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Post by Dungeon Warden on Jul 14, 2008 18:07:12 GMT -5
The only thing I can think of is to place an event block below the bucket to hold it up to the proper height. When you want to lower the bucket, just change the model to a smaller block. When it's time to place the bucket on the floor, just remove the model for that event.
Since Events don't have a float command there is no way to move the bucket smoothly. The best you can do is fake it. Good luck.
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Post by Dungeon Warden on Jul 12, 2008 14:06:05 GMT -5
Shouldn't a technician be below an engineer? A technician is someone who fixes and runs equipment (which is a step up from an operator who only knows how to run the machines) while an engineer is someone who builds machines from scratch.
I'm not sure programmer should be on this list since it's a separate discipline. The top rank should be Mechanical Engineer (someone who designs and invents machinery).
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Post by Dungeon Warden on Jul 12, 2008 13:46:16 GMT -5
Actually, the help files do tell you about the advanced features. You just need to hold down the various buttons on the controller before pressing start to get the help messages. However, I only found this out by accident. The game should have been more detailed in where to get the information.
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Post by Dungeon Warden on Jul 12, 2008 13:38:16 GMT -5
Not to be critical, Raithwall, but MercenaryX didn't say anything about having problems moving the blocks. The problem is how to keep track of blocks that are in different areas.
You can put your block pushing idea in the common scripts topic if you want, but you shouldn't try to answer questions that no one has asked.
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Post by Dungeon Warden on Jul 11, 2008 18:30:10 GMT -5
Personally, I would put triggers and targets on the same dungeon map so you don't need to warp but that's just me.
You can turn on a flag when the switch triggers to tell the enter map script for the target room that it needs to run a cut scene. Then turn the flag off so the cut scene doesn't run then the party enters the room.
Problem 1) This is the problem that is keeping some people from making platform games on RPG Maker 2. You need to float the party across the invisible blocks at the same time the platform moves. This requires an event to trigger when the party steps on the platform. This isn't something easy to do, which is why most people give up on the idea, but you're welcome to try. (I know it sounds simple but once you try to make it work you'll see what the problem is.)
Problem 2) Each block should have a variable that tracks where the block is. In the enter map script, check this variable and place the block in the proper place. For example, one of the blocks in Puzzle Room 2 could be in Puzzle Room 1 instead. If it is in Puzzle Room 1, it could have just fallen into the room or it could have been moved into the proper place. Therefore the enter map script for Puzzle Room 1 needs to check where the blocks in room 1 are and if the blocks in Puzzle Room 2 or 3 are in the room as well. Then it needs to check where those blocks are.
Don't worry about if the player moves the blocks. You only need to keep track of whether the blocks are in the room and in the proper place.
Looking over your script, I think your are all ready on the right track. Scripting complex puzzles isn't easy, you just need to keep plugging away.
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Post by Dungeon Warden on Jul 11, 2008 17:51:52 GMT -5
Note that the boat is special. You need to flip flag 254 to get into and off the boat. This is to prevent the party from leaving or getting on the boat anywhere else but at a dock. From my FAQ: Flag 254: Sample Flag 54 – this flag is used with the boat vehicle to prevent the party leaving the boat anywhere but at a dock. Script 267: On boat turns this flag off when the party touches a dock so the party can exit. Put some docks in your game or change the boat vehicle event so that this requirement is removed.
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Post by Dungeon Warden on Jul 8, 2008 22:11:09 GMT -5
The way I see it, you can either blow a lot of memory making lots of nice looking dungeons and towns and keep your game short, or you can keep the details sparse and work on the game play elements only.
Thing is, if you spend a lot of time making everything look good, you're not going to have any time to make a long game anyway. Remember, it took Raith two years to make his game. Unless you have that kind of time, I suggest you don't need to worry about memory issues. VFX are the biggest memory wasters, so as long as you don't overdo the effects you should be alright.
You need to put the VFX command in an action script. If the light is always on, then just use an action script to place the VFX where you want it.
1) There is no bucket, but you could use a pot or something to fake it. You could make a VFX bucket pretty easily as well.
