[REVIVE THE DEAD] GAME DISCUSSION
Posts
An event on the map in question set to parallel process should work (if you mean the actual eventing, not a script. Post it here in a hide tag or PM me and I'll walk you through it. ^.^)
Here they are, copy and pasted from one of your posts to a Word file, and back here.
Random Encounter System Directions
PAGE ONE
- One variable called 'Steps'. Set it to equal the amount of steps.
- Conditional branch to setup all the initial stats. Turned on with Self Switch.
- Empty bracket when triggered
- Bracket untriggered
-- Variable to keep the amount of steps (Encounter Steps) you want the player to take before a battle. Can be just a set number or random like I've done - I've set it between 60-80 steps because I'm nice. Anything under 30 is a bitch move.
-- Variable that calculates. My name of it is stupid and confusing as fuck. First instance sets it to equal the current Steps variable (one that tracks step amount).
-- Same variable as above. Add to it the amount in the Encounter Steps variable. This gives the amount we want to get into a fight with.
-- Turn on Self Switch A.
Basically we just did the calculations for normal encounters. What that did was take the current number of steps taken, then add the random number generated and added it to the steps taken to give us the amount of steps taken we need to reach before we go into battle. Example - new game means 0 steps so far. With this piece of eventing we've basically told the event to get ready to do something when we reach the random number generated - say 72 for example.
The above is a once-done piece. It won't happen again unless you leave the map and return. It's just setting up, but you'll see it again, don't worry~
PAGE ONE
- One variable called 'Steps'. Set it to equal the amount of steps.
- Conditional branch to setup all the initial stats. Turned on with Self Switch.
- Empty bracket when triggered
- Bracket untriggered
-- Variable to keep the amount of steps (Encounter Steps) you want the player to take before a battle. Can be just a set number or random like I've done - I've set it between 60-80 steps because I'm nice. Anything under 30 is a bitch move.
-- Variable that calculates. My name of it is stupid and confusing as fuck. First instance sets it to equal the current Steps variable (one that tracks step amount).
-- Same variable as above. Add to it the amount in the Encounter Steps variable. This gives the amount we want to get into a fight with.
-- Turn on Self Switch A.
Basically we just did the calculations for normal encounters. What that did was take the current number of steps taken, then add the random number generated and added it to the steps taken to give us the amount of steps taken we need to reach before we go into battle. Example - new game means 0 steps so far. With this piece of eventing we've basically told the event to get ready to do something when we reach the random number generated - say 72 for example.
The above is a once-done piece. It won't happen again unless you leave the map and return. It's just setting up, but you'll see it again, don't worry~
Page 1:
Basically an event with two pages, both set to Parallel Process. The first page sets up for the second page.

It sets E: Steps variable to equal the current amount of steps you've taken so far in the game, then creates a conditional branch that sets up for the rest of the event.
In the Else case it sets the Encounter Steps variable to a random number between 60 and 80.
Then it sets the 'sum' variable (E: Steps + E. Steps) to equal the E: Steps variable. Then it adds to this the amount stored in Encounter Steps variable (hence the confusing name). This gets the amount of current steps taken so far + the random amount of steps you want to take until the next battle.
Turn on Self Switch A to make it so that never runs again.
This sets the initial amount of steps taken as well as the initial encounter. The rest of the encounters will be using the next page (and it's that page which you'll need from now on. This exact event would be on the first map with encounters only. After that you'd remove the whole of the first conditional branch, leaving the setting of E. Steps variable to equal Steps and the second conditional branch.
The second branch checks to see if the E: Steps variable is now equal to the 'sum' variable. If it is it turns on the switch to jump to page two of the event.
So first page basically just sets up the initial check and from then on will check the amount of steps at any one moment and see if it is equal to the amount kept in the 'sum' variable. If it isn't it'll recheck the step amount. If it is, it will jump to page two.
Page 2:

Page two will start the battle then reroll the random amount of steps for the next battle.
