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WoohaDude

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Everything posted by WoohaDude

  1. Oh, that's not my game. Was a game I found on youtube that had what I wanted. Okay, so I've been trying my idea of just copying an event from another map. Or, just loading the events from a specified map, and adding that event to the Game_Map's events, in the setup function. Like so: @followerMap = load_data("Data/Map009.rxdata") @events = {} for i in @map.events.keys @events[i] = Game_Event.new(@map_id, @map.events[i]) end #add Althea to the party @events[i+1] = Game_Event.new(@map_id, @followerMap.events[1]) which does in fact add the event. But, it's not responding to any move commands. It just sits there. And I'm completely stuck on why. The copied event is a parallel process, just for now, using a "step towards player" command. Any ideas? Edit: Appears to be linked with it being a parallel process. If I set a move route in the event's autonomous movement settings, it works fine.
  2. This may actually be easier than I was thinking. I can just make an event, make it parallel process, and have it use a path finding script to constantly find a way to get to the hero, and then stop if it's within a certain distance. But, I'd have to make this event on every map I wanted them to appear on. Any way to script a map to copy an event from another map, or something? So I could have a map to store the event to be copied, and I can make any changes to it there, and have the script automatically copy it over for me, per map?
  3. So I was curious if anyone had a script that lets a party member follow you .. but not just 100% copy your movements, like most caterpillar scripts. I'll give you an example. See how she follows him, but not to a T? I love that. Seems so much more realistic. Was curious if anyone had a script like that. Thanks. Edit: Got it figured out ... but my solution's laggy. Using a path finding script to have the NPC use in a parallel process .. but it starts to get laggy if the path gets complex, since it's called every frame.
  4. It's most likely either my sound card and/or sound drivers, and the .. fairly high quantity of scripts I have in my project. I think the best way to test that is to just send you my project. I'll PM you the link.
  5. Just did :). Also, one thing I just thought of, is that it may be due to me having put the game's FPS to 60, instead of default. The skip maybe would be less noticeable on lower framerates.
  6. Hey guys. Alright, I'll post the script. It's def the Audio.se_play that's causing the frame skip .. and it is fairly minor, but I can foresee the slight delay giving me a headache after a while lol. Also, having NPCs also make sounds is def going to add lag. I just added it, for now, to see "how" much lag it'd make.
  7. My question's fairly simple. I'm using a script that lets you play a sound on each "footstep." Very very simple script, but I get a slight delay or skip every time a SE is played. I'm assuming this is a RPG Maker issue, and that there's nothing you can do about it. On a related note, anybody know what's up with windows 7 and playing midi files? I get like a 10 second delay while it's .. buffered? Fairly annoying. Good thing I'm mixing all the midi files I'm using into symphonic orchestra mp3 versions xD. Edit: Got it figured out. Needed to be playing .wav instead of .mp3. Not sure why, but frame delay is now completely gone.
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