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XAS Action Rpg System (Secret Of Mana Styled)

amathlog, you also need to create a Skill in the database with the same ID as the tool. That skill is where you define things like damage or accuracy.
 
I've got a problem, everything seems to work fine, except that monsters attack me but i can't attack them! they only get damage when using the spiral...

any ideas? i can break bushes without a problem, and i copied the monster from the demo and add it to the databasem but i can't seem able to hit it...

HELP?
 
Hourglass":3v2oyr9y said:
Well I noticed on the golden sun game someone made for RPG maker, that a sprite can have more than 4-5 frames. Basically what we need to do is make a series of frames that would mimic the animation.
so for example

frame 1: 0
Frame 2: 0-0
Frame 3: 0-0-0

same for upwards directs
frame 1: 0
Frame 2: 0
1
0

you see the jist. the problem with this is the whole picture would have to be messured out presisly, and the event would have to have a timer before showing the reverse animation that would be equal to the number of spaces away from the character. Try make a small sprite set of an expanding chain in all 4 directions (lets say 5 links at least in the hookshot chain) and pm me it and I'll try show you what I mean in case you dont understand.

As for the pulling yourself forward bit, that can be done by a switch, which sets an image of the chain (masking the automatic receding graphic when the chain returns to the player (IF you want that) and and set "through" on player and move forward to square where player lands, each step removing one chain of the graphic. This couldd even be done by placing pictures rather than events.

Anyway hope this offers an additional solution.


"Hook Shot Tool"

Fenwick Here: Well, I have some Good News, and some Bad News....

The Good News: I finally found some time to tackle the "Hook Shot Tool" that I was asking for help on. After exhausted searching all over the net, I came up with nothing, but many requests for someone to figure out the problem of how to make a "Hook Shot Tool" like the one seen in games such as: Zelda, Mystic Quest, etc...

"Hourglass" got me Brainstorming on this problem, and I finally after many hours, came up with a way to approach this Tool.

What I am going to do, is post the link to the Demo I have put together for all the people here to download and have a look at and improve on.


Now, the Bad News: The "Hook Shot Tool" works, in that it extends from the player in the direction facing and retracts to the user in the direction facing. The Tool can hit and activate switches just like the "Bow & Arrow" seen in other demos...
However, I have yet to figure out how to get the darn thing to latch onto a given object and pull the player towards it.

Hopfully someone out there can figure this out, and upload the finished product, as I have done half the legwork, I'm just not that good at eventing inside of "Common Events" like others. (Yes, the Hook Shot uses actually 4 Common Events and 1 Script of like 5 lines of code to work. This is so that the Tool can be used on any map, without flooding the maps with events and having these events on every map)

Well, without any further adue.....

Hookshot Tool DEMO By: Fenwick Lorecarver- URL Removed
Version: 0.1

Fenwick Lorecarver's Hookshot Tool Demo v0.7 - RMXP: Click


"Hourglass", as promissed, there's the demo, see what you can do.

The Good News: I think, RMXP.ORG, may have the first "Hook Shot Tool" available for RMXP...!!!

Fenwick Lorecarver
 
@ Fedex14 - I hope that demo I sent you works out alright.

@ Fenwick - Great work man, just downloading the demo now, I'll have a play around with it, see it I can be any help.

EDIT: Just played with the demo, I love the graphic for the hookshot, amazing!!!

I think the problem is the way you've scripted it though (I'm no expert) - do you have the actual projectile of the hookshot on auto-run?

Because there is a delayed reaction between actually hitting a switch and something happening - the switch only activates when the hookshot has "returned" to the player. I've made a demo that shows this rather well.

http://files.filefront.com/13914235
 
Fenwick absoloutly awesom hookshot great work!

Unfortunatley there's one heck of a bug:


The hookshot actually does pull you forward...
but look where it got me.
If you could figure out what causes that and repeat with regulations, heh heh...
 
calvin624":1noxc1tv said:
@ Fedex14 - I hope that demo I sent you works out alright.

