FPLE : First Person Labyrinth Explorer - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: FPLE : First Person Labyrinth Explorer (/thread-422.html) |
FPLE : First Person Labyrinth Explorer - Ace - 04-04-2010 Boot Wrote:Works a treat, I love it! I tried testing out putting a couple of characters down only to see them floating in the air at the same resolution as normal. :D Looks like I'll have to come up with new tilesets to populate dungeons with objects, chests and doodads. wow THAT looks awesome :D with the fog it looks really cool!^^ FPLE : First Person Labyrinth Explorer - sallius - 04-04-2010 This is an awesome script and here I was just wondering if I should move from VX back to XP FPLE : First Person Labyrinth Explorer - PK8 - 04-05-2010 Heya, to add on to [post=14745]my other post[/url], I just came across a bug in FPLE. I was trying a special comment in an event command besides comment (I used the Message command), typed "Stretch" in the message command and it worked, which I assume isn't supposed to. FPLE : First Person Labyrinth Explorer - MGC - 04-05-2010 Quote:It's on my TODO list. You have to wait a little, because I don't have my PC this week-end. --> done in v1.1. Quote:Anyway, I think I came across what may be a game-breaking bug. I didn't manage to reproduce it... If you ever have a mega-detailed scenario (demo + exact location + movements when the bug appears), I'm interested. It must be a problem in the C code, and that's really a pain to debug. Quote:Would it be possible to have the priority of a tile determine the height and/or Y-axis of a ground, wall or ceiling tile? Currently the engine can't draw ground and ceiling tiles at different heights (the view is somehow fixed to simplify the algorithm). The idea is rather good though. I'll keep that in mind for a future version. Quote:Some sort of method where developers can check if a ceiling is over the player or not? Perhaps something like this: "ceiling_exists?(x, y)" You can already check that with a classic : $game_map.data[x, y, 2] >= 400. But I can add a command if it is too complex to use. Quote:I also notice how players can't jump in FPLE. I tried getting the player to jump and I ended up not being able to move. So I was wondering if it was possible to get jumping working for players. I guess I wouldn't mind if there wasn't an option for jumping height. :P (I know MGC said "No jump" in the first post) That's the same problematic as for the first point : as the height of the view is fixed in this version, jumping is unfortunately not possible. Quote:Special comments for events: -> not easy, but possible. Quote: * Y-Axis/Height in NM7: A feature to set the graphic's Y-Axis to any value. I'm aware of there being a V-Align comment --> a little easier and also possible. Quote:Oh yeah, events can move in your system. Thanks for the good news ! Quote:May I use this code for an open source project? Yes, you can. As long as you don't claim that the core of this script is yours, you can use and modify it freely. Quote:This is an awesome script and here I was just wondering if I should move from VX back to XP Do you plan to make a dongeon crawler ? Otherwise it shouldn't be wise to spend 60$ just for a script... Quote:I was trying a special comment in an event command besides comment (I used the Message command), typed "Stretch" in the message command and it worked, which I assume isn't supposed to. I've got the problem too. I'll see what I can do to fix that. FPLE : First Person Labyrinth Explorer - Victor Sant - 04-07-2010 @MGC There was an small issue with touch trigger events and random battle calling. Since FPLE hadles Game_Player moving? in an different way, it didn't become false after each step, like it do on defautl script. So the encounter count down and event checks are made only when you stop. if you keep walking unstoped they would never be checked. i changed this part of the FLPE_Game_Player update: Code: unless moving? to this: Code: if not moving? or ($game_system.fple and moving? and @steps != $game_party.steps) I get no errors with that so you could make some tests with this change. Also, random battle doesn't start if diferectly facing an blocked tile. Also for people whou would like to use the dungeon background as battle back ground, this small code can do this ;D Code: #============================================================================== FPLE : First Person Labyrinth Explorer - MGC - 04-07-2010 -> Atoa Thanks for corrections ! The random encounter rate seems better now. I'll add them in a new version this evening. FPLE : First Person Labyrinth Explorer - Boot - 04-07-2010 Atoa Wrote:I get no errors with that so you could make some tests with this change. I tested your script and that isn't entirely true. I set the battle step counter to 1 and it is possible to enter battle while directly facing a wall, also tested with a couple of other low numbers and still managed to do this. Maybe it's to do with how I'm setting up my maps? Despite this, it's nice to have the random battle rate fixed, I noticed the error this morning and was about to ask about it, glad I checked this thread first. :P FPLE : First Person Labyrinth Explorer - MGC - 04-07-2010 I uploaded a v.1.2 with Atoa's changes. Quote:I tested your script and that isn't entirely true. I set the battle step counter to 1 and it is possible to enter battle while directly facing a wall, also tested with a couple of other low numbers and still managed to do this. Maybe it's to do with how I'm setting up my maps? That's because even if the encounter count doesn't drop when facing a wall, there's nothing to prevent a battle from being called if the encounter count is already at 0. I added an addon that forces the player to turn automatically if he's facing a wall when a battle is launched. I found that cool. FPLE : First Person Labyrinth Explorer - lyla2284 - 04-09-2010 This is, without a doubt, one of the best RMXP scripts I have ever seen. I'm currently implementing it into my game, and everything worked perfectly, except for one thing. It seems to conflict with Blizzard's catterpillar script. Is there any way to disable the script on maps that don't use FPLE? Hopefully, that would get the caterpillar system working again, seeing as this script changes the Game_Character. Help would be appreciated. I'm a complete and utter n00b when it comes to scripting, but I can configure them. ^^ FPLE : First Person Labyrinth Explorer - Xaiko - 04-09-2010 This script is amazing! I see great potential for a new generation of RM horror games ^^ Edit: I'd like to combine this script with VVulfman's Mousie script but pathfinding doesn't work correctly. Clickling on the screen makes the player move directly to the corresponding top-down-view X Y coordinates on the map... instead of just taking a step foreward or activating the event in front of the player. @DerVVulfman: Could you edit your Mouse System to be an "AddOn" für FPLE? I guess it would be enough, if left clicking would have the same effect as pressing forward - or pressing C, if there was an event in front of the player. This would be great ! ^^ |