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Regions are awesome


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#1 Gigglemoo

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Posted 03 December 2011 - 03:47 PM

Played around with them a bit. A few things you can do with regions & RGSS3:
  • Use them as an additional map layer for tiles in the editor!
    My test version is a bit advanced, but someone smarter than me should be able to make a script everyone could easily use.
  • Set an automatic battleback for those areas/fights.
  • Change the encounter rate.
  • Tell a script to create & put a premade event there, like those "Quick Event" buttons. They could be automatic, or you can edit them in the editor after hitting playtest, then re-opening the project.
  • Anything you'd have used Terrain Tags for in the past, and they're here in VX Ace too.
  • The new "noteboxes" for both tilesets & maps makes these incredibly great -- and you can change tilesets at any time on the map with an event command. For example, someone could use them in a "dynamic lighting" type script where your noteboxes control how powerful/color they are, and you paint maps with a few regions where different types of lights appear. (Scripters, this is a hidden field you can access using .note - ie: $game_map.map.note & $data_tilesets[id].note)
If you have any "Could I ..,?" questions I can give it a quick looksie and see if it'd be possible (but I won't make them myself, there will probably be a request board for that kinda stuff when Ace comes out)

And if you don't know or like scripts... you can also use events! One of the new commands on the last page will get the "region" of an x,y location on the map. Couple that with an autorun or parallel process for all kinds of awesomeness. For example, those push thingy puzzles. Check the locations they're at, and if they're both standing on region #5, it's won.

#2 Michael Ponder Jr

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Posted 03 December 2011 - 03:57 PM

Regions?

#3 ze1

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Posted 03 December 2011 - 03:59 PM

VXA has a region functionality whose primary function is to define enconter areas. To set regions, select the region option which is a multi-colorored square which is next to the event option on the toolbar.
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#4 Michael Ponder Jr

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Posted 03 December 2011 - 04:00 PM

Oh the Areas!
That's why i had no idea what was being spoke of.
I keep calling them Areas. IE Encounter areas.
By the way.
Is there no way at all to set battle backgrounds to specific tiles?
So far i don't see how, but the test game seems to suggest you can.

Edited by Michael Ponder Jr, 03 December 2011 - 04:03 PM.


#5 Gigglemoo

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Posted 03 December 2011 - 04:12 PM

By the way.
Is there no way at all to set battle backgrounds to specific tiles?
So far i don't see how, but the test game seems to suggest you can.


You can but there's no event command for it. In RGSS3 this stuff is "very easy" and we can rig them up in ways that people who don't script can easily use. I'm sure plenty will be available when Ace is released.

For example, we can have the "start battle" code look at the notebox of a tileset to see if any Tile IDs have special backgrounds. You could also use a call script to change the backgrounds immediately before starting a battle through event commands.

Edited by Gigglemoo, 03 December 2011 - 04:17 PM.


#6 Crazetex

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Posted 03 December 2011 - 04:33 PM

I love the idea of using them for puzzles; that'd save a lot of energy.

#7 YF

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Posted 03 December 2011 - 05:26 PM

I love the idea of using them for puzzles; that'd save a lot of energy.


http://yanflychannel...slippery-tiles/

Like such?

~a bunch of wonderful ideas~


Regions give so many options. I'm partly wondering if I should go ahead and attempt ISO in VX Ace with it since you can use regions as an indicator of the Z axis.

#8 Michael Ponder Jr

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Posted 03 December 2011 - 05:29 PM

I still don't feel like 63 Areas.. or Regions is enough, i seriously use a lot in my games, i already know i'm gonna run out kinda fast making my overworld map.

#9 Archeia

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Posted 03 December 2011 - 05:57 PM

Man if you don't like VXAce or whatsoever then drop it and make your own engine instead =D=)
It's getting annoying when these kind of little things are brought up when the problem seems highly unlikely and has a workaround anyway.
Really tho, 63 regions for a world map? that's overkill. We only used like 5 in ours.

