A few questions on the engine.

MrEvaan

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So hey! This is my first post here! I've mainly joined due to me having trouble with RM in general, haha.

SO, I had some questions!

Now, in 1998, CORPSE-PARTY was created using RPG Tkool Dante 98.

As I was reviewing footage of the old game, I noticed that the way the map scrolls into a new one is different than it does by default in RPG Maker 2003:

 




 

Skip to like 4:50~

 

See how the map kinda...scrolls as you move to the next location? I was wondering if this was possible at all.

 

Also, how the sprites are constantly in motion. I can't seem to find how to do this anywhere ;;;-;;;

 

Anyways, thanks! 
 

Hudell

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Search for a "Zelda Camera" script. There should be plenty. :)
 

Kamillo

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Only RM2k/3 events script, make this in common event:

@> Scroll Map: Fixed ON
@> Control Variables: [0201] = Player's Screen X
@> Control Variables: [0202] = Player's Screen Y
@> Conditional Branch: Variable [0201] > 320
  @> Set Move Route: Player (Repeat), Wait
  @> Scroll Map: Right, 20, 6, Wait
  @> Set Move Route: Player
  @>
 : Branch End
@> Conditional Branch: Variable [0201] < 0
  @> Set Move Route: Player (Repeat), Wait
  @> Scroll Map: Left, 20, 6, Wait
  @> Set Move Route: Player
  @>
 : Branch End
@> Conditional Branch: Variable [0202] < 1
  @> Set Move Route: Player (Repeat), Wait
  @> Scroll Map: Up, 15, 6, Wait
  @> Set Move Route: Player
  @>
 : Branch End
@> Conditional Branch: Variable [0202] > 240
  @> Set Move Route: Player (Repeat), Wait
  @> Scroll Map: Down, 15, 6, Wait
  @> Set Move Route: Player
  @>
 : Branch End

This should work.
 
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MrEvaan

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Only RM2k/3 events script, make this in common event:

@> Scroll Map: Fixed ON

@> Control Variables: [0201] = Player's Screen X

@> Control Variables: [0202] = Player's Screen Y

@> Conditional Branch: Variable [0201] > 320

  @> Set Move Route: Player (Repeat), Wait

  @> Scroll Map: Right, 20, 6, Wait

  @> Set Move Route: Player

  @>

 : Branch End

@> Conditional Branch: Variable [0201] < 0

  @> Set Move Route: Player (Repeat), Wait

  @> Scroll Map: Left, 20, 6, Wait

  @> Set Move Route: Player

  @>

 : Branch End

@> Conditional Branch: Variable [0202] < 1

  @> Set Move Route: Player (Repeat), Wait

  @> Scroll Map: Up, 15, 6, Wait

  @> Set Move Route: Player

  @>

 : Branch End

@> Conditional Branch: Variable [0202] > 240

  @> Set Move Route: Player (Repeat), Wait

  @> Scroll Map: Down, 15, 6, Wait

  @> Set Move Route: Player

  @>

 : Branch End

This should work.
Thanks! Although, this doesn't seem to work...

I'm able to get the screen to lock but when I walk to the edge of the screen, I walk out of view. The screen doesn't seem to pan over.

The strategy you're giving me seems like it would work fine, so I can't tell if I'm doing it wrong or not.
 

AkiraKotatsuhime

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The strategy you're giving me seems like it would work fine, so I can't tell if I'm doing it wrong or not.
Make sure to put everything after ScreenFixing (first command here) in a <>Loop and add <>Wait: 0.0s before the LoopEnd and set the type of CommonEvent execution to [Parallel] if you haven't done this yet.Wait command with 0 tenths is for holding processing of current Event until next screen frame is drawn.

Code:
Scroll Map: FixedLoop Start (...) Wait 0Loop End
And there is a thing in the code I don't understand why it's there:
Code:
@> Set Move Route: Player
@Kamillo: Were there meant to be commands given to the player character? If not, I'd suggest to remove those empty things.
 
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Kamillo

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This must be there:

Set Move Route: Player (Repeat), Wait - stop hero, when no this line hero can go while scroll screen.

Set Move Route: Player - hero can go.

I forget add that you must make switch which froze all move events. You must in every events in last page make alone graphics and don't movement and start in this switch. This switch ON and OFF like this line about hero.

Akira - Loops is corrupt in RM, I prefer use Labels - only in this situation is no need. My script work, I can give demo with this.

I will give this demo, please wait. In this I also will do teleports - this can make a lot of problems...
 

AkiraKotatsuhime

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Loop breaking is bad coded in 2000/2003 Engine (unsure if it was fixed in 2015-Updates, changelogs should have information about this), but only if you set a break command before another Loop inside of the current (what I always tell everybody to never do, placing breaks at the very end instead) and in this case, there isn't even a break-out needed. Yes, you can use a Label and a Labeljump here instead, but it's not necessary.


To make every Event stop moving for the time screen is scrolling, try the following, it may help:


Set a switch in all 4 cases to ON (always the same) and a variable to 1, 2, 3 or 4 containing the direction. Now remove the scroll and move commands and open another CE, that starts on [Auto] (!) and needs the switch we have set before. Now set a branch asking for the value of our variable and re-insert the scroll commands. After end of branch, set variable to 0 and turn switch to OFF (in this order).


If that is not enough to stop all other processings, call the scroll commands as seperated [Call]-CEs from the Event we have set to [Auto], but I think that is already too much. What I explained to you is what I always use when creating a menu screen that has to stop the rest of the game until it is closed.


Another method of solving the problem asked in the first place: If you can manage the player character graphic (not the object itself) walking outside the screen on it's own (you have to do some animatable graphic shifting on the CharSet) when reaching borders, you could create every single-screen-filling Room on a new map and use something clever 2000/2003 allow in teleporting:


Set Delete and Show of Teleport/Transfer to nothing in database and use the ShowScreen command directly after a Teleport/Transfer command (only show, no delete) and choose the option to scroll the screen in direction you want. Every "room" is now independent from the others and they can scroll, BUT!: This will look really odd if you have Pictures on screen displaying stuff like energy, button symbols or idontknowwhat, because they will scroll with the other screen content.
 
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Kamillo

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DEMO: https://app.box.com/s/qqmb4l60s81c8ri0z1124tp91jjv50s3

This demo show this script. In this is script scroll and teleport.

All is in common event. Scroll is active if switch is ON. Teleports event is in house (2 map).

Hint - if you teleport hero in edges, you needn't teleport script, this is only need if you teleport hero in center map.

I have hope that you understand.

Event block is also, this work very easy, not complicated way by Akira.
 

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