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That's what I'm doing. I should be more specific; what I'm doing is Label -> Conditional Branch: Button _ is Down: Call Common Event -> Branch End -> Jump to the label above.
Deeper - A Community Roguelike For RPG Maker VX - Your Help Wanted!
author=Relyt link=topic=3845.msg80466#msg80466 date=1244949290He might be unbanned once RMN3 gets here, so this will probably just go into cryostasis until then. How long that will actually take is yet to be seen, though.
Hey guys, I heard Max got banned. Is anybody else willing to head this project up?
What are you thinking about right now?
Waiting for player input
I'm making a custom battle system out of events. I made an event that uses Label -> Conditional Branch: Button _ is Down -> Jump to Label to allow the actor in the front of the party to choose between Attack, Defend etc. when it's their turn. So far, only Attack has an event linked to it.
When the player selects Attack, it runs an event that uses the same method to allow the player to choose a target. It displays some information on the highlighted target. The first time I tested this, I forgot to add the Jump to Label commands, so it highlighted both enemies at once. When I put the commands in and tested it again... the game froze as soon as I selected Attack. The music kept going, but the characters on screen stopped moving and nothing happened. F9 wouldn't open the debug menu, but I think F12 still worked.
I'm sure the Jump to Label commands were the cause. Removing them made it work (though not as intended), and putting them back made it freeze. Oddly enough, however, there were jump to label commands inside conditional branches that had no effect on whether it froze or not.
I tried putting the chunks of event commands inside loops. I was 100% sure the Jump to Label commands on the very bottom level were causing it, so if they weren't there, then it would work perfectly, right? Nope. It still froze. Somehow, I managed to break logic itself.
Then I remembered the Jump to Labels inside conditional branches. I tried using Loops inside a conditional branch: gold = 0 or more, but that didn't work. So I tried Jump to Label again. That didn't work.
Fuck.
In desperation, I tried copy/pasting the common event into a different slot and having the action select event call the new one, but it garnered the same result. If I can't find a way to fix this, then I simply can't finish this thing. I'll have to scrap it entirely. I really, really don't want to do that.
When the player selects Attack, it runs an event that uses the same method to allow the player to choose a target. It displays some information on the highlighted target. The first time I tested this, I forgot to add the Jump to Label commands, so it highlighted both enemies at once. When I put the commands in and tested it again... the game froze as soon as I selected Attack. The music kept going, but the characters on screen stopped moving and nothing happened. F9 wouldn't open the debug menu, but I think F12 still worked.
I'm sure the Jump to Label commands were the cause. Removing them made it work (though not as intended), and putting them back made it freeze. Oddly enough, however, there were jump to label commands inside conditional branches that had no effect on whether it froze or not.
I tried putting the chunks of event commands inside loops. I was 100% sure the Jump to Label commands on the very bottom level were causing it, so if they weren't there, then it would work perfectly, right? Nope. It still froze. Somehow, I managed to break logic itself.
Then I remembered the Jump to Labels inside conditional branches. I tried using Loops inside a conditional branch: gold = 0 or more, but that didn't work. So I tried Jump to Label again. That didn't work.
Fuck.
In desperation, I tried copy/pasting the common event into a different slot and having the action select event call the new one, but it garnered the same result. If I can't find a way to fix this, then I simply can't finish this thing. I'll have to scrap it entirely. I really, really don't want to do that.
Well, farewell everyone.
Ideas for a CRES.
Ideas for a CRES.
I'm pretty sure Skie is already doing this with SE:B2.
Anyway, I had an idea when I saw this. I tend not to like plain random encounters, but I always liked the way Pokemon did it; you could only run into random encounters in tall grass. Combining that system with this system, you could have the bar only go down when the player is on clearly marked tiles. That way, the player knows when they're taking a risk and makes it so that not every step is a dice-roll. I find that this makes exploration more fun.
Incidentally, I hate going through caves in Pokemon games.
Anyway, I had an idea when I saw this. I tend not to like plain random encounters, but I always liked the way Pokemon did it; you could only run into random encounters in tall grass. Combining that system with this system, you could have the bar only go down when the player is on clearly marked tiles. That way, the player knows when they're taking a risk and makes it so that not every step is a dice-roll. I find that this makes exploration more fun.
Incidentally, I hate going through caves in Pokemon games.
Bringing Sexy (signatures) back, yeah!
are these sprites good?
I'm not sure I like the gray outline on the black hair. I'd make the hair itself a lighter shade of black, then outline it with pure black.















