Description

What is this?
This is a game making event where we partner up in order to create two games per partner!


TWO games?! Are you mad?!
I don't think so? Oh, wait, that was a rhetorical question, right?

Anyway, it's a pretty simple premise. You start a game and work on it for one week. At the end of that week all the games are pooled and then distributed semi-randomly to each other. Then everyone finishes the games they are given over the next week.

Basically, a big swaparoo~


Rules
  • Sign up below. Make sure that you're dedicated for the whole two weeks/both parts of the event.

  • Games must be new and made only for this event.

  • You may use any RM engine. Sorry, while it is a neat idea in theory to use any engine, most people who sign up might not have experience in those engines, limiting the ability to finish the games.

  • If you only have access to a particular RM engine, please note that in the comment section so that I know to account for that when distributing the first half of the games.

  • Also, make sure to include an RTP stand-alone version of the game (and include resources) when passing it over so that your partner is not looking for different files to make it work.

  • When it comes time to submit, for the first half of the game upload the WIP to the event locker (accessed by Submit in the top corner).

  • First halves of games must be in by the time shown under the Details section after you add your time offset in the settings of your account. The Date End reflects this and will be changed when the second halves are handed out.

  • The second halves will be submitable by game page ONLY. Make a game page for your game whenever you like, just remember to update the information when the second creator comes into play.

  • To keep time realistic, aim for each half to have a half-hour of play at the most. This will make an hour-long game, which is pretty decent for 2 weeks. You can go over this amount, but remember that the longer the game, the less chance there is to finish it.

  • In the spirit of the event, don't be a back-seat driver to the second creators. They can take the game where they like - that's half the fun of the event. In fact, let's just say that you keep your fingers out of the game pie after it gets handed over. Make it something of a surprise, eh?



Achievements?
As always, there's badges to consider~
Started in the Middle with You - 30MS - Received at the end of the event for those who started a game and had it completed.
Ended in the Middle with You - 30MS - Received at the end of the event for those who finished a game.
Meshing the Middle with You - 20MS - Given to the game that feels like a concerted effort to create a whole piece.
Mashed in the Middle with You - 20MS - Given to the game that is a mess of mashing together the elements.
Beyond the Middle, it's True - 50MS - Given to the overall best game of the lot, as judged by our panel of select cherry-pickers.



Clown/Joker signs by Brian Edwards

Registration

You must be logged in to sign up for Swap in the Middle with You~.

Posts

Ace. Oops, I thought I'd added that. >.<;
Pretty sure if they don't have any TP skills, TP just doesn't show up in VXACE. Dunno, never had to remove it manually.
It does. It shows up unless you untick the "Show TP in Battle" box in the database, under System. I want to remove both MP and TP from only one character (the other three use TP/MP) (in Ace).
I know there are scripts that allow the removal of one or the other, but not both as far as I can find. I'm surprised this doesn't exist already but, welp.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
class Window_BattleStatus < Window_Selectable
  def draw_gauge_area_with_tp(rect, actor)
    draw_actor_hp(actor, rect.x + 0, rect.y, 72)
    draw_actor_mp(actor, rect.x + 82, rect.y, 64) unless actor.actor_id == 3
    draw_actor_tp(actor, rect.x + 156, rect.y, 64) unless actor.actor_id == 3
  end
end


change 3 to the ID of the actor who shouldn't have MP/TP
:DDD
I could just hug you! ^.^

...I won't, but I could. Thank you! ;^;
Craze
why would i heal when i could equip a morningstar
15170
should work. let one of us know if there's a variety of actors to be accounted for and one of us can turn it into arrays for you.

i gave in and uploaded the game to the event page proper. shouldn't we have the "maker used" selection up...?

edit: oh liberty beat me I WASN'T FAUX-HELPFUL IN TIME
unity
You're magical to me.
12540
I know the deadline's not here for several hours, but I'm already super-excited to see whose game I get! :DDDDDDDDDDD
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
Me too! Unfortunately, it'll probably take Libby a couple of days after the deadline to send out the first halves to everyone.

Luckily I'm not feeling as ill as I was two day ago, but I'm still feeling a little bit under the weather. I think I should be fine when the second half of the event starts.
unity
You're magical to me.
12540
I guess matching up who can use what maker will be the hardest part.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Jeroen_Sol
Me too! Unfortunately, it'll probably take Libby a couple of days after the deadline to send out the first halves to everyone.


