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Iwant Kropotkin

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Everything posted by Iwant Kropotkin

  1. Thanks! Well, adding the script to the script editor doesn't make the game crash on startup - that's a good sign. However, I'm having a hard time figuring how this script actually works. I'm not even sure where I'm supposed to type these commands. Would someone be so kind to explain it to me?
  2. Hi! I was wondering if it's possible to achieve sound spatialization in RPG Maker XP. That is, basically, taking advantage of stereo channels to "locate" the sound in relation to the player's position. Basically, if there's a dog barking to your left, that barking is gonna be louder on your left speaker. And if the dog walks away, it's gonna be fainter. I'm pretty sure SNES games were capable of pulling that off, but I can't find any way to achieve that in RPG Maker. Thanks!
  3. The teleportation only appears to work correctly - but the problem is actually the same. If you use the Teleporter in a random area, then come back to a portal and press the button, it will warp you anyway. There really is something off with the way the script was made. See for yourself with the demo: Start a new game. Speak to the man - he'll ask for a potion. Use the teleporter to get to the other side, and speak to the girl - she'll give you the potion. Now, use that potion ANYWHERE on the map, then come back to the man and speak to him - he'll answer as if he was just given that potion. Which of course is a big problem. To be honest, I think I'm gonna use the event-based system you showed me earlier - in the end, it appears to be more malleable and reliable than a script. The only thing that bugs me is that it doesn't allow for a "quick inventory" that doesn't require to go into the actual menu, but it's not that much of a big deal.
  4. Oops, my bad - I didn't mean "far away from the player" but "far away from the related event". Sorry about that. The problem is that it never checks if the player is actually in front of the event or at least that's what I believe is wrong in the script. It basically means that the player can go to the bottom-left of the screen or anywhere else really, "use" the potion there, then go talk to the character requesting that potion and said character will react as if he was just given that potion. Thanks for your help!
  5. Hey again! Basically, I'd like my game window to display its content in a way similar to that of emulators when set in "2x mode" or something - that is, with a pixel's size simply being doubled with no interpolation applied. Note that I do not wish to increase the native resolution per se - I just want the output to be displayed at twice its actual size. I know it's possible to change the resolution in itself, but that's not what I'm looking for. To make things clearer, here are two screenshots: What I have right now and what I'd like to achieve. The reason I want to do this is because there are two issues that bug me: First, the native 640*480 resolution of the windowed game is way too small, and only occupy a small portion of the screen ; second, going full-screen is problematic with most graphics cards as they blur the final output, which looks awful. So, the only compromise I can think of is being able to make a "nearest-neighbor" enlargement of the windowed game - definitely not perfect, but still better than tiny resolution or messed-up graphics. However, if you think you have a better idea, please do tell me. Thanks!
  6. Thanks for your reply! I'm very grateful for your answer. Your system does seem to work properly! However, having to use all of those control variables will probably prove unpractical in the long term, especially in a game that so heavily relies on that kind of interactions, which is why I'm more interested in a script to be perfectly honest. If I fail to find something that works better, I'll definitely use what you've shown me though; many thanks! The thing is, I actually found (almost) exactly what I needed a few hours ago: The Chrono Cross Key Items script. It has one big problem though: Apparently it never really checks for coordinates properly, thus an item used anywhere in an area will still affect the event even if it's far away from the player. Now, I've read someone say it is "easily fixed by a short conditional branch where it just tells you the item doesn't work if the variable isn't 0, and then resets it" but I'm not sure what he's talking about. By "conditional branch", did he refer to the event command in the events window or to an actual if/else condition in the script? Do you think you could help me on that? At least now, even if the available scripts all prove to be too flawed, I have a fallback option thanks to you!
  7. Hey! I've started working on an adventure game project, using RPG Maker XP. The game system would require the following to be possible: When the player thinks he's encountered an element of the environment he can interact with, he should be able to go in its inventory and try to use an item - if that's what he's supposed to do, it works ; it it isn't, he's just told it won't do. Nothing more than that. Basically, using the Red Key on the Red Door will unlock it ; but using the Banana Peel on the unrelated Traffic Light, on a non-interactive part of the environment or in thin air will just trigger a "you can't do that" bit of text. Pretty much what's used in the Pokémon series, among others. Now, I searched it up, and found this. Good news: It looks exactly like what I need. Bad news: It barely works. It crashes when I'm in a "you can't do that" situation - and the more I try to fix, the worse it gets. I tried making the changes to the code as mentioned in the referenced thread, but it doesn't seem to do any good. I searched for another similar script, but it seems like it's the only one that would allow me to pull that of. So, I'm kind of stuck, and this is why I made this thread. Could someone please help me making this work? That would be greatly appreciated. Thanks!
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