Post by mercenaryx on Jun 25, 2008 12:32:44 GMT -5
ok thanks to you guys and answering my threads in a timely fashion i've actually come to understand rpgm2 a lot more than i ever have before. Before posting about the treasure box event, i didnt even know what an event could do, now i understand fully that a game is composed of everything all piled into the world organization tabs.
its all very simple to me now! and before i ask i just have to say thank you so much for all of your support.
as for that whole collision where there is no object problem i had on my last post, it was solved but accidently. (my memory card data got corrupted so i had to start over and create the whole game from scratch again, which worked out just fine because by that time i understood fully what i was doing and was able to get back up to where i was in a few hours, and at the same time, use more memory efficient ways of doing it)
k here are my questions:
1.) Is there a way to cut out the land outside where you want the town boundries to be? my town was created using map editor and i put a few houses i made from building editor on it. There isn't that much space that i used, but the thing is i think it looks kinda ugly and unprofessional if i can see the flat unused brown dirt land outside the town's boundries. The only way they should be able to exit to the world map is through a specified exit that will have a zone event that will warp them to it. the inside of the town has a grass tile texture and the outline is traced with a bunch of trees to show the boundries of where the player is supposed to be able to walk (which is part of my next question). Is there a way where i can cut out the land so that the player cant see anything but the town's land itself? or .... what is it that they do in fuuma to make the towns look realisticly set in the world map?
2.) Is there a way to turn on collision on the trees at the outer boundries of the town so that the player cant walk through the trees? Currently my town has a buncha transparent blocks on the border lines and i placed on the map as a building object, so when the player ventures half way into the trees they hit an invisible block. but i'd like the trees to be my boundries, or if not anything else, a better, more efficient way to do this....
3.) i tried putting a few patches of object modeled grass to show a bit of over grown grass growing in places, but when i walk over to them my character lifts off the ground and starts walking on top of the grass like its a stair or something. I'd like to know if theres a way to turn collision off on specific objects like the grass, rather than turning the player's collision effect off. Because that would let them run through ANY solid objects. ive got the same problem with flowers growing out of the ground.
4a.) Whats more memory efficient? Using a single long scripted zone event that loads the players current x and/or y coordinates to determine where the zone will bring them? or 1 single event with a short, though different script each, per zone that serves as both the entrance and exit for the zone by the use of a flag? (example, using event on both the town map, and inside a house as the ways to exit each map. the only difference is if you walk into event a on the town map it will warp you inside the house, if you walk into event a while inside the house, it will put you back onto the town map.)
or, if you have a 3rd option thats even more efficient with memory than these two, please let me know and how to do it.
4b.) is there a way to use the "game info" or "party info" save option before a warp command then call another script that loads the information, and based on it, will decide what direction the player will be facing when his character becomes visible again after he's cleared the zone?
currently all i'm doing is using the info load command, then using its variables in party:dir then based on the number inside it i use a conditional statement to make the player face a certain direction before the fade in.
its like this
script: common entrance:
screen black: 0F
game info load
(i dont know if i use the variable directly or i set it equal to a temporary self named variable so that i can use it as public data, i'm to lazy to check which way i did it)
call script: [end zone]
start map music
fade in
script: end zone:
if party:dir = 0
face east
end condition
if party:dir = 1
face south east
end condition
and so on...
its all very simple to me now! and before i ask i just have to say thank you so much for all of your support.
as for that whole collision where there is no object problem i had on my last post, it was solved but accidently. (my memory card data got corrupted so i had to start over and create the whole game from scratch again, which worked out just fine because by that time i understood fully what i was doing and was able to get back up to where i was in a few hours, and at the same time, use more memory efficient ways of doing it)
k here are my questions:
1.) Is there a way to cut out the land outside where you want the town boundries to be? my town was created using map editor and i put a few houses i made from building editor on it. There isn't that much space that i used, but the thing is i think it looks kinda ugly and unprofessional if i can see the flat unused brown dirt land outside the town's boundries. The only way they should be able to exit to the world map is through a specified exit that will have a zone event that will warp them to it. the inside of the town has a grass tile texture and the outline is traced with a bunch of trees to show the boundries of where the player is supposed to be able to walk (which is part of my next question). Is there a way where i can cut out the land so that the player cant see anything but the town's land itself? or .... what is it that they do in fuuma to make the towns look realisticly set in the world map?
2.) Is there a way to turn on collision on the trees at the outer boundries of the town so that the player cant walk through the trees? Currently my town has a buncha transparent blocks on the border lines and i placed on the map as a building object, so when the player ventures half way into the trees they hit an invisible block. but i'd like the trees to be my boundries, or if not anything else, a better, more efficient way to do this....
3.) i tried putting a few patches of object modeled grass to show a bit of over grown grass growing in places, but when i walk over to them my character lifts off the ground and starts walking on top of the grass like its a stair or something. I'd like to know if theres a way to turn collision off on specific objects like the grass, rather than turning the player's collision effect off. Because that would let them run through ANY solid objects. ive got the same problem with flowers growing out of the ground.
4a.) Whats more memory efficient? Using a single long scripted zone event that loads the players current x and/or y coordinates to determine where the zone will bring them? or 1 single event with a short, though different script each, per zone that serves as both the entrance and exit for the zone by the use of a flag? (example, using event on both the town map, and inside a house as the ways to exit each map. the only difference is if you walk into event a on the town map it will warp you inside the house, if you walk into event a while inside the house, it will put you back onto the town map.)
or, if you have a 3rd option thats even more efficient with memory than these two, please let me know and how to do it.
4b.) is there a way to use the "game info" or "party info" save option before a warp command then call another script that loads the information, and based on it, will decide what direction the player will be facing when his character becomes visible again after he's cleared the zone?
currently all i'm doing is using the info load command, then using its variables in party:dir then based on the number inside it i use a conditional statement to make the player face a certain direction before the fade in.
its like this
script: common entrance:
screen black: 0F
game info load
(i dont know if i use the variable directly or i set it equal to a temporary self named variable so that i can use it as public data, i'm to lazy to check which way i did it)
call script: [end zone]
start map music
fade in
script: end zone:
if party:dir = 0
face east
end condition
if party:dir = 1
face south east
end condition
and so on...