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What should go into a manual?

Some of the things I can think of:

* Game mechanics (must be redundant to things explained in-game)
* Setting and timeline information
* Character bios
* Known bugs
* More detailed credits

What else should go into a manual?

How sleazy is Enterbrain?

I was initially hesitant to be anything but approving of the company that makes RPG Maker, but they keep trying to get me to send or receive spam in return for "free" extras like music and graphics. (You know, "We'll give you some music if you tell someone on Facebook how much you like Ace," "We'll give you a free copy of VX if you sign up for one of these deals with our sponsors," that sort of stuff.) Do I have reason to regret giving these people my email?

What program is recommendable for converting music files?

I've currently got quite a beautiful music file in .mid format. VX Ace can play this, but it hiccups for an alarmingly long time before it finally plays. The help resource says that optimally, music should be in .ogg, format, but the first converter I found heavily distorted the music, and the second converter I found was infested with spyware. What program do you folks recommend?

RPG Maker Music Packs: Worth it or not?

So I just got an email about an "RPG Maker Music Pack 3" for sale, with 40 tracks in it. From the name, I assume there was previously an "RPG Maker Music Pack" and an "RPG Maker Music Pack 2." Are these worth buying? (I have found that the default tracks don't contain all the emotions I'd like to convey, but I'm not sure whether those emotions would be better conveyed in tunes found elsewhere.)

The order of writing a non-linear narrative

Normally, I start at the beginning of a story, go straight to the end, and stop. This becomes problematic when there are multiple branches--in this case, side conversations discussing the characters' pasts. I got most of the way through the game without even beginning on these side conversations, but now that I'm writing them, I really, really think I should have written each conversation at the point when it was first unlocked by the main storyline. (I'm having to go back and edit a lot of things to fit with what I've now decided about characters' personalities.)

How do you write the narrative for sidequests, side conversations, and/or multiple story branches?

VX Ace: Events to increase ex-parameters

Yankfly's script to link the values of ex-parameters to regular parameters terrifies me to look at, let alone try to edit to return the desired input given the rather odd way I link starting parameters to starting ex-parameters. Fortunately, I've already set things up so that level-ups correspond to events rather than EXP gain, so all I need to do is add code in those events to increase characters' EVA and CRIT during some of their level-ups. The problem, of course, is that I don't know how to increase EVA and CRIT, and for that matter, I can't even figure out how the code that corresponds to increasing regular parameters.

$game_actors.hp += 100

will heal actor 2 by 100, but

$game_actors.mhp += 100

causes an error, never mind

$game_actors.eva += 2.5

I have been able to determine that EVA and CRIT are defined as xparam(1) and xparam(2) in the script, but I can't find any way to use those values, either.

(While I'm at it, is there any resource that will allow me to look at a command provided in Ace, and see what the base Ruby code of that command is? I would be able to avoid a lot of questions if I could do that--in this case, if I could determine how EVA and CRIT increases are implemented for items.)

More complicated if statements in Ace

I am currently trying to run one set of events if the switch "Val is dead" or the switch "Val is in party" is on, and a different set of events if neither is on. I would expect it to be coded something like this:

if (Val is dead || Val is in party) {
//some code
} else {
//some other code
}

Since I don't actually know how to program that "some code", but I do know the commands for it, I was attempting to use the "script" command just for the ifs and the brackets, putting the other commands in between each call to script. This . . . didn't work so well.

Part of the problem might be that I don't know how to reference the switches in question. Are they referenced according to their switch number, or what? The other aspect of the problem is that, even when that's done, I don't know if the compiler will allow me to call part of a script, run a command, and then call another part that completes the script.

Who else here has tried to make more complicated if statements? What have you figured out?

Edit @Xavion: That's what I've been doing so far, but when checking a bunch of switches at once, there's no good way to do it without either copy-pasting large chunks of code, or having a LOT of common events.

Secret content: How hidden is too hidden?

Okay, maybe there's no such thing as "too hidden" if you're making an AAA game that will get multiple FAQs on Gamefaqs, but most of us aren't designing games that are destined for that level of awareness. How do you distinguish cleverly hidden content for the player who really searches for it from infuriatingly hidden content that wastes players' times? On a related note, how do you signal the player that hidden content even exists, without letting them know how to get to it?

(I'm thinking of listing off the player's achievements and failures in the ending, and giving one line each to all the things they didn't do this playthrough and could try to do the next, ranging from "recruited so-and-so" to "made so-and-so howl like a wolf.")

The Young Redeemer (or, I reintroduce myself)

When I introduce myself on an art site, I like to start by posting some of my art relevant to the site. I was at a loss for what to post in my introductory thread, since I haven't completed a game yet, but I do have a lot of writing. Most of said writing is horribly, horribly NSFW (Google "Feotakahari" if you're really curious), but The Young Redeemer is SFW apart from a barrage of profanity. (I wrote it for a contest on TV Tropes, which I won. I've been participating in the contests since the very first one, and at this point, I've won more of them than everyone else combined.)

Anyways, I just thought I'd post this as an indicator of my style, and an example of the sort of stuff to expect from me. This is the original version for the contest, so it lacks the edits I made according to the judges' criticism (meaning it's a bit rough around the edges), but I think it still holds up decently.

So, what's the relationship between these forums and forums.rpgmakerweb.com?

To what degree do they overlap? What subjects are better discussed here, and what subjects are better discussed there? (I know this site covers some engines that site doesn't, such as Ren'Py.)

(Sorry if this is already mentioned somewhere, but I didn't see it anywhere.)
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