@ Fenwick - Great work man, just downloading the demo now, I'll have a play around with it, see it I can be any help.

EDIT: Just played with the demo, I love the graphic for the hookshot, amazing!!!

I think the problem is the way you've scripted it though (I'm no expert) - do you have the actual projectile of the hookshot on auto-run?

Because there is a delayed reaction between actually hitting a switch and something happening - the switch only activates when the hookshot has "returned" to the player. I've made a demo that shows this rather well.

http://files.filefront.com/13914235


The "Hook Shot Tool" moves through the "Custom Move Route" setting in it's event. This is located in Event #1 on Map #2 called: TOOL

The switch is more likely the problem with activation. You see, when you use the Hook Shot Tool, you do not see the event moving, you only see the Pictures being displayed to you as the event is moving under the pictures with no graphic set, it is set to "none". When I was creating the event, I did however set the graphic for the tool to a sphere, this way I could see if the event was Ahead/Behind or on the same map square as the pictures being displayed. When I got them setup as equal, I then reset the event's graphic back to "None" as we do not need to see it.

The switch looks like it is the culprit, and can be fixed with wait commands on another page. You see, after first hitting the switch, I had to have it jump to a temporary page and wait for the tool to come back through the switch before releasing the switch. Because what would happen is, if you were really close to the switch, hit it, the chain would keep going past it, and on it's return, would take the switch the starting position. I set it up this way, only for testing purposess as I did not want to reset the game every time, as I wanted to keep shoot the Tool to see it's effects. This was an easy work around, and an easy fix.


@ Link in Pink
Fenwick!! You're a genius! And fantastic Hookshot graphic wow it's incredible.
I'll play around with it and see if I can come up with anything :D

Thanks, I spent a while on the graphics, trying to get them to look right. Any help is appreciated, remember, the post latching on with the Hook Shot Tool is the object we are trying to achieve, and pulling towards it. I did most of the leg work with the Common Events if you look at them, I only worked on the one Direction (Facing Right). I figured if I perfected it, I could duplicate it for the other directions. The Graphics errors are known, I just got tired and gave up on it to see if someone else could figure out the right combination of: Moving the player towards the object, while subtracting the right picture and replacing the first picture with the next one, etc... etc...


@Velocir_X
Fenwick absoloutly awesom hookshot great work!
The hookshot actually does pull you forward...
but look where it got me.
If you could figure out what causes that and repeat with regulations, heh heh...

Wow, I can feel the Hyperness here, I am happy you are likeing it so far, I just hope we can achieve what we are all longing for, a working "Hook Shot Tool".

Yup, I knew about the glitches, and the pull ahead, but that is for someone else to figure out. I will keep trying to see if I can come up with the answers, but others can now take a stab at it.

In return, I would only ask for my name in the credits for the Hook Shot Tool and those who help to get it to work.

Stay tuned, we are getting there with a great asset for our games..! :thumb:


Fenwick Lorecarver
 
Great asset is an understatement...
I'd suggest getting this copyrighted...

Anyway,
do you think the glich is caused by the common events or by the script,
it be nice to know where to look...
 
After a VERY brief look ive some ideas
the attack is sometimes acting like its hit something in advance, like the pictures above show.
Perhaps you should alter the speed of the attack along with time ration. If you make the actual "attack" register "AFTER" a period of animation it could help. I had a simular problems with a lazer gun I made, the box would explode before the animation hit it. I think in this case it could be the attack is concluded before the animation.

However this poses an issue as hookshot ranges if one is to use would have to be of equal distance each time to prevent this glitch (one your've made the above tweeks).
 
Velocir_X":2wjdmvbd said:
Great asset is an understatement...
I'd suggest getting this copyrighted...

Anyway,
do you think the glich is caused by the common events or by the script,
it be nice to know where to look...

I'm not sure I could copyright something like this. Besides, I just wanted to share so others can say the same thing I said to myself "F--king eh..!". It is far better to enjoy this with others then to keep it to myself.

