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TheNecromancer
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author=Lord_Vectra
I'm brand new (made an account today). Is waiting 30 days just to make a status update a bit much?
Perhaps you can use that time to reconsider making a status and do something constructive instead.
Beginner's Guide to Adventure Game Studio - Part Two
First Early Access Update (Includes improved controller support!)
I don't remember but I don't think it gave any message at all. Oh wait now I remember the problem. It was only registering some buttons, but not the back triggers or anything for movement. Or maybe that was after at first, it didn't work at all, then I went into the controller software and mapped keyboard buttons to it, hoping it would be registered as a keyboard, but only some buttons worked. Something like that.
I was using ps4 and xbone controller, neither worked fully.
I was using ps4 and xbone controller, neither worked fully.
[RM2K3] Bigger charsets?
It's possible to have the large sprite cut into pieces, create multiple events all using one piece, put them all next to each other on the map, and when you do the move event command do it for them all. And it will appear as a large sprite moving in unison. Not sure limits of this, but I've pulled it off small scale before with a 2x3 tile sprite, moving 1 tile left, 1 tile right, repeat. There were no seams in the events. This was done in the official english version of 2k3.


First Early Access Update (Includes improved controller support!)
Cool. I encountered some of these.
I seemed to have issues using any controller on my PC, whereas my friend was able to on his PC. Not sure what the deal was. I could use the controller with other games and in the control panel it was registering all the buttons correctly. I launched the game after plugging in the controller, too. Not vital, as I can use my arcade pad, which registers as a keyboard, thought I'd mention that.
I'll probably be playing again this weekend and we'll see how it goes.
I seemed to have issues using any controller on my PC, whereas my friend was able to on his PC. Not sure what the deal was. I could use the controller with other games and in the control panel it was registering all the buttons correctly. I launched the game after plugging in the controller, too. Not vital, as I can use my arcade pad, which registers as a keyboard, thought I'd mention that.
I'll probably be playing again this weekend and we'll see how it goes.
[RM2K] [SCRIPTING] What causes an event script in progress to cancel and change pages?
Oh, yeah, you won't get many answers here. There's maybe 3 people I can think of that could help you. Kazesui, Wolfcoder and Cherry. I think Pepsi_Otaku knows a bit from his work with dynRPG, but very few people know how the engine works deep inside. Maybe a few other users who I've seen discussing the nitty gritty of the engine. Others who are making engines that run RM games. OpenRPG I think is one.
I would recommend that you explain your goal when asking these kinds of questions, to avoid getting unhelpful responses. I wouldn't have bothered to reply since I don't know why code works the way it does. Just how to work with it so it doesn't break, heh.
I would recommend that you explain your goal when asking these kinds of questions, to avoid getting unhelpful responses. I wouldn't have bothered to reply since I don't know why code works the way it does. Just how to work with it so it doesn't break, heh.
[RM2K] [SCRIPTING] What causes an event script in progress to cancel and change pages?
First of all, I wouldn't use loops. There always seems to be something screwy with them. You can get the same results from
label 1
code you want to loop
wait 0, or above
jump to label 1
It gives you much more control. You can put in condition branches to break out of the loop or even jump to other loops by creating label 2, and putting a jump to label 2 in a branch.
(to break out of this loop)
label 1
code you want to loop
wait 0, or above
IF (switch0001 is ON)
\\jump to label 100
jump to label 1
label 100
However, why do you have a page 2 on an event where you want a loop to keep going on page 1? If the loop is meant to keep going, then it should be on it's own event and that page 2 on a different event. Only 1 page of an event can process at one time, and the page on the right will take priority. That seems like it's working as designed.
When you activate a switch to enable another page or event, the code will continue to process to the end, then not repeat. Which is why you can teleport after turning on the switch. I think after you teleport, if you go to another map, the event on the previous map that started the teleport will stop processing(not 100% sure on this). In that case you could do something like, use a common event so it doesn't matter which map you're on and where you teleport to.
I usually don't put anything after a teleport, then on the destination map create an autorun event to finish up whatever code needs to be there, then turn itself off when done(or do a call of a common event). But it all depends on the situation, how other events are set up, and whatever nuances comes up from the engine.
label 1
code you want to loop
wait 0, or above
jump to label 1
It gives you much more control. You can put in condition branches to break out of the loop or even jump to other loops by creating label 2, and putting a jump to label 2 in a branch.
(to break out of this loop)
label 1
code you want to loop
wait 0, or above
IF (switch0001 is ON)
\\jump to label 100
jump to label 1
label 100
However, why do you have a page 2 on an event where you want a loop to keep going on page 1? If the loop is meant to keep going, then it should be on it's own event and that page 2 on a different event. Only 1 page of an event can process at one time, and the page on the right will take priority. That seems like it's working as designed.
When you activate a switch to enable another page or event, the code will continue to process to the end, then not repeat. Which is why you can teleport after turning on the switch. I think after you teleport, if you go to another map, the event on the previous map that started the teleport will stop processing(not 100% sure on this). In that case you could do something like, use a common event so it doesn't matter which map you're on and where you teleport to.
I usually don't put anything after a teleport, then on the destination map create an autorun event to finish up whatever code needs to be there, then turn itself off when done(or do a call of a common event). But it all depends on the situation, how other events are set up, and whatever nuances comes up from the engine.
[RM2K] [SCRIPTING] What causes an event script in progress to cancel and change pages?
LandTraveller has been released into Early Access
Will be playing this with my friend tomorrow(+1 sale). Looking forward to it!
17$ seems a little pricey though, but I guess that will make it more appealing when it's on sale. Although I don't know how much content there is, so we'll see if it lives up to the price tag.
17$ seems a little pricey though, but I guess that will make it more appealing when it's on sale. Although I don't know how much content there is, so we'll see if it lives up to the price tag.













