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Post by Deleted on Nov 10, 2004 23:56:16 GMT -5
This topic'll be for me to post and share my most recent creation tips as I learn them. Others may feel free to post theirs too.
In the Building Editor, memory is determined by how many differently textured blocks there are. This means that you can save a ton of memory (for me about 10,000 when I went through all 100 or so of my buildings) by reusing blocks of the same pattern. Simply, after you've made your "building" (interior or exterior), plan it so you reuse one block for all the parts on it you can. In other words, copy and paste a block you used out out away from the building. Then, based on it's shape and current textures determine what other blocks in your building you can use it for and texture the other sides accordingly. Then paste that block over (rotating's allowed) other blocks that you can. For example, a flat roof or floor should only be made with 1 block, reused over and over again. This will greatly reduce the memory used by buildings (which buildings are one of the more costly things).
In the building editor, you can make cubic/rectangle objects fairly easily using 1 to 2 textured blocks. Objects I've made so far are Doorsteps, Floors (to be placed over holes that are there for stairs leading down), Walls (to be placed over gaps that would otherwise be pathways to other rooms), [little pieces of wall that go over dorrways] (to save memory by removing them from buildings and placing them myself), Brick Columns, Chimneys, Piers (to walk out to where a ship's entrance'd be), Roofs for outside street vendors, [roofs for outside parts of buildings, I don't know what they're called but they have them at schools a ton to keep rain from falling on walkways and stuff], Cupboards, Dressers, Desks, Drawers, Counters, Stoves, Seats, and Stages (also note that "Table E" can be used to make Stages).
In the character and enemy models, to give your graphics more life to them, change the skin color to 12, 50, 78-93 (83-88) and they won't be so insanely pale all the time.
Colors combos I remember since I use them so much:
Yellow - 17, 90, 70 / 17, 75, 75 / 17, 80, 80 / 17, 70, 90 Red - 0, 80, 60 Pink - 0, 10, 100 / 0, 20, 100 / 0, 30, 100 / 0, 40, 100 (or change 100 to 90 or 80) Blue - 67, 40, 41 / 67, 50, 45 Beige - 13, 40, 60 Brown - 13, 60, 40 / 13, 70, 50 / 13, 70, 40 / 13, 70, 30 / 13, 71, 20 more colors to come if people want them.
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Post by Dungeon Warden on Nov 11, 2004 9:44:47 GMT -5
These are some helpful tips. Thank you for sharing them.
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Post by Deleted on Nov 13, 2004 21:56:15 GMT -5
I know I'll need this later, but I figured I'd post it here so other people could use it to. Thank you Dungeon Warden!!! Dungeon Warden - "Var23: Lose Turn Count - Number of turns until the battle ends and the party loses. If set to zero (the default), battles have no set length. Note that this does not kill the party (although Party Dead will equal ON), but simply ends the battle early. However, Script 28: Battle Exit only runs if Party Dead is Off. Use Var17 (which will equal 0) to check if the battle ended due to this variable and to reset the screen color and Sound. So, to answer your question, set the number of rounds you want the battle to last, and then the party will lose but the game will keep going. You might also want to give the enemy a special attack in a trait script that will go off the same round the battle will end so it looks like the attack defeated the party."
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Post by Dungeon Warden on Nov 15, 2004 11:26:53 GMT -5
You're welcome. Note that this information is also in the notes that are in the RPG Maker 2 Techical Help forum. If you are looking for other helpful variables you can use in your battle systems, check them out.
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Post by Tacticalman on Nov 20, 2004 13:23:24 GMT -5
In script branch condition menu thing, ? is the same as > ;D
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Post by Deleted on Dec 4, 2004 4:05:52 GMT -5
I find a good way to name spells is to look up words that you can think of for spells/skills (like fire, ice, volcano, inferno, or just slash, etc.) at www.thesaurus.com, then right down lots of "first words" and "second words," then combine those words accordingly. Some combos will be bad (such as the worst, Aero Arrow haha ), but many will be good (such as Inferno Squall ). This also makes your spells/skills more unique because most one-word spell/skill names have already been used, whether it be something simple like Fire, or something better like Inferno. Hope this helps, good luck. Naming things well really just comes from having a good vocabulary, but if you don't you can just use a thesaurus. At least, that's how I did it, and I have about 350 or so moves for characters and classes, so some aren't that good, but they all beat the crap out of Fire, Fire2, and Fire3. My other tip is obvious: don't steal names from other games and don't just use numbers for better spells. At the very least I'd say Double and Triple Flame beat Fire2 and Fire3 (for example).
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Post by Deleted on Dec 27, 2004 17:37:20 GMT -5
A good way to know where to put certain scripts is to trash their default equivalants and go to the trash and it will tell you everywhere you need to put your scripts, I found out. This is helpful for adding your own formulas to the DBS. That's all for now.
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Post by Deleted on Dec 29, 2004 23:46:22 GMT -5
Well, this could help with abilities among other things, but I'm using it for warping to previously visited locations.
Basically, just tell the player to type in the location to go to (or ability etc.) instead of choosing from a multiple choice menu. This will help if you have lots of locations (etc.) and you don't know what order they will come up in (or if all will be obtained either). It basically takes you from doing 4 * 3 * 2 = 24 different menus for 4 locations to just doing 4 apply if's. I forget the exact commands, but it's rather straightforward to do.
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Post by vespuleth on Dec 29, 2004 23:48:12 GMT -5
i think that that would be good, so long as your stuff isnt easy to mispell.
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Post by Dungeon Warden on Dec 30, 2004 13:58:53 GMT -5
Or you could do what I did with my item menu - list the terms in a message window and have the player pick a number from a multiple choice window. Then have the script compare the number with the list and proceed from there. It you apply together the list (and uncheck close window) and the multiple choice list you can show both at the same time. It's not a great system, but it doesn't require the player to know how to spell the names.
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Post by Deleted on Jan 5, 2005 2:27:45 GMT -5
One thing I thought of that might help people is this (and I'm gonna do obviously):
In the DBS for Indirect (Status) Effects you can only choose one or the other out of Turns (# of turns till effect comes off) or Attacks (being attacked), but by making a script that will remove (or a chance of removing) Indirect Effects like Sleep/Stun/Charm/Confuse etc. and calling it at the end of every damage formula, then picking Turns in the Indirect's data, will allow you to do both Turns and Attacks. This is probably a good way to do this in CBS's too.
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Post by Deleted on Jan 7, 2005 5:28:26 GMT -5
There is one problem I found, and perhaps there is a solution out there. I found that no matter what when you do Data: Target: Action Status Remove, for that turn the target will not go forward with their action (just all of a sudden skips their normal attack, magic, defend - everything), so the aforementioned technique I posted doesn't work in the DBS. So, for the tip before of removing sleep/stun/confuse/etc. in the damaging script of the direct effect of abilities and attacks does not work with the DBS, unless there is a way around this (but that's beyond my understanding of the DBS). Sorry to have misinformed everyone.
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Post by Deleted on Feb 12, 2005 2:51:05 GMT -5
I've returned with some helpful information for everyone interested in doing what I did (removing all the annoying messages and putting in deny sounds where suited), but aren't so hot at scripting and don't want to try to understand the whole ErrorMessagesScript: For the SystemGenerateVariable, the following values are so: Deny Sounds - 5, 9, 11, 12, 14, 15, 16, 18, 19, 20, 21, 22, 23, 24, 25, 29, 32, 33, 35, 36, 42, 43, 44, 45, 49, 100, 101, 102, 103, 104, 105, 106, 107, 109 Unable to flee message - 31 Only Possible in Test Play Mode - 46, 50, 108 Important Notes about Denies 14 and 20: 14- "Warning: Ability type is World and Target is Enemy." This will be bad no matter what, so make sure not to have this outcome be possible. 20- "Unable to equip." (I plan to do this probably). Can use 'Data: Variable: Member Number = MemberMenuOrder + 0' to load member info and say what can be equipped on that party member, current class, etc. If you're wondering, the missing values you don't need anything to happen. The missing values do nothing but say pointless messages like "_____ removes ______ from the ______ and gives it to ______" or "Vibration function disabled." etc. Don't worry about them; you'll save a lot of memory by not having those messages even. If anyone would like to help, I'm wondering whether Script: Conditions or Sort: Apply Ifs would take less memory. Currently my ErrorMessagesScript is roughly 1800 memory. I've backed up the original and used it to edit my editting to my liking. That is all for now. Edit: After finishing character models, I've learned what different colors are good for basically: "Color" (first/top number) is so (I've learned) Pure Red / Pink = 0 Pure Orange = 7 Skin Color = 12, 50, 73-93 Pure Brown = 13 Pure Yellow = 17 Wizard Green = 22 Thief Green = 23 Mellow Green = 27 Pure Green = 33 Pure Aqua = 47 Mellow Blue = 63 Pure Blue = 67 Wizard Purple = 73 FF7Cloud Purple = 77 Pure Purple = 83 It may help you some to know all those numbers. It's just that after making over 300 character models I feel I should pass on my knowledge some.
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Post by Tinbok on Feb 12, 2005 2:55:58 GMT -5
Wow, nice job there. Those messages are pretty annoying, so a deny sound would probably be better. Pretty cool! ;D
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Post by Neo Samurai on Feb 12, 2005 14:14:50 GMT -5
Those messages remind me too much of Dragon Warrior. Tried to like that game, but I just can't. Same goes for fu-ma.
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Post by Deleted on Feb 12, 2005 18:06:29 GMT -5
If anyone's having trouble finding a good Whip sound I recommend using the Gun sound with higher pitch and lower volume.
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Post by Deleted on Mar 8, 2005 10:37:59 GMT -5
Well, I posted these at the Pav when it came up in conversation and it may be helpful. Okay, these are my proportions I use: 100% = 79, 71, 100 95% = 75, 67, 95 90% = 71, 64, 90 85% = 67, 60, 85 80% = 63, 57, 80 75% = 59, 53, 75 70% = 55, 50, 70 65% = 51, 46, 65 If you look at the longer video roughly 13 minutes into it when Doan walks out of the building you can see one character model lined up with each of these proportions. I use all these proportions for different characters and be real picky on the exact sizes of the important characters so they look good. For on the world map I use: 100% = 40, 36, 50 95% = 38, 34, 47 90% = 36, 33, 45 85% = 34, 31, 42 80% = 32, 29, 40 75% = 30, 27, 37 70% = 28, 25, 35 65% = 26, 23, 32 I recommend splitting up the different categories in your plans so that they are easy to find later. What I did was (this is largely before RPGM2 came out too): General Notes to Remember - things like, "name the abilities well, for example call it Blizzard Strike and not Ice Slash and Thunder Flare instead of Bolt 3" Beginning basic overview - basically, the VERY first thing you write, don't go into any detail, something simple like the general flow of the game, this one isn't really important unless you just came up with the basic story idea and want to write it down in case you forget it (later you'll probably look at this in total awe at how much your game's changed from your original idea) Characters; Personality, Background, and player's Understanding - what is each character like and through their background (which I like to reveal a while later after the character joins) why are they like this, and thus how the player can understand, believe, and possibly relate to these characters. Whatever other information here that arises because of their story is also taken into account (such as something like hometown). Note that very minor characters like 'main character's mom' or something don't need this. This is more for your main characters. If you're having trouble making characters with depth I recommend thinking about your life, what's happened to you, and how it's shaped you to be who you are now. Also, do not simply 'base a character off someone you know' because sooner or later that person will change, you'll find out what you knew of that person wasn't the whole story, etc. and you'll be left with a character based on a fake idea of a person that never existed as you thought they did. Characters; Extra Information - (this one isn't totally neccessary) Whatever other information about the characters such as age, hometown, etc. I recommend you wait on this part till you're done with the one right above this since the characters' story will determine what this stuff should be. Characters; Stats, Abilities, Equipment, etc. - Basically, all the gameplay aspects of the characters like their stats (I recommend doing specific numbers), their abilities/how they learn them (this one varies a lot from game to game), what they can equip, etc. Note that later when working on your battle system plans your battle formulas and character stats will go hand-in-hand in balancing everything out well. Expect to re-do the characters' stats 4+ times or so. Specific Cutscenes not gone into detail but overviewed - Write down every cutscene you think of, use dialogue where needed and summarize others. Put all your cutscenes in the right order and connect them from A to B to C etc., and you'll have a perfect plan for what happens in what order (more than just 3 key parts in the story not connected, then later connected with very weak/lame reasons (leading to disbelief among the player)) and what the player does in what order, what cutscenes and locations you'll have to make, and from there you can move onto the next part. If you find yourself having trouble connecting two parts of the story together do NOT force out some weak connection, give it time and wait and you'll randomly come up with a good idea of what to do in between point C and E (or whatever). Do not be afraid to go for several weeks or more without adding anything to the story. (this is the longest part - it's the whole story planned pretty thoroughly) World Map/Game Flow Plan - Draw a simple map with the different locations where they need to be (this will save you a lot of trouble editting the difficult-to-use-well map editor in RPGM2) (it'll be a long while till you get to this one probably, but don't worry, it goes real quickly) Gameplay; Battle System - Your game may not, but most likely will have a battle system. This will end up being a result of which battle system you think will be best for your game and that you are most capable of making in RPGM2, and in making fun (people at the boards will always be there to help you at least) Gameplay; General - Lots of info such as, approximately how many battles per dungeon/half-dungeon/final-dungeon, if you have dungeons or not (like in the case of a Tactical RPG like Final Fantasy Tactics or Tactics Ogre), etc. This is much more general notes to think about and remember and not specific details about the game. Gameplay; Features - This is very broad and varies a lot, but will include anything special that the player can do in your game such as a customizable leveling/ability system, mini games, private actions (look here: williampaladin.tripod.com for an explanation), anything special/additional to your battle system like limit breaks/etc. that the player can do (this will likely already be in the battle system part), sidequests, and more Additional Plans - This varies as well, but includes stuff like item lists, equipment lists, what types of shops you'll have, and whatever else you see fit.
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Post by The Final Rune on Mar 8, 2005 11:01:48 GMT -5
Wow, how in-depth, I like. I'm going to print this out for referance.
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Post by Doan the Nado on Mar 9, 2005 0:35:38 GMT -5
Yeah, I think you've posted something along these lines before, but this is definitely helpful. Thank you for sharing your game creation thought process with all of us.
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Post by vespuleth on Mar 9, 2005 18:39:35 GMT -5
indeed, thanks will. i go about it a little differently, and i know of a few different approaches. one of these days ill post them. (its the current 'ves's guarantees thats been like 6 months in the making). on a side note, i know that somewhere i have some character sheets for dnd that suggest details to know for major and minor characters that may be useful. id love it if dw had them, because i dont know where mine are. but in any case, i may dig them out if he doesnt.
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Post by Dungeon Warden on Mar 10, 2005 11:02:32 GMT -5
I do think I have that info somewhere. I'll look through my stuff and post it later today or tomorrow.
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Post by vespuleth on Mar 10, 2005 11:15:46 GMT -5
excellent. i cant seem to find mine.
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Post by Dungeon Warden on Mar 11, 2005 22:05:31 GMT -5
Here is the information for major characters (taken from "The Dungeon Master's Design kit")
Game Abilities: The characters in game profile (HP, MP, Level, etc.) This includes any special abilities or attacks the character has.
Epithets: the title or descriptive name of the character. Lord William the dragon slayer is a more inpressive name then Bill. Make sure all major characters have a name that complements there importance.
Appearence: Pick a model and use colors that make the character stand out from the rest.
Mannerisms: You are some what limited to text, SFX and VFX in this area, but some interesting manerisms can make a character stand out.
Personality/Motives: Why does the character act and react the way he does? What reason does he have for doing what he does? No one does things just because they're evil or good. They need a reason to justify their own actions even if those reasons seem strange to others.
Responces to key Stimuli: here is where you move your character from the ordinary to the extraordinary. What party actions will anger the character? What actions will cause him to suddenly befriend the characters? For example, if the character is an orphan he might look more favorably on an orphan in the party.
Exploitable traits/ weaknesses: Does the character have a weakness to gambling that a villian or the party can take advantage of? Does the girl have a weakness to stuffed teddybears? Like the stimuli above, make the character special in some way.
Background/history: Where does the character come from? What life events led him on the path he now travels?
Typical tactics: not in combat, but in life. How does the character deal with stress? With people/ places he doesn't like? Those he does like? Where does he spend most of his time? If a villian, what is his modus operandi?
Minor characters are similar to major characters, only they don't need as much detail. Game stats (which could just be an event with pages), appearence, and personality would be all you need for most minor characters.
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Post by vespuleth on Mar 12, 2005 1:53:52 GMT -5
thanks dw. i know i have it somewhere around here, im just not sure where. i knew i remembered reading it at one point, though.
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Post by Neo Samurai on Mar 12, 2005 11:06:13 GMT -5
Anyway, I really liked your game development steps, Will.
I have some questions though.
1. For general notes, would it be, basically, anything you have planned for your game (like perhaps something you'd like to happen in the storyline or a game feature). Like, if you get an idea, just jot it down for future reference?
2. For the characters (personality, background, player's understanding), is the player's understanding what the player knows about the character in the beginning and how things will be revealed to them later in the game?
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