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Questions - Map Scroll, Message codes

Hi all

So I have some question about: Map Scrolling, and Message Codes.
- How Can I fix the map, after scrolling it? (So like this, after fixing, the player could run out of the screen.)
- Which is the code for the "automatic enter"? (At the end of the message, the player don't have to push the enter, because it's automatic. In rm2k it was "\^", but doesn't work anymore.)
- If the player push the enter while the text is still appearing, it shows the whole text, and don't appear the way I wanted. How can I stop this?

Thx in advance!
 
RPGMorpheuS":xcrpqvwp said:
- How Can I fix the map, after scrolling it? (So like this, after fixing, the player could run out of the screen.)

By default, the map/screen will follow the player. If you are making a cutscene, and you want the main character to run off screen, just make the 'player'
invisible (no graphic), and make another event the player. Now the screen will follow the invisible player, which you leave in the center, and the event can run off screen.

- Which is the code for the "automatic enter"? (At the end of the message, the player don't have to push the enter, because it's automatic. In rm2k it was "\^", but doesn't work anymore.)

Yap. Enterbrain decided that was not a useful function, and removed it for RMXP/VX. You can use a custom message system to get it back. UMS (Universal Message System) by Ccoa, or
AMS (Advanced Message System) by DubeAlex. (Hint: google is your friend.)

- If the player push the enter while the text is still appearing, it shows the whole text, and don't appear the way I wanted. How can I stop this?

This is not the default behavior. Message text should appear all at once, then the user hits the action button to dismiss the message when done reading it.
Do you have a 'letter by letter' script?
 
I have the AMS, but it doesn't recognise the "\^" code either.
This is not the default behavior. Message text should appear all at once, then the user hits the action button to dismiss the message when done reading it.
Do you have a 'letter by letter' script?
The letters are showing one after another, according to the value of "\s[]".
So, if I hit the enter rapidly, (I'M IMPATIENT!!) then the whole text appear.
And it's quite tiresome, that I write a whole text with codes: "\|" ; "\.", I make the timing perfect, then the player just skip it, and read the whole text...
Example.: "Oh no!! \|\| Really??! \| \..\..\.. \| \s[4]I can't believe it..."
...

...just make the 'player' invisible...
Yeah, I did it, I was just curious, whether I can do it in the original way...
But thx a lot. :)
 
Add wait in message and other commands like that:

\| --> Wait for 1 second
\. --> Wait for .25 second
\~ --> Auto close window at last letter
\! --> Wait for key input from the player
\\ --> Will show the backslash \ character

Allow / Disallow Text Skip button (permanent):

\%
 
Oh, another question about the AMS.
If I use a lot of codes, like this:
\%\s[2]\Name[hero]"this... \|\.is... \|\.awful..."\|\|\~
Then It'll be shown like this:
"this... is...
awful..."

So there's quite a lot empty space due to the codes. Is there a way, to solve this problem? I usually use a lot of codes, almost in every message there are at least two codes: "\p 
 
I think there are a few methods in the MACL to deal with that issue. I'll take a look if/when I get some time.

Otherwise, you'd have to modify the Window_Message code to re-paragraph text after substitution. Then you'd need to use another escape code to force a line return if you wanted one.
 

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