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MJS4745

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    11
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About MJS4745

  • Rank
    Old Geezer
  • Birthday May 4

Profile Information

  • Gender
    Male
  • Interests
    Reading, writing game stories, RPG games, Online gaming, amateur game design, and Role-playing on MU*'s(not as much now though)

RPG Maker Information

  • RM Skill -
    Jack of All Trades
  1. Yeah, I knew about those. And I was making an educated guess about building tiles that the top and bottom of the Building tiles would be constructed like the C segment above, for both roof and wall. With the outer 16 pixels forming the edges and corners and the center piece forming the filler. This is what I was basing my understanding for building autotiles on, but I was unsure if this was accurate so I was hoping to confirm it.
  2. I actually tried adjusting the frame rates, it didn't eliminate the lag, but it did make it less. I eventually wound up using a condition check for "$game_player.normal_walk?" and "$game_player.dash?" to check for walking and dashing and adjusted it accordingly. It solved the walking sounds while not moving problem, and it can be used to work with terrains or region IDs as well. While it is true it is a script function, it can still be used in a Common Event instead of a full script. Which is the one thing I have yet to figure out how to do, since I suck as coding in general.
  3. Alright, did some testing and here's what I found. (Edit: 1. This actually does what I want far better than the below variables. Now I just have to figure out how to get it to judge between normal_walk and Dash and get it to change the sound based on which one the character is doing. I realize this isn't exactly what I asked for, but I did do it in an event instead of adding it as a script. Which I may eventually do once I learn more about Ruby scripting. ) 2. This actually solves the problem for the most part, but it does create a lag between footsteps that wasn't there before. I'll likely keep working at it, since this does seem to come closest to solving the problem I was having. Maybe some lag between sound steps will compensate for the frame lag between position variables. 3. QuizicalGin and the video This is basically the process I used for my own footsteps common event. And I did notice in the video that the problem I was having is occurring in the video as well. When the character gets "stuck" in the dolls(at least I think that's what it was called in the video) I noticed that the footstep sound effect was still going despite the character not moving, which was the problem I was having with my own event setup. 4. This was how I set mine up, basically. And this has the same problem I was talking about. When the player stops moving but you keep pressing the button, such as walking into a wall but continuing to press the direction button, the footsteps sound effect continues despite the character not moving since the wall prevents it. Again, I want thank you all for the responses and I think I have a solution, more or less. So with a little tinkering I may be able to get this to work properly for me.
  4. Thank you for the replies, I appreciate the help. I'll look into the various means mentioned here, and if I find a solution that works for me I'll let you know. Again, thanks for the replies, and the video tutorial as well.
  5. I like the concept of the game, although I have to say that despite your assertion you've not seen Vampire Knight there are more similarities than just her appearance. The way she kind of latches on to Sebastian is very similar to the anime itself, as well as some of the interactions between Rebecca and Yuki. But they are different enough not to seem like a rip off, and since you haven't watched the anime it couldn't be anyway. That being said I did have some issues, or maybe concerns is a better word. 1. Blood and healing For some reason I found it rather hard to deal with some of the battles, and almost died numerous times. With HP down to like 16 at one point, which is where I ended it and stopped playing. The Jellyfish and bone-fish do not allow you to feed on them, and the rats(the only living creature I could find) doesn't heal much either when you feed on them. Over all I found the, to me anyway, imbalance of being unable to heal more often with constant barrages of Shockwave that those dang Jellyfish kept hitting me with to be more frustrating than anything else. It seemed like the blood bags were a good idea, and without them I'd have died like 10 minutes sooner, but the healing from vampiric powers thing need adjusting. Especially since the "life" you gain is magical energy(MP) and not life energy(HP) and the magical energy runs out really fast when you drain them and doesn't heal much. 2. The battle graphic & music The battle graphic used makes seeing darker enemies, like the rats, harder to see on screen. The first time I fought 2 rats I missed one because I couldn't make out clearly what was hitting me still. The other issue with combat is that background music playing during combat, it's quite frankly just plain annoying(for me anyway) and didn't make me look forward to the battles at all. 3. The Bone-fish I had to mention this, because it seems a bit off to me. One of the benefits of being a Vamp fledgling is supposed to be your ability to attack twice in battle. So I have to wonder why it is the bone-fish(enemies in the first area you actually start encountering enemies) has the same ability, it kind of makes the special benefit of being able to attack more often than other enemies rather pointless if you encounter enemies in the first battle area who have the same skills. It destroyed the uniqueness of that ability for Yuki in my opinion. Basically, I never got beyond the sewers where I was looking for that vamp dudes axe. Mainly for the reasons above. But as I said, I do like the concept thus far and can see potential for a great game once all the kinks have been worked out. And I hope you don't take anything I posted too harshly, because I do mean it in the most sincerest terms and with the intent to be constructive.
  6. Hrmm, this is actually a really nice Side View Battle System, and I like it a lot. But I had an idea, or more accurately a thought of a possible idea. Would it be possible to script enemy movements? Not so much moving towards the players, but like attacking animations. More like... I don't know... "life" to enemies, I guess. Let's say you are fighting a "Bat" enemy. I'd like to see the bat flapping it's wings, or enemies on the ground moving as though they were breathing. It's just an idea, something to give the enemies more "life" as it were. Maybe once I am better at scripting I could do this myself, but I was wondering if it is even possible in the first place.
  7. MJS4745

    Footstep Sounds

    I was just curious, will either of these two events stop playing sound if your character walks into an impassable object and you keep pressing the button?
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