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Post by Dungeon Warden on Aug 10, 2006 13:53:18 GMT -5
I have another idea that may or not work. What about having an indirect effect that after each step does a motion change but single motion change, so afterwards they no longer are stepping but if you keep walking the indirect effect keeps the single effect going? It probably wont work but tis worth a shot. One problem Nash, there is no single motion change command for characters, only for events. I played around with a similar idea using the motion change command but sometimes the character was moving while standing and waiting while walking. Changing this made the character pause every time you tried to move, so there is no way around it. I agree with Final Rune that there are probable better things to use your time on.
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Deleted
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Post by Deleted on Aug 10, 2006 21:26:11 GMT -5
I know what you guys mean. I didn't even care that much when I first got it, and now I'm so used to it I don't even think about it. It's like when the party walks in/out of the party leader in FF7/FF6/FF9/etc. I'd forgot how strange it was till christi mentioned it being strange in some topic here. Eventually you don't even notice these little things any more.
I do hope the cutscenes are well done though.
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Post by Neo Samurai on Aug 11, 2006 9:20:14 GMT -5
Yeah. I also agree with everyone else above.
You could use your time to make something a lot more probable (mini games, cutscenes, etc.). After all, those are the main reasons why we even use RPGM2 in the first place.
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Sept 8, 2006 9:23:34 GMT -5
Hey, anyone ever make a status where it wears off with 1 step, and are imediately afflicted with a status that has no effect, but gives them the standing still motion, like paralyze status would, when they stand in place?
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Post by nerussentia on Sept 8, 2006 13:08:54 GMT -5
That might work... *waits for someone else's opinion*
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Post by Neo Samurai on Sept 8, 2006 15:41:26 GMT -5
The problem with that (I believe) is that the "Per Step" events only work right after you take the step and not before.
So, instead of making a walking motion once you take a step, you'd take a step and you'd then make a walking motion afterwards.
Like I said before, it really isn't anything you should worry about. It's one of those quirky default things you can't really change. Try investing your time/memory into something more gameplay/story oriented.
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Post by Doan the Nado on Sept 8, 2006 19:08:40 GMT -5
You might be on to something Nje (or maybe I just got an idea based on what you said). I'll have to check this out at some point...
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Post by Dungeon Warden on Sept 8, 2006 21:04:19 GMT -5
Hey, anyone ever make a status where it wears off with 1 step, and are immediately afflicted with a status that has no effect, but gives them the standing still motion, like paralyze status would, when they stand in place? yes, I've done this and it doesn't work with the analog controls - that is, the effect doesn't work right (turning on when it should be off and vice versa. This also makes movement very stiff and weird looking. If you use the D-pad, you'll need to press the direction over and over instead of just holding the button down. Overall, this is worse then the auto-walking could ever be.
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Post by Doan the Nado on Sept 8, 2006 21:13:37 GMT -5
Well here's what I was thinking... and this is pretty complex, but I think it might work. The idea is that indirect effects occur immediately after taking a step. Now what do we want to happen after taking a step? We want the party member to stop walking. So create an indirect effect that activates after every step and changes the Leader's motion to Wait. Easy enough.
Now, however, we need a way to make them start walking. We want them to begin walking as soon as they begin to move, and to begin moving, you have to press a D-Pad button. What comes to mind is to have an action script running in the background to detect D-Pad presses (this wouldn't work when using the joystick to move). Of course, Action scripts can't change the party motion, so we have to delve deeper.
This is where Nash's Content technique comes in. You would need to set it up so that a Content script is running in the background, Repeating constantly. If the Step flag is On, it would change the party leader's action to Walk. Now, our D-Pad detection script simply has to turn the Step flag On.
This introduces one more problem: the D-Pad doesn't always have to be pressed in order to move. One can hold the button down to continue moving. To remedy this, the indirect effect would have to be modified somewhat... or maybe a slightly different approach is needed, but I want to check this out a little bit more. It just seems like something that might do it, as long as Nash's perpetual Content scripts allow changing the party's motion.
Edit: Even easier. Throw out the whole indirect effect thing. The content script would look like this:
SB: Repeat: Flag [Off] = Off -- SB: Condition: Flag [Step] = On ---- Party: Motion: Leader: Walk ---- Game Info: Load ---- SB: Repeat: Flag [Step] = On ------ Wait 8F (slightly more frames than the amount of time it takes to walk one step) ------ Data: Var: Temp0 = PartyX ------ Data: Var: Temp1 = PartyY ------ Game Info: Load ------ SB: Condition: Var [Temp0] = PartyX -------- SB: Condition: Var [Temp1] = PartyY ---------- Party: Motion: Leader: Wait ---------- Data: Flag [Step] = Off -------- SB: End ------ SB: End ---- SB: End -- SB: End SB: End
And the action script would do as I mentioned above: turn on the Step flag when the D-Pad is pressed.
