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#21 default Re: Hokuto no Ken RPG
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mr_wiggles

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Yea, had some things laying around my desk top :p

Just noticed that Team PZE made some edits to that version. (Lift and Hit detection, moved the interactions for events out of the script as well)
here is my origional Works with XAS. PZE was deturmaned after i put this together
Code:

#===============================================================================
# Bigger Event Interaction
#===============================================================================
# By: Mr_Wiggles
# Version: 1.0
# 2/5/13
#-------------------------------------------------------------------------------
# Events always grow to the LEFT!, odd tiled events are centered after moving
# left.
#
# Create an event with a comment in an event in the TOP 10 LINES!
#    BIGEVENT <size x> <size y>
#
#   i.e. "BIGEVENT 2 2" will make an event 2 tiles by 2 tiles large.
#===============================================================================
class Game_Event < Game_Character
  alias :bigev_init :initialize
  def initialize(*args)
    bigev_init(*args)
    check_event_size # run first to make sprites aligned correctly
  end
  
  def check_event_size
    return @newsize unless @newsize.nil?
    list  = @event.pages[0].list
    for i in 0..9 # check top 10 lines
      line = list[i]
      next if line.nil?
      command = line.parameters[0]
      break unless command.is_a?(String)
      next if command.nil?
      command = command.split
      if command.include?("BIGEVENT")
        sizex = command[1].to_i - 1
        sizey = command[2].to_i - 1
      end
    end
    if sizex.nil? or sizey.nil?
      @newsize = false
    else
      @newsize = [sizex, sizey]
    end
    return @newsize
  end
  
  def screen_x
    if @newsize.is_a?(Array)
      extra = (@newsize[0] % 2 == 0) ? -16 : 0 # even odd offset
      return (@real_x - $game_map.display_x + 3) / 4 + extra
    end
    return (@real_x - $game_map.display_x + 3) / 4 + 16
  end
end

#===============================================================================
class Game_Map
  def passable?(x, y, d, self_event = nil)
    # If coordinates given are outside of the map
    unless valid?(x, y)
      # impassable
      return false
    end
    # Change direction (0,2,4,6,8,10) to obstacle bit (0,1,2,4,8,0)
    bit = (1 << (d / 2 - 1)) & 0x0f
    # Loop in all events
    for event in events.values
      #-------------------------------------
      # New method
      # If tiles other than self are consistent with coordinates
      if event.tile_id >= 0 and event != self_event and !event.through
        temp = false
        use_new = event.check_event_size
        if !self_event.nil? and use_new
          temp = self_event.check_large_event(event, use_new, d)
          #print("Map: #{temp}")
        else
          temp = (event.x == x and event.y == y)
        end
        if temp
          # If obstacle bit is set
          if @passages[event.tile_id] & bit != 0
            # impassable
            return false
          # If obstacle bit is set in all directions
          elsif @passages[event.tile_id] & 0x0f == 0x0f
            # impassable
            return false
          # If priorities other than that are 0
          elsif @priorities[event.tile_id] == 0
            # passable
            return true
          end
        end
      end
      #-------------------------------------
    end
    # Loop searches in order from top of layer
    for i in [2, 1, 0]
      # Get tile ID
      tile_id = data[x, y, i]
      # Tile ID acquistion failure
      if tile_id == nil
        # impassable
        return false
      # If obstacle bit is set
      elsif @passages[tile_id] & bit != 0
        # impassable
        return false
      # If obstacle bit is set in all directions
      elsif @passages[tile_id] & 0x0f == 0x0f
        # impassable
        return false
      # If priorities other than that are 0
      elsif @priorities[tile_id] == 0
        # passable
        return true
      end
    end
    # passable
    return true
  end
end