Now, the glich, is not the script, as the script just tells the Tool when to start. See, when you press (whatever button you have configured to be your action Button) the action button, the Tool's event turns on a switch in it's "Custom Move Route" setting. This in turn is noticed in an "Update" Def, inside of Scene_Map and turns the switch back to "OFF" and then calls the first "Common Event" - Hook Shot which is the Guts of the Hook Extending and Retracting. There are 4 "Common Events" they are as follows and their function:


Hook Shot - This is the Guts of the Hook Shot Tool, it displays the pictures to and from the player
of the Chain and Hook.

HookShot Player Graphics - Changes Graphic of "Who Is Lead Character" by Checking
Variable: #100 - "Who Is Lead Character" the Lead Character's id
to the Hook Shot Graphic for that Character

Restore Player Graphics - Changes Graphic of "Who Is Lead Character" by Checking
Variable: #100 - "Who Is Lead Character" the Lead Character's id
to the Their NORMAL Character Graphic.

Check If Hit Occured - This is intended to do a check to see if there is a hit on an object after each extension of the
chain from the Hook Shot Tool that is made. If there is, it then will pull you towards the
object and remove the necessary links of chain (pictures) until arriving at the destination.
Now, bare in mind, I only set this up as far as to check only when facing the Direction: RIGHT,
and only performs the check on the first link of chain. I was testing and wanted to see if I
could achieve a 1 step-pull a-head flawlessly first before coding any further.

Now, the problem is in the last Common Event: Check If Hit Occured

Because the check is for 1 movement ahead, we need to remove the first picture drawn #7.
(#7 in the coding as I started with #7)
Change picture #8 to what picture #7 was and move the Player ahead 1 square in the direction (RIGHT for this Test).
Then, we need to send a warning to the initial Common Event that started to Break and Terminate. As we would have arrived at the destination if only 1 map square away from object when starting the Tool.

Here is a lay out below of how the Common Events Run:

COMMON EVENTS

Hook Shot
|
|---- HookShot Player Graphics |
| (Showing Pictures of Hook Shot & Chain)
|
|---- Check If Hit Occured
|
| (Showing Pictures of Hook Shot & Chain)
|
|---- Check If Hit Occured
|
| (Showing Pictures of Hook Shot & Chain)
| etc......
|
|---- Restore Player Graphics |
|
END

I hope this helps, but I was also trying to answer another questions you or others might have had.

Now, after writing all of this, I think I know how to fix the Glitch and solve the problem...! I will report back if I get it working.

Also: @ calvin624 - I tried your demo, pretty snazzy..! Have a look at your event's pages on the switch though, you are listing Self Switches that are not activated. Your switch is going on and off because of this. Have a look at my switch setup.

And: @ hourglass
After a VERY brief look ive some ideas
the attack is sometimes acting like its hit something in advance, like the pictures above show.
Perhaps you should alter the speed of the attack along with time ration. If you make the actual "attack" register "AFTER" a period of animation it could help. I had a simular problems with a lazer gun I made, the box would explode before the animation hit it. I think in this case it could be the attack is concluded before the animation.

However this poses an issue as hookshot ranges if one is to use would have to be of equal distance each time to prevent this glitch (one your've made the above tweeks).
If you look in the "Posts" event's pages, you will notice that when the Post is Hit/Activated, a Switch is set to "TRUE.

(Now bare with me here, I know I am talking about the Post and not the switch object.)

That switch is checked agains itself in the Common Event - "Check If Hit Occured". This is how I was going to determin if Hit occured, at what length of chain, and so forth. Now, we can do the same thing with the Switch Object, when activated, set a New Switch ie: #222 "Swicth Hit = true", which could activate another Common Event to run to do the same sort of checks but for: What length was the chain at when hitting the switch, begin retraction? Of coarse, I would set the activation of this Common Event the same as the First Hook Shot, in the script of Update of Scene_Map. This just eliminates more events on each and every map in my opinion.

Or, we could get creative, and look at using a "View Range Script" to get distances between the two objects, Player and Switch or Player and Post, etc... and etc...