Edit again: Might as well write the action script as well:
SB: Repeat: Flag [Off] = Off -- User Input: Buttons: Constant Wait -- SB: Sort [User Input] ---- Apply If 0 ---- Apply If 1 ---- Apply If 2 ---- Apply If 3 ------ Data: Flag [Step] = On -- SB: End SB: End
and of course that goes in the motion slot of an event on every map.
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Post by Dungeon Warden on Sept 8, 2006 21:39:48 GMT -5
Did you actually try this? I've tried similar things and it never worked right. Maybe this approach will work better, although I don't think it will. Again, this won't work with the analog stick (as stated) so it's flawed from the start. It would be interesting to test it out and see what happens though.
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Post by realitybites on Sept 8, 2006 21:51:42 GMT -5
Just tested it out, uploading video.......now..........
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Post by realitybites on Sept 9, 2006 7:13:28 GMT -5
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Nje
RPG Making Novice
Abusing RPGMaker to unholy extents.
Posts: 75
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Post by Nje on Sept 9, 2006 7:25:57 GMT -5
We want them to begin walking as soon as they begin to move, and to begin moving, you have to press a D-Pad button. What comes to mind is to have an action script running in the background to detect D-Pad presses (this wouldn't work when using the joystick to move). WHy doesn't it work when using the control stick? Aren't they both just considered the L3/R3 buttons in button input?
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DYRE
RPG Making Novice
Posts: 61
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Post by DYRE on Sept 9, 2006 7:57:36 GMT -5
Nje, I believe that L3 nd R3 are the actual buttons (the ones under the sticks). Anyway, how does your script work if you press a directional button while in a menu (do you still play the animation?), Realitybites? That was what discouraged me from doing it that way.
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Post by realitybites on Sept 9, 2006 8:49:35 GMT -5
well you could just simply turn onNO movement flag. Whilst your in the menu so you can move the selections down and when your done, just turn it back off when your done.
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Deleted
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Post by Deleted on Sept 9, 2006 8:55:50 GMT -5
Yeah, L3 and R3 are when you press down the joysticks like they're another button (button like the X or [] buttons) and they click. You'll know it when you do it for certain.
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Post by Doan the Nado on Sept 9, 2006 9:26:06 GMT -5
Since the button detect script is an Action script, and menus are Content scripts, the button detect script is paused while you are in a menu. This means that there is no opportunity for the player to turn the Step flag On, and the party will not begin walking. And yes, L3 and R3 are detected when you push the analog sticks in, not when you move them around. It is a fault with RPGM2 that there is no way at all to detect the movement of the analog sticks. However, we can somewhat patch the situation by adding an indirect effect to the party which simply turns on the Step flag. This would cause them to begin the walking a little late, but after that, everything will be the same, just as in the video. Thanks, Reality, for taking the time to implement that and make a video out of it. This is pretty exciting!
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Post by realitybites on Sept 9, 2006 9:31:31 GMT -5
Time to do it? Ha, took little than two mins at the most, and no problem I don't mind doing that.
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Post by Dungeon Warden on Sept 9, 2006 15:01:01 GMT -5
Odd, the video makes it seem like this is actually working. I though it was impossible. Does holding down the D-pad work - that wasn't clear in the video either.
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Post by realitybites on Sept 9, 2006 15:03:20 GMT -5
Yeah, I held on to the D-pad to make it work, it just doesn't work with the analog stick, but Doan said he might have found a way around it. Also if you notice that little thump sound, that triggers only when I press a direction, so if it was like "thump,thump,thump,thump" that woulda meant that I was pressing it, hmm I shoulda mentioned that, sorry.
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Post by Dungeon Warden on Sept 9, 2006 15:27:40 GMT -5
Well, with this problem fixed, there are fewer limitations to RPG Maker 2. In fact, I can't think of any other problems with RPG Maker 2 that can't be fixed - other then the internal programing itself, and only the original programmers can fix that.
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Post by realitybites on Sept 9, 2006 15:45:12 GMT -5
Well there is the building limit trick. But, only a few people know how to do that.
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Post by vespuleth on Sept 9, 2006 20:10:44 GMT -5
ooh! i know i know! and i think ttc figured it out as well... doan, that's excellent. i was thinking of having it work much like the cursor i use in the tbs, but this seems to work just fine. good job.
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Post by doyleman on Sept 22, 2006 19:17:00 GMT -5
lol, now I need to find some super limitation to bypass so I can join the club.
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