MERLANDESE'S PROFILE

Placebo Love
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.

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[RMVX ACE] The deepest thing you've done with variables, common events and switches?

The most complex system I've made is probably the Discourse System in Last Word.

It used at least 5 Common Events that call each other so much I had to adjust a script to allow the stacking. Then is had about 80 Variables and 80 Switches--and that was me REALLY trying to be efficient. Merlandese of three years ago would have used four times as many, but I took a lot of paper notes that allowed me to redistribute the loads.

I also used almost all of my Image space, which I don't think many RMXP users tend to do. You only get 50 spots and I would sometimes use as many as 45. This 50 limit was pushed so far that my "analyze" functionality (like the Scan spell in Final Fantasy) was very limited and nearly useless because I didn't have any more image space to manipulate.

author=GreatRedSpirit
I made an endless room maze through events.
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This is pretty impressive shtuffs.

Whatchu Workin' On? Tell us!

author=Ramshackin
I don't know anything about Construct 2, but let me know if you need help putting your system together.


I'm having a lot of design complications with mine, the main one being that even when I get certain aspects of the schedule to work I still haven't properly developed a system that I can easily use to manage the schedules. So if I decide a character should be ten minutes late I have to reprogram five minutes worth of stuff. No bueno.

We're not in the same engine but I would like to pick your brain about a problem you may have encountered.

Let's say you have a Salesman enter town at 10:00 sharp. If you are standing by the entrance of the map, you will see him walk in and head to whatever "waypoint" you have designated. Let's say that the Salesman needs to be by the basketball court at 10:10, so he walks and it takes roughly ten in-game minutes.

Now, at 10:00, when the Salesman appears, you walk out of the map and then walk in. In the time that it took you it is now 10:01. From everything I know so far four things can have happened to the Salesman:

01. He is properly en route and is 1/10th the way to his destination.
02. It is not time for him to be at the destination, and the time to trigger his appearance has passed, so he won't exist until 10:10.
03. It is not time for him to be at the destination so it replays his entrance, now with a minute lag.
04. The chance to see him arrive has passed so he is already at his destination.

Obviously Option 01 is the ideal. If that's what you did, I'd like to know how. Currently I just went from Option 03 to a complicated Option 01. My version of Option 01 works but right now is so convoluted I wouldn't dare keep using it for every instance of every character.

Did you encounter this problem and what'd you do about it?

Background Painter/Concept Artist for Hire

Very beautiful! Do you do only static backdrops or are you capable of layering them with parallax?

Good 2D game engines?

author=CYBERLOUS
author=Merlandese
author=CYBERLOUS
author=Merlandese
Construct 2is a powerful 2D (only) engine with a good amount of simplicity. I'm pretty sure you can use it for 100% free until you want to publish, in which case you need to buy a business license. :)
I thought that there was a limit of only 30 events or something like that.
Oh, yeah, you may be right! 30 Events sheets is a big limit, but realistically you can program everything you need into a few sheets if you wanted to deal with the mess. You'll be linking most sheets together anyhow, depending on your setup, which would fundamentally be the same as building them all in the same sheet.

Right now my project is pretty robust and I'm only using twelve or so sheets, several of which could be combined easily (and maybe should be) if I wanted.
I have a habit of making lots of maps already with RPG Maker(I'm already above 40 in my current project and it's still kinda the beginning) so that's an issue.
I'm talking about something like Overlap 2D.(Because I can't figure out to set up Overlap)


Well, "maps" and Events Sheets are very different things in C2. I guess it's hard to understand the limitation if you aren't familiar with the engine. I barely understood it myself when I started since it's such a far departure from RMXP logic. But basically the "maps" and the "events" you use in RPG Maker happen on the same "map," while in C2 the "maps" and "events" happen in two different spaces. You can program events in a "sheet" just like you would write a script in RPG Maker, but still apply it to a bunch of maps.

Anyway, good luck on the search!

