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VARIABLES - USEFULL OR NOT-SO-MUCH?

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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
author=kitten2021
Could they be used to, lets say, create battles on the world maps?

Yeah, imagine a simple custom random encounter system. Let's say you're like me, and you don't like the normal random encounter system because there is a chance to get in a battle after only one step. That's annoying, right? You want a system that lets you specify a minimum and maximum number of steps before the next random battle. This involves numbers so it of course has to be done with variables!

Specifically, each time a battle ended, you would set one variable to a random number between, say 30 and 50, and set a second variable to 0. Then each time the player took a step, you would increase the second variable by 1. And when the two variables matched, you would make the player fight a battle. When the battle ends, you start this sequence over.
author=kitten2021
What are some other examples of what you could really use variables for, btw?


Off the top of my head, my game uses them for the event based day/night system and for custom event based menus.

By the time I am done, I am sure variables will be used in a lot more (like the mercenary system, bank system, etc.)
kitten2021
Returning from RMVX Death
1093
author=Space_Monkey
Off the top of my head, my game uses them for the event based day/night system and for custom event based menus.


Now THIS I had wondered about; their being used here to count the time, am I correct?

BTW, I wanted to thank everyone here in this thread for their encouragement and helpful advice. Due to all of this, I was able to actually make a game that used nothing but variables in the simplest of ways as a test for myself. (there was only 3 or 5 switches used because I couldn't figure out how to do what I was needing with variables...) :/

A Variable Village
Sent you a pm with some info on time-based systems. I use a step-based day/night system not a time-based day/night system because it's how day/night was handled in the original nes Dragon Warrior series.
kitten2021
Returning from RMVX Death
1093
I read that, thanks; I think I see where your coming from with that, too, now. I'm going to see about working with some of the stuff you sent me and see what I can do in my game with those also.
benos
My mind is full of fuck.
624
Useful for party member levels like putting in party number 0001, I think, so you can keep their levels intact. If the character leaves the party, and comes back later with levels still there. Though you can change the level the person at a much higher level, if he or she leaves for two chapters of a game so they can be at least be exact level of your hero.
You can just check/uncheck "initialize" when adding member to party to save level (in vx and iirc xp anyway, don't know about 2k/2k3).
If it was possible or at all legal I would marry variables. Forget about advanced features, these things are integral in basic features too. If you want something to happen when you push a boulder onto a certain square, or if you wanted to keep track of the number of times someone attempts a puzzle (not that that would be useful in any way).
Also, variables are (at least in 2k/2k3) a feeble attempt at adding some *real* programming into the mix.
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