TRUJIN'S PROFILE

Perfection & Secroma
A short story about a ghosthunter and one of her adventures.

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Rpg maker 2003 MOVE EVENT help.

well a start would be: start jump, move forward, move forward, end jump. While selecting "ignore impossible movement" however, it wouldn't lead to any kind of jumping system, more of a cinimatic thing.

RESIDENT EVIL SHOOTING SYSTEM FATAL SCRIPT ERROR (game hangs in balance)

author=Travio
The script was purposefully designed to use the knife only as a last resort - it's clear from looking at the script it's designed to be difficult to fight with because hey, it's like a six inch blade being used against brain-hungry zombies. It's not meant to hit as often, or to be used as such - only when you get trapped and have no other option (and you'll die if you don't get one or two lucky hits in).

I actually think that, on average, the change I mentioned to the script would increase the average hit rate of the knife, and even then it's still 'abyssmal' (in testing, one in three or one in four button presses result in a hit - and that seems to be because the animation is actually taken into account for how often it counts button presses and when it 'hits'; if the zombie moved during the animation, it won't hit, because the zombie isn't there anymore).

Also, people need to damn well learn to read - it says right in the first post what maker is being used. There's no game crashing bug anymore, just design on a weapon that could be a lot better but makes sense being as crappy as it is. That said, the original script is rather clunky in play - I'm not sure why the original scripter chose the keys they did - and could majorly use an update to fix bugs - it's about three years without one now.

(Also, the damned thing contains so, so much terrible commenting and terrible conventions that it's nearly impossible to trace through it and fix stuff without knowing before hand what's going on...)

As far as I could tell doing my research it wasn't a script to begin with. It was ment as an "engine" for his own game. After people starting to request the script for it he released it.

There is also a problem with the fact that only the first character can use the knife. This is somewhat indicated by the change I made. It only gives the knife to character number one (which is also stated in one of the topics at other forums). It's a crappy system that's for sure.

"Game got denied" Need better understanding of why and explain somethings to me

author=alterego
author=Trujin
There were dozens of other (nicer) ways you could point out the knifeglitch. Way to make an asshole out of yourself.
...however thinking that you have to be all hostile to be honest kind of tells something about your social skills.
I love that you complain when your posts sound way worse than Bulmabrief's. ...So much for setting a good example. ;D

Hmm, damn you're right. I guess that gives me a hypocryte sticker XD. In my defense however: I was talking about behaviour here, not the person itself and since English isn't my first language I sometimes forget which or what expression gets more offensive load. I'll be quiet now =[.

"Game got denied" Need better understanding of why and explain somethings to me

author=bulmabriefs144
I could've. But when he said "I'll just tell people not to use the knife (without fixing it) because it usually misses (lying about the actual issue)" that was what pissed me off. In general, you should extend hospitality to people here, not go, "oh, your game sucks." But when a person has a bad attitude, and refuses to own up to problems in the game, it's time to call them on it.

There are tons of worse things I could've said.

I grew up with people using politeness as a type of dishonesty, and found out what some people felt about me only years later, because they were too polite to tell me. Honesty is the best policy. Hospitality is the second best.


Well I'm glad you think you can change unwanted behaviour by setting a wrong example. I can agree with the fact that honesty is the best policy, however thinking that you have to be all hostile to be honest kind of tells something about your social skills.

Anyways, go back to your other topic, I fixed the knife bug for you. Well actually I just came up with a way to remove the knife from the game since it serves no use anyways.

RESIDENT EVIL SHOOTING SYSTEM FATAL SCRIPT ERROR (game hangs in balance)

So, as I just started using RmXP on a more serious base myself I thought it couldn't hurt to get the exersize of fixing this knife issue. I don't have loads of scripting experience and I do get some other bugs with this system (something about bullet hue). But I did however manage to remove the knife from functioning and to get rid of the knife in the menu (the latter is rather basic stuff).

The Scene_Menu is changed to stop the "knife" menu window from loading, refreshing and removing. The Window_Menu 1 is changed to make this navigation window bigger and center the text (+ 32) to fill in the gap of the removed "knife" window. The Game_Actor 5 part changes the equipment of the actor so the knife isn't there anymore. Thus is stops all actions that handle the knife stuff. I first changed a class that handled the animation of the knife, but I couldn't find the class that handled the actual use of the knife. Removing it from the equipment list did just fine, so there is is: my journey in the scripting world and your solution to the knife problem =).