Ultimately, this whole routine of events should be scripted, I am surprised that none of the Great Scriptors have tried this yet, and I do not mean this sarcasticly either.

I know I'm missing something here, sorry for that, as so many ideas are now floading my brain, and I am not that fast of a typer yet. ohhhh, now I'm getting hyper, gots to go, must try to get this darn-flabergast-ed thing to work, or... Give up again for the night.

Fenwick Lorecarver
 
Check If Hit Occured - This is intended to do a check to see if there is a hit on an object after each extension of the
chain from the Hook Shot Tool that is made. If there is, it then will pull you towards the
object and remove the necessary links of chain (pictures) until arriving at the destination.
Now, bare in mind, I only set this up as far as to check only when facing the Direction: RIGHT,
and only performs the check on the first link of chain. I was testing and wanted to see if I
could achieve a 1 step-pull a-head flawlessly first before coding any further.

Now, the problem is in the last Common Event: Check If Hit Occured

Because the check is for 1 movement ahead, we need to remove the first picture drawn #7.
(#7 in the coding as I started with #7)
Change picture #8 to what picture #7 was and move the Player ahead 1 square in the direction (RIGHT for this Test).
Then, we need to send a warning to the initial Common Event that started to Break and Terminate. As we would have arrived at the destination if only 1 map square away from object when starting the Tool.
OK so it's in check if hit occured,
no the cutious thing is that it showed up even from 2 or 3 spaces, hmm
I gotta take a look at that...
and also it passes beyond the post as my 3 screenie showed - I don't believe if that was supposed to happen,
but hey if you added a prelimenary and it (sorta) works, this might work...

I was just joking about copyright :P
But you know there are those that would plaigiriaze...
Watch out 'cause you have one heck of an idea here!
 
Okay cool, I did some research into the gliches with the pulling system
(because I have no life XD)
Anyway I noticed that it pulls in on the second time, apparently the common event is finished action before it manages to read the hookshotgrappleON switch and pull character forward,
this could be fixed by editing The method by which the post turns the switch on
(not quite sure how to do that yet)
also the hookshot will pull forward even if tile ahead is uh unpassaple,
conditional branch could be used there
I also noticed (as posted earlier) that it will pull in from any distance... (so no fixing there)
In oder to have it pull in all the way to post have it measure in variables the x,y of the post and the character, and then subtract distance between to an viola!
You have to do it by conditional branch for each distance but that's not too difficult based on the length of the hookshot
Then in the end copy it for all 4 directions...
In addition I'd suggest taking some of the graphical weight off pictures to take care of some of the graphics bugs, but then again that's just a side project

Sorry for the wall of text, I'm not an expert or anything...
but hey if it helps who cares?
 
NEW DEMO UPDATE

Hook Shot Tool v0.3 - URL Removed
Hook Shot Tool v0.7 - Click


By: Fenwick Lorecarver


I now have the Hook Shot Tool latching on to the post in the right spot, and bringing you to the proper destination.
I now just have to work on some of the graphics for the chain links in removal/showing process.
I have all weekend to work on this, so I will try to get this finished. I'm hooked now, no pun intended.


Velocir_X
Sorry for the wall of text, I'm not an expert or anything...
but hey if it helps who cares?

Wall of text??? I just see some friendly helping advice and a bunch of others looking over the Shoulders of mine and those willing to help, to see where this takes us. And seriously here all, I do appreciate the advice and help on this little project. Let's see how long we can just keep this to this board. :tongue:

Now, I haven't worked on the Passibilities of tiles yet, and I do know that the Player will land on or just near the post. But keep in mind, I am not done with this yet, I just want to keep you all in the loop as to where this has taken me so far. It is amazing, just hearing other's ideas, views, and comments, how it can spark the mind thinking again, when all was thought to be lost.

I just found some glitches in v0.2, now fixed in v0.3, but far from perfect.! :thumb:
Then again, I think I was fast enough to fix the demo & reupload before anyone could have downloaded it.

Fenwick Lorecarver
 

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