2) Make the party transparent, move the party through the wall and show the scene, then move the party back where they were (you can make sure they are in the same position by moving then into position before the camera change (you'll see this happen all the time in professional games).)
3) Use the fireworks/ sparkler VFX.
No, the only thing that changing the size of the characters does is makes them smaller. What Raith was suggesting is that if you make the characters smaller the buildings will look bigger thus allowing you to make small buildings and bigger towns. Since you're smaller the trees also look bigger but it doesn't effect your ability to walk through then.
The variable you are looking for is Party Direction (var 85) Just load the game info before you leave the map and then check the variable on the new map. Use this variable (which contains the direction that party was facing when they left the map) to determine which way the party should be facing when they enter the new map.
There is no "best" distance. The default one is fine but you can always change it as needed. I have various camera angles in my game depending on there the players are. Farther out on the outside map, and in close inside buildings and caves.
Don't worry too much about what the characters look like. Anyone who plays RPG Maker 2 is used to it by now.
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FFVII
Jul 4, 2008 15:55:26 GMT -5
Post by Dungeon Warden on Jul 4, 2008 15:55:26 GMT -5
The PC version came out after the PS2 one, so They fixed a few problems before releasing it. You need a fast computer to run it properly but if you have a newer computer that shouldn't be a problem. Heck, for $1.15 I'd get it even if it were crap, which it's not.
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Post by Dungeon Warden on Jul 1, 2008 14:15:11 GMT -5
The best way to get your game out to the masses is by using a Max Drive. The software on this memory stick will allow you to move PS2 files to your PC. Then you can upload the file or send it as an email attachment. The RPG Maker Pavilion is a great place to upload your file. They have a large selection of games for all the RPG Markers. Once you have a Max Drive, you'll be able to download many of the games made by members of this site.
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Post by Dungeon Warden on Jun 30, 2008 11:56:14 GMT -5
WOW! I had no idea you had done something so massive. Why have we not heard of this before?
I'd really like to play this game. Do you have a Max Drive or are you willing to send a Memory card to Doan or me so we can play it? I've heard that you can upload files through the PS3 interface if that's an option for you.
I game this massive and well designed should be shared with the world.
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Post by Dungeon Warden on Jun 29, 2008 15:34:18 GMT -5
Try the RPGM Pavilion. Most people on this board keep copies of our games on that site. You'll also find RPGM2 games made by other people was well. The Pavilion also has a large collection of RPGM3 games. The copy of my game "Crown of Order" on the pavilion is an older one. Get the newest version HERE.
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Post by Dungeon Warden on Jun 29, 2008 15:19:03 GMT -5
Fuma did practically everything as confusing and memory inefficient as you can possibly get, and so did the presets. Your scripts should be in the 400-500 range, not 1500+ and they should have names. What are you talking about? FuMa was very efficient at squeezing a lot of information into the game. The reason it was confusing was that it was so efficient. It's amazing how much they managed to pact into those long scripts and still have everything run smoothly. FYI: everything in FuMa was labled; however it was labled in Japanese and it would have taken years to translate it all. We're lucky to even get FuMa at all. Of course every dungeon should have it's own Unit placement. I can't believe you would suggest otherwise. That's fine for random villagers but each important NPC should have their own script. The savings isn't that much because along with the 100 warps you need some way to sort all those warp commands. You still need to have an event at every warp point even if it's the same event. Overall you may not be saving much memory but you would save some. While I agree that you shouldn't waste space with scripts that can be put together with other scripts, you shouldn't be afraid to use as many scripts as you need either. And it's not annoying to have to scroll through a long script looking for something you want to change? Both ways are annoying. I agree that RPG Maker 2 really needs a search feature. The rest of your memory saving ideas make sense, if your game is so big that it requires them. I'd rather see different VFX for different attacks but if you really need to save memory then using the same effect for different attacks is one way to do that. You post sounds like you're trying to squeeze every ounce of memory out of RPG Maker 2 as you can. There's nothing wrong with that but I think that you shouldn't worry about space so much. Making a good game requires you to have a lot of variety. If you use the same unit placement over and over, use the same VFX for many different attacks, and use the same script for every NPC villager, you're game is going to seem pretty bland and uninspired. Just something to think about.
