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Static Events [2K3]
There is one way to do this in a reasonable way using events for all of the graphic,
utilizing a kind of recursive event calling along with the use of pointers.
This means it'll take some time to set up the first big object, but the 6 others would go rather fast.
The gist of it, is that you let the big objects consist of all 12 events, which you let have a number of pages, with the top one dealing with interaction from the player. Important here is that the event ID's all form a consecutive sequence.
For example, let each event set "this event's" coordinates into wherever two pointer variables are pointing (one for x and one for y).
We'll call this page by setting a variable Event ID ptr to the first ID of the events in the big object, and a variable Event page Ptr to 1, since we want to access page number 1, when the use the event call by variables function.
The event page executes and stores the coordinates, we increase the event ID ptr by 1 and make the same event call. In the event with the highest event ID, we remove the event call to mark the end of the recursive chain.
And in the end, we now get a way to store the coordinates of every event in the big object easily, which is easy to copy paste to make new big objects to do the same, since the code is fairly generic. (just have to mind removing the event call for the one with the highest ID).
Using the same method, you could easily use change event location to replace all events in the big object easily by a similar call, as well as use move with phasing as well as terrain ID to determine if there's about to come an obstacle under any of the events.
here's a sample which shows it in practice: sample
(might help make more sense of the stuff I've mentioned so far)
utilizing a kind of recursive event calling along with the use of pointers.
This means it'll take some time to set up the first big object, but the 6 others would go rather fast.
The gist of it, is that you let the big objects consist of all 12 events, which you let have a number of pages, with the top one dealing with interaction from the player. Important here is that the event ID's all form a consecutive sequence.
For example, let each event set "this event's" coordinates into wherever two pointer variables are pointing (one for x and one for y).
We'll call this page by setting a variable Event ID ptr to the first ID of the events in the big object, and a variable Event page Ptr to 1, since we want to access page number 1, when the use the event call by variables function.
The event page executes and stores the coordinates, we increase the event ID ptr by 1 and make the same event call. In the event with the highest event ID, we remove the event call to mark the end of the recursive chain.
And in the end, we now get a way to store the coordinates of every event in the big object easily, which is easy to copy paste to make new big objects to do the same, since the code is fairly generic. (just have to mind removing the event call for the one with the highest ID).
Using the same method, you could easily use change event location to replace all events in the big object easily by a similar call, as well as use move with phasing as well as terrain ID to determine if there's about to come an obstacle under any of the events.
here's a sample which shows it in practice: sample
(might help make more sense of the stuff I've mentioned so far)
The RPG Music Challenge - Phase 2 results
My Vote: 10
Which simply seemed to fit the theme of orchestral and nostalgia.
I also ended up liking entry #18
Which simply seemed to fit the theme of orchestral and nostalgia.
I also ended up liking entry #18
Input Based Minigame (Trouble resetting)
Input Based Minigame (Trouble resetting)
I'm not adding +1 every 0.1 seconds, but rather +1 every 0.0167 seconds. (the top 0.1 wait in the first demo was a bug)
Also, when you have "wait until key is pressed" unchecked, it will only check what keys is held down the very moment that line of code is executed, meaning that it won't check for key inputs during that 0.1 wait of yours following the key input command. This becomes easier to see the higher the wait is.
The key delay variable is there of course to set the maximum delay in the variable. The good thing about having a variable like that, is that you can configure the wait more easily and whenever you want. Say you want 3 different levels, where you have to be quicker in hitting the buttons for each level. Having a variable like that allows you to change the maximum allowed delay for each level and then still run the same event code for the key triggering event script. This is also the reason why there are variables for amount of correct inputs needed and maximum amount of inputs as well.
Also, when you have "wait until key is pressed" unchecked, it will only check what keys is held down the very moment that line of code is executed, meaning that it won't check for key inputs during that 0.1 wait of yours following the key input command. This becomes easier to see the higher the wait is.
The key delay variable is there of course to set the maximum delay in the variable. The good thing about having a variable like that, is that you can configure the wait more easily and whenever you want. Say you want 3 different levels, where you have to be quicker in hitting the buttons for each level. Having a variable like that allows you to change the maximum allowed delay for each level and then still run the same event code for the key triggering event script. This is also the reason why there are variables for amount of correct inputs needed and maximum amount of inputs as well.
Input Based Minigame (Trouble resetting)
Here's a sample with the tweaks you want sample 2
Also, you can adjust the maximum time for keypresses by altering the value of the variable "0009: Key Delay" in the second variable. 60 = 1 second, 90 = 1,5 seconds and so on.
Also, you can adjust the maximum time for keypresses by altering the value of the variable "0009: Key Delay" in the second variable. 60 = 1 second, 90 = 1,5 seconds and so on.
The RPG Music Challenge - Phase 1 Results!
I'll vote for entry 24 which best fitted my idea of something of a lava temple. 11 came close, and I loved 27 as well, which I've listened to more than any of the other entries, just not fitting quite as closely.
Input Based Minigame (Trouble resetting)
Assuming we're talking 2k3 here, you could take a look at this minigame sample
It's a tiny project showing how you can probably do something sounding similar to the problem you're describing.
Basically a solution to it is to have "wait until key is pressed" to be unchecked and manually control how much time has passed with variables. This would also mean you'll have to manually check when the button has been released.
The sample up there generates a key to be pressed and shows a picture corresponding to this key. It then checks if a button is still being held down and continues to loop until it's released, while still counting towards the amount of time left. When released, it waits to see if the key input is not equal to 0, meaning a key has been pressed and if so, check if it's the right one. if it's still 0 the variable keeps on counting toward whatever threshold has been chosen.
It's a tiny project showing how you can probably do something sounding similar to the problem you're describing.
Basically a solution to it is to have "wait until key is pressed" to be unchecked and manually control how much time has passed with variables. This would also mean you'll have to manually check when the button has been released.
The sample up there generates a key to be pressed and shows a picture corresponding to this key. It then checks if a button is still being held down and continues to loop until it's released, while still counting towards the amount of time left. When released, it waits to see if the key input is not equal to 0, meaning a key has been pressed and if so, check if it's the right one. if it's still 0 the variable keeps on counting toward whatever threshold has been chosen.
Division by zero error
It's probably not all that random. It's probably related to some of the "internal" math going wrong. I know you will get a division by zero error if you have a picture displayed at screen related coordinates bigger than either 319 in the x direction or 219 in the y direction if the magnification is 2% or less.
This is outside of battles though. For battles you could go check if there are any battle animation images with low magnification as well which might cause trouble. haven't encountered the problem during battles myself
This is outside of battles though. For battles you could go check if there are any battle animation images with low magnification as well which might cause trouble. haven't encountered the problem during battles myself













