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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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Key Input fishing mini-game, please help point me in the right direction.

This is something along what I meant



Should be doing the same as the bunch of branches except that it's obviously less code.
This one takes a 5 key sequence, where the different key's for the correct sequence is stored in the variables 21 to 25.
It doesn't really add more functionality, but can be good practice for future cases, where pointers are pretty essential (of course depending on the complexity of the mini games you'd be making).
also, it's easier to maintain or do small fixes to tinier pieces of code rather than lot's of branches

Key Input fishing mini-game, please help point me in the right direction.

do you have the "wait until key input" box checked?
do you have some event further down the road that halts the repetition of the event?

and aside from that, then this would prove as a perfect example of something which could be used to practice the pointers of rm2k3.
by listing up the different keys of the sequence into a list of variables and having a variable refer to their ID's

let's say you the sequence keys span over variable 21 to 28, then you'd have the sequence order variable start at value 21, you have a key comparison variable which takes the value of the index of the sequence order variable (right below the option which let's you use the value of a variable) .
you check if the input key equals the key comparison variable and increase the sequence order by 1 as you already do.

the advantage of doing this now won't be much except from reducing the amount of code considerably, but the practice using pointers and knowing how to using them can come very handy to future mini games you might wanna make.

Dual event triggers?

My suggestion would be to have a parallell event run on the side with a key input process at the top which waits for key to activate. once this key is hit, you take the coordinates of the hero and adjust it to become the tile infront of the hero. if hero is facing up, that would mean to subtract 1 from the hero y coordinate.

now make use of the "check event ID" with those coordinates, and store the result in some variable, which you then run against some list containing the event ID's of the different enemies. if there's a match you'll trigger a fight, if not, nothing will happen and the parallel process event will wait for another key input

Game freezing after event

I don't think that is the case.
as far as I know, after it has given the route to whatever event is moving, it moves on to the next command.

but if the "ignore impossible movements" tile is unchecked for the hero, and it's walking into a wall, it won't be able to move unless whatever's in the way is away, or until a new move event overwrites the old one.

also, end event processing ends the event script, not the movement of any event.

..:: RMN 2010 Event Calendar ::..

The time machine thingy could be valid too, with the story being something about being trapped in a messed up time machine or something and having to travel to different times to collect parts of the time machine to fix it.

with this, anyone could choose their own time period as setting, and anyone who'd want to have pirates or vikings could have so, and even the ones who wanted dinosaurs could do it as well.
Would allow for a bit more freedom on the participants

How to make good puzzles

Box puzzles aren't limited to shoving boxes out of the way. There are also the boxes you push onto switches to advance.
I mean to recall that "It's good to be a pirate" had a few good examples
http://rpgmaker.net/games/1292/
it's a fairly short game and probably worth a look in terms of getting inspiration for box/trap puzzles

Befuddle Quest 4 Dead

I'd be interested if there'd be another one.
interest +1

Ms paint help

Just open another sheet from your rm folder which you know works in paint and copy paste whatever you have into that sheet.
Hard to control any colourloss this way, but it's simple and it works

Azure Dreams...sort of.

I remember how one of the first games I tried to make was a variant of Azure Dreams, where I added a few stuff in terms of special floors. One of these would have you race against a monster and give you a prize item upon winning and another floor would suffer some catastrophic failure upon enter, leading to the floor crumbling in some way and you'd have to hurry to the next floor within a certain amount of time.

Had the gbc port to the game as well, after having found it in some remote shop.
I remember how it always bugged me that you were halfway forced to give up on trying to make your character stay useful on the trip down to the 99th basement floor, since he always returned to level 1, Meaning that you pretty much ended up relying on the familiars, unless you felt like redoing all the floors on the way down each time you entered and grind your way down.

Re Quest Review

wow, I actually got a review on this demo?
I have to thank you for the time you spent on writing this and I agree on pretty much everything you've said.

I know it has quite a few faults when it comes to the handling the stats, which has some other issues even if you'd figured out how to use them, being that you pretty much need quite a few points in every branch of the skill for it to be useful.
You also brought up some stuff that I forgot to think about, like consistency between menus.

I guess figuring out the menu can be quite a hassle, as I've made some probably not so obvious requirements here and there. Something I explained in a readme file which "should" be in the folder (not entirely sure if it's present), but which can be even a little cryptic as well upon just haven taken another look at it.

It actually need a bigger overhaul, and I'll try to fix a lot of the minor stuff when I get more time so that the demo becomes more playable.
Again, thanks for the time you've spent going through the demo and for the very relevant criticism.