What's up, RMers?
I'm still working on the readme for the new version of the event system. I just came up with an "update feature" which could probably be useful in case anyone decides to check the readme frequently.

How it would work is extremely voluntary, and it all depends on the user. All the user has to do is check the readme for new updates on the system. The readme would then provide a link to the system which they could then check out and download. I'm not sure if this is the best way to go about it, but why the heck not.

Edit: The readme is an html page.
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Posted 4.5 and 4.8.1. Now I'm working on a new feature for Player's Current Position Indicator (for RPG Maker XP) which lets creator go advanced (if they need to) with specifying terrain tags which would hide or show the indicator.

First, they have to set the advanced flags to true, then they could get to work on going advanced with the terrain tags. Here's how it would work:

The format:
Code:
PK8_PCPI['pass_terr_show_adv'][tileset_id] = [terrain tags which shows the indicator]
PK8_PCPI['pass_terr_hide_adv'][tileset_id] = [terrain tags which hides the indicator]
...

Example:
Code:
PK8_PCPI['pass_terr_show'] = [6, 7]
PK8_PCPI['pass_terr_hide'] = [2, 3]
PK8_PCPI['pass_terr_show_adv_flag'] = true
PK8_PCPI['pass_terr_hide_adv_flag'] = true
PK8_PCPI['pass_terr_show_adv'][2] = [5]
PK8_PCPI['pass_terr_hide_adv'][2] = [6]
...
^ Normally, when the system comes across a tile tagged with one of the terrain tags specified in PK8_PCPI['pass_terr_show'] or PK8_PCPI['pass_terr_hide'], it would do what it's supposed to do. Activate or deactivate the indicator.
If the player is in a map that uses Tileset ID 2, and if the dev decides to turn on the PK8_PCPI['pass_terr_show_adv_flag'] and PK8_PCPI['pass_terr_hide_adv_flag'] settings, the system would instead look for terrain tags specified in PK8_PCPI['pass_terr_show_adv'][2] and PK8_PCPI['pass_terr_hide_adv'][2].

If this is too much, the dev could always turn the flags off.

I'm actually not sure how people would make use of it.
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i really want to know the drop date for hybrida I'm just saying we have been waiting a while reading the comic i just want to know when we can expect a digital copy of the game to drop or at least a Beta Testing Event for about a month or so. Laughing Sarcasm + Confused
[Image: All__s_Fair_by_asunsetgoingdown.jpg]
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Yeah, Umm, all are classified at this point. OFH way too prototype at this point. Yes LilEvil3000 has read my comics I plan on uploading to this site. Critical data loss has set me back. I will do the best I can to recover. Strangely LilEvil3000 has already beta tested Omega Force Hybrida before the "bomb dropped."

Hopefully he doesn't leak any classified data and keeps a low profile....hint-hint. (extremely nervous laugh)

Right now: I'm Drawing a level selection screen.
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Landmines go BOOM!

Yep, I'm coding some landmines. You'd figure it would be easy to make, but I'm using a system that allows you to generate events... and in this case... landmines. Had to set it up so both player and events can set it off and go boom. Player loses health. Events just disappear.

Next step, proximity mines. Get too CLOSE and they go off.

I have later plans for a MrMo ABS version for this, so actual map enemies lose health.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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BADA-BIG-BOOM!

Hehe... Proximity Mines worked out. My code has a set 3-tile radius hard-coded, but that is SO easy to change, it's not even an issue. I can have my guy place the bomb and run for dear life before it's set. It arms itself in one second after planting. And once armed, anyone (player or event) gets too close.... BOOM!

One more concept before porting over for MrMo's ABS... tripwires. That one is gonna be a bit harder. If I can get it to work, I'd like to have visible wires. *shrugs*
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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Afraid I couldn't do trip wires. Would need to be able to set two items and the code woulda been to clumsy trying to set two items and have a line-of-site system working on it. It could have made a bit of a mess. Blech. Indifferent

So, I've started porting it over for MrMo's ABS now. Bit of a headache as damage is based on ITEM stats and MrMo's abs doesn't really have an internal Item Damage system. I made an Item Damage add-on for the ABS. But since I want this a a standalone system, I need to make another one. Happy

Starting off slowly, making sure the player gets blown up good. Winking
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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Re-vamped my journal to display story, cards and key-items
story, a bit like in the Kingdom Hearts journals
cards, from one of my minigames, to view your collection and the art

thinking about editing it a bit more to display a 'Journal update' message when something is added, though this is very low priority.
Upcoming RPG XP project: Legends of the Flaming Falcons
In a distant future an ancient threat stirs...heroes of old take up their arms once more.
For my writing project that includes my rmxp project I'm also maintaining a private wiki; if you wish to follow me, let me know.
My developer blog can be found here:
http://the-otherworld-tales.blogspot.be/

[Image: Gazeteer%20-%20Pherione.gif]
Gazetteer responsible for Pherione's Developer Interviews. My thread here.


More info or questions? PM me
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Woohoo. Landmines are a blast!

What used to be a very heavy bit of scripting to make an event detect the player and enemy events is now down to a single line of code identifying what 'item' holds the damage values and the script that checks targetting ranges, area blasts and the like. And it works with and without MrMo's ABS.

Almost ready for posting. A bit more cleaning up and instruction writing.


Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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Finally moving on to making a new version of the Change Leader event system. It's based on modern algebra's script snippet, but I'm adding a couple of features to it.

What sort of features would you guys like to see implemented in this system?
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