ORGANIZING/RECYCLING - REUSE SWITCHES?
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Hi guys.
I was wondering if you should reuse switches for later maps in the game. For example: I used two switches to determine the whole setup of events on a few maps. At a certain point you will never reach these maps again. So I could turn them off and use them later again for a different map setup, without getting bugs , right? I could call them scene 1 and scene 2.
But... Is that even useful? Is it good for keeping things organized? Do you save some space , which is probably just one BIT?
Thanks in advance for possible feedback.
I was wondering if you should reuse switches for later maps in the game. For example: I used two switches to determine the whole setup of events on a few maps. At a certain point you will never reach these maps again. So I could turn them off and use them later again for a different map setup, without getting bugs , right? I could call them scene 1 and scene 2.
But... Is that even useful? Is it good for keeping things organized? Do you save some space , which is probably just one BIT?
Thanks in advance for possible feedback.
Hi Lyrahel,
It is possible to reuse switches, especially if the only other place where they're used is a one-time-only event. However, in light of almost no variable and switch limits, it's not necessary any longer, even in RPG Maker 2003. Reusing switches made more sense back in the days when entire games had to fit within a single megabyte.
It is possible to reuse switches, especially if the only other place where they're used is a one-time-only event. However, in light of almost no variable and switch limits, it's not necessary any longer, even in RPG Maker 2003. Reusing switches made more sense back in the days when entire games had to fit within a single megabyte.
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
I vividly remember back in RPG Maker 95 where this was required because there were only 256 switches, no variables, and no self-switches.
Don't do it. You will regret it. Oh my god it is unpleasant.
Don't do it. You will regret it. Oh my god it is unpleasant.
If your using VX Ace there is no reason do do this.
(Unless your doing some sort of puzzles with the switches. ie. Simiar puzzle use the same switches, but reset when you leave the map.)
For story things I would leave it alone.
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
If you actually want to organize, you don't reuse switches, you organize them by category. There are 20 switches per page, right? So you give each page a meaning. Reserve the first four pages, switches 1-80, for various system stuff. Use page five, switches 81-100, for party members being on the team. Use page six, switches 101-120, for player abilities that activate battle events or otherwise require switches. Use page seven, switches 121-140, for enemy abilities that require custom conditions you control through switches, or any other type of enemy behavior that uses a switch. Use page eight for switches used in the first dungeon. Use page nine for switches used in the second dungeon. And so on and so forth.
You will end up not using most of the switches on each page. That's fine. Leave the blank spots in case you go back and change stuff later and end up needing extra switches.
This method will make it WAY easier to find a switch when you need it. If you realize that an event needs to be different depending on some switch from four dungeons ago, you'll be searching through ten or twenty switches instead of six hundred of them.
You will end up not using most of the switches on each page. That's fine. Leave the blank spots in case you go back and change stuff later and end up needing extra switches.
This method will make it WAY easier to find a switch when you need it. If you realize that an event needs to be different depending on some switch from four dungeons ago, you'll be searching through ten or twenty switches instead of six hundred of them.
Thanks guys. I guess this case I closed then. :)
LockeZ that is actually how I am doing it right now, but sometimes I didn't have enough switches and mixed up my system. That was annoying. I will try to get it down in the future.
LockeZ that is actually how I am doing it right now, but sometimes I didn't have enough switches and mixed up my system. That was annoying. I will try to get it down in the future.
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
Leave lots and lots of blank spots. Same goes for variables, skills, items, equipment, classes, states, animations, and every other thing in the database. If you think you'll need six spots for a category, leave sixty blank spots afterwards.
author=LockeZ
Leave lots and lots of blank spots. Same goes for variables, skills, items, equipment, classes, states, animations, and every other thing in the database. If you think you'll need six spots for a category, leave sixty blank spots afterwards.
Aye, sir! Will keep that in mind.
I learned recently from Trihan that you can create your own alphanumeric names for variables using the prefix "@" in script calls, e.g. "@story_progression = 1" as a script call will either initialize the variable at 1, or set the existing variable to 1. So you can really call variables anything you like, and have a great many of them, keeping track of them in a notepad or even in a Comment.
PS: You can also create private variables using the prefix "@@", like "@@x = $game_map.events" and "@@y = $game_map.events.y" to track the x and y of every event, and those variables will only be accessible within those events. So you can copy/paste a whole bunch of events that track their own x and y, without having to alter any variables to account for shared variable space. Neat, huh? (I hope.)
It depends on how you're developing your game.
I'm currently just writing the story on the dungeons. So I'm going through control switches from that stand point. I name control switches based on their location usually.
After that I will have a section for optional dungeons / quests.
Then after that I will develop the battle system.
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