This is what you need to change in the script editor:

Scene_Menu 1

Remove:

Line 60:

@Wea_SP_windows = Windows_Wea_SP.new

Line 111:

@Wea_SP_windows.dispose

Line 134:

@Wea_SP_windows.update



Window_Menu:

Change:

Line 51:

rect.y = index / @column_max * 32

to:

rect.y = index / @column_max * 32 + 32



Game_Actor 5:

Change:

Line 129:

@sp_wea_id = 1

To:

@sp_wea_id = 0

RESIDENT EVIL SHOOTING SYSTEM FATAL SCRIPT ERROR (game hangs in balance)

author=bulmabriefs144
Get rid of the script. Period. You could do a better one with coding and basic knowledge of variables, that wouldn't cause any error.

Also, knife attack is a short range attack. You're building this on what, VX Ace (I didn't download, because I didn't want crap on my computer)? Make a Touch event (with a If Action is used condition) for each monster if equipped with the knife. Make a simple battle animation, and change the sprite of the character to an attack pose. If you don't use the action in time, the attack misses and the enemy hurts you.

And you wonder why you got rejected when rather than fixing things "I'm just going to recommend people in the game not to use the knife as it will rarely hit." Someone will use it anyway. Fixing the problem, unless you've hired a bugtester, is your responsibility.


Why are you acting so hostile? Seriously fixing script errors with event systems is only a thing you do in rm2k(3) not in the later versions of the makers. Next to that not everybody knows basic variables and such. I can understand when somebody downloads a script or system he expect it to work without bugs.

"Game got denied" Need better understanding of why and explain somethings to me

author=bulmabriefs144
Don't accept this until he fixes the script glitch for the knife.

Graphics are one thing, technical issues are much bigger.
There were dozens of other (nicer) ways you could point out the knifeglitch. Way to make an asshole out of yourself.

Next time, try it like this:

Youngmreezy155 in an other topic a person appears to use the same Resident Evil script/system/patch you are using. He stated there was a vital glitch concerning knife-use which bugged the game to cause an error.

If you do use the same system and you haven't fixed this bug yet, it might be helpfull to look into that topic to get rid of the bug. It would be a major help to the playability of your game.

Edit: Ok, I just found out the "guys" are the same person. However I think my suggestion towards kindness, helpfullness and stupid hospitality is clear enough.

"Game got denied" Need better understanding of why and explain somethings to me

author=youngmreezy155
Here we go again getting attacked on forum's this the main reason why i never found forum's fun. -_- i didn't keep pressing enter i cut and pasted my rant from notepad that's why it looked strange and you know you could read it stop lying grammar nazi lol. Totally understandable for me to get kicked in the face if i cursed but i didn't so your argument is invalid mr detective guy. Liberty been the only one really helping me i feel like there's not enough help on this site that's what i'm trying to say. It's stressful having to jump back and forth from making my game and checking this site like now i have to fully delete all my maps because of this which i don't mind but either way if i did get accepted i would have been figured out my mistakes by playing games on here which i did long before i got denied. All i really wanted to do is the blog thing and ask for tile sets and hear other peoples opinions but now i'm just blindly going along until i get accepted.

There were only two people "attacking" you and it probably was only because you posted this "rant". If you wouldn't have done this, you'd probably be accompanied by people like Liberty who tried to help you.

I don't see how need to just blindly go along untill accepted, there are other ways of working on your game and still get the feedback.

You might want to take example from this guy: Offcourse he didn't like it that his game got denied, but took the throwback with maturity and improved a lot in just a couple of days:

http://rpgmaker.net/forums/topics/12531/

About the rules in general: They are good to begin with. I got back from a long time of absence and discovered how one of my projects got denied after some rule changes. I don't feel bad about it, after looking at the project page I understanded why. It had too less of information and I actually decided to get some solid stuff done before I resubmit it again.

It also got me to think about what to submit. I had 3 downloads I could submit and only submitted one. I didn't even know if it would reach the minimum requerements, I'm glad it did.