The first part is basically picking a random enemy troop for you to encounter. This method only works if you're careful with how you set up your enemy parties in the database - keep all enemies that can be found in an area in a group. So say for an ice cavern you have enemy troops 30-45 as only that area. You can then randomly pick any of those troops by setting the enemy encounter by a variable that randomises between those two numbers.
The next part does a check to see if you won or ran (assuming you die if you lose).
If win:
- Check the number of steps you currently have taken and store it in E: Steps.
- Randomise a number between 60-80 and set the Encounter Steps variable to that number.
- Set the 'sum' variable to equal E: Steps.
- Add the Encounter Steps amount to the 'sum' variable - thus creating the new amount of steps that needs to be reached before a battle is engaged.
- Turn off the switch that turned on this page so that the first page is the main one.
In the case of Escape I made it so that you'll get a random encounter faster by changing the randomised amount in Encounter Steps from 60-80 to 30-40. The rest is exactly the same as the above.
You could also add a conditional branch in the middle to check if someone is wearing a piece of equipment that will either reduce or raise the amount of encounters - just gotta change the random roll.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You could also just mess around with the actual in-engine script. I recently sent this to someone else so it might help you, too.
"Open the Script Editor then look under the Game Objects heading to find the Game_Player script. At line 190 you should find the part that deals with random encounters.
One of them should read:
@encounter_count = rand(n) + rand(n) + 1
n is set to the number you make the map in question (Map Properties, Step Average).
What this line does is basically say (let's use the default, which is 30) a random number from 0 to 30 (n) plus another random number from 0 to 30 (n) plus 1.
So it randomises a number between the n and 0. The plus 1 at the end is the least possible amount of steps it is possible to take before engaging in battle - basically in case the random number rolled in both cases is 0.
Now, if you want to make this work better you could do a few things. You could set the encounter rate to a certain amount of steps - say, every 30 steps an encounter - just by changing the line to read: @encounter_count = 30
You could also make it based on the number in a variable (x being the number of the variable in question):
@encounter_count = $game_variables{x}* - Replace {} with square brackets instead.
This way you just change the number stored in the variable to change how often battles occur.
You could just leave it as is and instead add more than +1 so that there's a better minimum step amount.
So: @encounter_count = rand(n/2) + rand(n/2) + 25
This one would actually start on 25 then add half of the first randomised number and half of the second. So say the first random was 16 and the second was 27 you'd have 25 + 8 + 13 = 46 steps until the next.
Or: @encounter_count = rand(n) + 20
This would make it so that the least amount of steps ever would be 20 but the most would be whatever you set n as (in this case, 30 - thus randomly from 20 to 50 steps each time) "
Basically an event with two pages, both set to Parallel Process. The first page sets up for the second page.

It sets E: Steps variable to equal the current amount of steps you've taken so far in the game, then creates a conditional branch that sets up for the rest of the event.
In the Else case it sets the Encounter Steps variable to a random number between 60 and 80.
Then it sets the 'sum' variable (E: Steps + E. Steps) to equal the E: Steps variable. Then it adds to this the amount stored in Encounter Steps variable (hence the confusing name). This gets the amount of current steps taken so far + the random amount of steps you want to take until the next battle.
Turn on Self Switch A to make it so that never runs again.
This sets the initial amount of steps taken as well as the initial encounter. The rest of the encounters will be using the next page (and it's that page which you'll need from now on. This exact event would be on the first map with encounters only. After that you'd remove the whole of the first conditional branch, leaving the setting of E. Steps variable to equal Steps and the second conditional branch.
The second branch checks to see if the E: Steps variable is now equal to the 'sum' variable. If it is it turns on the switch to jump to page two of the event.
So first page basically just sets up the initial check and from then on will check the amount of steps at any one moment and see if it is equal to the amount kept in the 'sum' variable. If it isn't it'll recheck the step amount. If it is, it will jump to page two.
Page 2:

Page two will start the battle then reroll the random amount of steps for the next battle.
The first part is basically picking a random enemy troop for you to encounter. This method only works if you're careful with how you set up your enemy parties in the database - keep all enemies that can be found in an area in a group. So say for an ice cavern you have enemy troops 30-45 as only that area. You can then randomly pick any of those troops by setting the enemy encounter by a variable that randomises between those two numbers.
