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    Navane's RPGM 2 related questions

    Note: This is where I'll ask all my game-related RPGM 2 questions so I don't clutter up the boards.

    Okay, first off, how do I get rid of the SFX when I'm warping to a different location? I'm guessing that it's in a preset script somewhere. Problem is I don't know where this preset script is at, there are like 300+! So, if any of you could help me it would be much apperciated.
    Last edited by Zeroth; 10-12-2008, 12:01 AM.
    Twothorp was in immense pain. The blisters did not care.

    #2
    Re: Superhero Bob's RPGM 2 related questions

    The Footsteps sound is in Script 004: Exit Map

    Personally, I would change the sound rather then remove it. It's good to have a transition sound but those foot falls don't always work so I can understand why you want to change them.

    If you were really ambitious, you could keep track of the type of map you were leaving and alter the footsteps accordingly. Note that the SFX is skipped then the party is dead. You can use this as an example of how to select when it's on or off.

    If you download my FAQ, you will see most of the scripts written out (thanks to RPGamer), so it's easier to search for what you're looking for.




    The Crown of Order demo is here.

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      #3
      Re: Superhero Bob's RPGM 2 related questions

      Thanks a lot! Ambition isn't my thing right now, I what to get my begining finished first before I try anything too complex. Although there is one thing pretty crazy that I definitly want to do, so you can expect to hear from me concerning that.
      Twothorp was in immense pain. The blisters did not care.

      Comment


        #4
        Re: Superhero Bob's RPGM 2 related questions

        Sorry for double posting, but I have another question.

        I know this is a basic question, but when you leave a text box open to insert a wait command, (such as inserting a wait command after a comma) is there a way to properly space the words without having to look at the in-game sentence to see if everything is spaced okay? I don't have an instruction manuel in case you're woundering, and I'm also using a keyboard, thankfully. Thans.
        Twothorp was in immense pain. The blisters did not care.

        Comment


          #5
          Re: Superhero Bob's RPGM 2 related questions

          Originally posted by Superhero Bob View Post
          I know this is a basic question, but when you leave a text box open to insert a wait command, (such as inserting a wait command after a comma) is there a way to properly space the words without having to look at the in-game sentence to see if everything is spaced okay? I don't have an instruction manual in case you're wondering, and I'm also using a keyboard, thankfully. Thanks.
          Considering the many hours I spend going back and forth checking my text in game every time I wanted to fix something, I really hope that there isn't an easier solution.

          One thing you could do is measure the space the text takes up (it's different depending on the size of the font and the style you use). The Font spacing doesn't always line up with the screen spacing but you can get pretty close. Even after careful measuring you can still be off by a square or two.

          I was working more with text and inputing choices then with using wait. I'm not really sure what you're trying to do but the principles should be the same.

          Originally posted by Superhero Bob View Post
          Sorry for double posting, but I have another question.
          It's technically not double posting if the new post is a week after the last one. Double posting usually involves posting a correction or addition to your last post when you could have just edited your last post. More annoying is posting "please respond" or something similar before anyone has had a chance to respond.

          Since this is your topic to ask questions, double posting is inevitable as you need to double post to ask a new question.




          The Crown of Order demo is here.

          Comment


            #6
            Re: Navane's RPGM 2 related questions

            It's been a long time since I've lasted posted in here. Anyway, I'm trying to make two characters (I'm going to be making more than just two characters move simultanously later) perform different actions at the same time, but when I try to make two different scripts and use the "Call Script" command and put "Apply Together", it doesn't work. I haven't tried this yet, but is the correct way to do this is to call a script in each called command?

            Another thing, is there a way to stop a character animation in mid-motion and "freeze it"? I'm guessing that if there is a way, it might be somewhat complex and might not be worth the trouble.
            Twothorp was in immense pain. The blisters did not care.

            Comment


              #7
              Re: Navane's RPGM 2 related questions

              Originally posted by Navane View Post
              It's been a long time since I've lasted posted in here. Anyway, I'm trying to make two characters (I'm going to be making more than just two characters move simultanously later) perform different actions at the same time, but when I try to make two different scripts and use the "Call Script" command and put "Apply Together", it doesn't work. I haven't tried this yet, but is the correct way to do this is to call a script in each called command?
              Yes, this is the basic idea. Have a main script that is part of the event that starts the actions. Create two separate scrips that control each event character. You need to use Event : Control : Change to switch to other events so you can control them. Use the Wait For Script End command to make sure both scripts end before continuing (if both scripts take the same amount of time to execute you won't need this). Use apply together before the two Call script Commands so that they run at the same time.

              Note that you can only have 10 scripts running at the same time. Each script uses up processor time so you can have major slowdown if the scripts have any processor-heavy commands (noted by the number after the command name).

