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Post by Dungeon Warden on Feb 22, 2009 1:34:54 GMT -5
The mini-map shows teleport points and vehicles as well as where the player is. Teleport points only show up once activated, so you simply need to activate them to make them appear on the map.
Use the set teleport command to activate it or delete teleport to remove it. You have the option of selecting where the point appears or you can set it to where the party leader was standing then the command was executed.
This allows you to not only mark places of interest but to allow the party to teleport to those places as well (if they have the proper spell or item).
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Post by Dungeon Warden on Feb 9, 2009 10:35:45 GMT -5
Sorry, I had to take the picture down. If anyone wants to see the painting send me a PM.
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Post by Dungeon Warden on Feb 7, 2009 21:15:21 GMT -5
Thank you, I'm glad you like it.
Look again. I made some changes to make it better.
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Post by Dungeon Warden on Feb 5, 2009 9:19:17 GMT -5
Here is a painting I've been working on the last couple of weeks. I hope you like it.
EDIT: Sorry, the image had to come down because the group that commissioned it do not want anyone to see it before it's official release. Once it's released to the public I'll post a link to where it can be found.
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Post by Dungeon Warden on Jan 27, 2009 10:12:42 GMT -5
Yeah, Doan's website is back. Looks like there were a few games I missed seeing while I was in school.
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Post by Dungeon Warden on Jan 20, 2009 11:58:32 GMT -5
That game looks promising. How do I get one of those Freelance Programing Contracts?
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Post by Dungeon Warden on Jan 17, 2009 12:37:25 GMT -5
A lot of us no longer use RPG maker 2 but still like to try our hand at other things.
I create webcomics and do freelance art in my spare time. What do you do when you want to do something creative?
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Post by Dungeon Warden on Jan 17, 2009 11:13:05 GMT -5
There is nothing stopping people from talking about other tools now and yet there still isn't much going on here. It's not enough to say we're going to do something, you actually have to do it.
I'm not saying Doan should hurry up and change things, I'm saying people need to take the initiative and get the conversation going. If your doing creative stuff let us know.
For example, I'm starting to get a lot of art commissions because of my art training. It's not game related but it's something I spend a lot of time doing.
So what are you doing creatively? (respond in the Chatter forum)
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Post by Dungeon Warden on Jan 12, 2009 22:28:31 GMT -5
Seriously, Stop trying to learn to fly a plane when you haven't even learned to ride a bike yet. RPG Maker 2 takes months to learn the scripting and event complexities. Without that knowledge making a battle system is impossible. even with that knowledge it can weeks of testing to get something that works the way you want it too.
Sure, the experts here can point you in the right direction, but you need to do this on your own. That's the whole point of learning game design in the first place.
I remember the first time I got a character to climb a ladder. It was a lot of work to make the motion look smooth and get the party off the top rung to the platform. Sounds like it would be easy but due to RPG Maker2's complexity, it took a long time to do. But when I finally got it to work I was ecstatic. I was the first one to accomplish it. What a thrill of discovery it was.
Don't rob yourself of those great memories. Trying to get a door to open and let the party walk through. Trying to make the party jump over a pit realistically (that was a major undertaking). These are the things I learned to do on my own long before I attempted to make my own battle system.
I hope your next question is something like, "how do I make the party climb into a well" and not "How to I do this super complex thing no ones ever done before." Start simple. Learn the basics and pedal that bike.
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Post by Dungeon Warden on Jan 6, 2009 11:23:41 GMT -5
Originally, I though VX would be XP with a new interface that makes designing games easier. I was disappointed to learn that the interface put limits on game design. I heard there are ways around the limits but they shouldn't have been there in the first place. There is no reason that a PC program should have any limits beyond that of the computer itself.
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Post by Dungeon Warden on Jan 6, 2009 11:08:01 GMT -5
I check the forum almost every day and I notice that many others check in a few times a week. I think the main problem is that there is nothing to talk about. The regulars either aren't working on RPG Maker 2 stuff or are not doing anything that they need help with. New people rarely appear so there is no one to help. The chat and spam topics are pretty quiet as well, but I suppose that's because people are spending their time elsewhere. Personally, I've joined the Webcomic community to promote my comic, Dungeon Legacy and don't have time for RPGM2 any more. I'd love to work with RPG Maker XP. I bought the program soon after it came out with big plans for it but school and home work got in the way. Today, drawing my webcomic takes a huge part out of my day and that leaves me little time for other things. I'd like to continue to be a part of this community, but we need to do something so people will want to join the discussion again. Find something interesting to talk about and others will join in. If we can keep the conversation going we can keep the group from dying. It's not enough to ask that the forum not die. You need to help keep it alive. Talk about what you're doing and inspire others to join in. Keeping the forum alive begins with YOU (Yes, you, the one who is reading this right now). Keep posting and the forum won't die. If nothing is happening here then people will move on to other things. That's the way it works.
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Post by Dungeon Warden on Jan 2, 2009 20:57:14 GMT -5
Although VLC will play MP3s, I don't think it's set up by default. Make sure you check the settings and see if the box beside .mp3 is checked.
It sounds like the problem might have to do with some other problem, But I'm not sure that that might be.
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Post by Dungeon Warden on Dec 31, 2008 17:57:10 GMT -5
Some good Christmas messages just in time for New Years.
Happy New Years, everyone!
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Post by Dungeon Warden on Dec 31, 2008 17:53:36 GMT -5
I like using VLC. There's also Winamp, which many people like. I used to use RealPlayer but is has too many ads in the free version.
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Post by Dungeon Warden on Dec 25, 2008 22:20:17 GMT -5
Hope everyone had a merry Christmas this year.
