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ELDER71'S PROFILE

Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.

Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.

Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)

ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.


Cheers,

S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))

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[SCRIPTING] [RMVX ACE] Load Game, Conditional branch script calls

author=kory_toombs
I'm not 100% sure what you're after, but at the start of the game create a control switch. Then just have a common event / parallel process check if it exists. This control switch will not exist if a player has not began to play the game and will disappear if you don't save. Other than that you could try to force the player to save at the start of the game.

The problem is with loading, not saving. Since I'm skipping the default 'Main Menu' screen that appears when you open up a game (New Game, Load, Exit), it's essentially as though the game automatically starts a new game each time.

To make a 'Load Game' function work, therefore, I have to be able to use an event/script call to check for save files and then I have to be able to load a save file using an event.

Apologies, I know it's quite a complicated problem

author=Marrend
If you're going to forgo the main title screen, you could probably still use "Scene_Manager.call(Scene_Save)" or "Scene_Manager.call(Scene_Load)" for the save/load operations. Scene_Load's default processing already disallows the loading of save files that do not exist, though, it still displays 16 slots. Checking against whither or not a save file exists might look like...

def save_check
  i = 1
  while i < 16
    if i < 10
      text = "Save0" + i + ".rvdata2"
    else
      text = "Save" + i + ".rvdata2"
    end
    return FileTest.exist?(text)
  end
end

...this? Though, I'm not entirely sure! I think you're right about loading a specific save file.

The problem is that I want to completely cut the Save Game window and the Load Game window and handle it all purely with events and script calls so I can create a custom interface with Pictures.

[SCRIPTING] [RMVX ACE] Load Game, Conditional branch script calls

I'm attempting to use events and pictures for all of my in-game menus. I've succeeded in creating a basic inventory system this way, but I've hit a stumbling block when it comes to loading a save file.

1 - I'm using a script that bypasses the Main Title screen and goes straight to an in-game map so I can create a completely custom title screen using events.

2 - What I need is a script call that can be used in a conditional branch which checks whether a specified save slot is empty or not. Something along the lines of:

====================================
CONDITIONAL BRANCH
script call: If there is a save file in slot #1

THEN
Show picture 'Save File in Slot 1'

ELSE
Show picture 'Slot 1 EMPTY'
====================================

I'd also use this conditional branch to initiate the load itself, so I also need a script call for loading a specific slot:

====================================
CONDITIONAL BRANCH
script call: If there is a save file in slot #1
AND
slot #1 is selected by the player

THEN
script call:Load Save File in slot #1
====================================

I've got 'save' figured out for in-game use (script call: DataManager.save_game(x))
But in order for my custom 'load game' menu and all its pictures to display properly, I need to figure both of these script calls out.

tl:dr

How do I create a script call in a conditional branch that checks if there is a file in a specified save slot?

What script call can I use in an event to load a specified save file?

Thanks for your help in advance, folks.

Revolver_in_Inventory.jpg

author=Dragnfly
The moment the player gets a weapon, especially a gun, they'll feel more secure for a moment but any smart player will then ask "The game's giving me a gun. Why? Is something going to attack me soon?"

You can play off this for good dread and anxiety by giving the player a gun but have it take several shots to drop an enemy. So if they search and find *Zelda treasure music* 1 bullet, they'll have brief relief because they found ammo but on the other hand, one bullet isn't going to do much. If you go this route, be sure to make it clear, possibly in a short cutscene, that enemies take several shots. Otherwise, the player will waste their opening salvo not knowing that the enemy won't die. Worst case scenario they'd think enemies are invincible or will take all 6 bullets to kill.

Another option is to have one bullet stop, but not kill, enemies. Of course, the usefulness of that depends on enemy movement and map layout.

Ideally, I want to create that 'on your knees thanking Christ' feeling when you stumble upon one bullet in a drawer somewhere, but marry that with a lingering feeling that the gun is nothing more than token comfort.

You're right that establishing its usefulness (or uselessness) is important. A cutscene may be the way to go, but then I think letting the player frantically empty their gun at the first enemy that shuffles their way and then be left helpless is a good way of establishing that the revolver does not make you safe.

