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Mar 9 2009, 05:15 PM
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#1
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Checkpoint Gameover v 2.4 by Mithran Introduction You may recognize or already be using this one. I did this as a request and posted it a while back, but never really got around to 'finishing' it. After recently seeing a few game over scripts on the front page, it reminded me of this. Basically, this displays a GameOver screen with an option to continue at a prespecified checkpoint. I plan to add some more features at some point, but for now... Features - go back to the specified check point after selecting 'continue' - easy to set checkpoints - if a checkpoint is not available or not set, no menu is displayed and normal Game Over is used (basically, the whole script is turned off) - display an alternate game over graphic for the continue screen, if desired - set a switch on gameover, allowing you to initiate an event when you 'revive' - save vehicle locations at the time of checkpoint save (it is recommended you still use an event to ensure they do not become inaccessable, though) - option to skip GameOver screen completely and return directly to checkpoint - option to bind checkpoint set to the 'save' command How to Use Install on its own script page in the materials section of the script editor above main and below default scripts. Should go below any custom game over scenes (but will likely be incompatable) Script Spoiler: Demo None at the moment. Compatability Incompatable with other game over screens that have a command window. Untested with other custom/animated game over scenes. Future Plans I have plans to add the option to allow a limited number of continues (based on a variable or an inventory item), and a multicheckpoint system. Depending on implemntation, these features can be evented in, so this is low priority. FAQ q. How do I add a different game over screen for the continue window? a. Import your custom screen into the /Graphics/System folder in the editor and name it something easy to remember (GameOver2). In the script, go to the line CUSTOM_GAMEOVER_GRAPHIC = "GameOver" and change the quoted part to the filename. (CUSTOM_GAMEOVER_GRAPHIC = "GameOver2") q. How do I change the gameover graphic in game? a. Use the event command: set_gameover_graphic("filename") Replace "filename" with the name of your gameover graphic in the Graphics/System folder of your project. This change only lasts until the next Game Over screen is displayed. Credit and Thanks - Mithran - original request by Hamstt - additional feature requests by Flood_Master - additional feature requests by squareenix - additional feature requests by justbob772 Author's Notes Feedback is welcome. Please give credit if used. Please do not redistribute/repost without asking. This post has been edited by Mithran: Oct 25 2009, 04:16 PM -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Mar 9 2009, 06:25 PM
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#2
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![]() どのような ![]() Type: Writer Alignment: Chaotic Neutral |
This is AWESOME!! I was just about to start scripting something like this for myself, but now I don't have to ^~^ I think it would've been a long and arduous task with how little knowledge I have outside of windows and scenes...
Thanks~ |
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Mar 14 2009, 06:36 PM
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#3
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![]() ![]() Type: Undisclosed |
this is really cool
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Mar 14 2009, 10:19 PM
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#4
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![]() Type: Undisclosed |
I was wondering if you could make it so that the script would register the checkpoint no matter where you saved your game.
In other words, it would be like final fantasy vi, where you could save anywhere on the world map, but only on certain save points inside towns and dungeons. Also, it would be helpful if the script could skip the game over screen altogether, and just move the player back to the last save point. Does this script save the locations of vehicles? As a side note, I'll tell you how this script can be made compatible with HARTS HORN's caterpillar system script. under $game_player.set_direction(direction) and $game_player.moveto(x, y) in move_to_checkpoint, you add $game_subplayer1.set_direction(direction) $game_subplayer1.moveto(x,y)... and so on. |
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Mar 14 2009, 11:40 PM
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#5
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
I was wondering if you could make it so that the script would register the checkpoint no matter where you saved your game. In other words, it would be like final fantasy vi, where you could save anywhere on the world map, but only on certain save points inside towns and dungeons. Also, it would be helpful if the script could skip the game over screen altogether, and just move the player back to the last save point. Does this script save the locations of vehicles? As a side note, I'll tell you how this script can be made compatible with HARTS HORN's caterpillar system script. under $game_player.set_direction(direction) and $game_player.moveto(x, y) in move_to_checkpoint, you add $game_subplayer1.set_direction(direction) $game_subplayer1.moveto(x,y)... and so on. Excellect suggestions, though I have never worked with that particular catterpillar system before, and I dont have a copy of it to make it 100% compatable, so feel free to make those changes to your personal script. The other stuff was easy enough to implement, so I went ahead and added it. Update v 2.3 - New Feature: Save vehicle locations. Save the locations of all vehicles when a checkpoint is set. - New Feature: Skip GameOver. Option to set to skip the gameover completely if there is an active checkpoint. - New Feature: Bind to save point. Option to set the checkpoint location automatically when the game is saved. Modified script is in original post. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Mar 21 2009, 05:59 AM
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#6
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![]() Type: Undisclosed |
Although I really ought to be thanking you for this, I noticed a bug in the code. If you die when you are in a vehicle,
