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Lead developer for Tumbling Apart. Feel free to contact me if you have any questions, feedback, or input. Love hearing from the community!

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[RMVX ACE] Please help with stopping player from moving script and messages without wait

Ok, I am trying to run a fairly complex portion in my game. It requires messages to run while still allowing player movement. I was using Galv's (this dude is AWESOME by the way) Messages Without Wait script, but it does NOT allow the action button to work while messages are running. I then found PK8's script, which does.

However, I also use Yanfly's stop player from moving script, and have to apply it fairly often during times when I have to run parallel process rather than autorun. The problem is that the two do not seem to be compatible. Using PK8's script makes the other script stop working.

Is there a small modification I can make to either of these scripts that will still allow me to forcefully stop player movement with a switch while running PK8's? I can't use autorun as a substitute because the pages are already full of control switches and it isn't really possible due to the complexity.

Here is an example where all my event pages are already taken up, and making a ton of additional event pages to switch between parallel and autorun isn't possible.

IMAGE

Any help at all would be GREATLY appreciated. Thank you in advance.


Here is the pk8 script:

=begin

Move During Messages v1.1S
by PK8
Created: 5/22/2012
Modified: 5/25/2012
Coverted for VXAce by Roninator2 on 19 Jan 2019
------------------------------------------------------------------------------
¦ Author's Notes
This script was originally made as an event system around the
18th of October, 2005, purely out of accident. I was attempting to make a
very quick Pacman-esque demo (I forgot why), and came across player
characters moving around via move route while a message window was visible
during a test play completely by accident.

A few modifications to the event system and 7 years later, that system is
now a script.
------------------------------------------------------------------------------
¦ Introduction
Move During Messages allows players to... well, move during messages.
------------------------------------------------------------------------------
¦ Features
o Players can move during messages.
o Creators can set which maps enables/disables it.
o Creators can set how far the player can move while a message is being
displayed.
o Set multiple maps at once using ranges. (New to v1.1S)
------------------------------------------------------------------------------
¦ Changelog
o v1E (10/18/2005): Event System initially released.
o v2E (11/14/2008): v2 released.
o v1S (05/22/2012): It's now a script.
o v1.1S (05/25/2012): Now users can set ranges, streamlining the process
of setting which maps (dis)allows moving during
messages.
------------------------------------------------------------------------------
¦ Methods Aliased
Game_Player.update

=end

#==============================================================================
# ** Configuration
#==============================================================================

module PK8
class Dialogue_Move
#--------------------------------------------------------------------------
# * General Settings
#--------------------------------------------------------------------------
Switch = true # If TRUE, script is on. If FALSE, script is off.

#--------------------------------------------------------------------------
# * Map Settings
# Integers, ranges, and nil values are allowed to be used in the array.
#--------------------------------------------------------------------------
Map_IDs =
Map_IDs_Flag = false # If TRUE, occurs in all maps but those specified.
# If FALSE, occurs in specified maps.

#--------------------------------------------------------------------------
# * Radius Settings
#--------------------------------------------------------------------------
Radius_Flag = false # If TRUE, players get a limit on how far they can move
# while messages are visible. If FALSE, doesn't apply.
Radius_X = 3 # Set how far players can move horizontally. (In tiles)
Radius_Y = 3 # Set how far players can move vertically. (In tiles)

#--------------------------------------------------------------------------
# * Do Not Modify
#--------------------------------------------------------------------------
if Map_IDs.include?(nil)
load_data("Data/Mapinfos.rxdata").keys.each { |item| Map_IDs.push(item) }
Map_IDs.delete(nil)
end
Map_IDs.each { |item|
if item.is_a?(Range)
for i in item; Map_IDs.push(i); end
Map_IDs.delete(item)
elsif item.is_a?(Array)
item.each { | i |
if i.is_a?(Integer); Map_IDs.push
elsif i.is_a?(Range); for i2 in i; Map_IDs.push; end
end
}
Map_IDs.delete(item)
end
}
Map_IDs.compact
end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method(:pk8_dialoguemove_update, :update)
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
pk8_dialoguemove_update
if PK8::Dialogue_Move::Switch == true
if ((PK8::Dialogue_Move::Map_IDs.include?($game_map.map_id) and
PK8::Dialogue_Move::Map_IDs_Flag == false) or
(!PK8::Dialogue_Move::Map_IDs.include?($game_map.map_id) and
PK8::Dialogue_Move::Map_IDs_Flag == true))
@mdm_position = if @mdm_position == nil
if $game_message.busy? and !moving?
case Input.dir4
when 2
if PK8::Dialogue_Move::Radius_Flag == true
move_straight(2) if @y < @mdm_position + PK8::Dialogue_Move::Radius_Y
else
move_straight(2)
end
when 4
if PK8::Dialogue_Move::Radius_Flag == true
move_straight(4) if @x > @mdm_position - PK8::Dialogue_Move::Radius_X
else
move_straight(4)
end
when 6
if PK8::Dialogue_Move::Radius_Flag == true
move_straight(6) if @x < @mdm_position + PK8::Dialogue_Move::Radius_X
else
move_straight(6)
end
when 8
if PK8::Dialogue_Move::Radius_Flag == true
move_straight(8) if @y > @mdm_position - PK8::Dialogue_Move::Radius_Y
else
move_straight(8)
end
end
elsif !$game_message.busy?
@mdm_position = nil if @mdm_position != nil
end
end
end
end
end