The next part does a check to see if you won or ran (assuming you die if you lose).
If win:
- Check the number of steps you currently have taken and store it in E: Steps.
- Randomise a number between 60-80 and set the Encounter Steps variable to that number.
- Set the 'sum' variable to equal E: Steps.
- Add the Encounter Steps amount to the 'sum' variable - thus creating the new amount of steps that needs to be reached before a battle is engaged.
- Turn off the switch that turned on this page so that the first page is the main one.
In the case of Escape I made it so that you'll get a random encounter faster by changing the randomised amount in Encounter Steps from 60-80 to 30-40. The rest is exactly the same as the above.
You could also add a conditional branch in the middle to check if someone is wearing a piece of equipment that will either reduce or raise the amount of encounters - just gotta change the random roll.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You could also just mess around with the actual in-engine script. I recently sent this to someone else so it might help you, too.
"Open the Script Editor then look under the Game Objects heading to find the Game_Player script. At line 190 you should find the part that deals with random encounters.
One of them should read:
@encounter_count = rand(n) + rand(n) + 1
n is set to the number you make the map in question (Map Properties, Step Average).
What this line does is basically say (let's use the default, which is 30) a random number from 0 to 30 (n) plus another random number from 0 to 30 (n) plus 1.
So it randomises a number between the n and 0. The plus 1 at the end is the least possible amount of steps it is possible to take before engaging in battle - basically in case the random number rolled in both cases is 0.
Now, if you want to make this work better you could do a few things. You could set the encounter rate to a certain amount of steps - say, every 30 steps an encounter - just by changing the line to read: @encounter_count = 30
You could also make it based on the number in a variable (x being the number of the variable in question):
@encounter_count = $game_variables{x}* - Replace {} with square brackets instead.
This way you just change the number stored in the variable to change how often battles occur.
You could just leave it as is and instead add more than +1 so that there's a better minimum step amount.
So: @encounter_count = rand(n/2) + rand(n/2) + 25
This one would actually start on 25 then add half of the first randomised number and half of the second. So say the first random was 16 and the second was 27 you'd have 25 + 8 + 13 = 46 steps until the next.
Or: @encounter_count = rand(n) + 20
This would make it so that the least amount of steps ever would be 20 but the most would be whatever you set n as (in this case, 30 - thus randomly from 20 to 50 steps each time) "
So, I tried my hand at Clouds. Is this game based on a dream, or series of dreams? If so, I would tend to interpret this as a sense of solitude and futility. In respect to solitude, the response that anybody the player talks to is universal: the speaker makes it quite clear that the player is not welcome. This also touches on the theme of futility, but, the last room speaks more of this. What the player chooses there almost makes no difference. The player is taken to the title screen regardless of what is chosen. It's just a matter of whither or not the player sees the Game Over screen first.
In a strange sense, I can kinda relate to the themes that I'm picking up from this. In respect to futility, certainly, I've had moments of depression, where I feel like nothing I do will make any difference whatsoever, so why bother making effort? Thankfully, I've a few posts saved (since that started being a thing) to help me remind myself of the good that I have done to help combat the next bout. In respect to solitude, I guess it could go back to the theme of futility. For example, the thought-process of, "I'm so useless, why would anybody want to associate with me?"
In a strange sense, I can kinda relate to the themes that I'm picking up from this. In respect to futility, certainly, I've had moments of depression, where I feel like nothing I do will make any difference whatsoever, so why bother making effort? Thankfully, I've a few posts saved (since that started being a thing) to help me remind myself of the good that I have done to help combat the next bout. In respect to solitude, I guess it could go back to the theme of futility. For example, the thought-process of, "I'm so useless, why would anybody want to associate with me?"
Unfortunately you'd have to create a step-count event. It's not too hard, though it is a little tricky and needs to be on every map in the game to be correct. Basically you'd make another parallel process that would check where you are on the map using x/y co-ordinates. It would then wait a beat and check again. If x and/or y isn't the same as your last check you'd add one point to a variable for steps. I did try it out in a game but I can't find which game I did it in. It did work though.
