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Post by Rodak on Feb 2, 2006 4:00:37 GMT -5
The warp sound is one I've answered enough to expand on Doan's response.
You can do it the way he said, but there is a sample flag built in the game for the purpose of silencing the warp.
Turn on sample flag 58 to silence warps.
And DO NOT use sample flags or variables for anything!! Ever!!
The game uses them. The temp ones too.
Just be sure to turn the flag back on when you are done or all future warps will be silent. I added a command to turn it on right in the conditional branch for when it is off. That way I can't forget.
While you are looking at script 4 (exit map), change the warp sound to something cool and delete the wait commands (they just slow things down for dramatic effect) (I don't like 'em).
Peace.
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Post by Rodak on Jun 3, 2005 4:54:03 GMT -5
I am one of those who like cartoons and animation so much that, unless I do not care for the scene I would be willing to watch these things repeatedly. I guess the option is best, but I really do not care either way.
If I have to sit through it too many times either I am a terrible player and deserve it, or the game is unbalanced and not worth the time sitting through all that.
If I do not want to see it I have an old "Turbo" controller I can plug in to breeze through the dialog.
But the ultimate answer is to simply not lock the scripts with a password. Then the player can set anything anyway they want.
If only all video games had that option!
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Post by Rodak on Feb 4, 2006 5:09:45 GMT -5
If you can make a midi file then check out the Pavilion's RPGM2 Music Script Maker program.
It does just what it says.
Plug in a midi, get out a set of scripts.
I used it, but never used the scripts.
I hope that helps.
Peace.
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Post by Rodak on Aug 12, 2006 4:29:43 GMT -5
You may regret that!
Remember the last VFX Character I wanted to post?
You said No to him when I asked in a Private message!!
I'll hook up the PS2 this weekend and see what I have.
Haven't touched it since March or April!
A Momentous Occassion!
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Post by Rodak on Aug 11, 2006 19:17:40 GMT -5
I've been inspired to make my own VFX character because of Dark Horizons (and others). Look for my sexy secretary in my next demo. Keep up the great work! Awww... No Screenshot? I need to ask Permission to Post The Keester Bunny!
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Post by Rodak on Aug 6, 2006 6:23:12 GMT -5
Try an icicle with a sphere set to Add blending set in the end.
Stuff most of the sphere inside the end of the icicle (or whatever else you're using I guess).
Nice effect.
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Post by Rodak on Feb 2, 2006 18:17:06 GMT -5
This is difficult for me to answer.
I began a game, and as it grew so did my skills.
The Clean Underwear Quest was so full of beginner blunders, intermediate idiocies and expert exquisiteness all nailed next to each other that I put it down to start on a blank file and see if I should restart the whole 7 months work from scratch.
Videogamedrome grew fast. I made a custom battle system in a single weekend and was using Visual Effects Characters in new ways.
I am still playing with that and more determined than ever to salvage The Quest, but I have yet to finish a game. I have released some demos though.
In that respect my motto is "The Game is NOT finished until ALL the memory is used up!"
So it may take me a while, but I will finish those two games. In fact, Videogamedrome is nearly complete, but I keep finding ways to squeeze more memory out of the file and keep making more stuff for it.
So my vote for All The Way is admittedly idealistic.
Technically I have worked for months and given up on one project and have still not finished the next.
I did make an RPGMaker 3 game that uses 0.8% of the total memory for a Garbage Game contest elsewhere, so I guess I did make one complete game.
Even if it only took ten minutes to make.
Good idea for a poll.
And an interesting first post.
Welcome to The Domain.
Peace.
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Post by Rodak on Nov 13, 2005 15:16:42 GMT -5
As the creator of The Poop Mage, I do not find it off topic to note that I find it amusing that when viewing this topic from the home page it reads "How long are your dung..."
But if you must have an on topic response (Party Pooper) then have one:
I used Pyramids for my dungeons as an excuse to keep them small and have the 3 or 4 floors get progressively smaller.
It actually worked out quite well.
Peace.
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Post by Rodak on Sept 21, 2007 19:09:25 GMT -5
Check it against Dungeon Warden's Advanced FAQ. It lists all that stuff. If you can post the file, it may help. Sometimes it's just a setting, and not a missing script. Did you try actual play, as opposed to test play or unit editor, just to see what happens? I have no idea why I asked that, but it sounded like something I'd try, so I blurted it. Good Luck with it. Peace .
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Post by Rodak on Sept 10, 2007 3:17:09 GMT -5
Rodak's way requires using VFX party members (He used the weapon VFX as characters)... Actually, that was just for the first demo! Later versions of Videogamedrome have The Starship Boobyprize and The Keester Bunny in the battle system! The use of weapons was just to have a simple, one element, effect to get it all working. Then adding new forms was easy! So it is exactly what you said, start simply and work up. Else you don't really know what you're doing and mat get results, but be unable to debug! Finishing Videogamedrome is next on my list (after I secure a second income of some sort...) (ug...).
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Post by Rodak on Sept 8, 2007 3:34:31 GMT -5
I have been out of school for decades and forget what third person perspective is!!
Do you mean show the party in battle?
That can't be scripted, but several workarounds exist.
Dungeon Warden did it best in crown of Order by using additional enemy models in the fights to represent the party and you see the classic two rows. Enemies and party.
I made a system with all VFX Party Members (OK just 1 member) (but it could easily be adapted to many!) for Videogamedrome. There was custom interaction between the enemies and party as viewed from over the party's shoulder.
Is that what you mean?
Search the forums for either game title, or check Dungeon Warden's (or even my) forum here in "The Games" section of the site.
