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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
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.
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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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 +
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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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 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
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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here you go sho! hope you like it
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 :~.
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
unless the amazing mr_wiggles can take a stab at it
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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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
here you go sho! hope you like it
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
unless the amazing mr_wiggles can take a stab at it
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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awesome mini-boss and car racing!?
it doesn't look like RMXP and that's just b@d@$$
it doesn't look like RMXP and that's just b@d@$$
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After 4 years..new release!
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Video of chapter 3:
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Video of chapter 3:
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Awe yea... gonna be checking this out in a bit.
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likewise!mr_wiggles wrote:Awe yea... gonna be checking this out in a bit.
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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.
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