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Kayzee

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Kayzee last won the day on July 22

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About Kayzee

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    FAIRY DUST! FAIRY DUST FOR EVERYONE! WHEE!
  • Birthday 07/27/1979

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    Not Telling
  • Location
    Fairyland!
  • Interests
    cute things, fairies, snuggles, kisses, fairy dust, naughty fun time

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  • RM Skill -
    Coder

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  1. 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.
  2. And what is AM1? Can't you just set it to a number?
  3. 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!
  4. 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.
  5. 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.
  6. Kayzee

    Add barriers to fly script!

    Then I have no idea. :( Maybe try putting it last in the script list?
  7. Nope, sorry. VX Ace only.
  8. 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?
  9. 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!
  10. Phew... I haven't done much work on my game lately but I did today! I made a whole new actor! :O Brings the total in my game to a whole two actors!

     

    Though the second actor is not a party member, it's actually used as a back up version of the main character that can be safely reset to level 1 for puzzles and/or special dungeons.

     

     

  11. Kayzee

    Add barriers to fly script!

    Hehe, I made a script once to allow characters (events or the player) to have different "pass types" so I could have some things that swim and some that fly over some kinds of terrain and some that just phase through everything. It's not quite the same thing, but I mostly did it through a character's "map_passable?" method, so yeah this is indeed possible. Maybe this would work for you? 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 @in_air return $game_map.region_id(x, y) != NO_FLY_REGION end map_passable_vehicle_check?(x, y, d) end end Personally I rather use terrain tags since they are set in the tilemap and I don't need to set up regions on every map, but regions work too! Besides, you might prefer to do it with regions depending on how your maps are designed anyway.
  12. Glad I could help! *sprinkles fairy dust around the topic*
  13. Uhhh... It doesn't really work like that. Scripts and events don't really run in the background. Events use fibers, but that's more a way to 'pause' some code and 'unpause' it later. I think you can create threads but... threads are stupidly complicated and not really too useful for VX Ace so just forget I said anything about them. Really. You could make the script set a variable somewhere to tell event #2 it ran this frame, and reset the variable on frames it doesn't run. Though if the script runs every frame that would be pretty pointless.
  14. Today I randomly had the urge to revisit a fondly remembered video of yesteryear... Still internet perfection!

    1. Show previous comments  2 more
    2. PhoenixSoul

      PhoenixSoul

      Watching that video made me wanna fluff the dancing cat...lolz

    3. Kayzee

      Kayzee

      Hehe, that's about the reaction I expected. :3

    4. PhoenixSoul

      PhoenixSoul

      Yeah, well here's another blast from the past...lol

       

  15. Kayzee

    Race Swapping In Film

    Some might say that there was a long period during the 80s and 90s where comics trying to be 'mature' and 'dark' resulted in them becoming even more silly. But really I'm sure that's just Sturgeon's law in effect. I do not doubt there were and are good stories in the genre. Heck I know there are, because I have read/watched more then a few. It's just one of those things I never really became a hardcore fan of for one reason or another. That said, I do find the idea of 'superheros' pretty goofy, and most traditional western comic books are superhero stories or gag comics. Like seriously. People get a neat power and/or skills and the only thing they end up doing with it half the time is dressing up in a goofy outfit and beating people up. It's just such a strange idea to me. Even with my favorite stories in the genre (like Worm, man is Worm good even if it is still a bit goofy) I can't help but think it's all a little silly. I would kind of like to see traditionally published western comics become a little more varied, like webcomics or manga for example. I donno, just saying that when I walk into my local comic shop, there isn't really that much there that really pulls my interest. Anyway, I have really gotten off topic haven't I? Sorry about that.
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