#===============================================================================
class Game_Character
  def passable?(x, y, d)
    # Get new coordinates
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # If coordinates are outside of map
    return false if !$game_map.valid?(new_x, new_y)
    # If through is ON
    return true if @through
    # If unable to leave first move tile in designated direction
    return false if !$game_map.passable?(x, y, d, self)
    # If unable to enter move tile in designated direction
    return false unless $game_map.passable?(new_x, new_y, 10 - d)
    # Loop all events
    #-------------------------------------
    # new method
    for event in $game_map.events.values
      temp = false
      use_new = event.check_event_size
      if use_new
        temp = check_large_event(event, use_new, d)
        #print("Character: #{temp}")
      else
        temp = (event.x == new_x and event.y == new_y)
      end
      if temp
       return false if event.character_name != ""
        return false if (self != $game_player and !event.through)
      end
    end
    #-------------------------------------
    if $game_player.x == new_x and $game_player.y == new_y
      return false if (@character_name != "" and !$game_player.through)
    end
    # passable
    return true
  end
  #--------------------------------------------------------------------------
  # New Definition
  def check_large_event(event, size, dir = nil)
    #print("Size:#{size} Colision with: #{event.id} and this: #{self}")
    ex, ey = size
    p1, p2 = event.x - ex, event.y - ey
    p3, p4 = event.x, event.y
    plx, ply = self.x, self.y
    if dir != nil
      plx = plx + (dir == 6 ? 1 : dir == 4 ? -1 : 0)
      ply = ply + (dir == 2 ? 1 : dir == 8 ? -1 : 0)
    end
    if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
      #print("SizeX: #{p1},#{plx},#{p3} SizeY: #{p2},#{ply},#{p4} ")
      return true
    end
    return false # passable
 end
end

#===============================================================================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  def check_event_trigger_here(triggers)
    result = false
    # If event is running
   return result if $game_system.map_interpreter.running?
    # All event loops
    for event in $game_map.events.values
    #-------------------------------------
    # new method
      # If event coordinates and triggers are consistent
      if triggers.include?(event.trigger)
        temp = false
        use_new = event.check_event_size
        if use_new
          temp = check_large_event(event, use_new)
          #print("Player Here: #{temp}")
        else
          temp = (event.x == @x and event.y == @y)
        end
        if temp and !event.jumping? and event.over_trigger?
          event.start
          result = true
        end
      end
    #-------------------------------------
    end
    return result
  end
  #--------------------------------------------------------------------------
  def check_event_trigger_there(triggers)
    result = false
    # If event is running
    return result if $game_system.map_interpreter.running?
    # Calculate front event coordinates
    new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
    new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
    # All event loops
    for event in $game_map.events.values
    #-------------------------------------
    # new method
      temp = false
      if triggers.include?(event.trigger)
        use_new = event.check_event_size
        if use_new
          temp = check_large_event(event, use_new, @direction)
        else
          temp = (event.x == new_x and event.y == new_y)
        end
        # If starting determinant is front event
        if temp and !event.jumping? and !event.over_trigger?
          event.start
          result = true
        end
      end
    #-------------------------------------
    end
    # If fitting event is not found
    if result == false
      # If front tile is a counter
      if $game_map.counter?(new_x, new_y)
        # Calculate 1 tile inside coordinates
        new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
        new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
        # All event loops
        for event in $game_map.events.values
        #-------------------------------------
        # new method
          temp = false
          if triggers.include?(event.trigger)
            use_new = event.check_event_size
            if use_new
              temp = check_large_event(event, use_new, @direction)
            else
              temp = (event.x == new_x and event.y == new_y)
            end
            # If starting determinant is front event (other than jumping)
            if temp and !event.jumping? and !event.over_trigger?
              event.start
              result = true
            end
          end
        #-------------------------------------
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    result = false
    # If event is running
    return result if $game_system.map_interpreter.running?
    # All event loops
    for event in $game_map.events.values
    #-------------------------------------
    # new method
      temp = false
      if [1,2].include?(event.trigger)
        use_new = event.check_event_size
        if use_new
          temp = check_large_event(event, use_new)
        else
          temp = (event.x == x and event.y == y)
        end
        # If starting determinant is front event (other than jumping)
        if temp and !event.jumping? and !event.over_trigger?
          event.start
          result = true
        end
      end
    #-------------------------------------
    end
    return result
  end
end

I was never able to find out how they worked with their database and tortus so i myself was unable to make the required edits to work with XAS. :p

Thanks Baf and NR.
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#22 default Re: Hokuto no Ken RPG
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G@MeF@Ce

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wow sho, congrats on the progress and effort, love the youtube vid and the music +

you really captured the the cast on this project, just finished downloading the demo,
looking forward to what you had put together +

do you have an icon/logo for this project? or would you like me to make one for you?

