CajunGaijiin
RPG Making Novice
Little Mary Sunshine dead of drug overdose-more at 11....
Posts: 50
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Post by CajunGaijiin on Jan 18, 2008 21:55:59 GMT -5
Hi y'all. Quick question-is there a way to make a building (created in the building editor) move, change shape, or become invisible? I swear it seems like there was a way, but I can't seem to figure it out. Any help would be greatly appreciated. Peace.
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Post by Neo Samurai on Jan 19, 2008 0:44:31 GMT -5
Well, let's see. All of this can be accomplished by making the building an event.
Move- Easy. Move it like you would move a normal NPC event (Direction/Location Move).
Change shape- Do you mean do something like make the building taller, wider, etc. ? I can see two possible methods
1) Create another building that has the altered shape you desire. Then, in the event, create another page for the new shape (make sure to set a flag to it). Now, when the flag goes on, the building's shape will change. Of course, this method will make the building look like it instantly changed. This is the easier, memory-friendly method.
2) This one will be tough. If you want to actually see each individual brick move into another place to form a new shape, then you would create buildings for each unique block in the building (Note: Don't create a building for every individual block as that will eat up memory)
Now, this is where it gets tricky. You'll have to create an event for every block in the building. Make sure it forms the original building. Now, create new blocks that are in the position that you desire for the new shape. Make sure these events on the 2nd page and create an On Flag condition (Note: Be sure to do the same for the other previous events, only have the 1st page have the block graphics and the 2nd page be blank)
Then, when you want to "transform" the building, create a script that changes Event Control over to the blocks you want to move and move them to the appropriate spot. After every block has been moved, flip the flag you created earlier on. Now, the building should have permanently altered its shape.
That might have seemed a little confusing to you. If so, I would recommend you just stick with the first method I listed.
invisible- Another easy one. Turn the display off for the building in an event.
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Post by Dungeon Warden on Jan 19, 2008 10:02:50 GMT -5
2. Er, dARK cASANOVA, your ideas won't work because changing a flag doesn't do anything. As has been mentioned many times before, a content script has to run in order to have a flag activate a page change (or the party has to leave and return to the map).
What you actually want to use is Event : Effects : Model to change the building model to a different building model. If you want the change to be permanent then you will need to use a flag and a second page so that if the party leaves the map and comes back the new building shape will still be there.
Another way to change the buildings shape is with the Event : Effects : Size command. This will allow you to stretch the building in the X, Y, and/or Z direction. This is more memory friendly then creating a bunch of different buildings.
You can change the speed of the size change so it's not instant but you can't do this with the model change command. I usually use both commands together when changing something's appearance so that the model change won't seem instantaneous even though it is. If the new model is the same size as the original, shrink and regrow the event so that the size change is noticeable.
3. Turning off the event will not make the building invisible, you need to use Event : Effects : Transparency for that. Setting the transparency to 100% means the building can no longer be seen but can still block the party from moving through the space. I like setting the transparency at about 80% so that the object has a ghostly appearance. This is good when you want the party to know something is there but not make it obvious.
Note: Buildings often need an Apply Together command before any Event : Effects commands. I think this is because each block is considered a separate object and the command needs to apply the blocks together. Whatever the reason, use Apply Together when using the size or model commands.
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Post by Neo Samurai on Jan 19, 2008 11:35:51 GMT -5
I assumed that he would know that.
I was in a rush and I guess I wasn't clear.
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Post by The Final Rune on Jan 20, 2008 16:19:10 GMT -5
Another way to change the buildings shape is with the Event : Effects : Size command. This will allow you to stretch the building in the X, Y, and/or Z direction. This is more memory friendly then creating a bunch of different buildings. [white]A small note on altering building sizes. I do a lot of block stretching in the various games I've attempted. Like, making a house out of a single layer of blocks instead of 2 or 3 layers. If you want to stretch out a building automatically when the party enters (as in using the size command to save memory on the block limitations) you'd have to change the size of the building in the enter map script. I'm sure this is hard to follow or visualize if you don't have a working understanding of what I'm talking about. You can see what I mean by checking the last tech demo I released, I used this technique in the opening city in the game.[/white]
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CajunGaijiin
RPG Making Novice
Little Mary Sunshine dead of drug overdose-more at 11....
