pookiness
RPG Town Newbie
"I see," Said the blind man to his deaf child while his crippled friends danced with glee...
Posts: 9
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Post by pookiness on Dec 13, 2002 18:09:18 GMT -5
Soooooo... I can't say I've been workin' with RPG maker for too long, but I believe I've already found some glichiness... I've worked with the RPG Maker for PlayStation, and I've done enough programming in Basic to know what I'm doin' pretty well, unfortunately I can't find a solution to this problem, mostly because it makes absolutely no sense. So here's the good 'ol scenario: I made a pit where you could jump to platforms, but also made it so you could fall if jumping in the wrong spot... Now, really this isn't complicated at all, so I thought I'd have no trouble... I made the event that consisted of a move command with a jump SE, jumping 3 blocks, then a falling SE, then a wait command, so it would execute right, and a Transport thingy to top it all off so the character would end up where he should be. Where's the illogical boggle then... Well that event I tested, and it worked fine, so I went ahead and copied, and pasted a few more of that event, didn't alter them, and they don't work the same. The character didn't move, it did change to the right location, but after that it was locked up (the menu wouldn't even come up when hitting Esc). I just want to know if anyone else had this problem, and if there's a way to fix it, because, in my knowledge of computers when you paste something, without changing it it should appear, and work the same as the original. Just to eliminate a few possibilities I'd like to state that there's no event overlap, and no Switches involved in this event... I don't know...
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celticshiva
RPG Townie
"Cross me once, shame on you. Cross me twice, shame on me." --Mr. Scott
Posts: 296
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Post by celticshiva on Dec 13, 2002 23:59:01 GMT -5
Is your event triggered on pushkey, hero touch or parrallel process? If its hero touch, is the hero crossing over another event that might be triggering something? If its parrallel process, are you turning off the process? And finally, do you have any loop commands? (I know, this is all pretty basic stuff, but I'm trying to cover all the bases since I can't see your code =()
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Post by The~Inquisitor on Dec 14, 2002 3:53:36 GMT -5
Did you put "Start Slip Trough" (Supposed to be Through) on? The first event the hero may have been jumping over walkable chips, on the others he was jumping over impassibles, this means that he/she won't be able to move, before you do it you must use Start Slip Through and then he/she will be able to move over anything (Be sure to turn it off after yours done)
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Post by TranceRolin on Dec 15, 2002 21:28:58 GMT -5
BASIC? Learn a real language, then say that you're well versed in programming, honestly. I practically know BASIC inside and out . . . But I only know a bit of C++ and I hate Java, so I couldn't really be called well versed in programming or say that I'm a programmer.
Next time, show your code like Shiva said, because then you can actually be helped, instead of getting a pissend reply like this, or a basic thing like what Inquis and Shiva posted.
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pookiness
RPG Town Newbie
"I see," Said the blind man to his deaf child while his crippled friends danced with glee...
Posts: 9
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Post by pookiness on Dec 16, 2002 21:02:25 GMT -5
I tried the slip-through thing, and it did work, however, it seems you can't do a slip-through, and a jump at the same time, so I just changed the chipset, so the pits are walkable, then used "transparent people" (events with transparent characters) for collision detection... Anyways, why I originally expected the chips movement would not affect the jump was because I did not check the box that says Ignored if cant be moved, so I assumed he'd move no matter what... Mistaken, I guess... It's strange though that he was able to make the jump on one of the events over the same turrain, but not on a different event that was copied (thus it was exactly the same code)... Either way, thanks to those whom posted suggestions. As for Trance... Don't ASSUME... When you do it makes an ASS of U and ME... If you read above I never claimed to be well versed at programming, but, even with that said, you still shouldn't look down on others whom have only know Basic, since Basic is just what it sounds like... It's the basis of programming. Other languages are variations of Basic, so once you know that language you become farmiliar with good 'ol programming concepts. Anyways, I'm goin' to college soon enough to pursue learnin' more of that stuff, sooooooooo... And also "pissend" replies are fairly unnavoidable, since some jack-asses live whom enjoy putting down those that were in the same situation as they were at one time (yep, I bet there was a time when the only programming language the almighty Trance knew was Basic). If you didn't notice it is my first post, so I didn't know you could post the code, and I did explain it well enough to be provided with help obviously... That's about all meesa' got to say at the moment, so I may be back for more of the more experienced knowledge... Until then adios...
