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Messages - Ctrl_Alt_Defeat

1
RMXP Script Database / Re: [XP] RMX-OS
September 23, 2015, 06:14:07 am
So I was able to get the server up just fine and managed to have a friend join me (through hamachi)! However, I'm curious about something. Is everything client sided in terms of events on a map? Or is there a way to make some events global? For example if I were to have a boss monster walking around where everyone can interact?
2
Script Requests / Re: [XP] Non-combat party members
July 09, 2015, 07:03:34 pm
Quote from: KK20 on July 09, 2015, 06:13:00 pm
Since I'm not too familiar with the exact process of GubiD's TBS, I would think it would be as simple as doing

$game_party.actors.shift
$game_player.refresh

right before entering the battle and

$game_party.actors.unshift($game_actors[1]) # Assuming the first actor in the database is the player
$game_player.refresh

just before exiting the battle.


I'll give this a shot as soon as I get home and get this tested! Thank you~
3
Script Requests / [XP] Non-combat party members
July 09, 2015, 05:34:01 pm
Hello!

I'm making a simple game to just get me back in the RPG maker feel of things before I start my next game design class for the fall and I was wondering if there was a way to have the leader of the party (party member 1 for example) not be able to enter combat?

For example he'll walk around, talk to people, and interact with the world but when combat rolls up, only the other party members will be entering the fight (Minions, if you will)

In my game example, I'll be making a tactical version of Custom Robo, using GubiD's Tactical Battle System and I'll be having 3 main characters stay together through the game (Party members 1,3, and 5). When they enter a battle, party members 2,4, and 6 will enter representing their respective main characters.

I know there's a way to work around this with a lot of eventing but I figured it'd be easier to have a script about for this kind of game. I also plan on doing this with a Blizz-abs pokemon game BUT that's for a later time so I figured if I can find a script for this now it'll help later down the road.

Thank you so much!
4
Script Requests / Re: Supply and Demand [RPGXP]
January 19, 2015, 04:53:08 pm
Thanks for the suggestions!

I remember looking up your script KK2 but some one told me it isn't exactly what I was looking for and over looked it but after looking again that works perfectly lol  :^_^':

I've put the event you suggested to use soulshaker and with a little editing I was able to make that work!

Thanks to both of you!
5
Script Requests / Supply and Demand [RPGXP]
January 19, 2015, 08:06:56 am
 After doing some digging I wasn't able to find a supply and demand script but some good concepts behind it with simple tricks to simulate it.

I'm not really looking for a dynamic pricing system (it could work too but I figure that'd be harder to do/find) but more of a price for an item that differs for where you're at. If you're in the middle of a huge desert, water would cost more compared to being in a moderate town next to a huge river :P

I'm still going to keep digging in case I missed scripts but basically what I was told could work is a script that sets item sell and buy prices before the player enters shop o.o

ANYWAYS if you guys know of something that'll do the trick, let me know!
6
Script Requests / Re: [RPGXP] Space Movement
January 19, 2015, 06:59:31 am
Quote from: Zexion on January 19, 2015, 04:27:16 am
I think I kinda sorta made a toned down version of this already http://www.youtube.com/watch?v=N4ismxEIJiI
If this is what you want, lemme kno cuz it might be a really simple script to make


Oh wow that would actually work just fine! That little bit of slide is good enough by all means! Really wanted to eliminate the press to move, release to stand still movement in the rpg engine :P By the way loving the world map design you got there looks amazing!
7
Script Requests / [RPGXP] Space Movement
January 19, 2015, 03:49:16 am
 For years now, I've always wanted to make a game that revolved around space combat. I loved the idea of making an open world, Cowboy Bebop-ish themed sci fi game and a lot of the game parts I do have down: Choosing a ship to go into space, boarding actions (Ship to Ship combat), infantry/ground combat using melee and guns (Blizz ABS), player housing, ship stats, and even AI as your crew.