Posts: 50
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Post by CajunGaijiin on Jan 21, 2008 11:52:49 GMT -5
Please don't worry about getting over technical with me. Don't let the stars fool you, I'm actually pretty competent in this medium. While this is the first game I've done with the RPGM2, I'm an old hand at RPGM1. I've also done quite a bit of simple programming, so variables, flags, graph coordinates etc. are nothing new to me. I am, however, inexperienced at RPGM2, hence my need, from time to time, to ask questions. You should also realize that I don't ask a question until I have first exhausted everything I can think of to try. Rest assured, if I don't understand something you say, I'll ask you to clarify it.
That being said, the problem I'm encountering is this-In the various scripts which involve the movement and graphics of events (Event effects) most seem only to apply to objects or characters, not buildings. I've tried stretching, changing colors, transparency, movement etc, all to no avail. The building I've tried it on is a cityscape, seen from a distance but that stretches the entire width of the building editor-could the size be a problem? Since I want this to be an automatic event, occurring in the background, I set it up as an action script. Why it's not working, I can't fathom, since from what you two have already said, it's clearly possible to do this with buildings. (I did use a bypass objects command)
Dungeon Warden: "What you actually want to use is Event : Effects : Model to change the building model to a different building model. If you want the change to be permanent then you will need to use a flag and a second page so that if the party leaves the map and comes back the new building shape will still be there."
How can you do this when the only options under the model change script are characters or objects?
I just have this nagging feeling that there's some simple step that I've overlooked-the kind of thing you kick yourself for when you realize it, I just can't figure out what it could be. I have some other ideas to try, I just haven't had a chance to work on it for a couple of days. I'll let you know how it works out. In the meantime, if you've any ideas, please let me know. Thanks again for your help. Peace.
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Post by Dungeon Warden on Jan 22, 2008 10:45:59 GMT -5
Yeah, I forgot that the model command doesn't work with buildings. You can change a building into an object but not the other way around.
If this happens when/before the player enters the map then put it in the enter map script. If this is something you want triggered then you'll need to use an auto event. Set the event to not run unless a flag is tripped (put a repeat around the commands that requires a flag to flip before running).
Note that this kind of event will interfere with all other events and is tricky to use correctly. You may need to have the event placed on the map instead of activating it with a flag depending on what else is going on.
There are ways to get around the limitations of RPG Maker 2. Some cause new problems, but depending on what you want to do you can work with the problems to find a solution.
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CajunGaijiin
RPG Making Novice
Little Mary Sunshine dead of drug overdose-more at 11....
Posts: 50
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Post by CajunGaijiin on Jan 23, 2008 20:58:05 GMT -5
Thanks gentlemen, I believe I have it all figured out. I tried a bunch of commands on buildings I'd already made just to see what I can do-with some pretty humorous results! It's a great relief, because my game positively depends on being able to move certain buildings. I figured out what was wrong with the cityscape as well. It was, as I'd suspected, something simple. (I'd overlooked that I was expecting the action script to play during an entry script, instead of running it from the entry script via a 'change' command.) I worked out the building change by building a second copy in the 'after' condition' on the same map, and shifting there via a white out/loc. move. Considering the circumstances, it's a fairly seamless transition. Thanks again for the advice. Peace.
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Post by Dungeon Warden on Jan 24, 2008 9:21:14 GMT -5
I'm glad you figured something out. As I said, there are always ways to get around these problems if you look for them.
Good luck with your game.
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raithwall
RPGM2 Helper
The World I know
Posts: 222
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Post by raithwall on May 6, 2008 7:49:25 GMT -5
I think you can still use other model effects, such as altering size, color, etc. But I might be wrong.
If I am then make not 1 building event, but make each brick into an event, and manipulate them... but be careful as having too many events can lag up the game something fierce.
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