Post by IsmAvatar on Mar 10, 2004 16:08:32 GMT -5
userweb.nni.com/cmagicj/harpg1.gmd
If you've never played FF6, you don't know what you're missing. This is just the basis of an RPG. It has collision just like FF6, and grid movement the same, too.
Not to mention the depths.
You may use this for your game, but please tell me you do, and see to it I get a big mention in the credits, because this was hard work putting together.
If you have any questions, I coded it all, so ask me. Now, I can't really promise that i'll be able to answer them, since when I start programming, I get carried away, and have no idea what a piece of code means, I just stick it in and it does what I want , but I'll try to answer your questions best I can.
Update: Now, I added in signs, and tiles.
Please note, that every wall object must have a tile overtop of it with a depth of
-1000000
This way, you don't have to have a bunch of wall objects for each different sprite. you just use tiles now, and it'll handle their depths for you.
Update: Better sign handling. Setting a sign's text goes in the creation code, accesed by pressing control while right clicking the sign in the room, and choosing creation code. look at the existing signs for examples. Also, signs now are less deep than tiles, like how they were with walls, so you can put them in front of a wall/house again. To have a hidden sign, either make it invisible, or in the create event, take away the -1 in depth = -y -1 and it'll hide behind a wall.
Update: Added items.
If you've never played FF6, you don't know what you're missing. This is just the basis of an RPG. It has collision just like FF6, and grid movement the same, too.
Not to mention the depths.
You may use this for your game, but please tell me you do, and see to it I get a big mention in the credits, because this was hard work putting together.
If you have any questions, I coded it all, so ask me. Now, I can't really promise that i'll be able to answer them, since when I start programming, I get carried away, and have no idea what a piece of code means, I just stick it in and it does what I want , but I'll try to answer your questions best I can.
Update: Now, I added in signs, and tiles.
Please note, that every wall object must have a tile overtop of it with a depth of
-1000000
This way, you don't have to have a bunch of wall objects for each different sprite. you just use tiles now, and it'll handle their depths for you.
Update: Better sign handling. Setting a sign's text goes in the creation code, accesed by pressing control while right clicking the sign in the room, and choosing creation code. look at the existing signs for examples. Also, signs now are less deep than tiles, like how they were with walls, so you can put them in front of a wall/house again. To have a hidden sign, either make it invisible, or in the create event, take away the -1 in depth = -y -1 and it'll hide behind a wall.
Update: Added items.