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Navane's RPGM 2 related questions

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    #16
    Re: Navane's RPGM 2 related questions

    Originally posted by Dungeon Warden View Post
    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.
    Although this idea does work, you have to be careful about it because you can only have a limited amount of these types of scripts running. I posted how to do something like this the other week and I was only able to get about 10 of these scripts running without lag. However, if you keep it under this then your good to go. Also if you did something like this I would recommend doing it for areas of buildings rather then individual buildings which might mean you have to build multiple buildings in the same BE file. But on that note you could create rather large cities. I'll play around with it and tell you what I find.


    TBS is coming shortly... I finally got off my lazy self and contacted Datel, so new Max Drive software is coming thus allowing me to release my TBS.

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      #17
      Re: Navane's RPGM 2 related questions

      Is there a way to make the camera stationary when your character moves? I wanted to make the camera stand still like you see in some old Playstation. Final Fantasy VII and Resident Evil are a two examples.
      Twothorp was in immense pain. The blisters did not care.

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        #18
        Re: Navane's RPGM 2 related questions

        Originally posted by Navane View Post
        Is there a way to make the camera stationary when your character moves? I wanted to make the camera stand still like you see in some old Playstation. Final Fantasy VII and Resident Evil are a two examples.
        Yes, use the Camera Custom Rotate command to limit to motion of the camera. If the max and min are the same direction, the camera can't change direction.

        Note that the camera will always follow the party leader. There are ways to get around this (by using a fake party and turning the real party 100% transparent) but it only works in a cut scene.




        The Crown of Order demo is here.

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          #19
          Re: Navane's RPGM 2 related questions

          You can trick the camera, sort of.

          What you would do is place the main character at the center of the place where you want the scene to take place. Then you would have to create an event and create a script that would allow you to control the movement of that event. It would be possible to have the event interact with events but it would kind of choppy and not very fluid.

          Sorry if that didnt really help.
          Last edited by madcopper; 11-03-2008, 07:58 PM.


          TBS is coming shortly... I finally got off my lazy self and contacted Datel, so new Max Drive software is coming thus allowing me to release my TBS.

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            #20
            Re: Navane's RPGM 2 related questions

            Originally posted by madcopper View Post
            You can trick the camera, sort of.

            What you would do is place the main character at the center of the place where you want the scene to take place. Then you would have to create an event and create a script that would allow you to control the movement of that event. It would be possible to have the event interact with events but it would kind of choppy and not very fluid.

            Sorry if that didnt really help.
            Thanks a lot for all your help, guys. And it helped a little.
            Twothorp was in immense pain. The blisters did not care.

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              #21
              Re: Navane's RPGM 2 related questions

              I made a building with multiple building pieces with the rendering trick (5. Advance), but I'm having a major problem with it. The hit detection is way off. I set the direction of one of the parts of the building to South, but the hit detection acts like that building part is facing East. The same problem applies to the other parts of the building as well (except with different directions). I tried a lot of things, even turning the party and building bypass to off, but that did nothing. I really need help.
              Twothorp was in immense pain. The blisters did not care.

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                #22
                Re: Navane's RPGM 2 related questions

                Um I don't really understand the problem. So you made a single building of multiple parts from building editor and they are not appearing/disappearing due to direction? If you are doing the trick that both DW and I talked about, I would not recommend basing the display status of building on direction of the character, rather its distance away from the object. Use the script I made here and put it in the action script of the event that is the building.

                By using this it detects the characters distance away from the object and changes the status of said event. (make sure you change the location where this information is being loaded from because it loads from the location where the event was placed)

                So try this and tell me how it goes.


                TBS is coming shortly... I finally got off my lazy self and contacted Datel, so new Max Drive software is coming thus allowing me to release my TBS.

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                  #23
                  Re: Navane's RPGM 2 related questions

                  Sorry for not being very clear. I'll try again.

                  I made a building made up of multiple parts ( A, B, C, and D), but when I turn Building part A on and have it facing South, Building part A acts like it's facing West. Think of it as a straight wall. When I turn on Wall part A and have it so it's facing East to West, it appears East to West, but when I walk into the wall I pass right through it and the hit detection acts like the wall is facing North to South. What is the problem and how do I fix it?
                  Twothorp was in immense pain. The blisters did not care.

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                    #24
                    Re: Navane's RPGM 2 related questions

                    Sorry for double posting, but I'm using a mobile device that only lets me type so much in a single post.