when the script warps you back to your last save spot, you are still on the vehicle regardless of whether you were in a vehicle when you saved. Hopefully this will be a easy fix... |
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Mar 21 2009, 08:33 AM
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#7
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Although I really ought to be thanking you for this, I noticed a bug in the code. If you die when you are in a vehicle, when the script warps you back to your last save spot, you are still on the vehicle regardless of whether you were in a vehicle when you saved. Hopefully this will be a easy fix... Good catch. I never considered someone getting a 'Game Over' while actually riding in a vehicle. This should fix it. Update v 2.3b - Bugfix: Automatically unboards vehicles on Game Over so they no longer return with you to checkpoint as if you are driving them. This can leave certain vehicles stranded if you do not use the 'RETURN_VEHICELS' option, so be sure to move them in your revive event if you do not use this option and it is still possible to get game over while riding in a vehicle in your game. Previous Changes: Spoiler: Modified script is in original post. This post has been edited by Mithran: Mar 21 2009, 08:34 AM -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Mar 27 2009, 09:51 AM
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#8
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Robotic Squirrel ![]() |
Okay i'm having a little trouble here, i've added the script, placed my checkpoint and yet whenever i (while alive) set foot on the map, BAM!
I'm slapped with this error: Spoiler: Do i need to add something to the script or just scrap the idea? Please help! This post has been edited by Ripley: Mar 27 2009, 09:51 AM -------------------- ![]() It looks like a ordinary penny....because it IS a ordinary penny!! They've locked down their fortress!....with locks!! Dib: You can't make me look! I'll just shut my eyes. Zim: Oh, you'll open them. You have to breath sometime. Dib: No, I - Wait... What do eyes have to do with breathing? Nik: Hey look, there's a binary system. Ever been to a binary system before? Oog-Ah: Mmm... Nik: Would it... would it kill you to say something? Oog-Ah: Quiet or I'll eat your head. That enough words for you? Nik: I... I was just making conversation... |
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Mar 27 2009, 10:04 AM
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#9
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Did you download this on the day I was updating it? This error occured for a couple hours on that day when I was messing with the post. As of the currently posted script, vehicle locs should never be nil.
If you are still experiencing the problem, are you using any custom vehilcle scripts? If not that, I'll take another look. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Mar 27 2009, 01:49 PM
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#10
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Robotic Squirrel ![]() |
I'm not using any custom vehicle scripts and i tried re-entering the script and unfortunately it still didn't work.
-------------------- ![]() It looks like a ordinary penny....because it IS a ordinary penny!! They've locked down their fortress!....with locks!! Dib: You can't make me look! I'll just shut my eyes. Zim: Oh, you'll open them. You have to breath sometime. Dib: No, I - Wait... What do eyes have to do with breathing? Nik: Hey look, there's a binary system. Ever been to a binary system before? Oog-Ah: Mmm... Nik: Would it... would it kill you to say something? Oog-Ah: Quiet or I'll eat your head. That enough words for you? Nik: I... I was just making conversation... |
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Mar 27 2009, 06:49 PM
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#11
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
I'm not using any custom vehicle scripts and i tried re-entering the script and unfortunately it still didn't work. Well, I wasnt able to duplicate the problem, but I added one more nil trap. It shouldn't be needed, so if this doesnt fix it, I'll need further info such as other scripts you are using, etc. On further thought, you are probably using a script that overwrote the 'initialize' method for Game_System. This should still fix this issue, though. Update v 2.3c - Bugfix: Fixed? A potential crashing issue when setting a checkpoint. Previous Changes: Spoiler: Modified script is in original post. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Apr 7 2009, 10:19 AM
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#12
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can u allow it to have a certain amount of game over revive uses until u cant revive anymore?
like having "3 lives/tries" for example :x |
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Apr 9 2009, 01:17 PM
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#13
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
can u allow it to have a certain amount of game over revive uses until u cant revive anymore? like having "3 lives/tries" for example :x Yes, this is on my list for features eventually, but it wont be soon. For now, you can event this. In the event that sets the checkpoint, have it set a variable of your choice to 3. In addition, use the command enable_checkpoint. Next, make an an autorun common event, with the condition switch being the gameover switch (whatever you set the gameover switch as). This event will be run as soon as you revive. In this event, have it subtract 1 from the variable. Next, have the event check if the variable has reached 0. Finally, this event will turn the gameover switch OFF. Should resemble this: > control variables [number of continues] -= 1 >conditional branch [number of continues] <= 0 > Advanced > Script > disable_checkpoint > end branch > operate switches [gameover switch] = OFF So, when you reach a new checkpoint, it will set the checkpoint, set the continues to 3 and enable continuing to checkpoints. If you die, a single continue is subtracted. If you have no continues left, the next time you die, its game over. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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Apr 9 2009, 02:54 PM
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#14
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![]() ![]() |
thanks i never thought of that.
