Showing Visitor Messages 1 to 10 of 10
January 5th, 2012 01:49 PMNeo-DragonThanks very much man! I'll look into those classes now! I was just so stuck on how to go about it. I want to see how that handles it haha.
January 5th, 2012 09:54 AMMarunoNPCs are events, and even basic RMXP allows you to move events around (even randomly). I don't think Essentials has modified this behaviour at all (I've noticed, for example, that randomly-moving events can walk over ledges, just because they're passable). Dependent events are custom, though, and do jump as expected (but don't face the right way when going around corners).
The script section Game_Event_ contains event-relevant scripts, which in turn depend on the stuff in the three Game_Character sections (which also helps define the player character, incidentally). There's also the section DependentEvents, which is about elephants.
January 4th, 2012 08:48 PMNeo-DragonHey Maruno, I wanted to ask you a question. This is pretty random lol.
Does Essentials handle NPC movement? I'm coding random NPC movement for my game engine (for my game) and I'm having issues. I'd love to see how Essentials handles NPC movement and code related to it. Can you point me in the right direction? Like what scritps deal with it or whatever?
July 31st, 2009 01:30 PMNeo-DragonMy game has mouse interaction, so thanks for bashing that feature lol.
Check otu my game though and you'll see it's far from the average game and has some pretty new concepts.
July 31st, 2009 11:49 AMMarunoI certainly have a good intuition when it comes to code. If asked "how can I do this?", I can imagine where and how "this" would come into play, and then I imagine pseudo-code that would do "this". I don't properly remember any syntax, though, so I couldn't give anything more useful than "go here and insert something like..." comments.
I suppose being a more technically-minded (i.e. understanding scripts) person would help one come up with some better quality features, since that person would also be able to imagine how it would actually work, not just "wouldn't it be cool if...?" comments like real-time battles in RPG Maker XP (they're probably possible, but a huge project in itself). On the other hand, people not tied down by knowing the limitations of the system may imagine some bigger and better stuff - unfortunately, it'd probably be impossible. I find the little features more interesting anyway, like the aforementioned effectivenesses or inserting a "Caught at Level 5 in Viridian Forest" message.
My battle system is essentially nothing more than a re-skinning. The problem with redesigning the battle screen in particular is, I think, that the code for it is all over the place. It'd be very difficult to find what goes where and figure out how to change it in the right way - this would probably be the main reason I could recruit a scripter to help me (but not before I have a go myself).
I do like the games that don't try to copy the official ones exactly. All this touch screen and pokémon following nonsense in particular is, I think, not very interesting at all. I'd rather play the official games than those knock-offs, to be honest. No, being different is what's good, even if it won't be quite as popular as yet another Gold/Silver remake.
July 30th, 2009 03:01 PMNeo-DragonThanks for getting back to me.
I understand about you not wishing to go into detail on your ideas.
I'm the same with mine. I think I have more freedom then the average member because I'm using RM2k3 and everything I did- rather then the Starter Kit- so I know how I did the code- rather then some users of the starter kit.
I assumed because you were very helpful to members in the Starter Kit thread that you would be great at knowing what script to edit and what not to add in your own custom features.
I think you certainly have an advantage over most members in this respect.
People who understand the scripts tend to have more interesting concepts for features and gameplay mechanics.
I wouldn't start that idea thread if I were you. I think nothing good will come of it- and I agree about what you were saying others would post.
I do actually like the idea of changing the types around - but yeah - balancing would be a nightmare lol.
But if you had a new look and feel to the battles, that would fit in really well, so it all comes down to the battle system as a whole for your game. If it is the same as the Pokémon official games, it may not work.
July 30th, 2009 02:11 PMMarunoI may be better than some at seeing how the code works, but I'd strongly argue against the idea that I'm even good at RGSS, let alone "one of the best". But thanks for the compliment.
I have a concept for a game at the moment, which I'm very slowly piecing together. It'll be at least months before anything significant comes of it, though, since I tend to drift in and out of projects all the time. I have a few ideas to put in my game that I've not seen anywhere else (although I don't look at every single game available, and haven't actually downloaded any to play), and if I'm smug for a moment they're really cool ideas. But given the nature of this forum, I'd rather not reveal any of these ideas before using them myself, just so I can get in there first and introduce them to the forum (after then, though, I might be happy to share my knowledge). And, if I'm honest, all my ideas are just manipulations of existing bits of scripts - I'm sure I couldn't create something new from scratch. But still, they're interesting manipulations, some more ambitious than others (I may even have to succumb to recruiting a scripter to help out with, say, the redesigned battle screen).
Seriously, don't hold your breath for anything from me.
I'm tempted to make a thread into which people can throw ideas for extra features to inspire people, but I fear it wouldn't produce much more than "make Pikachu follow you around" and "real time battles".
One idea I have, which I'm not sure if I want to implement in my game, is to make the type modifications for secondary types only contribute half as much. This would make Onix and Rhyhorn different in terms of strengths/weaknesses, and allow for primary Flying types (if people are willing to rearrange the types for some pokémon). The problem with this idea is that balancing would be a nightmare.
But it's that kind of interesting little idea that I fear we wouldn't see in such a thread, which is why I'm hesitating to create it. Opinions?
July 28th, 2009 08:43 AMNeo-DragonHey Maruno.
I'm just wondering do you have a project that you are working on at the moment? I haven't seen anything from you but yet you seem like one of, if not the best RMXP scripter in our section.
I'm interesting in seeing what you would come up with since I'm assuming you could script new features from the standard game.
April 10th, 2009 05:19 AMMarunoThanks. I try. I mostly hang around in Game Dev, not on other parts of the site.
April 9th, 2009 05:44 PMNeo-DragonJust thought I'd stop by and say I think you have some really well put posts in the Game Dev section. Keep it up.
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