As we've talked about, I'm gonna be keeping combat on the back seat and always treat it like a frantic last resort. I want to quickly set a scene of helplessness, and make it an obvious rule with this game that you can't shoot your way out of a bad situation.

Some enemies you can kill in a few shots, others can only be staggered. I think that all it takes to keep this fair is to have a save point just before a new enemy type is encountered (or a checkpoint of some kind) so that when the player fires every round at an enemy they could never kill (and which will probably kill them if they stood still and fired at it) they won't have to retread much (or any) of the game to give it another go.

It's a balancing act, in the end. I'm gonna playtest this to death AND then hopefully find a cadre of helpers to bug-hunt it for me before it goes 'live', as we wannabe devs say.

EDIT

Rephrase: my first (and maybe only) use for the revolver is as a kind of false-hope device; abusing that initial sense of safety and empowerment until its very presence in the inventory is just another visual cue to your weakness and vulnerability.

Combat, overall, will be more of a puzzle-solving mechanism than a central feature, where sometimes an enemy is an obstacle to the next jigsaw piece and you have to fight it.


I'm just rambling enthusiastically now.

Revolver_in_Inventory.jpg

author=StarSkipp
You could do it with an capped amount, lets say 50 rounds in the game with 10 enemy encounters. Only enough to kill 5 in total whilst having to avoid the other half. Then again, that system would be problematic if the player were to miss most of the time or if they decided to hoard most of the ammo late game. Throwing in a crappy melee weapon in the mix might cancel it out a little bit but it still wouldn't solve the latter problem. Resource management is awful /o\


I was thinking - obviously this is before playtesting, which may force changes - that there'd be no more than 12 or 18 rounds in the whole game (3 full loads). Not only do I not want combat to be a 'go to solution', but the game won't be monster heavy anyway.

One of the project's goals is to create a sense of horror through subtlety and atmosphere without ANY jump scares. Basically, the idea is to make the player feel paranoid about a monster being around the next corner while not actually having one there 9 times out of 10. Or more like 49 times out of 50. And so, hopefully, the revolver will just be a kind of security blanket, and the number of rounds you have left will create a sort of scale from fully loaded ('I'm alright for now') to empty ('I'm in pretty deep shit now...')

Image1.png

author=StarSkipp
The bulge between the tail and the head has a crying face... Once seen can not be unseen :>


Agh. You've slightly spoiled an otherwise excellent title screen

Revolver_in_Inventory.jpg

author=InfectionFiles
This looks amazing, I'll go ahead and echo here that I love the style.


Cheers man, appreciate it. I'm so tempted to post a video of the various features I've got working so far... But it would be pure vanity and pride :)

author=Dragnfly
By all means, hide whatever details you want to hide. I'm just one of those types who, when given info about things I'm interested in, looks over all the tiny details. You should see me when a new jRPG or anime in a franchise I like is announced. I'm right there, picking apart the trailer scene by scene. "You couldn't see his sword hilt on the promo art but here in the trailer at 1:26:51 you can see that it has the crest of Demon Lord Foobash on the hilt. I don't think this is one of the heroes." sort of thing. Of course, I like when it's released to see what all I was right or wrong about but it's also just because I need to keep exercising my observation skills.

Also, I agree wholeheartedly that horror games should make avoiding battle a priority. How "safe" you are plays a big factor in how scary things are. I think every survival horror fan can cite the changes in the Resident Evil core games there. I'm down with any single or combination of:
-battle just not being worth it and being only a last resort. Monsters do loads of damage and striking a worthwhile blow on them is tricky and/or risky.
-low resource counts, like with your revolver here.
-some sort of negative effect to killing too many monsters

Sounds great so far.


Speaking of low resources - I was thinking about that on the way home from work, trying to figure out a way of making the size of ammo pickups related to how often you use the revolver etc. In a round about way, if you use it too often, the game provides fewer ammo pickups, strangling that source of security and protection.

Revolver_in_Inventory.jpg

author=Dragnfly
That's so stylish and the description was a really fantastic read. Such atmosphere to this gun.

Also... He's been to France. Good to know.

