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Unnamed RPG Maker 2000 ABS/CMS/CSS Test

This is a video of my current RPG Maker 2000 (yes, I know, horribly outdated) game, of which there is no title. (There is another video with actual gameplay here; http://www.youtube.com/watc... ) ...  
 
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LeonTheBest92 (1 month ago) Show Hide
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This is what i call "Awesomeness".
ShadowPancake117 (2 months ago) Show Hide
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hav u finished the game or posted a demo yet?
furdabip (2 months ago) Show Hide
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If I were to create a "demo," it would NOT be just whatever I have done of the game so far, it would be a separate section, not in the game, used to show off the system, as that is what an actual demo is. Because of that, I'd rather just work on the game and release the whole thing.

If I eventually decide to abandon the project, I'll release what I had done so far on my website; richinnovations . com
ShadowPancake117 (2 months ago) Show Hide
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2 things. 1: how you create custum scripts, and 2: you should make rpg maker tutorials.
furdabip (2 months ago) Show Hide
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1. MSPaint. No joke.
2. I figured out how to do all of what I did on my own, through experimentation, and reading the help manual, so I don't really think I'd make too good of tutorials... but I suppose I could at some point.
DATDUDE1979 (2 months ago) Show Hide
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I got some bugs out and the game moves smoother with my abs. My main character is okay but the algorithims are tricky for the health and Money display.
furdabip (2 months ago) Show Hide
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I display each digit independently using this method;

For a 3 digit display, set a work variable (Var3) to the number/HP/whatever, then divide by 100. Now Var3 is the hundreds digit. Set another work variable (Var2) to the number, Mod it by 100, then divide by 10. Moding it by 100 basicly takes out any digit higher than 99. Dividing by 10 gets us our 10's. Now set the last work variable (Var1) to the number, and mod by 10.

Now Var3 = hundreds, Var2 = tens, Var1 = ones. Now use forks...
furdabip (2 months ago) Show Hide
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... to display images where you want them for each digit.

For 6 digit, follow the same process, setting work variables, then modding them by the next highest up multiple of 10, and dividing them by the next lower multiple.

So, for 6, just divide by 100000, 5, mod by 100000, divide by 10000, 4, mod by 10000, divide by 1000, etc, etc. It's cumbersome to do because RM2K has very limited mathematical support, and no text support.
kittysshadow (2 months ago) Show Hide
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cool
furdabip (2 months ago) Show Hide
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On every map are 80 events, which I use parallel process common events to control them. They check if the weapon event is touching them, and if so, remove some HP from the specific variables I use for each enemy, etc etc. It's very easy to setup if you know what you're doing, just hard to make DETAILED, as you have to have separate events to control all the enemies at once.

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