Since you're obviously new here and want some help to develop your skills I advice you to make some help request topics and start posting in the screenshot or what are you working on topics. These are great for some feedback on your stuff.

As for the feedback you got:

Clashing graphics is when you use rips or graphics from multiple sources that don't work together. Just imagen how a game would like with Mario, Resident Evil and Half Life graphics at the same time. You probably used to many rips in one tileset that didn't make sence.

Mapping: You probably use wide open maps with little to no objects placed in them (don't try to solve that by cluttering, smaller maps is a better option).

First projects: You even admitted this was your first and knowing that not all first projects have to be bad, most are. You could have gotten a lot of feedback in the mentioned topics without being offended by a rejection.

As for your questions etc:

Blog thing: You'd better show some progress in the what are you working on topic.
Request tilesets: You'd better off ripping them yourself or making custom graphics, but there is alway the help/request forum to ask for them.

People's opinions: You've just got them and got offended by them. If you don't like that, stop posting untill you think you reached some standards. However I wouldn't advice this. Get more of a learning attitude and use the screenshot topic for this or make a sapparate topic (you'd better edit the first post in this topic with some of your material to get some feedback though.

Anyways, you should excuse the two guys who replied to you first. Imagen how you would feel in their situation. Take something in your head you are really good at (maybe just a subject in school). To go with this example, imagen how you get good grades and some new kid comes in class and gets all kind of bad grades. He starts to nag about the teachers way of checking his tests and rants about how they should be good enough to get avarage grades. Wouldn't it move you to say something or at least think something negative about the attitude of that new guy?

As for the noob thing: It all comes to attitude, if you would behave like someone who wants to learn you are at the right place. If you continue to rant on the rules and keep coming up with excuses of how it should be approved and in a way try to start discussions with more experience members (like you did in the first three lines of your last post you'd probably be better of improving on your own.

[RM2k3] Shadow-light dungeon mechanic. Possible solution?

You should really get familiar with the picpointerpatch. The problem about cancelling out pictures is something I experienced a lot and the only thing I had to do was change one variable to fix this. I hope you don't think that the mentioned menu I made used tons and tons of conditional branches to show item graphics, do you? It used like 10 lines of code to fill up the menu with those item names.

Besides:

Picpointerpatch: set picture id and picture names by variabels.
Hyper Patcher 2: use up to 9999 pictures.

I get your concerns, but would you please get familiar with those patches before you mention the saving of pictures and the colliding/clashing/cancelling problems with picture id's the next time I bring the patches up and you the familiar problems with the standard non-patch rm2k3.

Edit: You are also stating a lag problem. I must admit that setting up the initial array of pictures to cover the map will take some time, but lag? No. You've showed me a couple of times the way you event your systems and I should advice you to keep off the multiple parallel processes running at the same time and just use call events. There is no need to use a loop to show pictures that aren't going to change anyways, just call an event once to set the pictures up and you're done.

[RM2k3] Shadow-light dungeon mechanic. Possible solution?

author=bulmabriefs144
author=Shoobinator
author=bulmabriefs144
...Why not just change the picture? You don't necessarily need a zillion pictures if you do it right.

Center the picture around the hero, and change location and size as the light mana variable changes. Other than this, the variables above can probably help.
Actually, the concept I originally had in mind was probably functionally flawed to begin with (unnecessarily complicated) so I may end up doing something like this. Instead of permanently revealing spots until you leave the room, it could be more of a flashlight kind of thing that you toggle on/off.
Well, you could also change the flashlight picture to progressively larger/smaller, by making like four or five different pictures (they can all reuse the same picture space though) each with a different hole size.

If you had multiple points of light the best way to do this is rather than dividing the map into zones (this would use a lot of pictures), have some of these pictures on screen X/Y, and some using relative X/Y. That is, some of these are in fixed points of the entire map, one follows you around, and the rest is black.

Alternatively, you could probably make an immense parallax map, that changes to others if the variable changes (this would give you fixed points where the terrain is shown, that get more/less shadowed). I'm not really sure the size limit rules of parallax though, so I couldn't tell you (I've mainly done small screens with it). And this could make things almost as slow as multiple pictures if it was really enormous.


I just don't see what the point of saving pictures is when you can have 9999 of them, besides that it would take more code to save them? Any thoughts on that?