I'm not going to worry about this right now. I've got an earache in the OTHER ear now, and I'm having a really hard time concentrating.
author=Liberty
Did he? I'll admit I've kept away from who submitted what so as to be unbiased... also I keep forgetting to check who made what game when I actually go to LP them (because I am big nub).
Yup, I finished RTP and threw it into the event. I didn't think I was actually eligible for anything though.
Speaking of Razed are the Powerful, I finished playing it! :D I'll leave my thoughts under here:
This game really excels in its unique visual style and its excellent writing. Seriously, this game is just oozing with charm thanks to the dialog and visuals. I very much enjoyed examining everything and talking to everyone.
The main story is wrapped around days of battling, and it was also full of charm, and its also nice to see a story about a marriage as most RPG characters are single. I really enjoyed it!
The battles certainly were unique, as you have skills you can use any time, skills you can only use when you are "unwarped" (your default state), and skills you can use when you are "warped," a state achieved by using certain moves or having certain moves used on you. It all feels very fresh and interesting, though it takes a little getting used to at first.
As for the downsides, I'm not sure if its a bug, but when it came to battles, I seemed to be able to use my entire party, regardless if the battle was supposed to be 1v1, 2v2, 3v3, or 4v4. Some skills definitely felt more useful than others, and the MP cost for skills kind of blends into the background. Also, with so many characters, it's hard to get around to using all of them, but since their battle style is on display when you fight them, I don't think that's necessarily a terrible thing.
All in all, this is an unconventional but fun and well-written game. Very well done!
The main story is wrapped around days of battling, and it was also full of charm, and its also nice to see a story about a marriage as most RPG characters are single. I really enjoyed it!
The battles certainly were unique, as you have skills you can use any time, skills you can only use when you are "unwarped" (your default state), and skills you can use when you are "warped," a state achieved by using certain moves or having certain moves used on you. It all feels very fresh and interesting, though it takes a little getting used to at first.
As for the downsides, I'm not sure if its a bug, but when it came to battles, I seemed to be able to use my entire party, regardless if the battle was supposed to be 1v1, 2v2, 3v3, or 4v4. Some skills definitely felt more useful than others, and the MP cost for skills kind of blends into the background. Also, with so many characters, it's hard to get around to using all of them, but since their battle style is on display when you fight them, I don't think that's necessarily a terrible thing.
All in all, this is an unconventional but fun and well-written game. Very well done!
Aw, thanks Uni~<3 The 1v1, 2v2 etc. thing was originally going to limit you to a certain number of characters but we couldn't think of a good way to do that! It also felt weird calling it an Xv3 so we just stuck with what it said.
I'm curious what team you used?
Spoiler for RTP if anyone cares:
I'm curious what team you used?
Spoiler for RTP if anyone cares:
It's kind of funny you like that it's about a marriage considering the amount of literal abuse/lying that happens buuuut~ I suppose it all works itself out in the end.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
So, did anyone get a badge for participating?
So, I just finished Postcards - A Visit With Grandma. This tribute piece was probably meant to be touching, but I'm not feeling it? I dunno. Maybe I'm just weird.
I'm going to finish up the last few games I haven't played (or tried to play) yet some time tonight or tomorrow and post up the last of my feedback. (because that's how most valuable participants roll)
@Marrend I thought it was extremely cute. When I realized it was a tribute I appreciated it more. I could relate - maybe you can't and that's what's wrong?
author=Marrend
So, I just finished Postcards - A Visit With Grandma. This tribute piece was probably meant to be touching, but I'm not feeling it? I dunno. Maybe I'm just weird.
Yeah Postcards felt like a fairly personal story and if you don't have the reference points in your own experience it can be somewhat harder to connect to the game on that level. I struggled a little with that aspect, but I still enjoyed the game for the obvious affection that the maker had for the subject.
author=Gourd_Clae
Aw, thanks Uni~<3 The 1v1, 2v2 etc. thing was originally going to limit you to a certain number of characters but we couldn't think of a good way to do that! It also felt weird calling it an Xv3 so we just stuck with what it said.