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Post by Dungeon Warden on Jun 27, 2008 19:03:09 GMT -5
Thank you for the praise. I'm currently working on a new webcomic called Dungeon Legacy. Here's the cover page: Dungeon Legacy is based on the new 4ed Dungeon & Dragons game. From left to right the character are a Dwarf, [wild] Elf, Dragonborn, Eladrin [High Elf], Tiefling, and Halfling.
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Post by Dungeon Warden on Jun 27, 2008 18:46:29 GMT -5
Too many people don't realize that every single dollar that the American government spends has been taken from someone. The ideal is that the money comes from those with lots of money and goes to the people who can't afford health care. Unfortunately, it's usually the middle class that ends up paying most of the taxes.
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Post by Dungeon Warden on Jun 27, 2008 18:36:38 GMT -5
Since this topic has been bumped, I might as well add to the discussion.
I recently discovered that cliches are always bad because the word 'cliche' means an idea that is over used or used inappropriately. Good "cliches" are actually called Tropes.
Tropes are ideas that are commonly used to define a genre. They are used to allow readers to identify with your story. For example, many common character types and settings are used to define a genre. A sword wielding Knight is a common trope in a fantasy setting. However, A Knight who has to rescue a princess from a dragon would be a cliche (unless you throw in a twist to the story).
Sometimes you can use an idea that seems like a cliche to fool your readers into thinking your are taking the story in a certain direction when you are really doing something completely different.
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Post by Dungeon Warden on Jun 27, 2008 18:15:31 GMT -5
It's actually under Event : Control
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Post by Dungeon Warden on Jun 27, 2008 18:02:18 GMT -5
1.) would it be more beneficial to compile all the dialog that all the npc's say into one script for when the player hits "talk"? or to have one seperate script for each conversation that exists? Looking at FuMa, it seems most beneficial to compile all the dialogue of each seperate npc into scripts and then you your adventure counter (a variable that tracks what part of the adventure your character is in) to check what the character will say when there are talked to. For example, in FuMa the sky darkens later in the game and most NPC's start to talk to you about the sky. Other NPCs will change what they say depending on how far you are into the game. You don't want to use the same script for different npcs unless they same basically the same thing (random townspeople could use the same script and every Innkeeper would say basically the same thing, for example) A single object is obviously going to take up less memory then several blocks. one object roughly equals one untextured block.
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Post by Dungeon Warden on Jun 26, 2008 11:02:42 GMT -5
Make a custom indirect effect and set the duration to 0 (always on). Go the the advanced tab of the main character, i.e. one character that's always in the party, and add the indirect effect to the custom effects slot. If your game allows the player to choose who is in the party, you'll have to add this effect to all the characters.
Place your location checking script in a system event and put that in the world Result slot of the indirect effect.
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Post by Dungeon Warden on Jun 25, 2008 15:13:49 GMT -5
1.) Is there a way to cut out the land outside where you want the town boundries to be? my town was created using map editor and i put a few houses i made from building editor on it. There isn't that much space that i used, but the thing is i think it looks kinda ugly and unprofessional if i can see the flat unused brown dirt land outside the town's boundries. The only way they should be able to exit to the world map is through a specified exit that will have a zone event that will warp them to it. the inside of the town has a grass tile texture and the outline is traced with a bunch of trees to show the boundries of where the player is supposed to be able to walk (which is part of my next question). Is there a way where i can cut out the land so that the player cant see anything but the town's land itself? or .... what is it that they do in fuuma to make the towns look realisticly set in the world map? Just build the area around the world map to look like the town and vice versa. There is no way to change the size of the map. You can reuse a map though. Use the same map from your world and your town and alter the town map so that the area with the buildings is flat. Yes, did a trench around the town. The party can't walk over an area that is more then 1 square high or deep, use this fact to make it impossable to leave the town other then the exit. Using trees is a good way to hide the trench as well. The only way to do this is to make all the objects into events. There is a limit on the number of events you can use and each one uses up memory so this isn't a very practical solution. One idea that might work is to place the objects on a lower level (under the ground) and then push them up through the ground. This way the objects are not at the same level the party is walking and so they can walk right over then grass. Flowers might not look right with the bottoms cut off but this will work for grass. Each command you place and each event you make uses the same amount of memory. Therefore using a different script for each zone would be shorter since you don't need to check where the party is. You can just warp them to the next area. It's also less confusing to have a simple script then a long complex one that could have errors. The only reason to use longer scripts is to reduce the number of scripts you use. Many games use a lot of scripts so running out of them may be a concern. Er, this is basically what the normal enter map script does. I'm not sure what you're asking with this question. Can you do it? Well, you have done it so there you go.
