Thread #3966771
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Discuss whatever RPGMaker game you're working on (similar engines also welcome). The current game jam theme is 'Cowboys' but the theme isn't strict.
https://itch.io/jam/vrpg-maker-jam-
Also, you can play previous /vrpg/ jam games here:
https://vrpgarchive.neocities.org/
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>>3932963
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tfw think I finally figured out the "magic" combination of things that prevents undesired interaction between certain types of event calls typically made as part of parallel checks (dash/sprint, custom menu call, etc) that doesn't require weird chicanery and "just werkz".hint: don't do "simple" player movement checks like the Mod16 of the difference between Player Screen X&Y and unused Boat/Ship/Airship Screen X&Y - take a "rolling" check of the difference of their actual X&Y and use that to "time" the player's movement state.
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>>3967009
I assume by "simple" anon means direct variable comparison between 2 existing entities(X/Y array of the player coordinates and unused RPM2003 Vehicle Mode X/Y in this case ). "Rolling" is utilising an existing player X/Y array to calculate a difference of the X/Y when the movement key was pressed and the current frame X/Y to trigger an effect when a specific difference is reached.
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>>3967022
Okay that makes a lot of sense now, I'll have to consider doing that when I start doing more systems like that. Thanks for explaining it for brainlets like me.
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>>3967009
Set Move Route events are very broken in 2k and 2k3 and can be used to skip over Player Touch and Event Touch events, which is a very common cause of bugs since both Sprint keys and events that stop the player from moving during custom menus.
There are basically several layers of protection to stop this.
>1: Checking if the player is squarely on a tile. Tiles are 16x16. Boat/Ship/Airship is always stationary and considered on screen even if not visible, so you can use them as an anchor to see if the player is squarely on a tile by doing v[x] = Player X - Boat X %16, v[y] = Player Y - Boat Y %16. If both are cleanly divisible by 16 and return 0, then the player can safely have Set Move Route for Speed Up/Speed Down applied to them without breaking Player Touch/Event Touch.
>2: Checking if the player is moving in general to prevent them from calling a menu while mid-tile. Usually by taking a player's X & Y in one variable, setting a second variable to that variable's value, and sticking a conditional between them to see if they're equal (standing still) or not equal (moving). Say you constantly subtract 1 from a [Player Moving?] variable and make it = 1 when they are in motion, now you have a safe way to prevent a menu from opening until the player is absolutely not moving (Less Than 0).
The one case none of these prevents is if the Player event is being moved during cutscenes, which requires that you do your preferred choice of switch or condition to deny the player access to everything that can interfere with the cutscene, so you are on your own for manually preventing these specific cases via a switch, or avoiding them entirely.
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If some anons refuse to post their games because they do not want to see their game being related to AI slop games, why would an anon want to see his non-cowboy/ninja/alien/pirate game related to other cowboy/ninja/alien/pirate games?
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