Edited by Archeia, 03 December 2011 - 06:00 PM.

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#10 Jasonicus

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Posted 03 December 2011 - 06:02 PM

Where exactly do you set what each region does? I see the region editor mode, but I don't see what each one does.

Edit: I see now where they are used. Very nice.

Edited by Jasonicus, 03 December 2011 - 06:13 PM.


#11 YF

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Posted 03 December 2011 - 06:12 PM

Where exactly do you set what each region does? I see the region editor mode, but I don't see what each one does.

Currently, the only thing regions do is restrict certain encounters to designated regions marked with that region ID.

Spoiler

Edited by YF, 03 December 2011 - 06:13 PM.


#12 Michael Ponder Jr

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Posted 03 December 2011 - 06:29 PM

It's uncalled for to sit there and tell me make my own, i have the right to voice my opinion.
Don't like my gripes about it?
Don't read what i post, that simple.

Edited by Michael Ponder Jr, 03 December 2011 - 06:32 PM.


#13 Archeia

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Posted 03 December 2011 - 06:59 PM

More like if you complain about tiles, tiles, tiles like in facebook, or regions or SOMETHING and bring it up somewhere every chance you get. It's getting harder to ignore anything and gets annoying since it makes you look like whining endlessly :| I'm definitely not the only one who feels this way.

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#14 Touchfuzzy

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Posted 03 December 2011 - 07:00 PM

It's uncalled for to sit there and tell me make my own, i have the right to voice my opinion.
Don't like my gripes about it?
Don't read what i post, that simple.


The problem with your gripes, is that you are horrifically vocal about them. We get it, you don't like that there are only 63 region ids per map (plus null). We got it the first time you mentioned it. We understand. No need to bring it up 8 times a day.

Just like your attachment a week or so ago where every post you made had to mention vx's mapping system. Even when it wasn't even RELEVANT to what was being discussed.

You seem to have a problem with obsessing over things. Please, I don't know if you have some kind of problem or what, but, you need to stop with the obsessions.

Now please, lets drop this and keep the cool conversation I WANTED to read about concepts of how to use the Region ID in more cool ways.

#15 Michael Ponder Jr

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Posted 03 December 2011 - 07:01 PM

I'm bipolar.... and i have obsessive compulsive disorder..
i don't really realize stuff i'm doing some times.. and i get upset easily...
i'm sorry...
in all honesty.. this is all very lost on me...
i still don't get allot of things....

Edited by Michael Ponder Jr, 03 December 2011 - 08:27 PM.


#16 Rukiri

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Posted 04 December 2011 - 10:41 PM

There's a simple work around if you feel that 63 is a limit, ever thought about eventing a region? Or using a script once ace is released.
Like, I don't like tile based movement but that can be fixed with a simple script.

I've messed with regions and find that it's pretty useful.
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#17 ze1

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Posted 04 December 2011 - 11:20 PM

A solution I can think of is to use the map's notebox to add more regions (and its encounters) to the map. However, those regions would have to be square, just like VX. Is there a better solution? And one which can make it so we can have more that 63 non-square regions?
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#18 Michael Ponder Jr

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Posted 05 December 2011 - 01:15 AM

Notebox?
I never fully got the gist of this Notebox thing.

#19 Gigglemoo

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Posted 05 December 2011 - 12:00 PM

Below is an advanced example of how I just used regions. It uses a combination of both events & RGSS3 to paint puzzle objects in the map editor & automatically handles all the "win" conditions. These objects are a throwable pot, a respawning throwable pot, switches to hit, and "bomb blocks" that blow up tiles next to them.

Warning: Possibly confusing for non-scripters, and don't try copying this unless you understand it. It took me about 20 minutes to create, about as much time as this post - much less than I'd spend eventing these objects on multiple maps.

Spoiler


#20 AABattery

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Posted 06 December 2011 - 08:25 AM

I would love to see a script that will change the BGM depending on what region you're in a la Banjo Kazzoie... Just putting that out there... >_>




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