Ah, that makes sense :D
author=Gourd_Clae
I'm curious what team you used?
I actually switched it around a lot, and only Ulrika and Lena were mainstays (I liked Lena's healing/assisting powers). Though Ernest and Ralph ended up in the party a lot, too, come to think of it.
Spoiler for RTP:
Gourd_Clae: "It's kind of funny you like that it's about a marriage considering the amount of literal abuse/lying that happens buuuut~ I suppose it all works itself out in the end."
True, though I never said it was a perfect marriage XD Just the fact that it was framed around a relationship like that, even though it was a very troubled relationship, felt fresh to me, though, and I appreciated it :DDD
True, though I never said it was a perfect marriage XD Just the fact that it was framed around a relationship like that, even though it was a very troubled relationship, felt fresh to me, though, and I appreciated it :DDD
Feedback 7 (9): Cave Adventure
Not, by any means, a Colossal Cave Adventure, but A Cave Adventure nonetheless. This is one game I have to chalk up to finding much more charming than I should have. Maybe it's partly that I was really tired when I played it and I appreciated something that didn't make me think a lot. Everything is so simple and basic and default, and it really seems like a game made by somebody's smart kid brother. But in spite of that everything works, nothing's broken. The simple setup works and puts you right into the action even if it doesn't spend any time worrying about things like "character development" and "worldbuilding". It reminds me of a cutely simple D&D adventure designed for people playing D&D for the very first time. The simple battles aren't broken in any way, which is one of those things that really shouldn't be an achievement, but with the RPG Maker games I have played, definitely, sadly, is. The on-map gameplay is crisp and functional and the simple puzzles that are there are solid and provide a change-up in gameplay from walking and battling, even though the puzzles themselves were all pushing rocks...and one that was walking AROUND rocks. So very rock oriented.
My tip to increase engagement would be to make the game less easy. Healing Herbs and Magic Herbs are so plentiful that it's hard to imagine any character running out of Health or mana, particularly when the Archer has such a cost-effective healing spell for mana. It feels overall like it's using kid gloves on the player, but I definitely understand the desire to err on the side of too easy rather than too hard. More variety in monsters to fight would be good too.
Oh, yeah, by the way...um...the Archer's ONLY ability, by LEVEL 3 (when the demo *ends*) was a healing spell. That's amazingly lame. Don't do that. Either give her something archery related, or just call her a freaking healer that happens to use a bow. That said, I never found a Phoenix Down equivalent, so if I had stupidly let a character die at some point, I would have never been able to re-up them (although save anywhere wouldn't have let this get too frustrating).
This game could probably be improved in just about every conceivable way by the use of something like Yanfly Battle Engine Ace + maybe Yanfly's Visual Battlers (although the latter would make you need to change up your battle graphics to side facing monsters, it's worth it because of my ongoing understanding that bitches be loving they sideview battle systems). These are very simple and easy scripts to implement, and they add a lot of pizazz.
Oh, final quibble. Should probably be called MINE ADVENTURE. Because, you know, the cave is clearly a man-made dug-out cave, and not a natural cavern. False advertising!
All I've got left to try is Gemstar, Razed are The Powerful, and Chase for Divinity. Then I'll have played everything.
Not, by any means, a Colossal Cave Adventure, but A Cave Adventure nonetheless. This is one game I have to chalk up to finding much more charming than I should have. Maybe it's partly that I was really tired when I played it and I appreciated something that didn't make me think a lot. Everything is so simple and basic and default, and it really seems like a game made by somebody's smart kid brother. But in spite of that everything works, nothing's broken. The simple setup works and puts you right into the action even if it doesn't spend any time worrying about things like "character development" and "worldbuilding". It reminds me of a cutely simple D&D adventure designed for people playing D&D for the very first time. The simple battles aren't broken in any way, which is one of those things that really shouldn't be an achievement, but with the RPG Maker games I have played, definitely, sadly, is. The on-map gameplay is crisp and functional and the simple puzzles that are there are solid and provide a change-up in gameplay from walking and battling, even though the puzzles themselves were all pushing rocks...and one that was walking AROUND rocks. So very rock oriented.
