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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Re Quest

Probably not quite as fun I'm afraid, it still has some glaring problems. I really need to find the time to fix those things.

Befuddle Quest 5: Zack to the Future

I like how you've put 13th sept as possible release date for the game on the event calendar while waiting for Azn who comes the 12th. I can why you'd like to wait though.

REALLY?

Arcade is not one of the main classes, mysterious enough.

Befuddle Quest 3: Love is a Four-Legged Word

if you paid attention to earlier in that level, there was a teleportation point with a treasure chest on the other side of it. you have to backtrack until that point and get past that teleporter without being teleported and get the key from the chest to progress.

(Help)Making a game restart

have a variable set to the value of the map ID of the hero (found under "sprite" in variable menu)
have an variable x set to the x coordinates of your starting point and another variable y to the y coordinate of your starting point, and then use "recall memorized position" using those 3 variables.

if you move any events, like push a rock or anything like that or otherwise need events to reappear on their "starting points" you pretty much have to use "change event location" choose the event and set them whereever they're supposed to be.

Befuddle Quest 5: Zack to the Future

he's not saying not to use midis, just not the RTP ones.
Last time I checked, midi files are rarely big enough to be a problem

8 directional movement [rm2k3]

yeah, you're right, I didn't :p

8 directional movement [rm2k3]

except that having one or two loops doesn't seem to make a difference, and if I'm reading the code correctly, the loops aren't even used, because he's using the labels to loop instead.
the benefit of the added processing speed is pretty much lost because of the 0.0 wait in there as well, apart from whenever the hero is moving diagonally.
but once moving diagonally, he will move an entire tile before accepting new movements anyway, making any added responsiveness redundant

Rm2k3- Can you make your hero target specific cords?

teleporting would from the sound of it be the easiest, but they wouldn't exactly be "walking" to their designated spots then. If you want them to actually walk to the spot, you can take the current hero x and y coordinates and subtract them with the coordinates of the designated spot. if the hero is above the spot, you will recieve a negative number for the y coordinate, and you'll have a branch making it go down with move events until the difference reach zero, and pretty much other way around if hero is below the spot.
same deal with the x coordinate.
this would make the hero "walk" to the spot, given there is no obstacle in the path

Chocobo Hot and Cold - See FF9

complicated? nah

just have it search for a randomly placed event with no graphic.
have a x and a y variable set at random numbers within the range, take the terrain or ID value of the position to ensure it's on a spot you can reach if not, get some new coordinates.

once you have a set of valid coordinates, use change event location command to those coordinates, have some variable go at random to determine the prize for finding it and off you go.

have a parallel event check for key input which is for whenever you check the ground. once triggered, set the coordinates of the hero to another set of x and y variables, subtract the hero x with the event x, and hero y with the event y.
have some branches check for negative numbers and multiply them with -1 if they are. Now add the numbers together and you get the total distance from the item in terms of tiles.

have a last branch check the total distance to determine the dialog.. or "kweh".
once the item has been found redo the process from the start to set out a new item and start over again until the time runs out