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  1. Today
  2. @dailyminerals You're very welcome...
  3. Can't you just... uh... set a number in a variable and just use that variable as the map to transfer to? I think you might be over thinking this.
  4. How would I set a map as a number to be recalled by a variable? That sounds like it'd work, I just don't know how.
  5. And what is AM1? Can't you just set it to a number?
  6. When I am on MAP001, I want to press Shift to get to AM1 in the exact coordinates I was at before. For some reason it isn't as simple as setting x and y then choosing another map. It only wants to do the current map ID in the dropdown.
  7. Kayzee

    Add barriers to fly script!

    You know, you have return true if $game_map.all_restrict_regions.include?(region) then follow it with return true if $game_map.all_restrict_regions.include?(region) && @in_air which is the same thing with an extra condition. Shouldn't you delete the first line? That script seems like it would work well though!
  8. Well, what exactly are you trying to do there? Where does AM1 come from? Like I said, the easiest way to set what map to go to is to make an event that sets that variable when the map loads.
  9. @dailyminerals I think it is the following: Look for these in the script. I am not sure exactly how :fade effects it, but I think it has some involvement. FTR, 60 frames is one second at 60 FPS, the average that VX Ace games are made to run at. Change :full to 120 or 150 for two or two and a half seconds respectively.
  10. That's honestly not a bad take. I have an issue where I need to find a way to set a variable as the OTHER map that I'm trying to get to. I have this code: It says that "AM1" is undefined when I try to playtest :/
  11. roninator2

    Add barriers to fly script!

    Got it working. Do you mind adding on another script? use this mod I made from yanfly's region restrict https://forums.rpgmakerweb.com/index.php?threads/how-to-restrict-the-player-from-moving-to-a-region-but-allow-it-for-events.109456/ Then add on this below it class Game_CharacterBase def player_block_forbid?(x, y, d) return false unless self.is_a?(Game_Player) return false if debug_through? region = 0 case d when 1; region = $game_map.region_id(x-1, y+1) when 2; region = $game_map.region_id(x+0, y+1) when 3; region = $game_map.region_id(x+1, y+1) when 4; region = $game_map.region_id(x-1, y+0) when 5; region = $game_map.region_id(x+0, y+0) when 6; region = $game_map.region_id(x+1, y+0) when 7; region = $game_map.region_id(x-1, y-1) when 8; region = $game_map.region_id(x+0, y-1) when 9; region = $game_map.region_id(x+1, y-1) end return true if $game_map.all_restrict_regions.include?(region) return true if $game_map.all_restrict_regions.include?(region) && @in_air return $game_map.player_block_regions.include?(region) end end
  12. Oooh, are you making an RPG version of Eversion? :3 Anyway, I don't really use MV, but I think the way you do this with MV events is the same as the way you do this with VX Ace events. There should be an event command to set variables which will let you set one to the player's x coordinate, one to the player's y coordinate, and one to the map ID you want to teleport to. Then when transferring the player to a new map there should be the option to use variables for the x/y/map id. I think you could use a 'parallel process' common event that has a conditional branch to check if the button is pressed and if so set the x/y variables and transfer the player. Meanwhile the variable of what map to go to could be set with a 'parallel process' or 'autorun' event on the map to set the variable to the right map id when the map is loaded I guess. Sorry if I can't provide that many good details.
  13. Yesterday
  14. https://yogentelevision.itch.io/lunesta
    inverse kinematics, markov chain, save load function under 1 K save file, character selection, welcome to 2.0

  15. Hey all! I want to press the shift button in order to gather the player's exact coordinates, and then transfer to another map using its exact coordinates. Every map will have a counterpart map that's slightly different. I know this sounds very easy but I've tried so many things and nothing works. Thank you all!
  16. SpongeBound104

    SpongeBound: The Attack of Giygas!

    So... Hopefully this works out the way I want it to... If anyone’s played this game yet, what do you rate it from 1-10? I already know the game isn’t very good. It was just a project a teenager made in six months, so I know nobody’s gonna Rate it that high, but tell me what you rate it. You don’t need to go into deep explanation why, I’ll probably understand. I know all the flaws but I’m hoping that some of you guys got some enjoyment out of it...
  17. I'm using Yanfly's battle system for VX Ace, and to me the damage number fly by too quickly. Does anyone know how I'd be able to extend the duration that they're displayed? I've looked it over and can't find where the duration of the damage numbers are defined. Any ideas? Here's his battle engine script: https://raw.githubusercontent.com/Archeia/YEARepo/master/Ace_Battle_Engine.rb
  18. Kayzee

    Add barriers to fly script!

    Then I have no idea. :( Maybe try putting it last in the script list?
  19. AeghtyAteKees

    Add barriers to fly script!

    Ahh, thanks so much again! Unfortunately, still a no-go. And yeah, I painted some region 8 squares over a test map to try it out. Nothing.
  20. Nope, sorry. VX Ace only.
  21. Kayzee

    Add barriers to fly script!

    That's funny, it was made for the script you linked to, so it should work although I haven't tested it. Maybe try this? class Game_Player < Game_Character NO_FLY_REGION = 8 # change to whatever you want. alias map_passable_vehicle_check? map_passable? def map_passable?(x, y, d) if self.altitude > 0 return $game_map.region_id(x, y) != NO_FLY_REGION end map_passable_vehicle_check?(x, y, d) end end You sure you set the areas you want flying to be blocked to region 8?
  22. AeghtyAteKees

    Add barriers to fly script!

