Indeed, it does see through tiles, but I've been working around that by using events to block LOS well enough to have it be playable in a sense. I did discover the issue with random move, they move all crazily in one pixel increments. Very indecisive NPCs
Quasi, you are the actual best. The qmove function does exactly what I need it to. In my project, I'm using Core 0.4.9, Movement 1.3.1, and Sight 0.8, and Sight still worked like a dream. I'll definitely be looking forward to the new script too.
I have one followup question. For...
Hey everyone! I've been beating my head against the proverbial wall for a few days regarding this, and have reached out to Quasi, but I figure in the meantime why not see if I can get help anywhere else.
Quasi has a very nifty sight script: http://pastebin.com/iEXJg6x6
In order to use it, it...
Quis custodiet ipsos custodes?
Custodes is a labor of love, from me and my best friend. We both have a love of the classic RPGs, Dragon Quest 1, Golden Sun, Final Fantasy 3, and the like. We enjoy crafting storylines and new worlds, and for the past year and a half...
Dad's watching a WWII documentary while I work on some cool assets for my games. I just love RPG Maker!
Also Happy Halloween! Dad's friend won't be coming unfortunately, but Dad will still be taking me to Boxi Park to have some fun tonight! I'll be posting a video on my YouTube channel of the show, and I'll be sure to post a link here.
"Nightmares exist outside of logic and there's little fun to be had in explanations. They're antithetical to the poetry of fear. In a horror story the victim keeps asking why, but there can be no explanation and there shouldn't be one..." - Stephen King
I feel people seek explanation and demand it sometimes in games, but in the horror genre, well, maybe you shouldn't have one. Silent Hill 1 comes to mind...
Finally! I've been puzzling over why it wasn't working for two days now. Turns out all of my calculations were correct, I just forgot to give some events hitboxes. Now my randomly generated maps check for collision errors, and move stuff around in real time if they finds any.