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[RMVX ACE] [SCRIPTING] What causes an event script to abort when its event changes pages?
Yes, that is what he wants. lol It's about learning about the behavior of RM's inner workings.
A similar question would be:
If I create event A that constantly sets variable #1 to 10,
and event B that constantly sets variable #1 to 20,
what happens when I talk to this event C, and have it check the value of variable #1?
And I believe the answer to this unrelated, similar question would be "it depends on where in GameMap's events array events A, B and C exist. If C is between A and B, variable #1 will be 10. If it's anywhere else, it will be 20."
He's searching for this answer, not "just disable event B, and you'll always get the value 10."
A similar question would be:
If I create event A that constantly sets variable #1 to 10,
and event B that constantly sets variable #1 to 20,
what happens when I talk to this event C, and have it check the value of variable #1?
And I believe the answer to this unrelated, similar question would be "it depends on where in GameMap's events array events A, B and C exist. If C is between A and B, variable #1 will be 10. If it's anywhere else, it will be 20."
He's searching for this answer, not "just disable event B, and you'll always get the value 10."
Get Gud: The Place of Pure Skill In Games
It's to emphasize that the best case situation, where:
1. Everyone says "Yeah, that game has an incredible plot. Play it to the end!
2. It has an easy difficulty mode for people who solely want to experience the story.
still manages roughly 20% completion rates. If your game isn't automatically regarded as a plot-driven game like NieR, then it'll be even lower. Especially if it's a difficult game.
My very first statement on the subject:
So I haven't necessarily been talking at all about how "successful" a game is, unless you're using that word to refer to "how successful is a game at retaining its players until clearing the game's main content".
Though "success", when referring to sales numbers, could be related, since you could say "Sure, only 1% of my playerbase will clear the game, but 1% of 5,000,000 is different than 5,000." But whatever.
1. Everyone says "Yeah, that game has an incredible plot. Play it to the end!
2. It has an easy difficulty mode for people who solely want to experience the story.
still manages roughly 20% completion rates. If your game isn't automatically regarded as a plot-driven game like NieR, then it'll be even lower. Especially if it's a difficult game.
My very first statement on the subject:
People are already prone to dropping games, and challenges requiring any sort of mastery will only exacerbate that. If your goal is to tell a story, which a lot of RPGs are about, then you really don't want that.
So I haven't necessarily been talking at all about how "successful" a game is, unless you're using that word to refer to "how successful is a game at retaining its players until clearing the game's main content".
Though "success", when referring to sales numbers, could be related, since you could say "Sure, only 1% of my playerbase will clear the game, but 1% of 5,000,000 is different than 5,000." But whatever.
Get Gud: The Place of Pure Skill In Games
Popular games with practically universally praised plots with adjustable difficulties, like NieR: Automata, have notably "high" completion rates, above 20%. Less popular games that aren't as known for having fantastic plots, but I'm certain would be just as enjoyable to people, see completion rates in the single digits. I think of God Eater 2: Rage Burst, which has a ~5% completion rate.
It's a fraction (players that complete the game) of a fraction (players that even buy the game) that will experience your game's content in its "entirety". Players that clear the game again on higher difficulties, of course, drop to a much smaller %, within the realm of 1%.
I only keep bringing up completion rates, because it's very relevant to people that create JRPGs (this forum). If players ever run into a roadblock that tests them, you'll assuredly decrease the % of players that will fully experience your game to single digits. They won't listen to the perfectly-fitting song for that beautiful landscape when the plot takes its unexpectedly dark turn.
If you're okay with then you're free to make challenging, skill-intensive games. I'm not even someone who isn't, because I'm someone who solely works on skill-based projects. My previous projects were a bullet hell and a real-time card game. I just also know what I'm doing to the potential audience by doing so.And if RMN would accept my current project, people could see that I'm working on a purely gameplay-focused tower defense game.
It's a fraction (players that complete the game) of a fraction (players that even buy the game) that will experience your game's content in its "entirety". Players that clear the game again on higher difficulties, of course, drop to a much smaller %, within the realm of 1%.
I only keep bringing up completion rates, because it's very relevant to people that create JRPGs (this forum). If players ever run into a roadblock that tests them, you'll assuredly decrease the % of players that will fully experience your game to single digits. They won't listen to the perfectly-fitting song for that beautiful landscape when the plot takes its unexpectedly dark turn.
If you're okay with then you're free to make challenging, skill-intensive games. I'm not even someone who isn't, because I'm someone who solely works on skill-based projects. My previous projects were a bullet hell and a real-time card game. I just also know what I'm doing to the potential audience by doing so.
Get Gud: The Place of Pure Skill In Games
I'm definitely unfamiliar with WRPGs, because I've only played like, what.. TES/FO3+? I certainly hope people aren't playing those games for the challenge.