    Thanks for the help! Sadly, this snippet doesn't have any effect on the script I'm using to fly. I tested it in a black project, too, so something maybe conflicting between the two scripts?
  23. Last week
  24. That One NPC

    Help Coming up with Tiered Spell Names

    For what my two cents is worth as a player, these systems are tragically outdated. They make your spell names very bland and unexciting, making your elemental magic system seem very basic and lacking creativity. It also robs each spell of any real identity and character, outside of the animations, of course. I always love when spells evolve and change over time, because you anticipate the next spell so much more. I like spell trees that have individual spells with defining characteristics which are obvious within the name. Rather than calling the super Earth spell OmniEarth, or OmniRock (so fucking cringey) isn't it cooler and more distinguished to call it Meteor, or Comet? I also try to take advantage of individual spells by making them very unique in their nature and applications. One thing I always hated about FF style spells, for example, is that they are all the same, just costing more or less MP, dealing more or less damage. So when you get Fire 2, or Fira, Fire becomes essentially useless. But what if Fire 1 was Fireball instead? Now we can break it down on a conceptual level. It's a projectile of fire shot forth quickly by the caster. Maybe it has a lower hit% than most other fire spells, but when it lands, it has an area damage radius, burning nearby enemies in addition to the intended target. What if Fire 2 is Flare, which ignites the target in flames directly, having 0 chance of evasion, and applying the Burn status. By giving your spells that much more character, you can have a lot more fun with them, and leave each spell with a given purpose or strategy until the very end of your game. Most of you are thinking, "I can do that and use any spell name," but you might be thinking more as a dev than a player. We don't want to memorize the effects of every prefix, for every element, when you could have put just a tiny bit more thought into your spell trees. Having said all that, allow me to attempt to assist you as requested. Here are some suggested spell names for the classic elements. They may be basic or even obvious, but they will work well with various prefixes. Fire: Flare Ice: Frost Thunder: Spark, Jolt Earth: Geo Water: Wave Wind: Gale Here are some prefixes using Frost as the given example. When using this system, I would go with logic and familiarity, vs nonsensical gibberish. It will feel natural and flow much easier for the player. You'll never have someone saying to themselves or Steam friends, "Wtf is a RaFlare?" You just want people to beat and enjoy your game. Frost DyFrost TriFrost TetraFrost PentaFrost AllFrost OmegaFrost NegaFrost (The idea for this was a spell that applies damage to enemies who would normally be immune to the element, or heal from it.) OmniFrost Hope these helped give you some inspiration, at the very least.
  25. Seyfert

    Word Wrapping Message Boxes

    Is this compatible with MV?
  26. Eric Matyas

    Building a Free Library of Images for Everyone

    You're very welcome! :-) This week’s new seamless textures are on the following pages: TXR - GROUND Some cool new ground cover textures. https://soundimage.org/txr-ground/ TXR – SCI-FI These could be used for all kinds of things I’m sure. https://soundimage.org/txr-sci-fi/ (Make sure to scroll down for seamless textures.) I hope everyone had a good weekend!
  27. As I said in a status update, today I added a second actor who was intended for puzzles and special dungeons. I wanted to talk a bit more about my ideas behind them and how they will work, but didn't want to ramble on my status for 50 pages like I often end up doing so... Hey, I haven't made a blog post thing in a while, here is a good excuse to! I have said before, but Dwimmerdelve is based a lot on the Mystery Dungeon series of Japanese roguelikes or other games in the same style. While I do plan to do my own little twists on the formula, I want to implement as many features from the series as I can. I think at this point most of the basic stuff has already been done, but I still have a ways to go. Anyway, a common feature of the series is to have a little puzzle/tutorial mode with hand designed puzzle maps, and special dungeons that the player basically need to complete from a fresh character (if the whole game isn't that way already). Both require the ability to "reset" the character. Now originally I had the game do this anyway after every death anyway except for any items the player kept in storage, which is the way Shiren the Wanderer handles things. But I decided that although all your carried items should still be lost and all the player's progress toward your next level, it was better to allow the player to keep their current level and skills and make level 1 challenge modes/dungeons for those who want a more classic hardcore experience. So I needed to think about how best to let the player keep their progress mostly safe even if their character is reset. I found it the easiest (for now anyway) to just have a second actor who more or less is an identical copy of the first who's status can be discarded and reset at the start of a run. I did come up with a kind of neat idea for how that would work in lore actually. I decided to make puzzles and such take place in a special dream world under my control, hence why the player can't bring anything and the player's character reverts to their 'natural' state. It's not really their body, but a 'dream pawn'. As a bonus it also gave me a more direct way to play with the player! After all, I abducted them to play, but I mostly ended up standing around in my house in game not doing much. Not anymore! Now I can play in their dreams! Even added a little cutscene that shows me casting a sleepy spell on them, and they wake up in bed after. That also gave me idea of calling the special level 1 dungeons "Nightmare Dungeons". I haven't made any yet, though I have a bunch of old bonus dungeon maps I made ages ago before I really started working on my game properly that might make some good ones. One of them was eventually changed into a normal dungeon, but some of them are a bit too weird to really fit in anywhere. Such as one being a sort of half lava cave half swamp and another being a sort of bathhouse with elevated walkways. Not sure if I should go with my original idea for them though. The way I designed them originally was they were all parts of one big dungeon, and one of the dungeon maps was a kind of 'hub' map with like 5 different exit teleporter places of different colors, each which would take you to a different map next floor, which would have an exit back to the hub. Each map had a completely different look and feel, but one thing they all shared was wrapping borders which could be disorienting unless you were looking at the minimap (wonder if I could make the minimap kinda scroll centered around the player and wrap around too, but eh, maybe later). Anyway, still have lots to do before i quite have everything working the way I want it too, but the basic idea seems to work pretty well!
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