I spend the day with my extended family, 19 people in all coming and going throughout the day. Some of them came as far as Ontario to be home for the Christmas holiday.
I hope everyone else have a good Christmas.
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Post by Dungeon Warden on Dec 23, 2008 10:15:55 GMT -5
Oh yeah, I wondered what happened to this project. This was one of the last things I worked on in RPG Maker 2. I expected to come home from school and see the finished movie somewhere. Instead, I found that everyone had disappeared.
If no one is interested in continuing this, I would be interested in seeing what has been done so far. There must have been 4 or 5 sections added before it died. Right?
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Post by Dungeon Warden on Dec 8, 2008 12:23:22 GMT -5
As I said, it's only risky if you don't follow the directions carefully or heed the warnings, but it's probably better to be safe then sorry.
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Post by Dungeon Warden on Dec 7, 2008 12:50:09 GMT -5
1) If you own the games, this is technically legal but it is frowned upon.
2) You need to mod your system in order to do this. Sony keeps patching holes and hackers keep coming up with new mods, so you'll have to check with the hacker community to find the latest ways to get around the patches. Last I heard, you need to convert a battery into a hack rom and this process can't be undone (i.e. you'll need to buy a new battery or an already hacked one.)
3) Any time you hack your system you risk causing irreversible damage. If you follow the directions carefully and make note of the warnings, you can usually do this successfully but the risk is still there.
Once the system is hacked, as long as you don't update your system, you can play games without any further risk.
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Post by Dungeon Warden on Dec 7, 2008 12:30:06 GMT -5
What you need to do is more the party to the place there the event that will replace the party is. You can gather the party so that only the leader will appear if necessary. If the party doesn't need to move, then turn the party leader to face the same direction as the event (even if you're sure the leader should be facing the correct direction, you should do this just to be sure. Try every possible way to activate the event to be really sure.
Note that bypass objects should be on so that the party won't interact with the event. If you're using the invisible party trick to more the camera around, you'll probably want the party's bypass objects on anyway.
Then turn on the event image first and turn the party invisible second. This way these will be no noticeable switch between the two.
I hope that works for you.
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Post by Dungeon Warden on Dec 6, 2008 18:33:27 GMT -5
The folder the game is in is called MotW if that helps you find it.
I still haven't played this game. Just when I think a have a free hour, something comes along and takes it away. I'll try again tonight but I have a few other things I need to do first.
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Post by Dungeon Warden on Dec 5, 2008 21:32:43 GMT -5
Yes, if it's something the party can't get to or a low value item (maybe an endless chest of healing portions in the first dungeon so if the player is having a hard time they can go back and get a potion anytime they use one).
Other once per area events could also use this.
Note, you could still use this idea with several variables, so you can have more then one event of this kind.
You're welcome about the "check for space" reminder. I notice that people who try to save space by making scripts shorter tend to leave this out, but you can just write the script once and call it every time the party gets something.
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Post by Dungeon Warden on Dec 3, 2008 19:48:32 GMT -5
This only works if there is only one chest in an area. What if you wanted several chests in an area? Worst then that, a player could spend hours opening the same chest over and over again, building up their money and inventory.
One idea I had was to make 10 chests (flags 271-280) and have the contents change based on which dungeon the player is in. If you need more then ten chests in an area, you could raise this number but the important thing is that you would have more control on the contents of each chest this way.
Note that all the commands in the default chest script that check if the party members have room to take the item could all be put in one script and called whenever a chest is open. In fact, this script could be called any time the party gets anything. Just return a variable containing a reference number to the party member or the bag so that the chest script can give that member or the bag the item.
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Post by Dungeon Warden on Nov 30, 2008 21:51:09 GMT -5
You can use Event : Event control : Change to switch to a different event and use that event's number.
I'm not really sure what you mean in your example. It sounds like it could all be done in a script. Conditions are mainly for changing the event itself to something different. For example, an event can be an object, a vehicle, or nothing at all. A start condition would be helpful, for example, in the case when the event could be a vehicle or something else but it requires a special condition for the player to use the event as a vehicle.
If you're doing something with variables based on the player's actions, you can do it all within a script.
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Post by Dungeon Warden on Nov 27, 2008 11:00:56 GMT -5
I've downloaded the Super Duper Pack and tested it to make sure it worked, but I haven't had time to play it. My webcomic, ( DungeonLegacy.com), eats up a lot of my time. Just look at how much work I put into the last panel on this page. I also have other projects on the go that eat up my time. I really need to focus my time. I'll try to slip in a few hours here and there and try it out. It looks like an interesting RPG.
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Post by Dungeon Warden on Nov 24, 2008 22:36:26 GMT -5
Basically, you can create a script and connect it to the event so that certain complex conditions need to be met before the page activates. Page conditions allow for several conditions to be controlled for, but for complex things that require math or so other kind of special condition, a script is needed.
The script will likely need to be a system event in order to work. I can't remember and don't have time to check. It's easy enough to see what the slot asks for input.
The start conditions is a special condition that checks when the player tries to activate the event to see if they can. Therefore, if an event is activated by the Talk command, the script will check if the party can talk to the event.
For example, I believe that the boat has a start condition that prevents you from using the boat if you're not on a dock. This still allows the player to interact with the boat, but an error message will appear preventing you from using it.
A more useful example would be a case where everyone in town is frozen in time. Until you save the town, you can't talk to anyone. Once the town is saved, the condition will be met and you can talk to everyone. This allows you to use the same start condition for everyone in town and allows the towns people to act normally (possibly with several event pages) once time begins again.
It's rare that you'll ever use this but it's there if you need it.
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