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Everything posted by Arkbennett
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"Ya just can't let go." I'm with Marked, when I play your game, you make me want to try making a game to top yours. But, I'm still just in the planning stages. As far as people playing your games, you ever here of RPG Maker Magazine? Why don't you post your game on their forum. You might make the magazine. You should get the gratification and support you need to continue on with the game.
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Look like a good start. You need to add touch ups of course.
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How to put my cinematic videos to my RPG?
Arkbennett replied to viruzx's topic in General Game Development
I second it, there is such a script. But I know not of it's whereabouts. -
Happy birthday to myself. Muhahaha! ^_^
Arkbennett replied to viruzx's topic in Introductions and Farewells
Happy B day, yo. -
Sweet A, I'll definately use it when I get VX. You should archive this or something.
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And a Happy Easter to you Lammorra.
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Wow, this looks a little bizarre. But it has a lot of potential, no lie. I'm looking forward to seeing how it develops.
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Touche, you have a point there.
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Actually, yes, there is in fact a way. It's much more advanced though. This is just a more simple and basic way of doing it.
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Can you say, "Follow the leader"? Well, now we're going to discuss the basic element for a catapiller script - A code that makes other events follow the player.. There are more advanced ways to do it, but that's for you to explore. Q.So why do an event version when I can just use an RGSS script? A. An eventing version is much more managable for special cutscenes or parts in your game, well, for non-scriptors anyway.. Here's the crackdown, I'll display the script, then explain what each command does, after all, eventing is like a whole 'nother language. Basic Catapiller Script: <>Variable: [0001: Player X] = Player X Coords <>Variable: [0002: Player Y] = Player Y Coords <>Variable: [0003: Follower 1 X] = This Event X Coords <>Variable: [0004: Follower 1 Y] = This Event Y Coords <>Conditional Branch: Variable [0001: Player X] > Variable [0003: Follower 1 X] <>Move Event:: This Event : : <>Move Right <> End <>Conditional Branch: Variable [0001: Player X] < Variable [0003: Follower 1 X] <>Move Event:: This Event : : <>Move Left <> End <>Conditional Branch: Variable [0001: Player Y] > Variable [0003: Follower 1 Y] <>Move Event:: This Event : : <>Move Down <> End <>Conditional Branch: Variable [0001: Player Y] < Variable [0003: Follower 1 Y] <>Move Event:: This Event : : <>Move Up <> End I know what your thinking, "OMG great, sexy, intellectual, cunning, amazing and compassionate teacher Arkbennett, I just don't understand what all those bigs words like 'variable' even mean!" I know, it's a dreaded fate not to understand, so, let's delve deeper into it, shall we? First off, typically your going to put this in a reguler event on the map, but you could use it through a common event, but let's not get into that now. Your going to start a new event on the map, name it whatever you want. Your going to set it as a parallel event, I typically set the speed to fast and the frequency to higher. And yes, this coding will go inside the event that you want to follow the player. Now, you see that I split the code, the first portion is going to be part 1, the second; part 2. The first part is the variable set up. This is where your going to save both the X and Y of the player and the followers coordinates. You should have some knowledge of variables, so we won't delve to deep in it. Part 2 is the Conditional Branch, this determines which way the follower should go. It's pretty simple, RMXP's coordinate setup is similer to Quandrant IVs in math (0 starts in the top left) and the X increases as you move right, and the Y increases as you move down. So, for the first conditional branch, <>Conditional Branch: Variable [0001: Player X] > Variable [0003: Follower 1 X] <>Move Event:: This Event : : <>Move Right <> End It's saying, if Player's X coordinate is greater than Follower 1's X, Move Right. Easy peasy, right? Now, if you wanted to add more followers, Make follower 2 follow follower 1, follower 3 follows follower 2, and so on and so forth. I'd suggest putting follower 2 variables and Conditional Branchs in the event that will be follower 2. The same with 3 and 4 and so on. So as an example, follower 2 would look like this.. <>Variable: [0005: Follower 2 X] = This Event X Coords <>Variable: [0006: Follower 2 Y] = This Event Y Coords <>Conditional Branch: Variable [0003: Follower 1 X] > Variable [0005: Follower 2 X] <>Move Event:: This Event : : <>Move Right <> End <>Conditional Branch: Variable [0003: Follower 1 X] < Variable [0005: Follower 2 X] <>Move Event:: This Event : : <>Move Left <> End <>Conditional Branch: Variable [0004: Follower 1 Y] > Variable [0006: Follower 2 Y] <>Move Event:: This Event : : <>Move Down <> End <>Conditional Branch: Variable [0004: Follower 1 Y] < Variable [0006: Follower 2 Y] <>Move Event:: This Event : : <>Move Up <> End Alrighty, I think I got the basic element down of the catapiller script, so, if you have any questions or are confused in any way, please heistate to ask. Just joking go ahead and ask!
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Well, this time, it's to big to go into detail about. But I did provide a link for a project that you can download with several comments. Basically, you buy a certain amount of tickets, once you do. You wait around for a set amount of time (Can be changed in common events), once the time is up, the player can match up his randomly generated ticket numbers with a randomly generated ticket winning number and earn the BIG BUCKS! (Randomy generated money is not included) This event tutorial is a little more advanced than usual, it might give you a headache if you don't know what your doing. It's definately anti-newbie (Sorry guys :() It was also designed to limit the amount of game variables and switchs needed. It also uses a more unknown event command - loop. You can change everything needed as instructed in the following: -Change the timed needed to wait in the common event -Change the price of tickets and how many you can buy on page 1 -Change the amount of numbers randomized on page 2 (default is 1-15) -Change your winnings on page 2. Also, this event would require: -1 event, 3 pages -1 common event -1 switch -5 variables Linkage
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Looks good, but, something seems a little plain about it. Not sure what it needs though.
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Dude, I like how it looks. I just checked the gallery. It looks good.
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Welcome to the forums, you see very accomplished. I respect you for that. I'm an eventing teacher here, so, if you have any questions as far as eventing commands, or general eventing rules, or anything to do with eventing. Feel free to ask.
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I liked these, they were really funny. =) My favorite is the first one, heh, heh, heh.
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Be sure to check what you did. Are you sure you replaced the PSIkey on the new computer with the one on the old computer? Stuff like that, because it should work, I've done it before. 2-3 times. I don't see why this case could be any exception.
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Probably, somebody might've included it. You can't have the program on your computer, but have no main folder, or somewhere it is located. The main folder is it's location on the hard drive. Find where the program is.
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Not that I know of, where the hell are you downloading RMXP? Download it at downloads.com.
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When you import the tileset in the resource database.
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RPG Maker XP should work now.
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lol, your not supposed to open it. Just redownload RMXP & install on your new computers, and put the PSI Key from your old computer and replace the new one.
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Should be here: PSI Key Screenshot
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That's one fiery firewall, good luck with that buddy!
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Install on new computer, transfer the PSI Key (Located in the main RMXP folder) from your old computer to the new one, replacing the new one, and it should work.
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Can you be a little more specific?