What's up, RMers? - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Development Discussion (https://www.save-point.org/forum-17.html) +--- Thread: What's up, RMers? (/thread-395.html) Pages:
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RE: What's up, RMers? - Ahzoh - 08-31-2016 (08-30-2016, 03:35 AM)DerVVulfman Wrote: Hey, guys. Dunno if anyone scripting noticed, but the 'follow player' feature in all the RPGMaker systems include a bit of randomness. Make an event set to follow the player, and it randomly turns around or something. With the new changes your ABS system makes enemies behave more like what I'd expect them to, whereas the Blizz-ABS doesn't behave quite the same. RE: What's up, RMers? - DerVVulfman - 08-31-2016 Well, I've considered having a separate option for Enemy motion. An option where you leave it using the normal RPGMaker motion, or a more direct 'ABS' movement system that you expected. More options, the better. RE: What's up, RMers? - Steel Beast 6Beets - 08-31-2016 (08-31-2016, 12:47 AM)Taylor Wrote: Yeah, I would say that's better. The animation feels a bit imbalanced - like the shift to the right should either be removed, or balanced with an equal bounce to the left - but it helps to make it clearer. I noticed that as well. I think it's something to do with the image being resized. I'll look what can be done. RE: What's up, RMers? - DerVVulfman - 09-06-2016 No screens of the Quest system today. BUT HELLA WORK BEING DONE ON INSTRUCTIONS! The commands to turn on/off the quest and its objectives have been made very compact and easy to use. But can it be any easier than having the system check quest data for you and mark them completed? I can't help it. The quest system will have a detailed set of instructions. But as big as they will be, I want to make them easy to understand... at least for an intermediate level. Code: # COMMAND: QUEST_Log RE: What's up, RMers? - Ahzoh - 09-13-2016 The majority of my game is going to be in the Formless World, which from the perspective of outsiders is not at all formless. But that is an illusion to protect their mind from going mad from gazing at the true chaos. The Formless World is divided into domains, of which there are infinite, which are ruled by powerful entities known as The Great Kings. One of the domains I call the "Field of Terror", which is a large field of hands outstretched that would slowly drain the health of the player as they walked on it. I was inspired by this image: Content Hidden Though, I dunno how I'll be able to make it so each individual tile drains health without making several hundred events. RE: What's up, RMers? - DerVVulfman - 09-13-2016 Is it an entire map that drains health, or just certain tiles on the map that hurt? On my mind? ............typing. Oh, why do I make super systems that require comprehensive instructions... systems that have over two dozen commands, detailed configuration systems to let the end user define how his/her system will appear, and data features that have.. um.. all possible options available at their whim? It's not easy being a werewolf scripter. I swear, writing instructions for something like that takes HOURS... (just one heading from 9am to ... it's 1:30?). I figure I won't be done today. But if I don't make these instructions, I'm sure to lose track of what every feature in this sucker. I need a break. RE: What's up, RMers? - Steel Beast 6Beets - 09-13-2016 Pretty sure I recall you mentioning in one of your scripts that writing the instructions took longer than writing the actual script. RE: What's up, RMers? - Ahzoh - 09-13-2016 (09-13-2016, 06:36 PM)DerVVulfman Wrote: Is it an entire map that drains health, or just certain tiles on the map that hurt?Most of a map, maybe 98%, will be filled with tiles that drain the health, but there will be small areas with tiles that don't. But it would be cumbersome to make several hundred events, as I said. So I'm looking for something in between having an event that makes the entire map drain health and having individual events for tiles that drain health. RE: What's up, RMers? - Mel - 09-13-2016 I would do it with coordinates. Save the player postion X,Y in variables with a parallel process and then a second parallel process checks if the player is on an save position or not. If not he loses health. RE: What's up, RMers? - Ahzoh - 09-13-2016 (09-13-2016, 10:16 PM)Melana Wrote: I would do it with coordinates. Save the player postion X,Y in variables with a parallel process and then a second parallel process checks if the player is on an save position or not. If not he loses health. I dunno how to do it with coordinates. |