My tip to increase engagement would be to make the game less easy. Healing Herbs and Magic Herbs are so plentiful that it's hard to imagine any character running out of Health or mana, particularly when the Archer has such a cost-effective healing spell for mana. It feels overall like it's using kid gloves on the player, but I definitely understand the desire to err on the side of too easy rather than too hard. More variety in monsters to fight would be good too.
Oh, yeah, by the way...um...the Archer's ONLY ability, by LEVEL 3 (when the demo *ends*) was a healing spell. That's amazingly lame. Don't do that. Either give her something archery related, or just call her a freaking healer that happens to use a bow. That said, I never found a Phoenix Down equivalent, so if I had stupidly let a character die at some point, I would have never been able to re-up them (although save anywhere wouldn't have let this get too frustrating).
This game could probably be improved in just about every conceivable way by the use of something like Yanfly Battle Engine Ace + maybe Yanfly's Visual Battlers (although the latter would make you need to change up your battle graphics to side facing monsters, it's worth it because of my ongoing understanding that bitches be loving they sideview battle systems). These are very simple and easy scripts to implement, and they add a lot of pizazz.
Oh, final quibble. Should probably be called MINE ADVENTURE. Because, you know, the cave is clearly a man-made dug-out cave, and not a natural cavern. False advertising!
All I've got left to try is Gemstar, Razed are The Powerful, and Chase for Divinity. Then I'll have played everything.
I have downloaded a version that is much more playable. Sometime in the last two or three downloads, fights got insanely hard. That's fixed. I still don't have the Random Encounter script working, but I have changed it (whoops! I should pay more attention to that number!) so while it's not ideal, it should be better. I've given the main character higher MP, and both characters learned abilities. I haven't increased the number of findable MP restorative items, but I did increase the drop rate for creatures that have them. I also gave the main character the focus ability that lets her replenish her MP in small amounts. It costs no MP and I can't get it to not work on the map, so until I've created a switch ability, after every fight full MP refill, WOOHOO! Sorry, I'd have taken the time to do that except I still have this horrible earache (First the right ear, then the left, three weeks apart...YAY!) and simply don't give a shit about continued existence at the moment.
I've changed the the fight music to something spooky, but repetitive because at the moment it's all I can find. And as I mentioned before, you have save points on the levels now. They're green crystals, so instead of having to wait until you beat each boss, you can hang out by a crystal and grind to your heart's content.
Short story: Some of these fixes are legit. Some are bandaids, all done to make the game more functional.
Problems I have yet to address aside from the focus and Random Encounters. Emaline doesn't have a gun animation for her special abilities, so she either just stands there or punches while battle animation does the rest. Can get passable gun sounds out of the bolt effects so that works. Also, I noticed Aluran's chest is doing something very strange during her victory dance. I found it very amusing, but I still want to fix it because it looks goofy.
@Max McGee. I'm not trying to torture you or anything, but I'd really like you to give it another try since you've given the best review so far. Of course, I understand if you decline.
I've changed the the fight music to something spooky, but repetitive because at the moment it's all I can find. And as I mentioned before, you have save points on the levels now. They're green crystals, so instead of having to wait until you beat each boss, you can hang out by a crystal and grind to your heart's content.
Short story: Some of these fixes are legit. Some are bandaids, all done to make the game more functional.
Problems I have yet to address aside from the focus and Random Encounters. Emaline doesn't have a gun animation for her special abilities, so she either just stands there or punches while battle animation does the rest. Can get passable gun sounds out of the bolt effects so that works. Also, I noticed Aluran's chest is doing something very strange during her victory dance. I found it very amusing, but I still want to fix it because it looks goofy.
@Max McGee. I'm not trying to torture you or anything, but I'd really like you to give it another try since you've given the best review so far. Of course, I understand if you decline.


















