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Rpg maker controls stuck
Rpg maker controls stuck










Oh, and some towers can even be created by the game, and locked off from player interaction!Īll this is to say, this ain’t your garden-variety tower defense game!.Presidents in actual game development or play.

rpg maker controls stuck

No, this screen was just a test–players will never experience the thrill of seeing the face of any U.S.

  • YIKES! The bad guys can actually DESTROY the player’s towers!Ī tower positioned as part of a puzzle solution becomes “locked” when it’s deployed, taking management of the tower out of the player’s hands.
  • Towers can function as parts of in-game puzzles.
  • Work has continued to progress to the point where a goal I only dreamed of a year ago has been realized: The Tower CORE underwent a couple of iterations as it was beginning development before “Version 0.1” which demonstrated that the script itself actually existed, and made something happen whenever I pressed a button. …And it’s been going on for quite some time. In-script development notes for just HighEnd Tower CORE While I wouldn’t have dreamed of this being as complicated as it’s turned out, this is the result of lots of banging my head against the wall debugging, engineering, and testing code. The script stack devoted to running a Tower Defense RPG in RPG Maker VX AceĪs you can see, this is not a single script, but a stack of functions each responsible for an aspect of running the whole project.
  • Towers targeting monsters (using criteria).
  • After getting Animation Control to work, the Tower Defense game project has achieved many of the following: While I have chosen (inadvertently) to not provide development logs, due to the sporadic nature of posting, I have been progressing in the complexity and features provided in the tower defense game project.Īs with any long-term project, life provides tumult, trial, and error to hobbyist projects such as independently developing a full-fledged game program. That reality has taken almost three years of on-and-off development, but it’s finally beginning to show “maturity” as a possibly usable script. Tower Defense and RPGs seemed like an impossible dream for RPG Maker VX Ace, but the vision that began in the middle of 2016 has come leaps and bounds closer to reality. Author revert Posted on AugAugCategories RPG Maker VX Ace, Uncategorized Tags development, RGSS3, RPG Maker VX Ace, Tower Defense Leave a comment on Why Only Monsters are Events Time and ChangeĪ scene taking place in a very different sort of “dungeon” is part of the test project… And that’s the real reason why only monsters can be represented by events. On the other hand, when a tower gets rid of a monster, all that needs to happen is that the event needs to be removed. When the player removes a tower, it restores the original settings. To fix it, the array storing tower information collects and stores the map region data beneath each tower. Under normal circumstances, the tower would be gone, but the region would be kind of “stuck,” and it’d still be impassible. The fun part was that once a map region gets changed in this way, what happens if the player removes it? This makes the region impassible, allowing towers to block the movements of the player and the monsters. Towers literally change the game map, adjusting the region on which they’re built. The way I achieved this was through using a tutorial on HimeWorks.
  • Towers need to create a different effect than an event.
  • Since towers do not move, they don’t need to be represented by events.
  • Battles must take place on maps that do not have any other events, so the number of spawning monsters is correct every time.
  • Only monsters can be represented by events.
  • It took a while to locate the problem, and it took more time to devise a proper solution: Not only that, but I threw away my first two prototypes because the system was consistently failing to operate properly. These weren’t things I could have going on in my RPG Maker game program.
  • The number of towers was never correct when programming depended on it.
  • Monsters in a wave wouldn’t spawn in the right numbers.
  • Tower removal removed EVERY TOWER that matched a specific type.
  • This sounds like such a weird problem to have to deal with, but when I first started programming towers for tower defense, I noticed a problem:

    rpg maker controls stuck

    This is a stack of monsters to spawn somewhere onto the map.












    Rpg maker controls stuck