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Music on different continents/parts of maps.
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Topic: Music on different continents/parts of maps. (Read 3314 times)
Ryuusei
Initiate
Posts: 16
Music on different continents/parts of maps.
«
on:
February 19, 2013, 05:51:39 PM »
I'm trying to program switches so they play music whenever the character walks into another area or goes to another continent and... I can't figure out how to do properly. I need help.
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daoman89
Sacrosanct
Exemplar
Posts: 1,114
When we die, will we only live on through memory?
Re: Music on different continents/parts of maps.
«
Reply #1 on:
February 19, 2013, 06:58:17 PM »
hmm.. u may need to make events that do that, but it'll be extremely tedious. I'm sure someone here might know a better way.
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Oooh, she hangs out with cattle. You gotta mess with the easiest one and show them why they call you Mac Daddy Diamond Dave!
drenrin2120
Global Moderator
Sage
Posts: 6,101
Re: Music on different continents/parts of maps.
«
Reply #2 on:
February 19, 2013, 08:41:24 PM »
Events won't work. You'd have to place an event on every single piece of land to compensate for the airship alone. Which would just clutter everything up and lag your overworld probably until it was unplayable. Not only that, it wouldn't work properly. Create one parallel process event that tracks the x and y of the player on the map. Then chart out the regions you want the music to start playing. Unfortunately, I'm not a math whiz, so I couldn't tell you how to chart out more than a box region. There are algorithms you can use though, that will keep track of different shaped areas. Say you want a large circle area, there's an equation for that. What I'm basically getting at, is you'll have several conditionals that run the x and y coordinate of the player through tests. If the x and y matches with this conditional, they must be in region 1,2,3,4,5,etc... Obviously, overlap will be hard to avoid. In that instance you can create priority, which would just be another set of conditionals and another variable keeping track of what songs being played. IF song B has priority over song D, play Song B in the region of overlap. Hopefully that makes sense. I don't really have time to go into detail so I wish you the best of luck and maybe someone else can extrapolate on what I'm saying.
Also, I deleted your second topic for being exactly like this one.
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Last Edit: February 19, 2013, 08:45:53 PM by drenrin2120
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Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Music on different continents/parts of maps.
«
Reply #3 on:
February 19, 2013, 09:47:49 PM »
Why not just assign different BGMs to different maps in the map properties?
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drenrin2120
Global Moderator
Sage
Posts: 6,101
Re: Music on different continents/parts of maps.
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Reply #4 on:
February 19, 2013, 09:53:03 PM »
If I understood correctly, he's using one single map for the world map so that's not possible.
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Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Music on different continents/parts of maps.
«
Reply #5 on:
February 20, 2013, 12:18:40 AM »
Easy. Just make some variables (Hero X and Hero Y may be the only ones you need).
Then make a bunch of square areas for the map using the variable cords situation forks.
Example:
Hero X greater than/equal to 0
Hero X less than/equal to 30
Hero Y greater than/equal to 0
Hero Y less than/equal to 40
Change background music to X
End
Just do something similar to that for every area you want to have different music. This method limits you to using squares, just remember that.
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Music on different continents/parts of maps.