Charas-Project
Game Creation => Requests => Topic started by: Felix-0 on December 10, 2014, 06:07:42 AM
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I'm just looking around, trying to find someone who knows how to work this thing in a sense.
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Umm what exactly is it?
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I've used it. Quit using it due to it lagging the main program (rm2003 can't handle much :/ )
It is overall pretty great. Adds a lot of potential to rm2003. However, it messes with transparency values and animation speeds, so watch for that.
Most plugs require you to use the comment command to start things. Example: a particle creating command used something like "comment: particle 1 cord x,y, size x, amount x, color x, begin".
Other plugins reserve certain variables and switches to do their work. I remember a mouse clicking plugin used variables 2001 and 2002 for the mouse screen x and y and switch 201 for if the right mouse was pressed down or not.
The majority of plugins come with an example project that you can look at the coding of to see how things are activated.
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Umm what exactly is it?
Its sort of like a patch for rm2k3. You can add various plugins that work similar to the scripts in the newer rpg makers to add new features to your game or change of the mechanics, etc. The plug-ins are copy and paste into a folder so it's very easy to place them. They don't add anything to the program itself, just to your game when you test it. (Common plug-ins include bypassing title screen, getting rid of the save/load menus and placing that information into variables to create your own, mouse compatibility, etc.)
I use it. It's certainly something you need to do before you start your project or as Meis points out it could cause issues with events and systems already coded. Cherry's topics for it on other sites have a bunch of information on it and just do a search and you can find a small but decent number of plug-ins.
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I've used it. Quit using it due to it lagging the main program (rm2003 can't handle much :/ )
It is overall pretty great. Adds a lot of potential to rm2003. However, it messes with transparency values and animation speeds, so watch for that.
Most plugs require you to use the comment command to start things. Example: a particle creating command used something like "comment: particle 1 cord x,y, size x, amount x, color x, begin".
Other plugins reserve certain variables and switches to do their work. I remember a mouse clicking plugin used variables 2001 and 2002 for the mouse screen x and y and switch 201 for if the right mouse was pressed down or not.
The majority of plugins come with an example project that you can look at the coding of to see how things are activated.
How would I go about "checking" if an enemy is attacking. I know RPG Maker plays a flash animation over the target if they're attacking, do you know of a way where I could make the target sprite swap out for a "Blank" sprite?
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I started an old project using it a while ago to experiment with different aspects of it. I'll upload it if you want,
so you're welcome to use any of the "code" for yourself :) pretty easy to pick up!
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I started an old project using it a while ago to experiment with different aspects of it. I'll upload it if you want,
so you're welcome to use any of the "code" for yourself :) pretty easy to pick up!
That would be interesting. This project I'm working on isn't exactly mine. I'm just the one in charge of the combat system and puzzle mechanics.
Fun parts of RPG Making for me.
Whenever you have time, I'll be here.
http://youtu.be/1BLDgjtz-LE?list=UUdwfMKIIsywqX0JvTliWGVA (http://youtu.be/1BLDgjtz-LE?list=UUdwfMKIIsywqX0JvTliWGVA)
here is the project of question.
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If you want a target hero to be a blank sprite, then just making that section of the battle animation blank would work, but I'm not sure that you can exactly tell which party member the enemy is attacking.
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If you want a target hero to be a blank sprite, then just making that section of the battle animation blank would work, but I'm not sure that you can exactly tell which party member the enemy is attacking.
I'm wanting the enemy sprite to become transparent so when their battle animation plays they're not seemingly standing in two places at once. Like what I have going on in my video, but I'm sure there's an easier way to do it with Cherry 2k3 than having to use my gimmicky method of battle events and hidden enemies
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I wasn't sure which you meant from your post, but ah.
Well, I haven't come across anything like that yet. Not to say there isn't anything out there though. Your video seemed pretty effective, but I'm sure its a pain.
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How would I go about "checking" if an enemy is attacking. I know RPG Maker plays a flash animation over the target if they're attacking, do you know of a way where I could make the target sprite swap out for a "Blank" sprite?
Since I don't code with the DBS I don't know how to answer that. :/ Sorry.
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I wasn't sure which you meant from your post, but ah.
Well, I haven't come across anything like that yet. Not to say there isn't anything out there though. Your video seemed pretty effective, but I'm sure its a pain.
Yeah. It involves having a hidden enemy thats sprite matches the background, then the battle event checks if an enemy makes a turn, and then if they can act. Then, it unhides and unkills the background sprite so it covers up the enemy sprite, and then plays their forward animation. Then each enemy has 4 variants. one for each position because each enemy needs its own switch. Then it turns on that switch, which only plays after a skill animation is finished. Which then plays the return animation and then kills the background sprite, revealing the enemy again. :D
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Yeah. It involves having a hidden enemy thats sprite matches the background, then the battle event checks if an enemy makes a turn, and then if they can act. Then, it unhides and unkills the background sprite so it covers up the enemy sprite, and then plays their forward animation. Then each enemy has 4 variants. one for each position because each enemy needs its own switch. Then it turns on that switch, which only plays after a skill animation is finished. Which then plays the return animation and then kills the background sprite, revealing the enemy again. :D
That's a brilliant idea.
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That's a brilliant idea.
It's such a silly idea but overall it works. I'm really amazed by the results.