Or maybe next month.

pftftftft...
Odd. Okay, so I have it set up where I have four characters. One has no skills (thus no TP/MP), two have TP only and one has MP only. I have a script that is doing the 'either/or' TP/MP thing, but it wasn't allowing for neither.

With just your snippet this happens when I go into battle:

(I think because I started the game with no actor then added one later?)

With the other snippet running by itself I get MP on only one character and nothing on anyone else, where it should be leaving the TP and removing just the MP.

Same if I run both scripts at the same time.

This is the other script I'm using:
module EVG  
  module MPTPCONFIG    
    TP_ACTORS = [1, 2, 4]  
  end
end
class Window_Base  
  def draw_actor_simple_status(actor, x, y)    
    draw_actor_name(actor, x, y)    
    draw_actor_level(actor, x, y + line_height * 1)   
    draw_actor_icons(actor, x, y + line_height * 2)   
    draw_actor_class(actor, x + 120, y)   
    draw_actor_hp(actor, x + 120, y + line_height * 1) 
    if EVG::MPTPCONFIG::TP_ACTORS.include?(actor.id)   
      draw_actor_tp(actor, x + 120, y + line_height * 2)   
    else      
      draw_actor_mp(actor, x + 120, y + line_height * 2) 
    end 
  end
end
class Window_Status  
  def draw_basic_info(x, y)    
    draw_actor_level(@actor, x, y + line_height * 0)    
    draw_actor_icons(@actor, x, y + line_height * 1)    
    draw_actor_hp(@actor, x, y + line_height * 2)    
    if EVG::MPTPCONFIG::TP_ACTORS.include?(@actor.id)    
      draw_actor_tp(@actor, x, y + line_height * 3)   
    else      
      draw_actor_mp(@actor, x, y + line_height * 3) 
    end      
  end
end
class Window_BattleStatus 
    def draw_gauge_area(rect, actor)    
      draw_actor_hp(actor, rect.x + 0, rect.y, 134) 
      if EVG::MPTPCONFIG::TP_ACTORS.include?(actor.id)
        #      draw_actor_tp(actor, rect.x + 144, rect.y, 76)   
        else      draw_actor_mp(actor, rect.x + 144,  rect.y, 76)   
        end  
        end
        end

(yeah, it's a mess. I had to go through and put everything on separate lines and spaces between the ends because the guy was lazy)
Craze
why would i heal when i could equip a morningstar
15170
?????????????????
Craze
why would i heal when i could equip a morningstar
15170
class Window_BattleStatus < Window_Selectable
  def draw_gauge_area_with_tp(rect, actor)
    dont_use_mp = [2, 3] # use actor ids
    dont_use_tp = [4]
    draw_actor_hp(actor, rect.x + 0, rect.y, 72)
    draw_actor_mp(actor, rect.x + 82, rect.y, 64) unless dont_use_mp.include?(actor.id)
    draw_actor_tp(actor, rect.x + 156, rect.y, 64) unless dont_use_tp.include?(actor.id)
  end
end

except your other script doens't use draw_gauge_area_with_tp at all? do you need this in both the menu and battle system? ahhh

if you want we can just be the swapsies and i'll fix it for you XD

edit: HOW THE FUCK DID I DOUBLE-POST!??? i only hit the button once x_x
:DDD
That worked! Thank you~ ^.^

Granted it looks a bit dicky and the menu is cosmetically unstable but who cares? At least it works!

Now to throw in a few more maps, some random encounter touch-ups and it's good to go!
XD
General reminder not to upload EXE files. Zip or Rar the project folder so that your partner can get into it!
I've had a bit of a conundrum... Some friends just suddenly showed up to visit on Friday, and they're gonna be here til later tonight T.T

I was really hoping to get more work done in my first half. Would it be too unkindly to humbly request a one day extension so those of us that aren't happy with what we have so far can tie up our games?
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
6 hours remain.

*Cue Majora's Mask Music*
Sorry, but since it had two weekends' worth, I think that's been more than enough time. Plus, it wouldn't be fair to those who busted their derriere's in order to get it done on time.

Maybe just throw in what you have already and leave it up to your partner to make of it what they can.
Whew. I've done it, and I'm happy with my result! I think I like this version even better than the one that got screwed. Now to see if I can upload this big puppy. (Seriously, how the hell does a tiny, 30 minute "game" get to be almost half a gig?! Gotta love MV sometimes...)
Get rid of the WWW folder, for one. For two, rid yourself of any battlers and animations you didn't use. Same with music.