[RMVX ACE] FOURTH WALL?
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Hi everybody!
I was asking myself if it was possible to make a game in RPG Maker that can break the fourth wall, you know like in Undertale, the characters remember your last choices, kills, stuff like that.
And I remember I've heard a game called OneShot (pretty cool) made in RPG maker 2003
that if you finish the game, then you can never play it again.
Yeah well, stuff like that you know, meta knowledge, i guess?
Sorry for being to vague
Any help is really appreciated!
I was asking myself if it was possible to make a game in RPG Maker that can break the fourth wall, you know like in Undertale, the characters remember your last choices, kills, stuff like that.
And I remember I've heard a game called OneShot (pretty cool) made in RPG maker 2003
that if you finish the game, then you can never play it again.
Yeah well, stuff like that you know, meta knowledge, i guess?
Sorry for being to vague
Any help is really appreciated!
I remember doing something similar with a map-based title screen script (I forgot the script name though) way back with the VX engine. Where I had one character parading around the title screen and then more characters would pop up depending how far you are on your saved game.
When a new character joins the party, you add to a certain variable, which can be
recognized outside the save game. With the right script/s, I think its possible in VX Ace as well.
When a new character joins the party, you add to a certain variable, which can be
recognized outside the save game. With the right script/s, I think its possible in VX Ace as well.
Well.. gotta look for scripts then. I think it will be easy to find those, since there are ALOT of scripts for VX Ace, the one you mentioned looks quite interesting, I might look for it too.
thanks for your help, Kaneshon!!
thanks for your help, Kaneshon!!
All I can say is to use those switches and variables. As for the OneShot thing, I don't know how it's done, but I suppose it could be easy enough to make an event that breaks the game once you've beaten it. As for the Undertale thing, though, I already have it on good authority that it's impossible to have it in RPG Maker where a game remembers what you did in the last game. As far as I know, none of the RMs support that ability. About the only way you could do it would be to have a game that doesn't end, but goes back to the beginning when you're done, but that would be probably pretty cumbersome to pull off. You'd need something like Unity to do something like that without too much trouble.
Well, it is possible but you'd have to work it around like a New Game Plus instead of starting a whole new save. So the New Game plus would remember what you did last time around via switches/variables, and then you'd have things change based on that.
VX Ace has some New Game scripts that you could use, or at the end of the game you could easily just teleport the main character back to the initial starting event map and reset all switches/variables that aren't changing things in the second play through. It's simply done, you just have to know exactly which switches/variables to leave changed and which ones to reset. It'd help a ton if you had the special ones in their own number ranges so you just don't touch them ones. Requires a bit of set-up but it works.
So you could change all the aspects of a game using those, based on what you did last time you played easily enough.
There's also been ways to patch saves from one game to another (ala Legion Saga series where if you saved x character in first game they'd show up in the second game) easily by having two maps of the same number be where the last save of the first game and initial loading of the second game happen - in the second game you'd load the old file that saved on the same numbered map, then have it check what switches are on/off (say you designated the first 10 switches to keeping a track on who survived in the first game, for example) and if 1/4/6 is on, then you'd have events check if they were on or off in the second game.
You would have to plan it out before-hand quite a bit, though, but it is something that is possible.
VX Ace has some New Game scripts that you could use, or at the end of the game you could easily just teleport the main character back to the initial starting event map and reset all switches/variables that aren't changing things in the second play through. It's simply done, you just have to know exactly which switches/variables to leave changed and which ones to reset. It'd help a ton if you had the special ones in their own number ranges so you just don't touch them ones. Requires a bit of set-up but it works.
So you could change all the aspects of a game using those, based on what you did last time you played easily enough.
There's also been ways to patch saves from one game to another (ala Legion Saga series where if you saved x character in first game they'd show up in the second game) easily by having two maps of the same number be where the last save of the first game and initial loading of the second game happen - in the second game you'd load the old file that saved on the same numbered map, then have it check what switches are on/off (say you designated the first 10 switches to keeping a track on who survived in the first game, for example) and if 1/4/6 is on, then you'd have events check if they were on or off in the second game.
You would have to plan it out before-hand quite a bit, though, but it is something that is possible.
My guess is that Scripter's question is a more general one. S/he wants to make a game, which somehow breaks illusion or mixes up the game and reality together.
To break a fourth wall is actually quite simple. For example by making a protagonist to communicate with players (Oneshot). Mixing game's world with stuff, which is not supposed to be there (Zephyr's skies) or breaking sense of reality (Being Yellow Magic). Letting player know, that everything was an artsy fake (I don't a game doing this to be honest. For a movie watch The Holy Mountain or Holy Motors. It's more about idea than skills. Some ideas may be harder to implement.
To break a fourth wall is actually quite simple. For example by making a protagonist to communicate with players (Oneshot). Mixing game's world with stuff, which is not supposed to be there (Zephyr's skies) or breaking sense of reality (Being Yellow Magic). Letting player know, that everything was an artsy fake (I don't a game doing this to be honest. For a movie watch The Holy Mountain or Holy Motors. It's more about idea than skills. Some ideas may be harder to implement.
Pretty sure they weren't, considering the body of their OP was about Undertale and OneShot, which are more physical limitations rather than plot/writing exposition.
However, in case you were talking more writing-wise, Cap has the right of it - characters can be used to break the 4th wall, as can things that are out of place. Something as simple as looking at the 'camera' in exasperation after something stupid happens can help the player feel like the characters are asking them to agree with their assessment, for example.
However, in case you were talking more writing-wise, Cap has the right of it - characters can be used to break the 4th wall, as can things that are out of place. Something as simple as looking at the 'camera' in exasperation after something stupid happens can help the player feel like the characters are asking them to agree with their assessment, for example.
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