Dungeon Warden's is called Dungeon Games, and mine is Long Hair Games.
If I am on the wrong track and you simply want to adjust the default camera angle for battles, see "Game Settings".
Let me know if that helps.
And Welcome to The Domain!
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Post by Rodak on Aug 27, 2007 6:09:09 GMT -5
The max drive is available.
Sometimes it's called evo or something for one with "extra features" the nature of which I do not know.
Try gamestop (or the equivalent type retailer in your area).
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Jump
Aug 23, 2007 3:44:32 GMT -5
Post by Rodak on Aug 23, 2007 3:44:32 GMT -5
What did you try?
And what happened when you tried it?
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Post by Rodak on Aug 13, 2007 17:40:07 GMT -5
Hello and Welcome to The Domain! Let's see - Damage over time... Ummm... Poison? Just copy, paste, and modify the existing Poison Direct Effect, then assign it as you see fit. I hope that helps. Peace
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Post by Rodak on Aug 9, 2007 15:28:07 GMT -5
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Post by Rodak on Aug 12, 2007 8:26:47 GMT -5
If you use exiting creatures, all that should be pre-set. There is a lot to what you are asking if you want to do it from scratch. Direct effects for abilities and setting the "rate" therein are a good starting point. Read Dungeon Warden's Advanced FAQ for a great start on the more advanced features. It's here: www.doanthenado.com/files/RPGM2_ADV_FAQ.rtfDirect and indirect effects are not covered in detail, and they are something I have to learn more about myself. But I get by with Copy-Paste-and-Modify as an alternative to making these things too hard on myself. So... If you want the easy way, just modify existing enemies and drop these made from scratch ones! There is just too much to explain in a single post on a forum!
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Post by Rodak on Aug 7, 2007 1:52:34 GMT -5
ok, i made a visual attack of a lance stabbing the player not the enemy. now how do i go on from there by making a script and an event where the enemy will do a motion (attack A motion) and then the visual effect will follow and a certain amount of damage will be taken away from the player, NOT the enemy that is doing it, because the last time i tried, the enemy didnt even do anything and it got damaged. You set enemy VFX in the enemy action editor, not with scripts and events. As for damage - it sounds like you are trying to make an enemy from scratch. Don't. Just copy, Paste, and Modify existing enemies until you become Expert at this! Even I use this technique for my custom - All VFX - Enemies!
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Post by Rodak on Jul 23, 2007 15:21:27 GMT -5
Check the "Doors" tutorial in my VFX Guide (link in my signature).
It uses flags and multiple page events!
Plus more...
The guide tries to include scripting the effects as well as making them.
Good Luck with it.
Let us know if that is not enough!
Peace.
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Post by Rodak on Jun 8, 2007 11:09:18 GMT -5
Oh. I thought you were offering that as a distance check script you wrote! I should have recognized Nash's Pseudo-Shorthand Abbreviations!
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Post by Rodak on Jun 8, 2007 4:34:38 GMT -5
well for a distance check its like this. Data Game Info Load Sort[Party Dir] Apply if 0 E X1=Party X+1 E Y1=Party Y+0 E X2=Party X+-1 E Y2=Party Y+0 thats for east, the rest should be self explanatory. Is it just me, or does that look useless? What is the E? Event, maybe? Are these Party X things Variables you renamed, or the ones loaded by the command?? That seems Incomplete!! I have very little idea what you mean by it. Please elaborate if you want that to be useful. And... Where is the distance check calculation??
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Post by Rodak on Jun 7, 2007 16:01:06 GMT -5
You could always use "jump point" events which invoke the float command and move the party. These would only work for specific jumps from one predefined spot to another, but would be easy. A distance check is no more than loading the party's coordinates, storing them to a couple variables, and then loading the event's coordinates and storing them to another couple variables, then subtracting! if both numbers are very low- the party and event are near each other. If both numbers are very high, the party and event are far apart. That is very general, and will take experimentation to polish, but should get you started. Good luck with it. Peace.
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Post by Rodak on Jun 1, 2007 3:18:48 GMT -5
Yup!
I've seen folks get touchy about double posting, and while I'm sure the nature of the addition would have excused a double post, I just FINALLY found a use for the Delete Post button that did not seem ... well ... dum.
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Post by Rodak on May 31, 2007 15:35:01 GMT -5
Hmmm...
I did something very similar, but the enemy kept returning to default, then rotating back every cycle and in between each action in test play! This is for an entire battle, not just a single action.
I'll have to try again and see what happens. Maybe I missed something!
I noticedyou're using a fresh action. I'm trying to apply it to all states (wait, attack, death, - I can skip damage for my purposes!)
Thanks for the effort. I'll be trying again later. Will let you know if it works!
=========
EDIT:
I found out what I was doing wrong!
The enemy action I was modifying actually had a rotate command later in the set-up! It was reverting to that.
Once I deleted that key, it ran smoothly in test battle.
Now for test play, then a real game to be sure!
====
Oh yeah - I discovered a trick to make my edit appear as a new post! Guess how I did it!!
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Post by Rodak on May 30, 2007 16:35:04 GMT -5
Typical of me... I want to turn this game upside down!
Actually, just bits of it.
Using the enemy action editor, I want to set an enemy to be upside down for the entire battle!
But I cant find a way to rotate it and keep it rotated. I've been away from this for too long.
Anyone ever try anything like that with any success?
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Post by Rodak on May 29, 2007 15:20:20 GMT -5
Oh... POOP!
I really thought it might have made a difference...
Just as well.
I'll save Hundreds of Dollars!
Thanks for checking!
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