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[SCRIPTING] [RMMV] How-to: secret doors
Nijineko again.
For my second question regarding my current project, I'd like to focus on secret doors.
In the rogue-like i'm basing my project off of, secret doors are invisible and cannot be discovered until you cast a LIGHT spell. Once cast, all secret doors on the map which are not covered by fog-of-war will be revealed. (Just fyi, every map fits on a single screen, though I doubt I can pull that off in RMMV.)
I've been attempting to make certain wall tiles have the THROUGH quality, but that doesn't seem to be working like I expected.
Next, I tried making an event that turns the character THROUGH quality on if they are facing a certain direction, and off if they are facing another direction, but then they can't walk on that tile.
Finally, I tried making the event have the THROUGH quality, but then the event would not trigger no matter what.
I plan on making a magic skill called REVEALING LIGHT which will have a character level based or footstep-based timer. For the duration of this skill, the secret doors need to be revealed and passable, and once the skill expires, it needs to revert.
So, in any case I'm rather stuck. Any advice on how to pull this off would be appreciated.
For my second question regarding my current project, I'd like to focus on secret doors.
In the rogue-like i'm basing my project off of, secret doors are invisible and cannot be discovered until you cast a LIGHT spell. Once cast, all secret doors on the map which are not covered by fog-of-war will be revealed. (Just fyi, every map fits on a single screen, though I doubt I can pull that off in RMMV.)
I've been attempting to make certain wall tiles have the THROUGH quality, but that doesn't seem to be working like I expected.
Next, I tried making an event that turns the character THROUGH quality on if they are facing a certain direction, and off if they are facing another direction, but then they can't walk on that tile.
Finally, I tried making the event have the THROUGH quality, but then the event would not trigger no matter what.
I plan on making a magic skill called REVEALING LIGHT which will have a character level based or footstep-based timer. For the duration of this skill, the secret doors need to be revealed and passable, and once the skill expires, it needs to revert.
So, in any case I'm rather stuck. Any advice on how to pull this off would be appreciated.
[RMMV] Whole map versus Room-by-room?
I appreciate the great advice!
I'm not trying to make a big project here, actually. I guess I'm just asking a complicated-sounding question. =D
This particular rogue-like, unlike many, did not have randomized levels. It only shipped with 10 levels + the castle, and possibly the level editor. Pretty small scale. That's partly why I chose it.
I'm just looking to be more efficient in my level design. I was just wondering if it was possible to reuse chunks of maps on the same level or on multiple levels, as this game's maps have a lot of repetition. If it's not easy to do, which seems apparent from your answers, I have no problem with that. I can easily make all 10 levels by hand. ^^
I'm not trying to make a big project here, actually. I guess I'm just asking a complicated-sounding question. =D
This particular rogue-like, unlike many, did not have randomized levels. It only shipped with 10 levels + the castle, and possibly the level editor. Pretty small scale. That's partly why I chose it.
I'm just looking to be more efficient in my level design. I was just wondering if it was possible to reuse chunks of maps on the same level or on multiple levels, as this game's maps have a lot of repetition. If it's not easy to do, which seems apparent from your answers, I have no problem with that. I can easily make all 10 levels by hand. ^^
[RMMV] Whole map versus Room-by-room?
Thanks for the replies so far.
I'm only addressing the first three questions at this point in time, but I appreciate the pointers on the other questions, so I will be certain to hone those before I actually ask them. They are simply there as placeholders at this point, anyhow.
In response to not getting the intent of 1-3, I am looking for some brainstorming about breaking a large map into pieces: basically into rooms and hallways. Then, taking those pieces and reusing them at different places in a given "level" and also on other "levels", maybe adding or changing a tile on the fly to give the illusion of variety. Doing something like this would also need a method of tracking where the characters are on the "level".
@LockeZ Thanks for the detailed responses. That gives me some insight. I've already poked through some tutorials on what is required to actually port an rpgmaker game onto android, and it does sound like a lot of extras. I appreciate the heads-up. Excellent comments on the fog-of-war effects and methods. And, yes, this is my first project. The original game didn't have randomized levels, oddly enough, but did support up to 1000 levels via the add-on level editor for it. Not many rogue-likes back in the day came with a level editor. Be nice to replicate that, but I imagine that is somewhat out of scope for rpgmaker having an in-game level editor! lol.
I'm only addressing the first three questions at this point in time, but I appreciate the pointers on the other questions, so I will be certain to hone those before I actually ask them. They are simply there as placeholders at this point, anyhow.
In response to not getting the intent of 1-3, I am looking for some brainstorming about breaking a large map into pieces: basically into rooms and hallways. Then, taking those pieces and reusing them at different places in a given "level" and also on other "levels", maybe adding or changing a tile on the fly to give the illusion of variety. Doing something like this would also need a method of tracking where the characters are on the "level".
@LockeZ Thanks for the detailed responses. That gives me some insight. I've already poked through some tutorials on what is required to actually port an rpgmaker game onto android, and it does sound like a lot of extras. I appreciate the heads-up. Excellent comments on the fog-of-war effects and methods. And, yes, this is my first project. The original game didn't have randomized levels, oddly enough, but did support up to 1000 levels via the add-on level editor for it. Not many rogue-likes back in the day came with a level editor. Be nice to replicate that, but I imagine that is somewhat out of scope for rpgmaker having an in-game level editor! lol.
[RMMV] Whole map versus Room-by-room?
My current project is to recreate an homage version of a very old ASCII rogue-like as a mobile game. The maps from this game consists of walls, doors, secret doors, and openings. The maps also featured one-time fog of war (once explored, always revealed). In rooms, one could find things like stairs, traps (pits, shafts, energy, teleport, guaranteed monster encounters), and various magical effects (darkness, anti-magic, illusions). Based on the combination of these things, one could also find hallways and large rooms.
I have started creating a whole map for this game, only to find myself asking some questions. Here is a list:
Today's post focuses on questions 1, 2, & 3 only. Future posts will cover other questions.
What experiences and suggestions does everyone have in this area? I'm looking for opinions, ideas, and brainstorming; though if you have technical details of how-to, while that is most welcome, it is not expected at this point.
I have started creating a whole map for this game, only to find myself asking some questions. Here is a list:
- Should I design a whole map, or create a unit by unit map (where a unit = rooms and hallways).
- If I choose unit-by-unit, can I reuse these rooms yet still keep track of where they are in the big-picture map?
- If I choose unit-by-unit, can I add and remove unique features via some method (global events?) to prevent visual repetition?
- How can I best emulate the special features of traps and magical effects on the map level?
- How should I best pull off the fog-of-war (any good plugins out there that are play-tested and recommended?)
- How can I include a "create-your-own-character" mechanism in the game? (Both visually and mechanically)
- How can I include mini-games?
- How can I include crafting?
Today's post focuses on questions 1, 2, & 3 only. Future posts will cover other questions.
What experiences and suggestions does everyone have in this area? I'm looking for opinions, ideas, and brainstorming; though if you have technical details of how-to, while that is most welcome, it is not expected at this point.
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