And Yanfly's:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Stop All Movement v1.00
# -- Last Updated: 2011.12.10
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.10 - Started Script and Finished..
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides two switches. One switch will stop all NPC events from
# being able to move when it's on. The other switch will prevent the player
# from being able to move when it's on (outside of an event).
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Go to the module and bind the STOP_NPC_MOVEMENT_SWITCH and the
# STOP_PLAYER_MOVEMENT_SWITCH constants to a switch you want to stop NPC's and
# the player with.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
module UTILITY

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Stop Movement Switches -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These switches control whether or not the respective events can move.
# If the switches are off, then there is no locking them. If the switches
# are on, then the events are locked from moving.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STOP_NPC_MOVEMENT_SWITCH = 22
STOP_PLAYER_MOVEMENT_SWITCH = 23

end # UTILITY
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Switch
#==============================================================================

module Switch

#--------------------------------------------------------------------------
# self.Switch
#--------------------------------------------------------------------------
def self.stop_npc_movement
return $game_switches
end

#--------------------------------------------------------------------------
# self.Switch
#--------------------------------------------------------------------------
def self.stop_player_movement
return $game_switches
end

end # Switch

#==============================================================================
# ■ Game_Player
#==============================================================================

class Game_Player < Game_Character

#--------------------------------------------------------------------------
# alias method: move_by_input
#--------------------------------------------------------------------------
alias game_player_move_by_input_sam move_by_input
def move_by_input
return if Switch.stop_player_movement
game_player_move_by_input_sam
end

end # Game_Player

#==============================================================================
# ■ Game_Event
#==============================================================================

class Game_Event < Game_Character

#--------------------------------------------------------------------------
# alias method: update_self_movement
#--------------------------------------------------------------------------
alias game_event_update_self_movement_sam update_self_movement
def update_self_movement
return if Switch.stop_npc_movement
game_event_update_self_movement_sam
end

end # Game_Event

#==============================================================================
#
# ▼ End of File
#
#==============================================================================

[RMVX ACE] A video I made showing how complex animations can be made. Hopefully it will help some people!

Hey guys, been busy with my game as of late, and decided to record myself while working and then added some instructions on making complex animations to give back to the community. I've picked up so many scripts, hints, help, etc from here that I'd never have a chance at being where I am now if it wasn't for you all.

Hopefully this can help some people who used to be in my shoes:)

This community is amazing

Hi all, brand new to the rpgmaker.net and I just want to say that you guys are awesome. I just put my game up on the website, and I had a few questions, and they were answered immediately.

Everyone I've come into contact with has been so friendly and helpful. I normally post on /rpgmaker, but think I'll be stopping by here a lot more often:). I can't tell you how many times I've scrounged rpgmaker forums just like this and found exactly what I needed, and it's all been made possible by a supportive and outstanding community. I want to be around to help pay forward what has been graciously given to me. Looking forward to working with you all!

Effective ways to promote an RPG Maker game?

Hey everyone! My name is BC Shahan and I'm about halfway through the development cycle of my game, Tumbling Apart. I plan on doing a commercial release and have started a green light campaign (what with Valve putting the program in its death throes and all).

The problem is- I'm not really sure how to effectively promote it. I am confident in the quality of the game, but it's a tough sell on ANYONE when it's made in the RPGMaker engine. Sure, there are exceptions (To the Moon, Always Sometimes Monsters, etc) but most people don't want to hear that great games can be made with the engine. So my question is, what has worked for you all?

I just signed up to rpgmaker.net and have submitted a page for Tumbling Apart. It's been pending for a couple days. I can't tell you how many times I've scrounged these forums for help and advice in the past- the community here is truly spectacular. Short of waiting for the game page to be approved, is there any recommendations in the meantime? A few gaming websites have done early previews of the demo, and the consensus has been very positive. Orange Bison compared it to Gone Home and Everybody's Gone to Rapture, but it's really tough getting anyone to look at an unestablished game made in this engine.

Here is the link to the greenlight page, as well as an imgur album I did early in the development process before I had even switched to 16:9:
http://steamcommunity.com/sharedfiles/filedetails/?id=867843152
http://imgur.com/gallery/g0I1g

Any advice?
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