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Goku vs. Piccolo

That's a good idea. Is it a set distance you travel? It would be great if you held the button down to choose how far back you go. And maybe if you level it up you move faster during the dash, and eventually do a teleport back. After King Kai, of course ha

That's one solution, but look at the high end dbz games for inspiration. If you were to create a lock on system, where you can cycle the target, so that you are always facing your locked on target. And if you want full control then you wouldn't lock on. That would be the total package solution.

Goku vs. Piccolo

Nice. The sound balance is a bit off. I would suggest trying to get some kind of lock on or strafing feature. Having to walk away then turn around to attack, especially if the enemy keeps advancing, can get very tedious. The dash and semi-teleport skills are good, but keeping your facing would be pretty sweet.

[RMVX ACE] Super simple Map-Battle?

The basic concept is this

Have a parallel process or common event using parallel to check for the coordinates of anyone involved. Hero and monster.

So use variable command and name the variable "hero x", and instead of setting it to a number you would use one of the other options for "Hero X Coordinate".
Do the same for "hero y".

So with 2 lines of code on repeat you are tracking the hero's coordinates.
Make sure you put a small wait of 0.0 or 0.1 at the end of that parallel process, to avoid lag. So several times a second, 2 variables are updated with the position of the hero.

Add 2 more lines of code, and 2 more variable for any other events you need to track. Put them in the same event.

So that event is always running and always keep track of where events are. That is the first step.

Now, you create another event that checks when the player pressing the attack button. I only know how to set this up in 2003, but I would imagine there are tutorials on it for ACE. When the player presses the attack button you would first use code to find out what is occupying the space directly in front of the hero, which is his range of attack. You do this by creating a branch for all four directions.

If the hero is facing up, subtract 1 from "hero y".
If hero down, add 1 to "hero y"
If hero left, subtract 1 from "hero x"
If hero right, add 1 to hero x.

That alters the heros coordinates momentarily. So instead of his coordinates being where he is, it's what's in front.

Then you use conditional branches to check if "enemy x" is equal to "hero x", and also if enemy y is equal to hero y. Then that means, the enemy is directly in front of the hero and you run code for what happens on hit. Sound, visual effect, hp variable decrease, anything you want.

I can't exactly write out all the code for you, but for very basic ABS that is all you need. Of course you would need to either make enemies events do damage on touch, or do similar code for the enemies. That can be tough.

I usually use a second set of variables called "in front of hero x" and y, because you have an event constantly updating hero x and y, so for calculations you want to use a different set of variables(or stop the other event from rechecking for hero coordinates).

If you are beginner, this might seem really hard at first, but it would be a good lesson for you to try and do what I described on your own to understand how to track the coordinates of an event. Once you understand how to track variables of the hero and get him to attack an event, it's easier to add onto it. You may also find tutorials for creating event based ABS systems. Even if they are for a different engine you should be able to do most of them in ACE to understand how it works.

How to change user title?

author=kentona
makerscore updates overnight for some reason

what a lazy website

What are you thinking about right now?

I have 3 Crunchyroll 48 hour guest passes. Anybody want em?

[RMMV] Master! We are out of variables!

I just happened to read this about a month ago, seems like exactly what you need. Not sure if someone already said this, I didn't read all the replies here.

https://rpgmaker.net/tutorials/1133/

Let's make RMN's biggest pyramid!

Rest in peace, TheJudge.

There is no indication he used that.

I mean, it's unfortunate if he died but I'm always skeptical of this kind of thing. I seem to recall some other dev turning up dead, but it ended up being a hoax because he didn't want to work on his project anymore.

Rest in peace, TheJudge.

His tumblr shows content posted 2 hours ago.

RMN sucks 10