PS - Is there any way to recognize which way the character is facing, because I kind of doubt it after playing around with the commands, and seeing how the system works...
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celticshiva
RPG Townie
"Cross me once, shame on you. Cross me twice, shame on me." --Mr. Scott
Posts: 296
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Post by celticshiva on Dec 17, 2002 4:46:20 GMT -5
pookiness - I thought the JUMP command ignored walkability of chips =(.
I did stumble across a way to find out which direction a unit was facing by chance.. I never had to use it but I took the time to make sure of this.
If you go into 'set variable' and click on 'event' there is an option 'beyond facing' which puts the direction the event is facing into a variable. You can do this to an event or the hero. this breaks down like this.
Up(North)=8 Right(East)=6 Left(West)=4 Down(South)=2
(These numbers were taken off a FAQ in a search so they may be wrong, I'm not sure)
Rolin - what the hell are you talking about? When I said 'this is pretty basic' I was not talking about a programming language. I meant that the things I gave to check are pretty much the first things you check for when there's a problem, therefore they are 'base level' or 'basic'. I'm sure everyone here is using RM2K code, why would we need to learn Basic?
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pookiness
RPG Town Newbie
"I see," Said the blind man to his deaf child while his crippled friends danced with glee...
Posts: 9
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Post by pookiness on Dec 18, 2002 18:18:03 GMT -5
<>Variable Ch:[V[0001]Set, Hero Dire <>FORK Optn:Varb[0001:Facing]-8 <>Messg:up <> :ELSE Case <>FORK Optn:Varb[0001:Facing]-6 <>Messg:right <> :ELSE Case <>FORK Optn:Varb[0001:Facing]-4 <>Messg:left <> :ELSE Case <>FORK Optn:Varb[0001:Facing]-2 <>Messg:down <> :END Case <> :END Case <> :END Case <> :END Case <>
The above code is an event that tested the whole facing thing... Now, I'm guessing it probably does work, I just need to find a way to make it identify, and differentiate between the way he's facing all in one event page... This was my attempt at that, as well as my first attempt towards FORKS... I'm not sure if I just didn't do the FORK command right, or what, but it doesn't seem to work... I don't know what's up with that, but thanks for the info on how to recognize his facing... If you find a problem with the code above, message me once again...
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pookiness
RPG Town Newbie
"I see," Said the blind man to his deaf child while his crippled friends danced with glee...
Posts: 9
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Post by pookiness on Dec 18, 2002 18:19:17 GMT -5
*Looks up at his code.* Dammit... What happened to the spaces I put before some of the commands!
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pookiness
RPG Town Newbie
"I see," Said the blind man to his deaf child while his crippled friends danced with glee...
Posts: 9
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Post by pookiness on Dec 18, 2002 18:29:32 GMT -5
Another oddity: I just used the Beyond Facing thing where it stores it to a variable alone in an event, executed the event, then checked the variable, and it had not changed... Can someone else try this, and tell me if that seems to be the case?
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celticshiva
RPG Townie
"Cross me once, shame on you. Cross me twice, shame on me." --Mr. Scott
Posts: 296
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Post by celticshiva on Dec 18, 2002 20:46:55 GMT -5
Okay pooky.. don't double (or triple) post.. it could get you a WARNING.. use the 'modify' button on the forum if you need to add something. Here's my 'test code' that I just wrote. Parallel process event; - Wait: 2.0 sec
- Change Var: Var[0001] (Set)-Hero's Facing
- Message:\v[1]
The Message:\v[1] part puts variable 1 into a message. Be sure its a parrallel process, then the script will execute every 2 seconds. If you move your hero around, every two seconds a dialoge will appear with the contents of Variable 1.. which is as I thought. 8 is up, 6 is right, 4 is left 2 is down.
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