In the case of FF13 and 15, though, it's really just Square being nu-Square. They've decided to focus solely on graphics, characters, music, whatever, and foregone gameplay depth. The majority of consumers don't care about deep mechanics, so they stopped bothering to implement them.
And the issue people have with them isn't that they're not difficult. It's that they're shallow and not fleshed out. FF13's endgame that consists of Adamantoise farming is possibly the most engaging endgame farming experience you'll ever have in an FF (difficulty), but nobody cares about that because it's Crystarium & Corridors (shallow).
Most recently, it's Bayonetta that's been the target of complaint. I've seen it for some indie titles, like Fairy Bloom Freesia, as well.
In the case of FF13 and 15, though, it's really just Square being nu-Square. They've decided to focus solely on graphics, characters, music, whatever, and foregone gameplay depth. The majority of consumers don't care about deep mechanics, so they stopped bothering to implement them.
And the issue people have with them isn't that they're not difficult. It's that they're shallow and not fleshed out. FF13's endgame that consists of Adamantoise farming is possibly the most engaging endgame farming experience you'll ever have in an FF (difficulty), but nobody cares about that because it's Crystarium & Corridors (shallow).
author=Feldschlacht IV
Can you give me some examples?
Most recently, it's Bayonetta that's been the target of complaint. I've seen it for some indie titles, like Fairy Bloom Freesia, as well.
Get Gud: The Place of Pure Skill In Games
People are already prone to dropping games (especially as they grow older), and challenges requiring any sort of mastery will only exacerbate that. If your goal is to tell a story, which a lot of RPGs are about, then you really don't want that. People are going to drop your game without experiencing that mindblowing plot twist you've got in the latter half. Add to that, are people playing RPGs really looking for a challenge? It's a genre where your ability to damage something is abstracted to a number game.
In the case of Souls, it exploded because it's basically babby's first "difficult" game. It's also made by devs that are experienced in creating great atmospheres for their games, so it has the necessary aesthetic appeal. The game itself is more annoying than challenging, tbh. It happens to be difficult and punishing enough to gate a lot of people interested in trying it out, and also easy enough for random dudes to feel accomplishment from clearing them. I always laugh when I see "souls veterans" try out the actually difficult games I've played, and cry out "artificial difficulty" and "clunky combat".
In the case of Souls, it exploded because it's basically babby's first "difficult" game. It's also made by devs that are experienced in creating great atmospheres for their games, so it has the necessary aesthetic appeal. The game itself is more annoying than challenging, tbh. It happens to be difficult and punishing enough to gate a lot of people interested in trying it out, and also easy enough for random dudes to feel accomplishment from clearing them. I always laugh when I see "souls veterans" try out the actually difficult games I've played, and cry out "artificial difficulty" and "clunky combat".
[RM2K] [SCRIPTING] What causes an event script in progress to cancel and change pages?
That's an interesting project. Is there a reason you're not examining VXA's or MV's codebase? Perhaps they'd give insight into how RM parses through the event commands on an event page.
I'm certainly ignorant of how they exactly work. For my own game, I've primarily just been working with modifying Scene_Map.
I'm certainly ignorant of how they exactly work. For my own game, I've primarily just been working with modifying Scene_Map.
[RMMV] Level up event help
It's certainly doable through eventing, but it's just smarter to make use of scripts available to you, particularly if they're relatively unintrusive in terms of compatibility with other scripts. Hime's Level Up Events seems relatively unintrusive as well.
You need to read the usage section of the script page, though. You can set different common events for each character by using different notetags.
Like if you wanted that actor to fully heal on level up, then you'd just have different common events for each actor with the appropriate healing event commands. No need for storing any actor IDs in a game variable for something like this.
You need to read the usage section of the script page, though. You can set different common events for each character by using different notetags.
Like if you wanted that actor to fully heal on level up, then you'd just have different common events for each actor with the appropriate healing event commands. No need for storing any actor IDs in a game variable for something like this.
[RM2K] [SCRIPTING] What causes an event script in progress to cancel and change pages?
whatever the exact reason is, it means RM does the "should this event change pages?" check at both the end of an event page, and also at the end of a loop's body.
[RMMV] Pinpointing when Scene_Menu is done loading
By default, Scene_Menu uses a snapshot of Scene_Map, and it's quite taxing. There's a pretty significant FPS drop by that process, and then, of course, drawing the windows and such. I use animated menu transitions, so it looks particularly poor when opening the menu from the map.
I'm not sure where to attach a load listener to find out when exactly everything's finished loading. Right now, I've just been forcing the game to count (an arbitrary) 15 frames before it begins its fade in animations. The proper time to wait will be different depending on the player's system, of course, so I'd prefer to know a more proper solution.
I'm not sure where to attach a load listener to find out when exactly everything's finished loading. Right now, I've just been forcing the game to count (an arbitrary) 15 frames before it begins its fade in animations. The proper time to wait will be different depending on the player's system, of course, so I'd prefer to know a more proper solution.
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