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Whatchu Workin' On? Tell us!
author=LockeZ
After 18 years of having the same five major zones in my Squaresoft MUD,
Wait, people are still making MUDs? And I thought I was old...
Editing default scripts - Ethical?
One minor comment: some versions of RM have some scripts that are hidden because you're not supposed to edit them. For example, VX Ace explicitly asks users not to try to reverse engineer the encryption used in load_data() and save_data(). This is the only thing that I would consider an ethical issue.
[RMVX ACE] Events can't change facing
author=LockeZ
Oh damn, you're at a completely different level than I thought, haha. This seemed like a weird newbie problem at first.
Weird problems are my specialty. ;)
The thing is, I'm completely uncreative, so while others start with story/art and do mechanics later, I jump straight to the obscure technical details.
[RMVX ACE] Events can't change facing
The purpose of the map is to show which layers Ace draws each autotile on. So I have one event that clears the base layer, and another that clears the embellishment layer, then I put a reset event between them so you could go back and forth. And everything works perfectly.
And I thought other people might want to play with this too (I test other autotile stuff on other maps) so I wanted to pretty it up a bit, and that's the part that doesn't work.
I suppose I could clone the map data the first time you step on the reset event and set a global switch, then copy the cloned data when the switch is set. And unset the switch when you leave the map (I have three of these maps, one for each mode).
Is it possible to declare instance variables from events? Or do I need to go into the scripts for that?
And I thought other people might want to play with this too (I test other autotile stuff on other maps) so I wanted to pretty it up a bit, and that's the part that doesn't work.
I suppose I could clone the map data the first time you step on the reset event and set a global switch, then copy the cloned data when the switch is set. And unset the switch when you leave the map (I have three of these maps, one for each mode).
Is it possible to declare instance variables from events? Or do I need to go into the scripts for that?
[RMVX ACE] Events can't change facing
No common events, no parallel processes.
1) Nothing.
2) Don't have any map transitions yet... adding some now...
Huh, the treasure chest works if the player starts on a different map. If player starts on the same map, the opening animation won't play but when you return to the map it will show open.
My button animation now works the first time you step on it, but not the second time. You have to leave and return to get it to animate again.
Ah ha! I found the cause of the problem. Both of these events were being triggered after an event that reloads the map using this script call: $game_map.setup($game_map.map_id)
Now I need some other way to restore the map layers to their saved versions...
Thank you very much for suggesting I leave the map and return!
1) Nothing.
2) Don't have any map transitions yet... adding some now...
Huh, the treasure chest works if the player starts on a different map. If player starts on the same map, the opening animation won't play but when you return to the map it will show open.
My button animation now works the first time you step on it, but not the second time. You have to leave and return to get it to animate again.
Ah ha! I found the cause of the problem. Both of these events were being triggered after an event that reloads the map using this script call: $game_map.setup($game_map.map_id)
Now I need some other way to restore the map layers to their saved versions...
Thank you very much for suggesting I leave the map and return!
How many potions do you really need?
I'm also a hoarder and I only use consumables if save-scumming fails to get me through.
An idea I heard once was to have a limited number of potion bottles the party can carry, but they can be refilled at fountains scattered around the maps. This lets you collect them all and still use them. But it still doesn't address the issue of knowing when you should use them.
An idea I heard once was to have a limited number of potion bottles the party can carry, but they can be refilled at fountains scattered around the maps. This lets you collect them all and still use them. But it still doesn't address the issue of knowing when you should use them.
[RMVX ACE] Events can't change facing
Yes, I disabled direction fix. (I knew everyone would think that when seeing the subject line.)
So... I have an event that triggers when a player steps on it, and I wanted it to be very obvious, so I set its graphic to one of those giant floor buttons. Then in the event commands I have it play a sound effect and do a move route to show the button going down then back up (first move route command turns direction fix Off).
When I test it I hear the sound effect, and the rest of the event works properly, but the graphic never changes. So I created a quick event treasure chest for comparison, then added the wait commands to my event, and it still doesn't work. It does seem to be waiting for the move route to complete before doing the rest of the event commands.
