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> A few serious questions, (not entirely noob..I hope.)
Ramza1337
post Mar 27 2012, 11:04 AM
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Hey! I have played around with rmxp off and on. I'm pretty serious about finishing my game now. I have been designing a tactical battle system, that is fairly straightforward. I'm eventing the whole thing, and it is a great learning experience. Only, of course I'm experiencing some frustrations. For example, when you choose move on a unit, you take control of that unit (I'm insistent on this point.) and move it around yourself. The game uses an action point system, which I'm sure I can get working by using variables that record, measure, and compare distances. For example, you might have 5 action points, and moving one tile costs 1 ap. An attack can cost anywhere from 1-onward.

The issues I'm having are this:
1. the player has to be invisible, and cant act as the animated cursor. because when I make a parallel event that uses (move event: change graphic, wait, change graphic, Wait...etc) The player can no longer move. Being the genius that I am, I used this to create a Halt Movement switch, because the game doesn't freeze, only the player can no longer move.

2. when the player moves a unit, I simply change the opacity of the unit to 0 and then back to 255 when the movement is complete. THe player takes on the graphic of the unit, renders the cursor invisible, and then they change back when done. However, I'm using the pixel movement script, so I cant do it the easy way and just have the cond branch: Arrow key(x) is pressed, subtract action point. Neither can I control the event ( instead of moving the player) via arrow keys, and scroll map, because when the unit hits a wall, the map continues to scroll. I think I can just use variables to calculate action points remaining.... But best yet I would like to be able to turn off pixel movement for the duration of the move action, via a switch (Moving...on)

3. The biggie. Instead of using events to animate the tiles when the unit starts to move, I want to use an animated grid graphic that shows potential range, however. I have no Idea what the calculation would be, to move the graphic, so that it will be precisely surrounding the unit tile.

I have many more questions, but I think that is enough for now. Excepting one.

This may seem more of a noob thing to you, but I took a look at this youtube video, and these map designs are amazing. I'm using the standard tilesets, and the Inquisitors all meshed together and get nowhere near these results. Perhaps someone by mere chance, can do me the kindness of directing me to more amazing tilesets such as these. I have spent hours and hours on maps, and will spend many more. So it is best if I start with this much potential from the get go. http://www.youtube.com/watch?v=6rfwo1cAfAk...ture=plpp_video

Thanks so much in advance!
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Ramza1337
post Mar 27 2012, 11:30 AM
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This one also looks amazing: But it has the same tiles I have. http://www.youtube.com/watch?v=YYN50p-oHGE...feature=related
I assume they are using scripts of some kind, but I am clueless with scripts. Is it possible to just event this in.

I tried using a shadow script, but all I got were nil errors...If I could make maps like this it would be way more fulfilling.
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