Whatchu Workin' On? Tell us!

author=dethmetal
author=Merlandese
I'm currently working on a game that has a schedule system a lot like Harvest Moon or Majora's Mask, where NPCs have movement based on the time. This is proving to be the hardest part of making the game, and a lot of interesting design choices come from it.
What are you making it in?


Construct 2. I think I could do it easier in RMXP since that's where most of my expertise lies, but once I get it functioning in C2 it should be really brilliant. :)

Good 2D game engines?

author=CYBERLOUS
author=Merlandese
Construct 2is a powerful 2D (only) engine with a good amount of simplicity. I'm pretty sure you can use it for 100% free until you want to publish, in which case you need to buy a business license. :)
I thought that there was a limit of only 30 events or something like that.

Oh, yeah, you may be right! 30 Events sheets is a big limit, but realistically you can program everything you need into a few sheets if you wanted to deal with the mess. You'll be linking most sheets together anyhow, depending on your setup, which would fundamentally be the same as building them all in the same sheet.

Right now my project is pretty robust and I'm only using twelve or so sheets, several of which could be combined easily (and maybe should be) if I wanted.

What do you think of Texans?

I've met a LOT of Texans in my life, and even spent time in San Antonio (mostly for basic military training). And even though I get along with a few Texans, the majority I've interacted with (supervisors, coworkers, fellow students, dormmates at hostels, etc.) seem to dislike or hate me well before we have that "where are you from" conversation. (In real life, though. It's never been a problem online for some reason.)

Honestly, some of the people who have been the worst to me in my lifetime all ended up being from Texas. It's gotten to a point that if I feel like a new person and I are having a really hard time getting along I can guess they're from Texas.

Furthermore, I've traveled to a lot of sketchy places all over the world--real shitholes that most people would think are scary--and the only place I've ever been continuously threatened and fought is the regular streets of San Antonio. Hell, right now I'm in the slums of San Jose, Costa Rica, traveling solo, equipped with almost no Spanish, and I still feel safer than I ever did in Texas! XD

So as much as I think it's silly to bias for or against a group of people based on their location, I have an inherent inclination to step away from Texans.

This is a weird thread. I would guess that it could only exist if there's already some truth to the idea that Texans are thought of negatively compared to the other 49 states of the US.

author=Housekeeping
Another Texan here. Cool things about being Texan:

-We have tex mex and bbq--way better local cuisine than, say, the Northeast, and we dodged all the green chili/red chili shit from New Mexico.

This is one thing I hear consistently when meeting a new Texan! XD

Whatchu Workin' On? Tell us!

I'm currently working on a game that has a schedule system a lot like Harvest Moon or Majora's Mask, where NPCs have movement based on the time. This is proving to be the hardest part of making the game, and a lot of interesting design choices come from it.

Good 2D game engines?

Construct 2 is a powerful 2D (only) engine with a good amount of simplicity. I'm pretty sure you can use it for 100% free until you want to publish, in which case you need to buy a business license. :)

Single Area RPG

I actually LOVE "fish bowl" scenarios. In other media that's pretty common. Some shows have episodes where people are trapped in an elevator, and murder mysteries typically hinge on the exploration of a singular, dense location.

And I love them so much that arguably every Twelve Tiles game is in a fish bowl!

*BEWARE: EXAMPLES DOUBLE AS PLUGS*

Last Word's gameplay takes place entirely in a single map, the location being the Sommerhaus Estate.

Fleuret Blanc takes places exclusively in the two-to-three floors of Château de l'Hiver.

Social Caterpillar takes place in a long corridor where every location is a condensed interpretation made by the main character.

And even though these games all stretch conventions (especially Social Caterpillar, which I wouldn't classify as "RPG" on the most self-satisfying of days), Last Word and Fleuret Blanc definitely have enough footing in Eastern RPG conventions/inspiration to, at the very least, show that having a "fish bowl RPG" is possible.

So yes, make it so! :)

EDIT: I'm also going to drop a hot mention for Halloween Bash for being excellent, an innovative RPG, and also taking place in one area.