              Another thing, is there a way to stop a character animation in mid-motion and "freeze it"? I'm guessing that if there is a way, it might be somewhat complex and might not be worth the trouble.
              The Single Action command (found under Members and Events Effects) will allow you to stop the animation at the end of a loop but there is no way to control where the animation "freezes." I know there are times when you'd want to freeze on certain actions but the game doesn't have the ability to do this.




              The Crown of Order demo is here.

              Comment


                #8
                Re: Navane's RPGM 2 related questions

                Thanks a lot. One more think I have to ask: is there a way to combine two animations together? For example, say if I want to make a character model rise up in the air and turn around at the same time, is there a way to do this?
                Twothorp was in immense pain. The blisters did not care.

                Comment


                  #9
                  Re: Navane's RPGM 2 related questions

                  No, commands that affect a character's position can't be applied together. This is mainly to prevent people from applying two commands together that have opposite effects; like trying to move the character up and down at the same time. There may be other processing reasons not to allow this as well.

                  I find that if you set one motion to 1F and set the other to 4F, the figure will appear to be doing both together. You may need to play with the numbers somewhat, but you should be able to suggest that both are happening together even though they actually aren't.

                  For example, In my game I have a polymorphic effect that causes the character to change size as well. The change model command is an instant effect (you can't change this) but when you add the size change command it actually seems like the character is transforming into the new form. When the character changed into a form the same size as the previous form it actually looked wrong (the character just became the new form). By adding a command to grow and shrink the character (one after the other 2F each) the character seemed to transform properly.




                  The Crown of Order demo is here.

                  Comment


                    #10
                    Re: Navane's RPGM 2 related questions

                    Thanks a lot, man. I really appreciate you helping me out.

                    Btw, how do you know when someone posts a question about RPG Maker 2? Seriously, I don't think I've ever seen you logged in, but then here you are answering RPG Maker 2 questions like you do it for a living.
                    Last edited by Zeroth; 10-13-2008, 11:40 PM.
                    Twothorp was in immense pain. The blisters did not care.

                    Comment


                      #11
                      Re: Navane's RPGM 2 related questions

                      I have a list of sites in my bookmarks that I check every day, the Pavilion RPG Maker 2 workshop being one of them. I spent a long time learning to use RPGM2 and want to pass that knowledge on to anyone struggling with the system.




                      The Crown of Order demo is here.

                      Comment


                        #12
                        Re: Navane's RPGM 2 related questions

                        I really appreciate the effort, Dungeon Warden.
                        Twothorp was in immense pain. The blisters did not care.

                        Comment


                          #13
                          Re: Navane's RPGM 2 related questions

                          I made two large buildings using the Building Editor to be placed on a map. I placed them on the map, copied them to place again, and they wouldn't appear. Can you only have 512 blocks on a map? Is that the reason why they won't appear? Is there a way around this?
                          Twothorp was in immense pain. The blisters did not care.

                          Comment


                            #14
                            Re: Navane's RPGM 2 related questions

                            Nope, 512 is the absolute limit of blocks per map or dungeon. However, dungeons have there own block set so you can technically have 1024 blocks in a dungeon (512 dungeon blocks + 512 building blocks - sorry you can't reduce one limit to increase the other). The reason for this is that it takes a lot pf processing power to render a block, especially if the block has multiple textures. You can run out of memory and cause a lot of slow down if you put a lot on a map and thus there are limits to everything.

                            There are ways around this.

                            1. Build the building into a hillside so you can use fewer blocks

                            2. Use the resize command to make a few blocks take up more space. You'll need to put a trench or steep hill around the edges to prevent people walking through them.

                            3. Put the building near the edge of the map or place fences, bushes, etc. around so the party can't walk around it. Also limit the camera movement so the player can't see the back of the building. Don't place any blocks where the player can't see them.

                            4. HARD - Build the building using the dungeon editor and change the background so it looks the same as the map. Create a smaller version of the building for the map. Then have the party move to the dungeon when they get close to the building and switch back to the map then they move away.

                            5. ADVANCED - write a script that makes buildings appear and disappear depending on where the party is and which direction the camera is facing. This works because the building you place aren't actually gone, the program just can't render more then 512 blocks at the time. By turning some blocks off (using Event control) you can control which blocks the program will render. I haven't tried this but I know some people have done it successfully.

                            You may be able to think of other tricks you can use as well.




                            The Crown of Order demo is here.

                            Comment


                              #15
                              Re: Navane's RPGM 2 related questions

                              Thanks an lot DW. I really didn't expect this problem when I ran into it. It put a really big dent into my plans, but I definitly use some of the tricks you mentioned. Thanks again!
                              Twothorp was in immense pain. The blisters did not care.

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