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Jigglysaint Posts: 29/179 |
No, not at all. Basically the jump boots(which grant the power) will let you jump straight up. However, when you get to a specific event, that changes and you jump as normal accross the obsticle. It can also be done so that it could be upgraded, however jumping at a non-event is just for show(unless I were to add somthing that interacts with a jumping character, like floating platforms or mario style blocks.
As for co-ordinates, well what I did is I used 2 variables, one for each axis, and made them paralell process events in the common events dialouge box. Then all I do is on a map, do a fork condition upon the conditions of one or both are met, and make it a paralell process event, and when the character reaches a certain point, either x or y or both, the event happens. If I use several variables like this, I could allow for more than one axis on the same map. For example, one that affects the entire row and entire collumn instead of them combining to form one single tile's destination. This feature might also save event space, as you could have like several exits controlled by one single event for the entire screen. |
cpubasic13 Posts: 247/1193 |
Ah, I never actually understood coordinate based events...
So simply put, you have an event that makes the character walk forward twice, but the user has to press the jump command in order to jump across the obstacle. Genius. Pure genius. At least that is what I think you are trying to aim for... |
Jigglysaint Posts: 28/179 |
Well, I've been toying arround with co-ordinate based events which means that stuff happens when you get to a certain part of the screen. It actually saves event space for some things as you can make an entire row or column warp you somewhere, perferct for towns. What I could do is just make the jump boots make you jump straight up, and an event could be used if I have to jump accross anything. |
cpubasic13 Posts: 246/1193 |
The only thing I can think of is another common event that checks to see if a certain map has an event that turns on a certain switch as a parallel process that doesn't allow jumping on that map.
I know what you are trying to do, which is great, but there isn't anything that can allow you to do such a thing in 2000. I have yet to figure that out myself. I'm actually curious to see something of this. Sounds interesting from what I have read. |
Jigglysaint Posts: 27/179 |
No, my problem is that if you jump on a tile that isn't walkable, the game freezes. I'll have to try that and see if that's what it will do, but I thought the ignore if can't be moved was for events, not chips.
Edit: It works, however now what I need is somthing that tells the game to branch to another jumping routine if the jump to another chip, or a routine that disallows me from jumping over certain chips like moutains(perhaps the reverse, that is water, ect). |
cpubasic13 Posts: 242/1193 |
For the jumping, did you check "Ignore if cannot be moved?"
I did a jumping system a while ago. You enabled it via an item and then disabled it when you press the menu key. I think that might be your problem... Anyway, can't wait to see this sometime. |
Jigglysaint Posts: 25/179 |
Well actually it is a common event, triggered when you equip jump boots that is. It's too bad there isn't an event extender that would allow for one event to cover a larger area. If there was a way to do somthing, like maybe a terrain restriction(thus a boarder of somthing could disable jumping, it might be possible. Unfortuantly the forking system doesn't have terrain ID to it. |
Dragonsbrethren Posts: 114/442 |
A guess: Your jumping system is a common event, correct? What you need to do is set a fork/conditional branch so that when a "Can't Jump" switch is on your jump boots are disabled.
You'll need to line any place you're not allowed to jump with events that toggle this switch. Keep in mind I've never done anything like this, it's modified from the way I do Tents. |
Jigglysaint Posts: 24/179 |
I've been trying to figure out more things to do. Right now, I changed from an overworld to intersecting areas. See, since the game is roughly based off a real city, it's going to have roads that connect different points. I am also planning to add a "Highway" for quick travel. I am going to add a simple item creation where you can make items, however you can only get 8 out of a potential 16 per game, and you can't get more than one of the same item. Basically there are 4 item groups, and you can only have 2 of the 4 items in that group. It means replay value, hopefully since some cool stuff would be made. I also added a steal ability.
What I plan is to have an area that grows after certain events are accomplished, each growth will let you have access to all sorts of extras. I've ripped some game music and got it to a respectable file size for each of them(even if the quality is bad). I am actually looking for some ideas and inspiration, like battle event skills, items with unique effects, things like that. The game may not be as big as a standard RPG, but I hope it will be good for a first try. Oh, and I need a way to disable jumping if the jump will take you into a solid object, since that seems to be a big bug that will prevent great use of my jump boots. |
Dragonsbrethren Posts: 110/442 |
Hey Jigglysaint, how's this project coming along? You haven't posted anything in a while. |
Dragonsbrethren Posts: 86/442 |
Yeah, that's similar to what's happening to my game, I have way to many "special" battle commands and limit breaks, I haven't even decided how I want certain characters to behave. I haven't even started on equipment that gives abilities...
I haven't even finished the first dungeon yet. |
Jigglysaint Posts: 22/179 |
I don't think I need any rips.
OH, and I added a relic that keeps your health full on the map screen, and a charm that prevents random battles. They are actually pretty intensive eventwise, so unless I have some really good ideas, I will have to limit myself. |
Lord SkyLart Posts: 186/307 |
If you want some good uttiiltes and rips. Try Phax Games |
Dragonsbrethren Posts: 82/442 |
Originally posted by c0nfu53dOriginally posted by Dragonsbrethren I was more referring to the stupid comments about the tutorials, it's been ages since I was on the forums there. |
Lord SkyLart Posts: 185/307 |
You could probably find some good rips by searching at Google |
c0nfu53d Posts: 10/27 |
Originally posted by Dragonsbrethren Gaming World IS NOT a haven of stupidity. I post there. And for resources try www.gaminggroundzero.com I'm not a fan of GGZ but they DO have good rips etc. |
Dragonsbrethren Posts: 81/442 |
Gaming World is a haven of stupidity but I check their tutorials from time to time to brush up on some complex things.
Oh, and I saw a screenshot somewhere of fighting a kitten in a paper bag, beat that! |
Jigglysaint Posts: 21/179 |
Actually now that I think about it, it's not that hard to rip sprites, is it? What I have done is I've used my digital camera to take pictures of some of the "bosses" in the game, then lower the quality to reflect the critteria needed for RMK2000, then just import them as an enemy. It isn't perfect, but hey, how many RPG's have you beat up REAL life people? Also how many RPGS are there where you get to fight Retarded Ninjas? I'll try to get some screenshots soon, but in the meantime I am planning to implement a elementary item creation system, where you take 8 items and mix them together, and option that becomes available as you start saving people. If anybody's got an idea for stuff like that, it would be cool to hear some feedback. Along with that, I am looking for puzzle elements, events that occure when an item is eqipped(Imagine an item that raises max HP while equipped).
Edit: I did create an item that rasies max HP when equipped. It's kinda bulky since I needed 4 switches and 4 varables, but otherwise it works pretty well. |
Lord SkyLart Posts: 174/307 |
Yeah, but graphics aren't the easiet thing to rip. You gotta have a lot of experience to do it. That is why I suggested that site. |
Dragonsbrethren Posts: 72/442 |
Argh, some of the rips there make my eyes bleed. Seriously, use the correct palette and fill the entire tileset, extra points for putting the same tiles on both layers (Great for creating secret passages and such). This is why I tend to make my resources from scratch, even if rips are already available. |
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