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Hello, game!

  • Marrend
  • 05/01/2014 07:37 PM
  • 810 views
So, what do I attempt to do after a several-month-long haitus? I tried to incorporate the Teleport script I had going on in Okiku, Star Apprentice in respect to this game. I thought it would be a smoother transition, but...

Let's back up a bit. With Okiku, players had access to a Teleport Orb at the beginning of the game, and using it calls up a list of possible locations that players can teleport to. Much like the "teleport" skill option of 2K/2K3.

That's not what this game wants to do, though. Outside of getting a similar item late-game, what this game wants to do is only have a list of two teleport options, but, those locations are player-defined. They are defined when players use said item, and select "set". This would set a beacon at the player's current location. Selecting "return" would be similar processing to the Teleport Orb, only selecting an undefined location would jump into the "set" code.

I haven't quite gotten my head around how to code this yet, or if I even want to. Technically, the system that is in place will work for this game's purposes, since I totally copy-pasted the Beacon Orb code I did back in Arbiters From Another World into this game way-back-when. It could probably be handled more efficiently with scripts, but I'm heavily leaning toward leaving it as-is. Though, I must admit that I'm leaning this way to save myself the thousand-and-one headaches I'd be bound to get if I did change it.

As a totally-unrelated-to-anything-about-this-game aside, next Wednesday will be my fourth anniversary of joining RMN! Has it really been only four years? I thought it was longer! I'm not really planning on anything special, though. Maybe next year, when we celebrate five years of Marrendeliciousness!? Great. Now I have to think about what makes a game be "Marrendelicious".

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
To borrow the Okiku formatting for a moment...

Awwwww yeaaaaah!

Which is to say that I've had some initial success in making the Beacon code work with less $game_variables (der-her), and more script-variables!

I still need to prompt players for setting an unused Beacon when they are in "return" mode, but, everything else seems to work okay-ish. I did notice a bit of lag. Which is bad, since the test maps I was using were pretty bare. Logically, it would be more noticeable with more moving pieces on the screen. So, looking into what could be causing the lag, and removing it, is something I will want to do.

*Edit:
Apparently, I can't get my head around how the heck to script a virtual Show Choice command. With the amount of hair-tearing I'm doing trying to make it work with me (Hint: it isn't), I think I'm going to end up making another another child of Window_Command and move on.

*Edit2:
Okay, that's done. *pants profusely*
Marrend
Guardian of the Description Thread
21781
Cool. It looks like I can get away with only using five $game_variables for the lock-picking mini-game, as opposed to eight. I'm not using any $game_variables for Beacon with this test-project either. Not too shabby, I must say!

Now, the fun part: transferring over the code from this test-project into Konae, and changing whatever needs to change for it to run smoothly.

*Edit: Good. Now I'm back to where I was before. Hiatus time! That's not a very funny joke, is it?
Pages: 1