And now the freaky part: the treasure chest doesn't open either. It plays its sound effect and tells me I got 0 gold, but the graphic stays closed, even when empty. And I double checked that page 2 was set to the open graphic. This is an unmodified quick event, and it's not working.
I have not added or modified any scripts. I have some script calls in my events, but they don't touch events. I asked Steam to validate my files, it found and fixed 77 files, but it still doesn't work. So I uninstalled and reinstalled, and it still doesn't work.
One unusual thing I've done was change the project name. And then I manually changed the directory name to match, which confused Ace a bit. But it's obviously finding my files, and I don't see why that would affect RTP graphics.
So... I have an event that triggers when a player steps on it, and I wanted it to be very obvious, so I set its graphic to one of those giant floor buttons. Then in the event commands I have it play a sound effect and do a move route to show the button going down then back up (first move route command turns direction fix Off).
When I test it I hear the sound effect, and the rest of the event works properly, but the graphic never changes. So I created a quick event treasure chest for comparison, then added the wait commands to my event, and it still doesn't work. It does seem to be waiting for the move route to complete before doing the rest of the event commands.
And now the freaky part: the treasure chest doesn't open either. It plays its sound effect and tells me I got 0 gold, but the graphic stays closed, even when empty. And I double checked that page 2 was set to the open graphic. This is an unmodified quick event, and it's not working.
I have not added or modified any scripts. I have some script calls in my events, but they don't touch events. I asked Steam to validate my files, it found and fixed 77 files, but it still doesn't work. So I uninstalled and reinstalled, and it still doesn't work.
One unusual thing I've done was change the project name. And then I manually changed the directory name to match, which confused Ace a bit. But it's obviously finding my files, and I don't see why that would affect RTP graphics.
I need feedback on an idea...
Nothing at all wrong with the idea.
My concern is how much emphasis you'll put on the backstory and realism. Too much emphasis and people will start nitpicking about things like realistic space travel taking decades or centuries to reach a "remote part of the galaxy". And that raises two questions:
How did the refugees afford the trip?
Why does the evil empire care what they're doing there?
(And now it's starting to sound like Asimov's Foundation series.)
My concern is how much emphasis you'll put on the backstory and realism. Too much emphasis and people will start nitpicking about things like realistic space travel taking decades or centuries to reach a "remote part of the galaxy". And that raises two questions:
How did the refugees afford the trip?
Why does the evil empire care what they're doing there?
(And now it's starting to sound like Asimov's Foundation series.)
How should the dialogue go for stealing items in a game (non battle) RMVX ACE
author=MoonWolfV
Here is what the message currently reads
"There is a on the shelf. Are you going to steal it?"
Yes/No
I like this, it's clear what is and is not stealing, and ensures that any theft is a deliberate choice by the player.
I played one game (maybe Homework Salesman?) where you're given a quest to learn more about the people in town. And when you look at their furniture, about half the time you get some flavor text, and the other half you steal their stuff. No choice, no warning, you're just forced to steal. I stopped playing before finding out if there were any consequences.
Whatchu Workin' On? Tell us!
Working on a tileset/autotile tutorial for VX Ace. Been brainstorming and experimenting for a while, and yesterday I wrote up an outline that I think covers everything I want to say.
Now I need to draw my demonstration tilesheets and get my event scripts working so I can finish my research.
What are tiles, tilesets, and autotiles? Why do we use them?
Importing tilesets
Map editing (including shift-copy)
Layers and how Ace decides which to use
Tileset modes (including VX Compatible)
Tile flags
A2 bush and counter
A1 ship and boat passability
4-dir passability for star and autotiles
The 4 autotile templates and the 48 versions of each autotile
Converting between autotile_type and tile_id
Terrain-based battlebacks
List of all autotile_types and their sheet, template, layer, and special behavior
Now I need to draw my demonstration tilesheets and get my event scripts working so I can finish my research.














