éƒ½å±žäºŽæˆ'们
Back to ENGLISH : All your base are belong to us
CHINESE_SIMPLIFIED : ä½ æ‰€æœ‰çš„æ®ç‚¹éƒ½å±žäºŽæˆ'们
Back to ENGLISH : All your base are belong to us
CHINESE_TRADITIONAL : ä½ æ‰€æœ‰çš„æ"šé»žéƒ½å±¬æ–¼æˆ'å€'
Back to ENGLISH : All your base are belong to us
CROATIAN : Sve vaše baze su pripadaju nama
Back to ENGLISH : All your base are belong to us
"All your base are belong to us"
RM2k3 - Subject: Math - Question: Please help me understand why this formula works!
post=152419
34 mod 10.
So divide 34 by 10.
You get 3 with a remainder of 4.
Ohhhhh, that's the part I didnt get. Thank you
post=152421
First off, you have the order wrong. It's supposed to be like this
The reason you divide is because you don't get the exact digit just by modding. You need to divide the remainder to get the correct digit.
Eg, say you want to get the second digit of 1234 hp. You would:
1234 divide by 100
which gives 12.34 which isnt correct, you need it to be 2 so you
mod 12.34 by 10
result is now 2.
The way you explain it, yeah it would have to go in that order... I wonder why mine works then? I'm pretty sure I've already tested it when I first wrote it and it worked just fine o.O I'll have to go back and look at it now that I actually understand what's going on
RM2k3 - Subject: Math - Question: Please help me understand why this formula works!
Yeah, that's what I heard it does. I just don't see how it translates into giving the single digit. Then there's division command at the end. What's that for?
RM2k3 - Subject: Math - Question: Please help me understand why this formula works!
So I have this code from a tutorial and I've always wondered why it works. It's a very useful code and I feel that if I understood it maybe it will help with something else. I'm sure it's just simple math but I don't think I could just figure it out myself by writing it out. Would anyone care to explain? :)
Var Oper: (v112) Set, Var (121)
Var Oper: (v112) Mod, 10
Var Oper: (v113) Set, Var (121)
Var Oper: (v113) Mod, 100
Var Oper: (v114) Set, Var (121)
Var Oper: (v114) Mod, 1000
Var Oper: (v114) Divide, 100
So it takes a three digit variable and splits it into 3 single digit variables. I think the reason I don't understand it is because I'm not entirely sure what the Modulus command does. I heard the definition but I still dunno xD
Thanks!
Var Oper: (v112) Set, Var (121)
Var Oper: (v112) Mod, 10
Var Oper: (v113) Set, Var (121)
Var Oper: (v113) Mod, 100
Var Oper: (v114) Set, Var (121)
Var Oper: (v114) Mod, 1000
Var Oper: (v114) Divide, 100
So it takes a three digit variable and splits it into 3 single digit variables. I think the reason I don't understand it is because I'm not entirely sure what the Modulus command does. I heard the definition but I still dunno xD
Thanks!
8 bit Megaman sounds
http://nesdev.parodius.com/NESAudioRipping.zip
It seems overly complicated xD Here's a quote from it:
"The most crucial is that you have a knowledge of 6502 assembly
language"
That's one option down.
You could find them online; I tried myself with no success and we're not going to find anything you couldnt find yourself. It's possible to come across a random site that hosts resources and find a few MM sfx but it seems like they are pretty rare and your looking for a pretty specific one in your example so that makes it even tougher.
Maybe somebody will happen across this thread and happen to have just what your looking for... heh I doubt it.
No, sometimes you just have to take matters into your own hands and do it yourself. I have a suggestion that might work. Get the emulators and roms(legally blah blah blah...;) Go into the settings and turn off the music channel only. Play the game to the point where your sound is played. Then use an external program to record whatever is playing through your sound card (the megaman sounds) and you should have a .wav file of what you need. Trim it up and roll it out. I guess that would be considered 'ripping' but less technical.
Hope that helps!
It seems overly complicated xD Here's a quote from it:
"The most crucial is that you have a knowledge of 6502 assembly
language"
That's one option down.
You could find them online; I tried myself with no success and we're not going to find anything you couldnt find yourself. It's possible to come across a random site that hosts resources and find a few MM sfx but it seems like they are pretty rare and your looking for a pretty specific one in your example so that makes it even tougher.
Maybe somebody will happen across this thread and happen to have just what your looking for... heh I doubt it.
No, sometimes you just have to take matters into your own hands and do it yourself. I have a suggestion that might work. Get the emulators and roms(legally blah blah blah...;) Go into the settings and turn off the music channel only. Play the game to the point where your sound is played. Then use an external program to record whatever is playing through your sound card (the megaman sounds) and you should have a .wav file of what you need. Trim it up and roll it out. I guess that would be considered 'ripping' but less technical.
Hope that helps!
Quest Script
Your basically asking someone to do all the busy-work you don't want to do.
http://rmrk.net/index.php/topic,33305.0.html
I google'd "quest log in rpg maker xp" and this was the second one. Your not supposed to press "I'm feeling lucky" then give up if you don't find your answer.
http://rmrk.net/index.php/topic,33305.0.html
I google'd "quest log in rpg maker xp" and this was the second one. Your not supposed to press "I'm feeling lucky" then give up if you don't find your answer.