All was planned out and worked really well to my surprise! I was even able to make a test for online play with a few friends if I were able to get this game going so we could have a private galaxy to run around and pillage as we please.

Ever since then how ever, I was not satisfied with the way my ships would move (As how regular characters in RPGXP would, move and stop when you're pressing a button) and eventually cut the project until 1: had more time to work on it and 2: Could find a system that would allow ships to move and keep moving in a given direction until otherwise told to slow down or move.

Basically having a system that works like this as a basic: https://www.youtube.com/watch?v=ziMOiTInVl8

In the video there's gravity that effects the movement of your ship and what not and I could care less if that's added or not to the engine I'm looking for. I've been searching for a long time for something that had a space ish physics movement system that would apply for space combat!

I'm not the only one looking for this kind of movement system I'm sure but has anyone found a system like this? Does anyone know if this is possible or can be possible? Please and thank you!
8
Quote from: ForeverZer0 on August 30, 2014, 10:32:18 am
It's your event, take a closer look at it.
For some reason, Direction Fix is on, so they won't turn.
You have event 4 try to walk left, but the other NPC is there.

Turn off direction fix, and even just move the NPC's somewhere random where they aren't standing next to each other, you will see this is a logical move route error, not a bug.


Ahhhhhh! That fixes this problem! I did have them set to a second page to avoid this conflict but those were deleted? Idk I'll haft to take a closer look at that. I'll look into the disappearance of random events later if it pops up again but thanks for pointing that out I feel stupid x.x but then again there were pages there?

Idk maybe there was a save error. Had that happen a few times.
9
Quote from: ForeverZer0 on August 30, 2014, 10:20:17 am
Your player is standing on an impassable tile.


That wasn't a problem before. The tiles aren't the problem because I know for a fact this worked before even that being the starting position. However I did change the tile and that seemed to work now???

This doesn't fix the 2 NPCs talking because even if the player moves just fine, the NPCs are having the same problem.
10
Quote from: gameus on August 30, 2014, 09:35:00 am
I'm curious, you're not using the PK edition of RMXP are you?

If not, what would really be helpful is if you uploaded a demo of the problem so other people can look at it and maybe find the problem. It's hard to know what's going on in your map based off of your description.


I don't believe I'm running with the PK edition.

I'm working on uploading a demo atm! I'll have a link up ASAP.

[EDIT] https://www.dropbox.com/s/z54g8zdtt9k89wg/Project1.rar?dl=0 Here's the drop box for it. It's MAP012!
11
Quote from: ForeverZer0 on August 30, 2014, 09:16:48 am
Have you tried using an autorun event? Autorun is what you should be using for cutscenes, not a parallel process.


I have tried to set it as an auto run but it still has the same effect :/

One thing I did try was making an event on another map move the player and test NPCs and that worked just fine so right now it's just that map :/
12
Hey guys!

I have an issue I'd like to finally put to rest.

Before I explain here's an example of my problem:

Right now I have a simple parallel process at the start of my game that has a few dialog and simple movement (turn up, turn down, ext.) The map has one event besides the ones used as NPCs that are present for the makeshift intro for my game. I've tested this and reworked it numerous times before and everything worked fine. The event ran just the way I set it to do and the character+npcs moved without problems. The event worked 100% without flaws.

Today when I started testing it just to see if everything is alright, the dialog works just fine but the set move route will not execute and even so, after the event finishes, I can't move my character. I've checked for mistakes using my invisible walls and double check if I accidentally had an event in the way of the player's and NPC's movement but everything should work. I should note I do have some custom scripts (UMS so far) but it worked just fine before even with that script.  :'(

This is not the first time this has happened. Years ago I had a game that had an amazing intro but the same thing happened where the characters would talk just fine but the move routes did not execute. That time how ever when I loaded up that game, an event was erased and I'm 100% sure I didn't erase that event myself.

So, for many years this has plagued my RPG making and I'd like to put this crazyness to an end. Does anyone know the problem?

Is this a bug that's apart of RPG maker usually?  :???: