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Post by The Final Rune on Feb 8, 2005 17:56:59 GMT -5
I was just surfing around looking for a new avatar and it occurred to me; where are the japanese sites and forums for RPG Maker 2/5? I mean I know we can't play their games and they can't play ours, but surely there has to be guides, how tos, pictures and ideas we can use for the developement of our own games right? I want to find these sites. My search begins now and I ask all of you to join me. P.S. Yeah, so maybe I'm a little gungho about but come on, I'm talking about a whole nother world of untapped resources and ideas! EDIT: Don't forget this useful tool in your search: - www.worldlingo.com -
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Post by NASH7777 on Feb 8, 2005 18:07:23 GMT -5
Yeah my computer nicely has a program that translates Japanese and any other language for me :-)
Je parle le français et n'importe quel autre langage !
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Post by The Final Rune on Feb 8, 2005 18:10:36 GMT -5
Ok, so I'm checking out enterbrain's website and there is a huge amount of script coding submitted by our eastern counterparts. I was 'trying' to read one and its appears to be a script where you can create a piano that the player can play in the game. While I realize most of us already know how to do this, the fact remains that its already there ready to use. I'm giddy! ;D
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Post by The Final Rune on Feb 8, 2005 18:34:29 GMT -5
Something useful!
I was wondering earlier about start conditions. Here is an example script I came across that checks if the party XY = the event XY(some of this is obvious, but I'll translate):
000 data controls: Flag: ' Starting condition is satisfied, ' OFF 001 event controls: Event information reading* 002 data controls: Game information: Reading* 003 script divergences*: Condition: Variable ' event: X coordinate ' = ' party: X coordinate ' 004 script divergences: Condition: Variable ' event: Y-coordinate ' = ' party: Y-coordinate ' 005 data controls: Flag: ' Starting condition is satisfied, ' ON 006 script divergences: Conditional terminal* 007 script divergences: Conditional terminal
Event information reading -> event info load
Game information: Reading -> game info load
script divergences -> script branch
Conditional terminal -> condition end
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Post by The Final Rune on Feb 8, 2005 18:51:57 GMT -5
Ok, I jacked this script for the user piano from the enterbrain site and attempted to translate it. Everything looks alright to me, but I'm not perfect.
000 sound: temporary save 001 sound: stop 002 screen display: message: Text box (put text instructions here) 003 user input: button: constant wait 004 script branch: Repeate: Variable ' input button number ' does not = + 8 (this allows for ∆,X,O,,U,D,R,L inputs only) 005 user input: button: constant wait 006 script branch: Condition: Variable ' input button number ' = 2 007 sound: SFX: ' Piano ' volume = 100 pitch + 12 tempo = 100 008 script branch: Condition end 009 script branch: Condition: Variable ' input button number ' = 1 010 sound: SFX: ' Piano ' volume = 100 pitch + 11 tempo = 100 011 script branch: Condition end 012 script branch: Condition: Variable ' input button number ' = 3 013 sound: SFX: ' Piano ' volume = 100 pitch + 9 tempo = 100 014 script branch: Condition end 015 script branch: Condition: Variable ' input button number ' = 0 016 sound: SFX: ' Piano ' volume = 100 pitch + 7 tempo = 100 017 script branch: Condition end 018 script branch: Condition: Variable ' input button number ' = 6 019 sound: SFX: ' Piano ' volume = 100 pitch + 5 tempo = 100 020 script branch: Condition end 021 script branch: Condition: Variable ' input button number ' = 7 022 sound: SFX: ' Piano ' volume = 100 pitch + 2 tempo = 100 023 script branch: Condition end 024 script branch: Condition: Variable ' input button number ' = 4 025 sound: SFX: ' Piano ' volume = 100 pitch + 0 tempo = 100 026 script branch: Condition end 027 script branch: Condition: Variable ' input button number ' = 5 028 sound: SFX: ' Piano ' volume = 100 pitch + 4 tempo = 100 029 script branch: Condition end 030 script branch: to end 031 screen display: message: close text box 032 sound: resume (I think this is the right command, whichever one restarts the BGM)
Yes, once again I realize we all could do this ourselves, but if this is available, just imagine what else could be out there!
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Post by The Final Rune on Feb 8, 2005 19:39:48 GMT -5
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Deleted
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Posts: 0
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Post by Deleted on Feb 8, 2005 19:51:16 GMT -5
Valk's said that some foreign game sites have links to FAQs and Walkthroughs of ours for RPGM1+2 on them.
This does seem very cool though (all the new scripts already made for us).
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Post by Doan the Nado on Feb 8, 2005 21:48:33 GMT -5
Good work digging up this info. I, myself, prefer to make my own scripts, but as long as you give credit where it's due, there's no reason not to use a published one.
Nice screens, too.
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Post by The Final Rune on Feb 8, 2005 22:29:42 GMT -5
I'm not trying to jack scripts, I simply want to inspire.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 9, 2005 0:35:13 GMT -5
I remember those screens. I don't know what game that was (or who made it), but it certainly looks more interesting than Fu-Ma.
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Post by doyleman on Feb 9, 2005 22:13:52 GMT -5
waaay better. I tried to beat fuma 3 times, once is when i was mem. card less, 2nd was i just got tired of it, and the final time was like a "what a waste of time" though the last boss was hard for me, and i do like hard bosses still, why is there a coin in one of those pics floating in the air? and, the town/dungeon looked pretty cool:)
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Feb 12, 2005 0:22:25 GMT -5
By the time I reached the end of Fu-Ma... Bleh.
Even though it's a sample game, I was expecting more. Personally, I liked Gobli better. The story in that game had more personality. This one, the only time the story got interesting was when Jadece is released and when you finally reach the final battle. And being lost at sea is made all the more irritating when you're thrust into battle every few seconds. Even worse when running away seems to work less and less the more you use it.
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Post by Tinbok on Feb 12, 2005 0:28:05 GMT -5
Yeah, I just couldn't get into Fu-ma. I want to get off my lazy (bleep) and beat it but... it's just boring. Most times I can't get past the stupid "Collect 20 mushrooms for absolutely NO (bleeping) REASON!!!
20 mushrooms for dinner... (shivers) that fetch quest threw me off too much...
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Post by tigger on Feb 12, 2005 0:42:38 GMT -5
Yeah fuma was really dumb the mushroom search was the most boring puzzle/quest i have ever tried to do.
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Post by vespuleth on Feb 12, 2005 5:19:13 GMT -5
ill take the opportunity to plug my guarantees, now. go there and read them. (i complain about the fetch quest at the beginning of fuma) ------------------------------------------------------------------------
will, that was inappropriate, and out of line.
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Post by Neo Samurai on Feb 12, 2005 10:47:18 GMT -5
Ahh...fu-ma...
That had to have been the worst story in a game I've ever seen. I mean, Pong has more story development in it (and it doesn't even have a storyline and I'm being very sarcastic).
But seriously, though. The characters were all like 2D (make that 1D) and had no personality except "Hey! Let's go save the world!". I'm still trying to understand the whole motive behind it. I mean, why the hell did they care so much about that pot. If it were me, I'd be like "Oh, they left behind a pot. Oh well! Might as well put it in the shed."
But I'm getting off topic. I like that Piano script of yours, Final Rune. I knew it was possible, but it being there will make it much easier to create.
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Post by WarDragon on Feb 12, 2005 11:07:57 GMT -5
I have done something similar to that script. I made an orcarina just like from tha LOZ series
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Post by WarDragon on Feb 12, 2005 12:42:49 GMT -5
I just read some of the things on that site they say that a Zelda cbs, turn based cbs, and a ff system is impossible.
If only there was a way to show them. I would really like to play some of their games.
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Post by vespuleth on Feb 12, 2005 13:11:53 GMT -5
yeah. i think that probably, when the game first came out, people were just unsure of its capabilities. at first, the defaults seemed to put a pretty daunting cage on what you could do. in some ways, they still are. *kicks default menu*
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Post by Neo Samurai on Feb 13, 2005 15:52:42 GMT -5
Yeah, like with the Vibration Function. Why didn't they just create a flag that controlled whether or not the vibration was on.
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Post by vespuleth on Feb 13, 2005 16:02:52 GMT -5
there were alot of things, that if they suspected people would do away w/ the defaults, could have been more user friendly. ive always thought that its more rewarding to develop completely original stuff, but in this game you lose some features that are almost givens.
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Post by Neo Samurai on Feb 13, 2005 21:43:01 GMT -5
The default menu isn't all bad. I read Will's post about fixing those annoying messages that appeared up (The variables in the Error Message script that control what error message comes up). I suppose if you get rid of stuff like that, you can make it better (and it saves much more time than making a CMS. However, I think I may have to do that).
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Deleted
Deleted Member
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Post by Deleted on Feb 13, 2005 21:46:44 GMT -5
Oh man yeah! It's so much better when everything's instant. It really makes a difference. The moving items around to equip them is the only negative that isn't gone, but it's so much better without the messages. At first it seems real wierd. ;D
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Post by vespuleth on Feb 13, 2005 22:56:57 GMT -5
to me, the issues in the dms go so much further then the messages. its in the whole structure of it. its just blocky. it needs to be more streamlined. also, in the fact that to add anything to it, it has to be added in an out of the way place. a good general rule is that a person should have to make no more then two choices to get to where they want to go on a menu (or anything for that matter). anymore than that is cumbersome. and the default menu system has too many menus w/in a menu, and breaks that rule too much. so thats where the issues are w/ that...
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Post by Doan the Nado on Feb 14, 2005 14:18:03 GMT -5
Getting back to the Fu'Ma comments, a few people pointed out a while back (at the Agetec boards?) that perhaps it was created to be dumb. I think the goal was for EVERY SINGLE person to play it and say, "Man, I can do better than this." It did a decent job of showing what RPGM2's default stuff was capable of, but beyond that, I think it was supposed to mainly provide inspiration to RPG makers.
As for the DMS, there are indeed a lot more problems than just the messages. Christi pointed one out in that you can't really block access to having members carry certain items. Another is some structural things, like Ves pointed out, and yet another is that it doesn't really provide a way to have more than 4 party members (or less), whereas most games have up to 20 members for you to choose a group of 3 from.
My goal (even if I have to trash the item database and simulate them all myself) is to completely do away with the X menu except for in the case of changing the Vibration and Audio options, which can be accessed through my CMS (see my video for an example of this).
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