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Trihan last won the day on May 24 2015
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40 ✶About Trihan

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"It's more like a big ball of wibbly wobbly...timey wim
- Birthday 01/25/1985
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Buckie, Scotland
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Condition script call for an event collision
Trihan replied to RyenSaotome's topic in Editor Support and Discussion
Glad to be of assistance! -
Condition script call for an event collision
Trihan replied to RyenSaotome's topic in Editor Support and Discussion
$gameMap.eventsXy(x, y).length > 0 would be your condition. -
Condition script call for an event collision
Trihan replied to RyenSaotome's topic in Editor Support and Discussion
So you would benefit from, say, the eventsXy or eventsXyNt functions of Game_Map which tell you what events are at a tile with given coordinates? -
Condition script call for an event collision
Trihan replied to RyenSaotome's topic in Editor Support and Discussion
Are you looking for the script call that will give you the full movement range or just the one required to exclude tiles that already have other events on them? -
Try reimporting it?
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Have you opened the tileset in an image editor that doesn't support transparency (MS Paint for example) and then saved it?
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I need help (Events move after player)
Trihan replied to Leo Roura's topic in Editor Support and Discussion
Couldn't you make the enemy events parallel process, set two variables to the player's X/Y, then have a conditional branch which checks the variables against the player's current position and if it's changed move the enemy towards the player using a move route? -
Jump into Javascript, a breakdown and explanation of the default js files in MV.
Trihan posted a topic in Tutorials
This is a companion series to Slip into Ruby (my teardown of the RPG Maker VX Ace default scripts) and aims to teach a bit of Javascript while explaining exactly how everything works under the hood of MV's .js files. Part 1: https://rpgmaker.net/tutorials/1230/ (main.js, rpg_scenes.js (Scene_Base)) Part 2: https://rpgmaker.net/tutorials/1357/ (rpg_scenes.js (Scene_Boot, Scene_Title)) Part 3: https://rpgmaker.net/tutorials/1358/ (rpg_scenes.js (Scene_Map)) Part 4: https://rpgmaker.net/articles/1359/ (rpg_scenes.js (Scene_MenuBase, Scene_Menu, Scene_ItemBase, Scene_Item, Scene_Skill)) Part 5: https://rpgmaker.net/articles/1362/ (rpg_scenes.js (Scene_Equip, Scene_Options, Scene_File, Scene_Save, Scene_Load, Scene_GameEnd, Scene_Shop)) Hopefully this will be helpful to people just starting out or who want to understand a bit more about how MV does what it does! Eventually I'll even be tearing down the basest of the base classes like the content of pixi.js and the core classes like Window and Bitmap. -
Slip into Ruby: An introductory guide to RGSS for beginners.
Trihan replied to Trihan's topic in Tutorials
Updated with four new articles! -
Slip into Ruby: An introductory guide to RGSS for beginners.
Trihan replied to Trihan's topic in Tutorials
So it's been a while but I finally wrote the next one. https://www.rpgmaker.net/articles/1351/ Updated the OP with all the currently available articles. -
Okay, so you're basically checking to see if the number of tiles the player is from the event is less than or equal to X? Math.abs($game_player.x - $game_map.events[event_id].x) + Math.abs($game_player.y - $game_map.events[event_id].y) <= x That will search in more of a square, will have to actually have VX Ace in front of me to figure out how you'd do a circle search.
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Glad to hear it! That'll be 100 pounds, please.
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Don't have access to VX Ace right now, but I think this should work: $game_player.x != $game_map.events[event_id].x || $game_player.y != $game_map.events[event_id].y Note that aside from being shorter in terms of event code, this also has the advantages of not requiring game variables dedicated to storing coordinates, and you can move the event around the map without having to redo the code like you would with the first given eventing example.
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Slip into Ruby: An introductory guide to RGSS for beginners.
Trihan replied to Trihan's topic in Tutorials
It depends on your learning style really. Some people prefer to jump right in with an example that they can actually see results from, and some prefer seeing how it all works underneath the shiny exterior. -
Battle Stations! Trihan's Summoner of Sounds round 2 entry.
Trihan posted a topic in Literature Library
Hey guys, just wanted to get some feedback on my SoS round 2 track, Battle Stations! This month's brief is as follows: Track restrictions: Impression: Alerting, confronting Instrumentation: Your track may contain synthesizers, percussive elements and contemporary band instruments. Classical orchestral instruments are allowed in the mix, but should not make up the most of the song Game World Setting: Modern or futuristic sci-fi military setting. Video Game Genre: Action Game, CRPG, Strategy Game, Tactical J-RPG Game Instances: You have to compose for an assault type action scenario. And here's what I came up with: http://rpgmaker.net/media/content/users/96/locker/battle_stations_v3.ogg I'm mainly concerned with feedback regarding whether I managed to meet all aspects of the brief with the track, but all critique is welcome.