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Post by Dungeon Warden on Jun 11, 2008 9:26:42 GMT -5
As you must know, RPG Maker 2 works on color sets. You change a color and everything in that set changes to that color. In order to have one arm flesh colored and one arm wearing a glove, the two arms would have to be part of a different color set. Fortunately there are a few characters (the male martial-artist is one) that use different colors for each arm. It limits your choices, but it can be done.
It's hard to tell by the picture, but I can only assume that it is the bed that is blocking movement. The bed takes up three squares (head, middle and base). You could try rearranging the room so that the base goes into the south wall. That's the easiest way to solve the problem.
The default message is part of the error code. When an error occurs, like trying to use examine when there is nothing to examine, then the code message appears.
You could try reversing the order of the commands. That is, having "found nothing" always appear unless a flag triggers a new message.
I'm not sure what you're asking. Perhaps you want an easier way to move the character around an area? You could try "Location Move", if this is the case. It prevents everything reseting like warp does, but it only works within the same location.
You could just let the player walk up and down the stairs themselves. Dungeon Areas are big enough that you could build several working levels without needing to warp at all.
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Post by Dungeon Warden on Jun 9, 2008 8:39:20 GMT -5
If you want to move to another part of the map, you can use the "Location Move" command. If you're moving to another map, then of course the commands are ignored. You have to load in a whole new event set.
You can either alter the default enter map script (script 3: to map/facing") or create a new one. Every map has a slot to place an enter map script that will override the main script for that map only. What I do was create a new enter amp script and if none of the conditions are met, I call the default script.
One of my maps has 4 conditions on it, three of which are cut scenes, so I used a variable to determine which scene runs when the party enters the map. I even linked several maps together this way, creating a long cut scene that covered several maps. You just need to remember that everything resets when you change maps.
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Post by Dungeon Warden on Jun 7, 2008 13:14:41 GMT -5
hum, well, I guess you answered your own question. Good luck with your game.
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Post by Dungeon Warden on Jun 6, 2008 18:16:13 GMT -5
I didn't realize this was an issue, but then again I don't use too many items with concealed item descriptions.
What you'll have to do is rewrite the description display script so that it checks if the description is concealed or not. Have it display some optional text if the description is concealed.
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Post by Dungeon Warden on Jun 6, 2008 18:09:55 GMT -5
Again, if you had just copied the treasure chest already in the game you could have saved yourself all these problems. Look at the chest event for more information on how to make one. (note the use of multiple pages to keep the chest closed for example).
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Post by Dungeon Warden on Jun 4, 2008 18:30:44 GMT -5
The easiest way to make a treasure chest is to copy the existing chest event and script (script 253) (make sure you place your new script into the copied event). Change flag 250 (sample Flag 50) to an unused flag (flags 261 to 989 unless you've used some of these yourself) and change the item.
If you want a chest that has money, use script 254. Make sure to copy the event and replace the old script with the copy (unless you have the same amount of money in the chest).
You could just make one chest and have it give a random amount of money. Change line 8 to:
Data : Var 999 [temp 9] = 100 ? 1000 Data : Party Money = Party Money + Var 999 [temp 9]
This will cause the party to find a random amount of treasure between 100 and 1000 SP (or whatever you call your money).
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