"He" may not be the he you see on screen :) Can't quite explain that until I've finalised a few details, but all will be made clear! The urge is overwhelmingly to show you folks all of the other inventory items so far, too, but something's gotta get kept back for the game itself.

author=StarSkipp
author=Elder71
I haven't done any animations or shooting mechanic eventing yet, but when you have the Revolver equipped, pressing 'A' fires it. The 'bullets in the chamber' graphic corresponds to how many rounds you have left, if you have zero, the gun just clicks.
Oh god, animations coupled with shooting was an absolute nightmare with me. Do you have a good plan on how you'll be implementing them? It looks so easy in your head but in practice it's like getting brainfreeze from ice brain. I do really like the menu here, is it in real time?

I think so, yeah.
It basically runs something like:
___________________________________________________

Get Player X and Y
Get Target X and Y


Conditional Branch:
If Revolver is equippped (switch) is ON:
If 'X' button is being pressed:
If Ammo is > 0:

THEN

Conditional Branch:
If player is facing RIGHT:
If Player Y = Target Y:
If Player X < Target X:

THEN

Call Common Event: 'Shooting through a wall?*'
Call Common Event: 'Gunshot SE'
Call Common Event: 'Shooting Animation**'

THEN

Control Variable: 'Target HP' =-1
Play target wounded animations, SE

Conditional Branch:
If Target HP < 1
Target is dead, erase event.

*Have a rough prototype for this but it needs some ironing. Basically, it uses the player's map coordinates to check each tile between the player and the target, checking Region IDs. Region 1 is a wall, say, so if the check returns ever returns 1, the gunshot doesn't hit the target.

**Using six different sprite sheets as the six different frames of the animation, so that all I need to do is switch between them and the animation plays no matter which way you're facing.


So yeah, something like that ^. You're 100% right, though, it quickly becomes a sprawling labyrinth of complexity and confusion. Especially if you're not particularly organised (which I ain't).

The ammo thing is a much simpler business:

___________________________________________________

Pick up bullets, set variable 'Ammo Count' to 6
Shoot? Ammon Count =-1

Parallel process:
If menu open:

Conditional Branch:
If 'Ammo Count' == 6
Show picture '6 Bullets'

Conditional Branch:
If 'Ammo Count' == 5
Show picture '5 Bullets'

and so on.


Realistically, I'm expecting the combat mechanics to be clunky and slightly unreliable at best, but then, horror game combat is meant to leave you with a feeling of vulnerability and helplessness. Otherwise the things that go bump in the dark are just annoyances.

Revolver_in_Inventory.jpg

author=Frogge
That's a really nice design! It's exactly the kind of menu i'd want to see in a psychological game!


The original thing I had penciled in looked like something out of Res Evil and it took me ages to finally step back and go 'this isn't the right flavour for this game'.

author=NoBody13
Looks really nice, good job!


Thank you. Knowing myself like I do, it'll probably ALL get redone before release, but at least I've got something pretty and functional to look at when I'm play testing now.

Revolver_in_Inventory.jpg

So yeah, it works. Using an array of variables, pictures, switches and complimentary events/common events, this menu works. You press 'S' to bring it up, and keep pressing 'S' to scroll through your items. The one you land on is automatically equipped.

Press 'D' to close the menu, or else it goes away on its own after a minute or so.

I haven't done any animations or shooting mechanic eventing yet, but when you have the Revolver equipped, pressing 'A' fires it. The 'bullets in the chamber' graphic corresponds to how many rounds you have left, if you have zero, the gun just clicks.

Yaddayadda - pressing 'Esc' brings up the options menu and there'll be instructions in-game.

Took two days to get the design down and get all the conditional branches to play ball. It's never as simple as you think it's gonna be.

#6. Long Absences + Ressurection part.3

author=Dragnfly
Sweet! Detail over size. I can think of some games that should've followed this philosophy.

Also, the left-most one looks like a monster of its own. Like if Matt Groening made a horror comic instead of The Simpsons.


That one on the left is the pixel-art equivalent of a stick man doodle ha. Something like him may feature as a little nod to your interest :)