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May 7 2009, 08:51 PM
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#15
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![]() Type: Designer |
This is an awesome script, I was thinking about doing this in my game through events, but that saves a whole lot of trouble. Thank you!
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May 10 2009, 03:17 AM
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#16
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Thanks for the support. Here is a minor update.
Update v 2.4 - Enhancment: Changable game over graphic. Change the graphic of the next game over screen on-the-fly in game for the span of a single game over. Easily revert it back to the default. Intended for 'event specific' gameover screens. Previous Changes: Spoiler: Modified script is in original post. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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May 31 2009, 05:55 AM
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#17
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![]() Type: Artist |
Hey dude great script! U saved my butt with this one man!
But i have a problem. When i revive all the music just stops for some reason. Its like i revive in the map and there is no map music or battle music just the sound effects. Did i do something wrong? |
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May 31 2009, 07:30 AM
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#18
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
Hey dude great script! U saved my butt with this one man! But i have a problem. When i revive all the music just stops for some reason. Its like i revive in the map and there is no map music or battle music just the sound effects. Did i do something wrong? The music that plays after you get a checkpoint gameover would be the music of the map you are warping to. It is set up to autoplay, however, only if the map has the box checked for 'automatically change BGM' in the editor. There is a slight pause while the ME for gameover fades out if you click it really really fast, but it should play right after. It should have no effect at all on the music in battle on your battles after reviving. If you are using another script or command that changes the music before the checkpoint gameover is activated, keep in mind that these settings will carry over after revival. Other than that, I cant see how this script would be causing that problem. I just checked it again and I can't duplicate the problem. If the problem persists, please PM me with a demo link so I can investigate further. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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May 31 2009, 03:26 PM
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#19
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![]() Type: Artist |
The music that plays after you get a checkpoint gameover would be the music of the map you are warping to. It is set up to autoplay, however, only if the map has the box checked for 'automatically change BGM' in the editor. There is a slight pause while the ME for gameover fades out if you click it really really fast, but it should play right after. It should have no effect at all on the music in battle on your battles after reviving. If you are using another script or command that changes the music before the checkpoint gameover is activated, keep in mind that these settings will carry over after revival. Other than that, I cant see how this script would be causing that problem. I just checked it again and I can't duplicate the problem. If the problem persists, please PM me with a demo link so I can investigate further. I think i know what the problem is. Let me give you the ME file I'm using for my game for the death/revive screen. http://starmen.net/mother2/music/ Follow this link and download the song called "A Bad Dream" and set it as the death music. Then maybe you'll get the same thing i did... Hopefully... Thanks anyways buddy! |
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May 31 2009, 05:25 PM
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#20
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![]() Scripter ![]() Type: Coder Alignment: True Neutral |
I think i know what the problem is. Let me give you the ME file I'm using for my game for the death/revive screen. http://starmen.net/mother2/music/ Follow this link and download the song called "A Bad Dream" and set it as the death music. Then maybe you'll get the same thing i did... Hopefully... Thanks anyways buddy! Thanks, that helped me identify the source of the problem. Apparently, using the 'fade' command on a ME will make its volume gradually drop to zero, however, it will not 'stop' it. If any ME is 'playing', it superceeds the effects of any BGM playing - even if you can't hear it. I could put in some RPG::ME.stop lines in the above script to prevent this from happening, but it renders the whole point of the fadeout rather moot, and I find this default behavior annoying. Instead, I wrote this patch: Spoiler: That fixes the 'fade' command so that it actually stops the ME when it fades out completely. It works on all ME fades, not just the ones in this script, so if you would rather not use this functionality, just locate the line RPG::ME.fade(800) at about line 206 in my script and change it to RPG::ME.stop. Thanks for the report. Let me know if you have any further problems. -------------------- My scripts:
Spoiler: Searching for one of my snippets? Mithran's Snippet Repository My current scripting projects: Mithran's Script Development Thread Who says I'm always idle in the IRC? Spoiler: |
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