                    @madcopper

                    Thanks for posting that script, but I'll use that as a last resort. I'm not very tech savy with RPG Maker 2 and there are a lot of things I don't understand about it yet. I don't really even understand that script, which shows just how much I still have to learn.
                    Twothorp was in immense pain. The blisters did not care.

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                      #25
                      Re: Navane's RPGM 2 related questions

                      How are you turning the building? There are several ways to change a buildings direction though most of them have to do with events. If you use the Object placement editor, I don't see how you could be having this problem. If you are using an event, you can run into problems depending on what method you use.

                      Have you tried modeling the building facing the proper direction? That seems like the best solution unless you need the same building to face different directions throughout the game. You don't need to rebuild it, just copy the building and turn it when you paste it back. Delete the old building or use the A <- B option to copy the building to a new file. You might need to do a bit of searching to figure out the A <- B interface. The documentation isn't very clear on how it works. It basically lets you open two files at once so you can copy for one to the other - from B (the original file) to A (the one you're currently working on).




                      The Crown of Order demo is here.

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                        #26
                        Re: Navane's RPGM 2 related questions

                        I did just that before I read your post and it worked. I was turning the building using the Event Editor. In the Event Editor I made the building face North (since the hit detection faced that way) and just changed the direction the building in the Building Editor. That fixed the problem and it was pretty easy to do. Thanks a lot for the help so far, guys.
                        Twothorp was in immense pain. The blisters did not care.

                        Comment


                          #27
                          Re: Navane's RPGM 2 related questions

                          Today I was going to have my party warp up and down a flight of stairs. These stairs are four spaces wide. I thought about creating four separate warp events for those four spaces (i.e. when your party walks downstairs to the furthest left, the party would appear on the furthest left hand side or to the furthest right hand side, etc), but I want to try to do it with one event. How would I do this? I tried to figure some of it out, but I honestly have no idea how do it.
                          Twothorp was in immense pain. The blisters did not care.

                          Comment


                            #28
                            Re: Navane's RPGM 2 related questions

                            Originally posted by Navane View Post
                            Today I was going to have my party warp up and down a flight of stairs. These stairs are four spaces wide. I thought about creating four separate warp events for those four spaces (i.e. when your party walks downstairs to the furthest left, the party would appear on the furthest left hand side or to the furthest right hand side, etc), but I want to try to do it with one event. How would I do this? I tried to figure some of it out, but I honestly have no idea how do it.
                            Ok what you need to do it create one script, then place the event either on the map 4 times, or use duplicate events. Here is the script to warp.

                            Game Data Load

                            Sort Party X (or Y depending on which way your stair case is facing)

                            Apply if (farthest left X(or Y) coordinate or right)
                            Warp to Bottom of Staircase same side
                            end

                            Apply if (next space over)
                            Warp to next space over at the bottom
                            end

                            Repeat for the other spaces. You don't need to do both X and Y coordinate because unless your stair case has some weird rotation to it one of those coordinates will remain constant.

                            Set the event to equal and like I said place either place the same event how ever many spaces it covers or you could place it once and in an action script do the following.

                            Action Script

                            Temp Variable 0 = 3
                            Repeat Temp Variable 0 ≠ 0
                            Duplicate Event (Your warp event) +- 1 (for either x or y)
                            Temp Variable 0 = Temp Variable 0 -1
                            End

                            If your not comfortable with duplicate events, which is understandable they are quite tricky, then just paste the event in the desired spaces.

                            If any of this is unclear, let me know.
                            Last edited by madcopper; 12-03-2008, 11:13 AM.


                            TBS is coming shortly... I finally got off my lazy self and contacted Datel, so new Max Drive software is coming thus allowing me to release my TBS.

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                              #29
                              Re: Navane's RPGM 2 related questions

                              Why warp when you can use Location Move to go from one step to the next. I'm not sure what you're trying to do, but you can use the above script with Location Move to get a more realistic look if you want the party to move up and down a large set of stairs.




                              The Crown of Order demo is here.

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                                #30
                                Re: Navane's RPGM 2 related questions

                                Originally posted by Dungeon Warden View Post
                                Why warp when you can use Location Move to go from one step to the next. I'm not sure what you're trying to do, but you can use the above script with Location Move to get a more realistic look if you want the party to move up and down a large set of stairs.
                                I see what your saying, but I think what he was going for is more along the lines of going from the top floor of a dungeon to the bottom floor of a dungeon and having it so it appears that as you change from one dungeon to the next, it looks realistic.


                                TBS is coming shortly... I finally got off my lazy self and contacted Datel, so new Max Drive software is coming thus allowing me to release my TBS.

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