I want to put a hot link for this project in hopes to get it more views +
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G101's theme colors
Hokuto no Ken RPG - Page 3 G101_t10
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Hokuto no Ken RPG - Page 3 G101_c28


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#23 default Re: Hokuto no Ken RPG
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shogun3

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Thank you so much Gameface, I do not have an icon, feel free to make one if you wish, I am sure I would love it Smile Lemmie know what you think of the enemies etc, I only have a couple of problems so far in setting them up with the side movement scripts: the one you created is nice but unfortunately it makes the character move while executing a skill.
So I am still using that snippet of mine. The other problem I found is that I want enemies to shoot weapons only horizontally, instead they also shoot up and down and that looks very awkward with side poses only... Is there a way to correct that you think? (wiggles what do you think as well?) I found a temporary solution by using the more move routes script but I can basically only set up move_to_random_x movement to achieve what I want... Can you guys understand at all what I mean lol
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#24 default Re: Hokuto no Ken RPG
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G@MeF@Ce

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shogun3 wrote:Thank you so much Gameface, I do not have an icon, feel free to make one if you wish, I am sure I would love it Smile

here you go sho! hope you like it Hokuto no Ken RPG - Page 3 Kensta10

Made a hotlink for you at the lower right to go along with the other awesome projects
...man I should have done this from the start :~.

shogun3 wrote:
Lemmie know what you think of the enemies etc, I only have a couple of problems so far in setting them up with the side movement scripts: the one you created is nice but unfortunately it makes the character move while executing a skill. So I am still using that snippet of mine. The other problem I found is that I want enemies to shoot weapons only horizontally, instead they also shoot up and down and that looks very awkward with side poses only... Is there a way to correct that you think? (wiggles what do you think as well?) I found a temporary solution by using the more move routes script but I can basically only set up move_to_random_x movement to achieve what I want... Can you guys understand at all what I mean lol

I got you, first I'm going to play around with the demo and share some feedback, soon as I'm done with this wave of site stuff, I'll get back to you on that [uirl=http://gameface101.playogame.com/t1723-rmxpxas391-bus-beat-em-up-style-movement?highlight=Bus+Movement]B.U.S.M.[/url] script Cool

unless the amazing mr_wiggles can take a stab at it Razz
I'm actually excited about his new abs, I'm hoping that it's got what I need for side scrolling platformers, my xplat is still buggy but it's slowly getting there... and XAS4, well I've been patiently waiting, for years...
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Hey Guest, check out my demos!
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G101's theme colors
Hokuto no Ken RPG - Page 3 G101_t10
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Hokuto no Ken RPG - Page 3 G101_c28


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#25 default Re: Hokuto no Ken RPG
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shogun3

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New videos: (sorry the audio is off)

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#26 default Re: Hokuto no Ken RPG
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G@MeF@Ce

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awesome mini-boss and car racing!?

it doesn't look like RMXP and that's just b@d@$$
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Hey Guest, check out my demos!
Super Mockup Project
Cool Puzzle Cave
Into the Nexas
Web_Plat
Getroid
G.A.S.




G101's theme colors
Hokuto no Ken RPG - Page 3 G101_t10
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Hokuto no Ken RPG - Page 3 G101_c28


shhh.... [You must be registered and logged in to see this link.]



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#27 default Re: Hokuto no Ken RPG
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shogun3

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After 4 years..new release!
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Video of chapter 3:
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#28 default Re: Hokuto no Ken RPG
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mr_wiggles

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Awe yea... gonna be checking this out in a bit.
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#29 default Re: Hokuto no Ken RPG
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mr_wiggles wrote:Awe yea... gonna be checking this out in a bit.
likewise!
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Super Mockup Project
Cool Puzzle Cave
Into the Nexas
Web_Plat
Getroid
G.A.S.




G101's theme colors
Hokuto no Ken RPG - Page 3 G101_t10
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Hokuto no Ken RPG - Page 3 G101_c28


shhh.... [You must be registered and logged in to see this link.]



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#30 default Re: Hokuto no Ken RPG
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mr_wiggles

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Very cool game concept, like that ya got some kinda movie element to some of the story aspects. You do need RMXP in order to play this, I did not but had RGGS_standard.dll and patched it to work. However I could not read any text.

Hokuto no Ken RPG - Page 3 Untitled
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