KAZESUI'S PROFILE

Doing Super Programming
on Super Computers
for Super Performance
The Curse of Cpt. Lovele...
Nautical-themed cephalopod-pirate-based action-shmup.

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[EVENT] Chain Game - RMN Style!

Any idea on when the creation of this game will begin? Could be nice to know in terms of checking what time the slots would correspond to

also, I think the current idea sounds reasonably good

[EVENT] Chain Game - RMN Style!

I'd like to join in as well, though I guess I would have to be 13/14 or something, as may / june would be rather bad

Commanding

Would be nice if you could add variabel support for some of the existing commands, like one for move event, moving the event of the event ID, and for sprite flashing, and variabel support for the different values of the show/move picture commands.

Making your Custom Menu System

Or maybe you chose "equal or less/greater than 6" instead of simply "greater than 6".

Making your Custom Menu System

Was thinking of making some similar tutorial myself at some point, but nice to see someone else beating me to it. Maybe I'll do some sub menu instead in the future.

I would not recommend calling the menu event from a parallell process though, since it doesn't stop any event without manually stopping them. Setting the menu to be on autostart when a switch "menu" is on (which is set to off when leaving the menu), easily stops everything.

as for the when you're showing the cursor, it would also be better to use "move picture" with 0.0 wait, than to keep using show picture as it costs considerably more to keep loading the picture. This applies to anytime a picture is being used btw. If the picture isn't changing, it's better to move it with move picture.

and @the code in the first picture, you're right in doubting the wait doing anything, as it doesn't.
Since you only one box is checked in the key event process, the only possible value of the variable will be 6, thus making the branch unneccessary, and always happening.

apart from the auto-start thing, this is all very nit-picking though, as it's very unlikely that you will have to optimize a cms code to this degree to not make it lag.

and this is one of the better cms tutorials I've seen in terms of keeping it simple and reable, so good work!

Hi i'm NP nce to meet you all :D

Hi NP.
Would you happen to be complete?

Japanese RPG Game: suggestions

Cool.
Looking forward to the english version

Japanese RPG Game: suggestions

author=Creation
thanks かぜすい (what does your nickname mean? 風 and 水? Is that a name you made up because you used the On 読み for 水 so you got me a bit curious)。


yup, you're pretty much right. I just threw together those words cuz I liked those words and the result sounded nice, somewhat related to me not speaking japanese (yet) and it being purely intended as a nickname, so a real meaning was never neccessary.
I wasn't too aware of onyomi and kunyomi at the time I made the nick, and I'm still horrible at kanji so yeah, not too unlikely that I mixed Kun for one and On for the other.

Japanese RPG Game: suggestions

How about "Jeanne Action"?
http://www.youtube.com/watch?v=IH99YtvxOjE (contains a download link)

Don't think it's too big and would have been interesting to see in english. A lot of the text might be in pictures though

Interesting Map Notes

the problem with "proceed with movement" though, is that it will only trigger when ALL events assigned with a move event command is done with their moving.
i.e. if there is any parallell process assigning move events to any event in an endless loop, you'll never get passed the "proceed with movement" line in the code