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    Fustel
  Wed Apr 14, 2010 9:20 pm
uh...!?!
Member


Location: near Bordeaux - France
BDR Sweep Version: 1.0 for RMVX
By: Fustel

Introduction
Remember the FF6 underground river, or any river that sweeps you past nearly unreachable treaseures ??
With this script, you can easily create such rivers, even aerial air currents, without overloading your maps withe events. Furthermore, ther is NO EVENT at all to achieve this. Just mapping.

Features
  • Create 'Sweep Maps' for each method of transport for any map you want.
  • Define is a single input move is allowed between 2 sweep move for each method of transport
  • The above properties are hierachized, so that a more detailed definition replaces a more generic. The levels of definition are
    • Default: used by all methods (feet, ship, boat, airship)
      • Air: used when aboard the airship
      • Sea: used when at sea (boat or ship)
        • Boat: used when abooard the boat
        • Ship: used when abooard the ship
  • Define the 'Sweep Tiles' you will put on the 'Sweep Maps'. The default are the four arrowed tiles at the bottom loft.

Screenshots
None worth it


Demo
Open the chest


Script
Expand to see the code.


Instructions
  • Install 'BDR Tile v1.1', found here: http://www.hbgames.org/forums/viewtopic.php?f=11&t=70440
  • Copy the script in the 'Materials' section
  • Set the following constants in the BDR::Sweep module to define if a single input move is allowed between 2 sweep moves. These constants are hierachized as explained above. They can be set to: true (input move allowed), false (input move diallowed), or nil (use more global definition or false for the default definition). These constants are:
    • MOVE_BETWEEN : default
    • MOVE_BETWEEN_AIR : for airship
    • MOVE_BETWEEN_SEA : at sea
    • MOVE_BETWEEN_BOAT : for boat
    • MOVE_BETWEEN_SHIP : for ship
  • Create 'Sweep Maps' the same size of the real map it is attached to. Fill it with the tiles defined in the BDR::Sweep::Tiles hash. When the Hero is at the same position of one of these tiles in the main map, he is swept in the according direction.
  • Fill the following hash in the BDR::Sweep module to link 'Sweep Maps' with real maps
    • their structure is
      • the key is the real map ID
      • the data is the 'Sweep Map' ID
    • these hash are
      • Maps : default
      • Maps_Air : for airship
      • Maps_Sea : at sea
      • Maps_Boat : for boat
      • Maps_Ship : for ship

FAQ

Compatibility
No issue known.

Credits and Thanks
All done by myself

Author's Notes
If you have any trouble, look thoroughly at the demo, and do not hesitate to ask the silly question.

Terms and Conditions
You may not use this in a commercial game without my explicit permission.
You may not post this script anywhere without my explict permission.
You must give me credit.


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    BlueScope
  Wed Apr 14, 2010 9:47 pm
The Third Man
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Location: Germany
Interesting script... and you actually made one I didn't do before :p (acually, I don't think it's ever been attempted without events)
Again, though, my advice to switch to tile placement-based setup instead of manual assignment. Also, you spelled bdr_sweep_move_batween wrong :p (oh, and your method and module names are undistinctive :p )

_________________
Image

If you have a slightly positive memory of my Power Shift contest game,
you might be interested in this development screenshot...
More info about that soon!


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    Fustel
  Thu Apr 15, 2010 12:34 pm
uh...!?!
Member


Location: near Bordeaux - France
Uh !!! A misspelling !!! Please tell me where it is (once more, I am near-blind, and have some difficulty finding that kind of things...).

And if you ask, I am more and more considering this kind of mapping option for a new version 'BDR Height'. It will be easier to indicate more height feature, and I'll more features for a future 'BDR ...'


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    BlueScope
  Thu Apr 15, 2010 1:41 pm
The Third Man
User avatar



Location: Germany
bdr_sweep_move_batween should be bdr_sweep_move_between ^^ (however, it's not critical for the script)

_________________
Image

If you have a slightly positive memory of my Power Shift contest game,
you might be interested in this development screenshot...
More info about that soon!


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    Fustel
  Thu Apr 15, 2010 8:47 pm
uh...!?!
Member


Location: near Bordeaux - France
BlueScope wrote:
bdr_sweep_move_batween should be bdr_sweep_move_between ^^ (however, it's not critical for the script)

Ok, I've found if. Not critical YET... but could have cost a lot of time debugging a future version (if there ever is one...).
Next reincarnation, I change the eyes... :shades:


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