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    question about buttons

    I never got deep into RPGMaker 2 when I had it a long time ago, and now that I have it again, I want to try out some new things. My question is this:
    Is it possible to press circle and have a premade script start up? I already found that you could assign a script to the square button, but I also need the circle button...(or triangle). Any ideas?
    Currently playing-
    Seiken Densetsu 3, Brain Lord, Terranigma (all SNES)

    #2
    Re: question about buttons

    You'd probably have to make your character an event to be able to do that. In other words, you'd be controlling an event, instead of your party character.

    Unless you mean when an event is playing (such as in a cut-scene). Then yes, it is totally possible to do this. I just don't know how as of yet.
    Twothorp was in immense pain. The blisters did not care.

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      #3
      Re: question about buttons

      you can do this for all the buttons.

      I don't know how this is done. only that neobi/nash did it.



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        #4
        Re: question about buttons

        This is the script I use to control the buttons.

        Script Branch: Repeat Condition ( use the default condition)
        Input Buttons: Constant wait
        Script Branch: Sort: Variable User Button
        Script Branch: Apply If: Number is 0 (UP on the control pad not joystick)
        Branch: To End
        Script Branch End
        Script Branch End

        Variable User Button:
        0 is up
        1 is down
        2 is left
        3 is right
        4 is triangle
        5 is circle
        6 is square
        7 is x
        8 is the start button
        9 is the select button
        10 isL1
        11 is L2
        12 is L3
        13 is R1
        14 is R2
        15 is R3

        What were you trying to do with the circle button? Because there are some limitations to what you can do with this script.

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          #5
          Re: question about buttons

          Well I'm making a crude pseudo-platformer game. I already set it up to when you press square, the character jumps up a little bit, then comes back down with a thud. You can only jump straight up, so if you're under a block and jump, you will jump up through it and land on top. I also set up this: if you press circle within a few seconds of jumping,you will jump down through the platform to the one below(and if you keep rapidly pressing circle, you will keep going down a level over and over).

          But here's my problem: you have to press square, then circle to go down a platform. I don't want the player to have to jump everytime just to do that. I want to have it so that all they have to do is press circle and they'd go down a platform.

          I hope that made sense to some of you. If not, i can try to explain better.

          While I'm askin questions, I had one other thing I couldn't figure out how to do. In all platformers, there are collectibles. There are in my game too. But how do you make them disappear forever once you collect them? The only thing I found was this way to temporarily delete the event until you re enter the map. I need the event to disappear for good once you collect each one. I was thinking of making them move up vertically once you got them, making them unreachable, but was hoping there was an easier way.
          Currently playing-
          Seiken Densetsu 3, Brain Lord, Terranigma (all SNES)

          Comment


            #6
            Re: question about buttons

            I'm not sure how to help you with the first question. But with the second one have you thought of using a variable? Try this:

            Lets say you have an event named Coin 1.
            Set the event to activate when the player touches it.

            Now name one of the empty variable in the game. Say Coin for example.

            For the script make sure it is a content script.
            For event Coin 1
            Script Branch Condition - Coin Variable = 0
            Event: Effects: Display off
            Data Variable: Coin Variable + 1
            Force Script End
            Script Branch End

            Script Branch Condition - Coin Variable =1
            *
            Script Branch condition end
            *Put nothing here.

            I believe that is how it is done. I think there might be a more efficent way to keep track of the coin variable but I'm not sure how to do it. I hope this helps.

            Comment


              #7
              Re: question about buttons

              Too late. I already set up a somewhat lengthy but working process:
              I made a seperate script/event for every single collectible in my game heheh...its only 200 ^^;
              Currently playing-
              Seiken Densetsu 3, Brain Lord, Terranigma (all SNES)

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